#include "SpritePass.h" #include "../RHI/RHIDevice.h" #include "../Frame/FramePacket.h" #include "../Resources/ResourceCache.h" #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); // Create dynamic instance buffer 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 1x1 texture (used when no texture is bound) uint32_t whitePixel = 0xFFFFFFFF; // RGBA white rhi::TextureDesc texDesc; texDesc.width = 1; texDesc.height = 1; texDesc.format = rhi::TextureDesc::RGBA8; texDesc.data = &whitePixel; texDesc.dataSize = sizeof(whitePixel); m_defaultTexture = device.createTexture(texDesc); } 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); cmd.setInstanceBuffer(m_instanceBuffer, 0, count); 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 for sprites (alpha blending, no depth) rhi::RenderState state; state.blend = rhi::BlendMode::Alpha; state.cull = rhi::CullMode::None; state.depthTest = false; state.depthWrite = false; cmd.setState(state); // Build sorted indices by textureId for batching m_sortedIndices.clear(); m_sortedIndices.reserve(frame.spriteCount); for (size_t i = 0; i < frame.spriteCount; ++i) { m_sortedIndices.push_back(static_cast(i)); } // Sort by textureId (stable sort to preserve layer order within same texture) std::stable_sort(m_sortedIndices.begin(), m_sortedIndices.end(), [&frame](uint32_t a, uint32_t b) { return frame.sprites[a].textureId < frame.sprites[b].textureId; }); // Process sprites in batches by texture std::vector batchData; batchData.reserve(MAX_SPRITES_PER_BATCH); uint16_t currentTextureId = UINT16_MAX; rhi::TextureHandle currentTexture; for (uint32_t idx : m_sortedIndices) { const SpriteInstance& sprite = frame.sprites[idx]; uint16_t texId = static_cast(sprite.textureId); // Check if texture changed if (texId != currentTextureId) { // Flush previous batch if (!batchData.empty()) { device.updateBuffer(m_instanceBuffer, batchData.data(), static_cast(batchData.size() * sizeof(SpriteInstance))); flushBatch(device, cmd, currentTexture, static_cast(batchData.size())); batchData.clear(); } // Update current texture currentTextureId = texId; if (texId == 0 || !m_resourceCache) { // Use default/active texture for textureId=0 currentTexture = m_activeTexture.isValid() ? m_activeTexture : m_defaultTexture; } else { // Look up texture by ID currentTexture = m_resourceCache->getTextureById(texId); if (!currentTexture.isValid()) { currentTexture = m_activeTexture.isValid() ? m_activeTexture : m_defaultTexture; } } } // Add sprite to batch batchData.push_back(sprite); // Flush if batch is full if (batchData.size() >= MAX_SPRITES_PER_BATCH) { device.updateBuffer(m_instanceBuffer, batchData.data(), static_cast(batchData.size() * sizeof(SpriteInstance))); flushBatch(device, cmd, currentTexture, static_cast(batchData.size())); batchData.clear(); } } // Flush remaining sprites if (!batchData.empty()) { device.updateBuffer(m_instanceBuffer, batchData.data(), static_cast(batchData.size() * sizeof(SpriteInstance))); flushBatch(device, cmd, currentTexture, static_cast(batchData.size())); } } } // namespace grove