GroveEngine/modules/BgfxRenderer/Passes/ClearPass.h
StillHammer d63d8d83fa feat: Add BgfxRenderer module skeleton
- Add complete BgfxRenderer module structure (24 files)
- RHI abstraction layer (no bgfx:: exposed outside BgfxDevice.cpp)
- Frame system with lock-free allocator
- RenderGraph with ClearPass, SpritePass, DebugPass
- SceneCollector for IIO message parsing (render:* topics)
- ResourceCache with thread-safe texture/shader caching
- Full IModule integration (config via IDataNode, comm via IIO)
- CMake with FetchContent for bgfx
- Windows build script (build_renderer.bat)
- Documentation (README.md, USER_GUIDE.md, PLAN_BGFX_RENDERER.md)
- Updated .gitignore for Windows builds

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 00:41:55 +08:00

22 lines
682 B
C++

#pragma once
#include "../RenderGraph/RenderPass.h"
namespace grove {
// ============================================================================
// Clear Pass - Clears the framebuffer
// ============================================================================
class ClearPass : public RenderPass {
public:
const char* getName() const override { return "Clear"; }
uint32_t getSortOrder() const override { return 0; } // First pass
void setup(rhi::IRHIDevice& device) override;
void shutdown(rhi::IRHIDevice& device) override;
void execute(const FramePacket& frame, rhi::RHICommandBuffer& cmd) override;
};
} // namespace grove