GroveEngine/modules/BgfxRenderer/Passes/SpritePass.h
StillHammer 613283d75c feat(BgfxRenderer): Phase 7-8 - Text, Tilemap, Multi-texture, Resize
Phase 7 - Text Rendering:
- Add BitmapFont with embedded 8x8 CP437 font (ASCII 32-126)
- Add TextPass for instanced glyph rendering
- Fix SceneCollector::parseText() to copy strings to FrameAllocator

Phase 8A - Multi-texture Support:
- Add numeric texture ID system in ResourceCache
- SpritePass sorts by textureId and batches per texture
- Flush batch on texture change for efficient rendering

Phase 8B - Tilemap Rendering:
- Add TilemapPass for grid-based tile rendering
- Support tileData as comma-separated string
- Tiles rendered as instanced quads

Window Resize:
- Handle window resize via process() input
- Call bgfx::reset() on size change

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 22:09:48 +08:00

68 lines
2.3 KiB
C++

#pragma once
#include "../RenderGraph/RenderPass.h"
#include "../RHI/RHITypes.h"
#include <vector>
namespace grove {
class ResourceCache;
// ============================================================================
// Sprite Pass - Renders 2D sprites with batching by texture
// ============================================================================
class SpritePass : public RenderPass {
public:
/**
* @brief Construct SpritePass with required shader
* @param shader The shader program to use for sprite rendering
*/
explicit SpritePass(rhi::ShaderHandle shader);
const char* getName() const override { return "Sprites"; }
uint32_t getSortOrder() const override { return 100; }
std::vector<const char*> getDependencies() const override { return {"Clear"}; }
void setup(rhi::IRHIDevice& device) override;
void shutdown(rhi::IRHIDevice& device) override;
void execute(const FramePacket& frame, rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd) override;
/**
* @brief Set resource cache for texture lookup by ID
*/
void setResourceCache(ResourceCache* cache) { m_resourceCache = cache; }
/**
* @brief Set fallback texture when textureId=0 or texture not found
*/
void setDefaultTexture(rhi::TextureHandle texture) { m_activeTexture = texture; }
/**
* @brief Legacy: Set a single texture for all sprites (backward compat)
* @deprecated Use setResourceCache for multi-texture support
*/
void setTexture(rhi::TextureHandle texture) { m_activeTexture = texture; }
private:
void flushBatch(rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd,
rhi::TextureHandle texture, uint32_t count);
rhi::ShaderHandle m_shader;
rhi::BufferHandle m_quadVB;
rhi::BufferHandle m_quadIB;
rhi::BufferHandle m_instanceBuffer;
rhi::UniformHandle m_textureSampler;
rhi::TextureHandle m_defaultTexture; // White 1x1 texture fallback
rhi::TextureHandle m_activeTexture; // Default texture for textureId=0
ResourceCache* m_resourceCache = nullptr;
// Sorted sprite indices for batching
std::vector<uint32_t> m_sortedIndices;
static constexpr uint32_t MAX_SPRITES_PER_BATCH = 10000;
};
} // namespace grove