GroveEngine/modules/BgfxRenderer/Passes/SpritePass.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

141 lines
5.2 KiB
C++

#include "SpritePass.h"
#include "../RHI/RHIDevice.h"
#include "../Frame/FramePacket.h"
#include "../Resources/ResourceCache.h"
#include <algorithm>
#include <cstring>
#include <spdlog/spdlog.h>
namespace grove {
SpritePass::SpritePass(rhi::ShaderHandle shader)
: m_shader(shader)
{
m_sortedIndices.reserve(MAX_SPRITES_PER_BATCH);
}
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);
// Note: We no longer create a persistent instance buffer since we use transient buffers
// But keep it for fallback if transient allocation fails
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 4x4 texture (used when no texture is bound)
// Some drivers have issues with 1x1 textures
uint32_t whitePixels[16];
for (int i = 0; i < 16; ++i) whitePixels[i] = 0xFFFFFFFF; // RGBA white
rhi::TextureDesc texDesc;
texDesc.width = 4;
texDesc.height = 4;
texDesc.format = rhi::TextureDesc::RGBA8;
texDesc.data = whitePixels;
texDesc.dataSize = sizeof(whitePixels);
m_defaultTexture = device.createTexture(texDesc);
spdlog::info("SpritePass: defaultTexture valid={} (4x4 white)", m_defaultTexture.isValid());
}
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::flushBatch(rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd,
rhi::TextureHandle texture, uint32_t count) {
if (count == 0) return;
cmd.setVertexBuffer(m_quadVB);
cmd.setIndexBuffer(m_quadIB);
// Note: Instance buffer should be set before calling this
cmd.setTexture(0, texture, m_textureSampler);
cmd.drawInstanced(6, count);
cmd.submit(0, m_shader, 0);
}
void SpritePass::execute(const FramePacket& frame, rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd) {
if (frame.spriteCount == 0) return;
// Set render state ONCE (like TextPass does)
rhi::RenderState state;
state.blend = rhi::BlendMode::Alpha;
state.cull = rhi::CullMode::None;
state.depthTest = false;
state.depthWrite = false;
cmd.setState(state);
// Sort sprites by layer for correct draw order
m_sortedIndices.clear();
m_sortedIndices.reserve(frame.spriteCount);
for (size_t i = 0; i < frame.spriteCount; ++i) {
m_sortedIndices.push_back(static_cast<uint32_t>(i));
}
std::sort(m_sortedIndices.begin(), m_sortedIndices.end(),
[&frame](uint32_t a, uint32_t b) {
return frame.sprites[a].layer < frame.sprites[b].layer;
});
// Copy sorted sprites to temporary buffer (like TextPass does with glyphs)
std::vector<SpriteInstance> sortedSprites;
sortedSprites.reserve(frame.spriteCount);
for (uint32_t idx : m_sortedIndices) {
sortedSprites.push_back(frame.sprites[idx]);
}
// Update dynamic instance buffer with ALL sprites (like TextPass)
device.updateBuffer(m_instanceBuffer, sortedSprites.data(),
static_cast<uint32_t>(sortedSprites.size() * sizeof(SpriteInstance)));
// Set buffers and draw ALL sprites in ONE call (like TextPass)
cmd.setVertexBuffer(m_quadVB);
cmd.setIndexBuffer(m_quadIB);
cmd.setInstanceBuffer(m_instanceBuffer, 0, static_cast<uint32_t>(sortedSprites.size()));
cmd.setTexture(0, m_defaultTexture, m_textureSampler);
cmd.drawInstanced(6, static_cast<uint32_t>(sortedSprites.size()));
cmd.submit(0, m_shader, 0);
}
} // namespace grove