GroveEngine/modules/BgfxRenderer/Passes/TilemapPass.cpp
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

198 lines
6.8 KiB
C++

#include "TilemapPass.h"
#include "../RHI/RHIDevice.h"
#include "../Frame/FramePacket.h"
#include "../Resources/ResourceCache.h"
namespace grove {
TilemapPass::TilemapPass(rhi::ShaderHandle shader)
: m_shader(shader)
{
m_tileInstances.reserve(MAX_TILES_PER_BATCH);
}
void TilemapPass::setup(rhi::IRHIDevice& device) {
// Create quad vertex buffer (unit quad, instanced) - same as SpritePass
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,
1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
};
rhi::BufferDesc vbDesc;
vbDesc.type = rhi::BufferDesc::Vertex;
vbDesc.size = sizeof(quadVertices);
vbDesc.data = quadVertices;
vbDesc.dynamic = false;
vbDesc.layout = rhi::BufferDesc::PosColor;
m_quadVB = device.createBuffer(vbDesc);
// Create index buffer
uint16_t quadIndices[] = {
0, 1, 2,
0, 2, 3
};
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_TILES_PER_BATCH * sizeof(SpriteInstance);
instDesc.data = nullptr;
instDesc.dynamic = true;
m_instanceBuffer = device.createBuffer(instDesc);
// Create texture sampler uniform
m_textureSampler = device.createUniform("s_texColor", 1);
// Create default white texture
uint32_t whitePixel = 0xFFFFFFFF;
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 TilemapPass::shutdown(rhi::IRHIDevice& device) {
device.destroy(m_quadVB);
device.destroy(m_quadIB);
device.destroy(m_instanceBuffer);
device.destroy(m_textureSampler);
device.destroy(m_defaultTexture);
}
void TilemapPass::execute(const FramePacket& frame, rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd) {
if (frame.tilemapCount == 0) {
return;
}
// Set render state for tilemaps (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 each tilemap chunk
for (size_t i = 0; i < frame.tilemapCount; ++i) {
const TilemapChunk& chunk = frame.tilemaps[i];
if (!chunk.tiles || chunk.tileCount == 0) {
continue;
}
// Get tileset texture
rhi::TextureHandle tileset;
if (chunk.textureId > 0 && m_resourceCache) {
tileset = m_resourceCache->getTextureById(chunk.textureId);
}
if (!tileset.isValid()) {
tileset = m_defaultTileset.isValid() ? m_defaultTileset : m_defaultTexture;
}
// Calculate UV size per tile in tileset
float tileU = 1.0f / m_tilesPerRow;
float tileV = 1.0f / m_tilesPerCol;
m_tileInstances.clear();
// Generate sprite instances for each tile
for (size_t t = 0; t < chunk.tileCount; ++t) {
uint16_t tileIndex = chunk.tiles[t];
// Skip empty tiles (index 0 is typically empty)
if (tileIndex == 0) {
continue;
}
// Calculate tile position in grid
size_t tileX = t % chunk.width;
size_t tileY = t / chunk.width;
// Calculate world position
float worldX = chunk.x + tileX * chunk.tileWidth;
float worldY = chunk.y + tileY * chunk.tileHeight;
// Calculate UV coords from tile index
// tileIndex-1 because 0 is empty, actual tiles start at 1
uint16_t actualIndex = tileIndex - 1;
uint16_t tileCol = actualIndex % m_tilesPerRow;
uint16_t tileRow = actualIndex / m_tilesPerRow;
float u0 = tileCol * tileU;
float v0 = tileRow * tileV;
float u1 = u0 + tileU;
float v1 = v0 + tileV;
// Create sprite instance for this tile
SpriteInstance inst;
inst.x = worldX;
inst.y = worldY;
inst.scaleX = static_cast<float>(chunk.tileWidth);
inst.scaleY = static_cast<float>(chunk.tileHeight);
inst.rotation = 0.0f;
inst.u0 = u0;
inst.v0 = v0;
inst.u1 = u1;
inst.v1 = v1;
inst.textureId = 0.0f; // Using tileset bound directly
inst.layer = -100.0f; // Tilemaps render behind sprites
inst.padding0 = 0.0f;
inst.reserved[0] = 0.0f;
inst.reserved[1] = 0.0f;
inst.reserved[2] = 0.0f;
inst.reserved[3] = 0.0f;
inst.r = 1.0f;
inst.g = 1.0f;
inst.b = 1.0f;
inst.a = 1.0f;
m_tileInstances.push_back(inst);
// Flush batch if full
if (m_tileInstances.size() >= MAX_TILES_PER_BATCH) {
device.updateBuffer(m_instanceBuffer, m_tileInstances.data(),
static_cast<uint32_t>(m_tileInstances.size() * sizeof(SpriteInstance)));
cmd.setVertexBuffer(m_quadVB);
cmd.setIndexBuffer(m_quadIB);
cmd.setInstanceBuffer(m_instanceBuffer, 0, static_cast<uint32_t>(m_tileInstances.size()));
cmd.setTexture(0, tileset, m_textureSampler);
cmd.drawInstanced(6, static_cast<uint32_t>(m_tileInstances.size()));
cmd.submit(0, m_shader, 0);
m_tileInstances.clear();
}
}
// Flush remaining tiles for this chunk
if (!m_tileInstances.empty()) {
device.updateBuffer(m_instanceBuffer, m_tileInstances.data(),
static_cast<uint32_t>(m_tileInstances.size() * sizeof(SpriteInstance)));
cmd.setVertexBuffer(m_quadVB);
cmd.setIndexBuffer(m_quadIB);
cmd.setInstanceBuffer(m_instanceBuffer, 0, static_cast<uint32_t>(m_tileInstances.size()));
cmd.setTexture(0, tileset, m_textureSampler);
cmd.drawInstanced(6, static_cast<uint32_t>(m_tileInstances.size()));
cmd.submit(0, m_shader, 0);
m_tileInstances.clear();
}
}
}
} // namespace grove