GroveEngine/modules/BgfxRenderer/Passes/SpritePass.cpp
StillHammer 4a30b1f149 feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration
- Refactor ShaderManager to use RHI abstraction (no bgfx:: exposed)
- Implement Option E: inject ShaderHandle via pass constructors
- SpritePass/DebugPass now receive shader in constructor
- RenderPass::execute() takes IRHIDevice& for dynamic buffer updates
- SpritePass::execute() updates instance buffer from FramePacket
- Integrate ShaderManager lifecycle in BgfxRendererModule
- Add test_22_bgfx_sprites.cpp (visual test with SDL2)
- Add test_22_bgfx_sprites_headless.cpp (headless data structure test)
- Update PLAN_BGFX_RENDERER.md with Phase 4 completion and Phase 6.5

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 22:27:19 +08:00

104 lines
3.2 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)
// Positions: 4 vertices for a quad
float quadVertices[] = {
// pos.x, pos.y, uv.x, uv.y
0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, 1.0f, 1.0f, // top-right
0.0f, 1.0f, 0.0f, 1.0f, // top-left
};
rhi::BufferDesc vbDesc;
vbDesc.type = rhi::BufferDesc::Vertex;
vbDesc.size = sizeof(quadVertices);
vbDesc.data = quadVertices;
vbDesc.dynamic = false;
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
m_textureSampler = device.createUniform("s_texture", 1);
}
void SpritePass::shutdown(rhi::IRHIDevice& device) {
device.destroy(m_quadVB);
device.destroy(m_quadIB);
device.destroy(m_instanceBuffer);
device.destroy(m_textureSampler);
// 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));
// 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