GroveEngine/modules/BgfxRenderer/BgfxRendererModule.cpp
StillHammer 5cef0e25b0 fix: UIModule button interaction + JsonDataNode array children support
- Fix JsonDataNode::getChildReadOnly() to handle JSON array access by numeric index
- Fix test_ui_showcase to use JSON array for children (matching test_single_button pattern)
- Add visual test files: test_single_button, test_ui_showcase, test_sprite_debug
- Clean up debug logging from SpritePass, SceneCollector, UIButton, BgfxDevice

The root cause was that UITree couldn't access array children in JSON layouts.
UIButton hover/click now works correctly in both test files.

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

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-05 18:23:16 +07:00

310 lines
12 KiB
C++

#include "BgfxRendererModule.h"
#include "RHI/RHIDevice.h"
#include "Frame/FrameAllocator.h"
#include "Frame/FramePacket.h"
#include "Shaders/ShaderManager.h"
#include "RenderGraph/RenderGraph.h"
#include "Scene/SceneCollector.h"
#include "Resources/ResourceCache.h"
#include "Debug/DebugOverlay.h"
#include "Passes/ClearPass.h"
#include "Passes/TilemapPass.h"
#include "Passes/SpritePass.h"
#include "Passes/TextPass.h"
#include "Passes/ParticlePass.h"
#include "Passes/DebugPass.h"
#include <grove/JsonDataNode.h>
#include <spdlog/spdlog.h>
#include <spdlog/sinks/stdout_color_sinks.h>
namespace grove {
BgfxRendererModule::BgfxRendererModule() = default;
BgfxRendererModule::~BgfxRendererModule() = default;
void BgfxRendererModule::setConfiguration(const IDataNode& config, IIO* io, ITaskScheduler* scheduler) {
m_io = io;
// Setup logger
m_logger = spdlog::get("BgfxRenderer");
if (!m_logger) {
m_logger = spdlog::stdout_color_mt("BgfxRenderer");
}
// Read static config via IDataNode
m_width = static_cast<uint16_t>(config.getInt("windowWidth", 1280));
m_height = static_cast<uint16_t>(config.getInt("windowHeight", 720));
m_backend = config.getString("backend", "opengl");
m_shaderPath = config.getString("shaderPath", "./shaders");
m_vsync = config.getBool("vsync", true);
m_maxSprites = config.getInt("maxSpritesPerBatch", 10000);
size_t allocatorSize = static_cast<size_t>(config.getInt("frameAllocatorSizeMB", 16)) * 1024 * 1024;
// Window handle (passed via config or 0 if separate WindowModule)
// Use double to preserve 64-bit pointer values
// Also try getInt as fallback for compatibility with older code that uses setInt
void* windowHandle = nullptr;
double handleDouble = config.getDouble("nativeWindowHandle", 0.0);
if (handleDouble != 0.0) {
windowHandle = reinterpret_cast<void*>(static_cast<uintptr_t>(handleDouble));
} else {
// Fallback: try reading as int (for 32-bit handles or compatibility)
int handleInt = config.getInt("nativeWindowHandle", 0);
if (handleInt != 0) {
windowHandle = reinterpret_cast<void*>(static_cast<uintptr_t>(static_cast<uint32_t>(handleInt)));
m_logger->warn("nativeWindowHandle passed as int - consider using setDouble for 64-bit handles");
}
}
// Display handle (X11 Display* on Linux, 0/nullptr on Windows)
void* displayHandle = nullptr;
double displayDouble = config.getDouble("nativeDisplayHandle", 0.0);
if (displayDouble != 0.0) {
displayHandle = reinterpret_cast<void*>(static_cast<uintptr_t>(displayDouble));
}
m_logger->info("Initializing BgfxRenderer: {}x{} backend={}", m_width, m_height, m_backend);
// Initialize subsystems
m_frameAllocator = std::make_unique<FrameAllocator>(allocatorSize);
m_device = rhi::IRHIDevice::create();
if (!m_device->init(windowHandle, displayHandle, m_width, m_height)) {
m_logger->error("Failed to initialize RHI device");
return;
}
// Log device capabilities
auto caps = m_device->getCapabilities();
m_logger->info("GPU: {} ({})", caps.gpuName, caps.rendererName);
m_logger->info("Max texture size: {}, Max draw calls: {}", caps.maxTextureSize, caps.maxDrawCalls);
// Initialize shader manager
m_shaderManager = std::make_unique<ShaderManager>();
m_shaderManager->init(*m_device, caps.rendererName);
m_logger->info("ShaderManager initialized with {} programs", m_shaderManager->getProgramCount());
// Get shader handles for passes
rhi::ShaderHandle spriteShader = m_shaderManager->getProgram("sprite");
rhi::ShaderHandle debugShader = m_shaderManager->getProgram("debug");
if (!spriteShader.isValid()) {
m_logger->error("Failed to load sprite shader");
return;
}
// Setup render graph with passes (inject shaders via constructors)
m_logger->info("Creating RenderGraph...");
m_renderGraph = std::make_unique<RenderGraph>();
m_renderGraph->addPass(std::make_unique<ClearPass>());
m_logger->info("Added ClearPass");
// Setup resource cache first (needed by passes)
m_resourceCache = std::make_unique<ResourceCache>();
// Create TilemapPass (renders before sprites)
auto tilemapPass = std::make_unique<TilemapPass>(spriteShader);
tilemapPass->setResourceCache(m_resourceCache.get());
m_renderGraph->addPass(std::move(tilemapPass));
m_logger->info("Added TilemapPass");
// Create SpritePass and keep reference for texture binding
auto spritePass = std::make_unique<SpritePass>(spriteShader);
m_spritePass = spritePass.get(); // Non-owning reference
m_spritePass->setResourceCache(m_resourceCache.get());
m_renderGraph->addPass(std::move(spritePass));
m_logger->info("Added SpritePass");
// Create TextPass (uses sprite shader for glyph quads)
m_renderGraph->addPass(std::make_unique<TextPass>(spriteShader));
m_logger->info("Added TextPass");
// Create ParticlePass (uses sprite shader, renders after sprites with additive blending)
auto particlePass = std::make_unique<ParticlePass>(spriteShader);
particlePass->setResourceCache(m_resourceCache.get());
m_renderGraph->addPass(std::move(particlePass));
m_logger->info("Added ParticlePass");
m_renderGraph->addPass(std::make_unique<DebugPass>(debugShader));
m_logger->info("Added DebugPass");
m_renderGraph->setup(*m_device);
m_logger->info("RenderGraph setup complete");
m_renderGraph->compile();
m_logger->info("RenderGraph compiled");
// Setup scene collector with IIO subscriptions and correct dimensions
m_sceneCollector = std::make_unique<SceneCollector>();
m_sceneCollector->setup(io, m_width, m_height);
m_logger->info("SceneCollector setup complete with dimensions {}x{}", m_width, m_height);
// Setup debug overlay
m_debugOverlay = std::make_unique<DebugOverlay>();
bool debugEnabled = config.getBool("debugOverlay", false);
m_debugOverlay->setEnabled(debugEnabled);
if (debugEnabled) {
m_logger->info("Debug overlay enabled");
}
// Load default texture if specified in config
std::string defaultTexturePath = config.getString("defaultTexture", "");
if (!defaultTexturePath.empty()) {
uint16_t texId = m_resourceCache->loadTextureWithId(*m_device, defaultTexturePath);
if (texId > 0) {
rhi::TextureHandle tex = m_resourceCache->getTextureById(texId);
m_spritePass->setTexture(tex);
m_logger->info("Loaded default texture: {} (id={})", defaultTexturePath, texId);
} else {
m_logger->warn("Failed to load default texture: {}", defaultTexturePath);
}
}
// Load additional textures (texture1, texture2, etc.)
for (int i = 1; i <= 10; ++i) {
std::string key = "texture" + std::to_string(i);
std::string path = config.getString(key, "");
if (!path.empty()) {
uint16_t texId = m_resourceCache->loadTextureWithId(*m_device, path);
if (texId > 0) {
m_logger->info("Loaded texture: {} (id={})", path, texId);
} else {
m_logger->warn("Failed to load texture: {}", path);
}
}
}
m_logger->info("BgfxRenderer initialized successfully");
}
void BgfxRendererModule::process(const IDataNode& input) {
if (!m_device) {
m_logger->error("Device not initialized");
return;
}
// Reset frame allocator for this frame
if (m_frameAllocator) {
m_frameAllocator->reset();
}
// Collect scene data from IIO messages and prepare frame packet
if (m_sceneCollector && m_renderGraph && m_frameAllocator && m_io) {
// Get delta time from input (or default to 16ms)
float deltaTime = static_cast<float>(input.getDouble("deltaTime", 0.016));
// Collect all IIO messages for this frame
m_sceneCollector->collect(m_io, deltaTime);
// Generate immutable FramePacket for render passes
FramePacket packet = m_sceneCollector->finalize(*m_frameAllocator);
// Apply view transform (projection matrix for 2D rendering)
m_device->setViewClear(0, packet.clearColor, 1.0f);
m_device->setViewRect(0, packet.mainView.viewportX, packet.mainView.viewportY,
packet.mainView.viewportW, packet.mainView.viewportH);
m_device->setViewTransform(0, packet.mainView.viewMatrix, packet.mainView.projMatrix);
// Execute render graph with collected scene data
m_renderGraph->execute(packet, *m_device);
// Clear staging buffers for next frame
m_sceneCollector->clear();
}
// Present frame
m_device->frame();
m_frameCount++;
}
void BgfxRendererModule::shutdown() {
m_logger->info("BgfxRenderer shutting down, {} frames rendered", m_frameCount);
if (m_renderGraph && m_device) {
m_renderGraph->shutdown(*m_device);
}
if (m_resourceCache && m_device) {
m_resourceCache->clear(*m_device);
}
if (m_shaderManager && m_device) {
m_shaderManager->shutdown(*m_device);
}
if (m_device) {
m_device->shutdown();
}
m_renderGraph.reset();
m_resourceCache.reset();
m_shaderManager.reset();
m_sceneCollector.reset();
m_frameAllocator.reset();
m_device.reset();
}
std::unique_ptr<IDataNode> BgfxRendererModule::getState() {
// Minimal state for hot-reload (renderer is stateless gameplay-wise)
auto state = std::make_unique<JsonDataNode>("state");
state->setInt("frameCount", static_cast<int>(m_frameCount));
// GPU resources are recreated on reload
return state;
}
void BgfxRendererModule::setState(const IDataNode& state) {
m_frameCount = static_cast<uint64_t>(state.getInt("frameCount", 0));
m_logger->info("State restored: frameCount={}", m_frameCount);
}
const IDataNode& BgfxRendererModule::getConfiguration() {
if (!m_configCache) {
m_configCache = std::make_unique<JsonDataNode>("config");
m_configCache->setInt("windowWidth", m_width);
m_configCache->setInt("windowHeight", m_height);
m_configCache->setString("backend", m_backend);
m_configCache->setString("shaderPath", m_shaderPath);
m_configCache->setBool("vsync", m_vsync);
m_configCache->setInt("maxSpritesPerBatch", m_maxSprites);
}
return *m_configCache;
}
std::unique_ptr<IDataNode> BgfxRendererModule::getHealthStatus() {
auto health = std::make_unique<JsonDataNode>("health");
health->setString("status", "running");
health->setInt("frameCount", static_cast<int>(m_frameCount));
health->setInt("allocatorUsedBytes", static_cast<int>(m_frameAllocator ? m_frameAllocator->getUsed() : 0));
health->setInt("textureCount", static_cast<int>(m_resourceCache ? m_resourceCache->getTextureCount() : 0));
health->setInt("shaderCount", static_cast<int>(m_resourceCache ? m_resourceCache->getShaderCount() : 0));
return health;
}
} // namespace grove
// ============================================================================
// C Export (required for dlopen/LoadLibrary)
// Skip when building as static library to avoid multiple definition errors
// ============================================================================
#ifndef GROVE_MODULE_STATIC
#ifdef _WIN32
#define GROVE_MODULE_EXPORT __declspec(dllexport)
#else
#define GROVE_MODULE_EXPORT
#endif
extern "C" {
GROVE_MODULE_EXPORT grove::IModule* createModule() {
return new grove::BgfxRendererModule();
}
GROVE_MODULE_EXPORT void destroyModule(grove::IModule* module) {
delete module;
}
}
#endif // GROVE_MODULE_STATIC