GroveEngine/modules/BgfxRenderer/Resources/ResourceCache.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

118 lines
3.1 KiB
C++

#include "ResourceCache.h"
#include "TextureLoader.h"
#include "../RHI/RHIDevice.h"
#include <mutex>
#include <shared_mutex>
namespace grove {
rhi::TextureHandle ResourceCache::getTexture(const std::string& path) const {
std::shared_lock lock(m_mutex);
auto it = m_textures.find(path);
if (it != m_textures.end()) {
return it->second;
}
return rhi::TextureHandle{}; // Invalid handle
}
rhi::ShaderHandle ResourceCache::getShader(const std::string& name) const {
std::shared_lock lock(m_mutex);
auto it = m_shaders.find(name);
if (it != m_shaders.end()) {
return it->second;
}
return rhi::ShaderHandle{}; // Invalid handle
}
rhi::TextureHandle ResourceCache::loadTexture(rhi::IRHIDevice& device, const std::string& path) {
// Check if already loaded
{
std::shared_lock lock(m_mutex);
auto it = m_textures.find(path);
if (it != m_textures.end()) {
return it->second;
}
}
// Load texture from file using TextureLoader (stb_image)
auto result = TextureLoader::loadFromFile(device, path);
if (!result.success) {
// Return invalid handle on failure
return rhi::TextureHandle{};
}
// Store in cache
{
std::unique_lock lock(m_mutex);
m_textures[path] = result.handle;
}
return result.handle;
}
rhi::ShaderHandle ResourceCache::loadShader(rhi::IRHIDevice& device, const std::string& name,
const void* vsData, uint32_t vsSize,
const void* fsData, uint32_t fsSize) {
// Check if already loaded
{
std::shared_lock lock(m_mutex);
auto it = m_shaders.find(name);
if (it != m_shaders.end()) {
return it->second;
}
}
rhi::ShaderDesc desc;
desc.vsData = vsData;
desc.vsSize = vsSize;
desc.fsData = fsData;
desc.fsSize = fsSize;
rhi::ShaderHandle handle = device.createShader(desc);
// Store in cache
{
std::unique_lock lock(m_mutex);
m_shaders[name] = handle;
}
return handle;
}
bool ResourceCache::hasTexture(const std::string& path) const {
std::shared_lock lock(m_mutex);
return m_textures.find(path) != m_textures.end();
}
bool ResourceCache::hasShader(const std::string& name) const {
std::shared_lock lock(m_mutex);
return m_shaders.find(name) != m_shaders.end();
}
void ResourceCache::clear(rhi::IRHIDevice& device) {
std::unique_lock lock(m_mutex);
for (auto& [path, handle] : m_textures) {
device.destroy(handle);
}
m_textures.clear();
for (auto& [name, handle] : m_shaders) {
device.destroy(handle);
}
m_shaders.clear();
}
size_t ResourceCache::getTextureCount() const {
std::shared_lock lock(m_mutex);
return m_textures.size();
}
size_t ResourceCache::getShaderCount() const {
std::shared_lock lock(m_mutex);
return m_shaders.size();
}
} // namespace grove