GroveEngine/modules/BgfxRenderer/Passes/SpritePass.cpp
StillHammer 2f8e78b247 feat(BgfxRenderer): Phase 6 - Texture loading with stb_image
- Add TextureLoader class using stb_image for PNG/JPG/etc loading
- Integrate TextureLoader with ResourceCache for cached texture loading
- Add SpritePass::setTexture() for binding textures to sprites
- Add "defaultTexture" config option to load texture at startup
- Create assets/textures folder structure
- Add 1f440.png (eyes emoji) test texture

Visual test confirms textured sprites render correctly.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 19:44:13 +08:00

121 lines
4.2 KiB
C++

#include "SpritePass.h"
#include "../RHI/RHIDevice.h"
#include "../Frame/FramePacket.h"
namespace grove {
SpritePass::SpritePass(rhi::ShaderHandle shader)
: m_shader(shader)
{
}
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::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);
// Process sprites in batches
size_t remaining = frame.spriteCount;
size_t offset = 0;
while (remaining > 0) {
size_t batchSize = (remaining > MAX_SPRITES_PER_BATCH)
? MAX_SPRITES_PER_BATCH : remaining;
// Update instance buffer with sprite data
// The SpriteInstance struct matches what we send to GPU
const SpriteInstance* batchData = frame.sprites + offset;
device.updateBuffer(m_instanceBuffer, batchData,
static_cast<uint32_t>(batchSize * sizeof(SpriteInstance)));
cmd.setVertexBuffer(m_quadVB);
cmd.setIndexBuffer(m_quadIB);
cmd.setInstanceBuffer(m_instanceBuffer, 0, static_cast<uint32_t>(batchSize));
// Bind texture (use active texture if set, otherwise default white)
rhi::TextureHandle texToUse = m_activeTexture.isValid() ? m_activeTexture : m_defaultTexture;
cmd.setTexture(0, texToUse, m_textureSampler);
// Submit draw call
cmd.drawInstanced(6, static_cast<uint32_t>(batchSize)); // 6 indices per quad
cmd.submit(0, m_shader, 0);
offset += batchSize;
remaining -= batchSize;
}
}
} // namespace grove