#include "SpritePass.h" #include "../RHI/RHIDevice.h" #include "../Frame/FramePacket.h" #include "../Resources/ResourceCache.h" #include #include #include namespace grove { SpritePass::SpritePass(rhi::ShaderHandle shader) : m_shader(shader) { m_sortedIndices.reserve(MAX_SPRITES_PER_BATCH); } void SpritePass::setup(rhi::IRHIDevice& device) { // Create quad vertex buffer (unit quad, instanced) // Layout must match shader: a_position (vec3) + a_color0 (vec4) // Note: Color is white (1,1,1,1) - actual color comes from instance data float quadVertices[] = { // pos.x, pos.y, pos.z, r, g, b, a 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // bottom-left 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // bottom-right 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // top-right 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // top-left }; rhi::BufferDesc vbDesc; vbDesc.type = rhi::BufferDesc::Vertex; vbDesc.size = sizeof(quadVertices); vbDesc.data = quadVertices; vbDesc.dynamic = false; vbDesc.layout = rhi::BufferDesc::PosColor; // Match shader: a_position + a_color0 m_quadVB = device.createBuffer(vbDesc); // Create index buffer uint16_t quadIndices[] = { 0, 1, 2, // first triangle 0, 2, 3 // second triangle }; rhi::BufferDesc ibDesc; ibDesc.type = rhi::BufferDesc::Index; ibDesc.size = sizeof(quadIndices); ibDesc.data = quadIndices; ibDesc.dynamic = false; m_quadIB = device.createBuffer(ibDesc); // Note: We no longer create a persistent instance buffer since we use transient buffers // But keep it for fallback if transient allocation fails rhi::BufferDesc instDesc; instDesc.type = rhi::BufferDesc::Instance; instDesc.size = MAX_SPRITES_PER_BATCH * sizeof(SpriteInstance); instDesc.data = nullptr; instDesc.dynamic = true; m_instanceBuffer = device.createBuffer(instDesc); // Create texture sampler uniform (must match shader: s_texColor) m_textureSampler = device.createUniform("s_texColor", 1); // Create default white 4x4 texture (used when no texture is bound) // Some drivers have issues with 1x1 textures uint32_t whitePixels[16]; for (int i = 0; i < 16; ++i) whitePixels[i] = 0xFFFFFFFF; // RGBA white rhi::TextureDesc texDesc; texDesc.width = 4; texDesc.height = 4; texDesc.format = rhi::TextureDesc::RGBA8; texDesc.data = whitePixels; texDesc.dataSize = sizeof(whitePixels); m_defaultTexture = device.createTexture(texDesc); spdlog::info("SpritePass: defaultTexture valid={} (4x4 white)", m_defaultTexture.isValid()); } void SpritePass::shutdown(rhi::IRHIDevice& device) { device.destroy(m_quadVB); device.destroy(m_quadIB); device.destroy(m_instanceBuffer); device.destroy(m_textureSampler); device.destroy(m_defaultTexture); // Note: m_shader is owned by ShaderManager, not destroyed here } void SpritePass::flushBatch(rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd, rhi::TextureHandle texture, uint32_t count) { if (count == 0) return; cmd.setVertexBuffer(m_quadVB); cmd.setIndexBuffer(m_quadIB); // Note: Instance buffer should be set before calling this cmd.setTexture(0, texture, m_textureSampler); cmd.drawInstanced(6, count); cmd.submit(0, m_shader, 0); } void SpritePass::execute(const FramePacket& frame, rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd) { if (frame.spriteCount == 0) return; // Set render state ONCE (like TextPass does) rhi::RenderState state; state.blend = rhi::BlendMode::Alpha; state.cull = rhi::CullMode::None; state.depthTest = false; state.depthWrite = false; cmd.setState(state); // Sort sprites by layer for correct draw order m_sortedIndices.clear(); m_sortedIndices.reserve(frame.spriteCount); for (size_t i = 0; i < frame.spriteCount; ++i) { m_sortedIndices.push_back(static_cast(i)); } std::sort(m_sortedIndices.begin(), m_sortedIndices.end(), [&frame](uint32_t a, uint32_t b) { return frame.sprites[a].layer < frame.sprites[b].layer; }); // Copy sorted sprites to temporary buffer (like TextPass does with glyphs) std::vector sortedSprites; sortedSprites.reserve(frame.spriteCount); for (uint32_t idx : m_sortedIndices) { sortedSprites.push_back(frame.sprites[idx]); } // Update dynamic instance buffer with ALL sprites (like TextPass) device.updateBuffer(m_instanceBuffer, sortedSprites.data(), static_cast(sortedSprites.size() * sizeof(SpriteInstance))); // Set buffers and draw ALL sprites in ONE call (like TextPass) cmd.setVertexBuffer(m_quadVB); cmd.setIndexBuffer(m_quadIB); cmd.setInstanceBuffer(m_instanceBuffer, 0, static_cast(sortedSprites.size())); cmd.setTexture(0, m_defaultTexture, m_textureSampler); cmd.drawInstanced(6, static_cast(sortedSprites.size())); cmd.submit(0, m_shader, 0); } } // namespace grove