GroveEngine/modules/BgfxRenderer
StillHammer e004bc015b feat: Windows portage + Phase 4 SceneCollector integration
- Port to Windows (MinGW/Ninja):
  - ModuleFactory/ModuleLoader: LoadLibrary/GetProcAddress
  - SystemUtils: Windows process memory APIs
  - FileWatcher: st_mtime instead of st_mtim
  - IIO.h: add missing #include <cstdint>
  - Tests (09, 10, 11): grove_dlopen/dlsym wrappers

- Phase 4 - SceneCollector & IIO:
  - Implement view/proj matrix calculation in parseCamera()
  - Add IIO routing test with game→renderer pattern
  - test_22_bgfx_sprites_headless: 5 tests, 23 assertions pass

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 09:48:14 +08:00
..
Frame feat: Add BgfxRenderer module skeleton 2025-11-26 00:41:55 +08:00
Passes feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration 2025-11-26 22:27:19 +08:00
RenderGraph feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration 2025-11-26 22:27:19 +08:00
Resources feat(BgfxRenderer): Complete Phase 2-3 with shaders and triangle rendering 2025-11-26 16:43:17 +08:00
RHI feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration 2025-11-26 22:27:19 +08:00
Scene feat: Windows portage + Phase 4 SceneCollector integration 2025-11-27 09:48:14 +08:00
Shaders feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration 2025-11-26 22:27:19 +08:00
BgfxRendererModule.cpp feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration 2025-11-26 22:27:19 +08:00
BgfxRendererModule.h feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration 2025-11-26 22:27:19 +08:00
CMakeLists.txt feat(BgfxRenderer): Complete Phase 2-3 with shaders and triangle rendering 2025-11-26 16:43:17 +08:00
README.md feat: Add BgfxRenderer module skeleton 2025-11-26 00:41:55 +08:00

BgfxRenderer Module

Module de rendu 2D pour GroveEngine, basé sur bgfx.

Features

  • Abstraction RHI : Aucune dépendance bgfx exposée hors de BgfxDevice.cpp
  • Multi-backend : DirectX 11/12, OpenGL, Vulkan, Metal (auto-détecté)
  • MT-ready : Architecture task-based, lock-free frame allocator
  • Hot-reload : Support complet du hot-reload GroveEngine
  • Batching : Sprites groupés par texture pour performance

Architecture

BgfxRenderer/
├── BgfxRendererModule.h/.cpp   # Point d'entrée IModule
├── RHI/                        # Render Hardware Interface
│   ├── RHITypes.h              # Handles typés, enums
│   ├── RHIDevice.h             # Interface abstraite
│   ├── RHICommandBuffer.h/.cpp # Command recording
│   └── BgfxDevice.cpp          # Implémentation bgfx
├── Frame/
│   ├── FrameAllocator.h/.cpp   # Allocateur lock-free
│   └── FramePacket.h           # Données immuables par frame
├── RenderGraph/
│   ├── RenderPass.h            # Interface pass
│   └── RenderGraph.h/.cpp      # Gestion des passes
├── Passes/
│   ├── ClearPass.h/.cpp        # Clear framebuffer
│   ├── SpritePass.h/.cpp       # Sprites + batching
│   └── DebugPass.h/.cpp        # Debug lines/shapes
├── Scene/
│   └── SceneCollector.h/.cpp   # Collecte depuis IIO
└── Resources/
    └── ResourceCache.h/.cpp    # Cache textures/shaders

Build

Windows (recommandé pour le rendu)

cd "E:\Users\Alexis Trouvé\Documents\Projets\GroveEngine"

# Build rapide
.\build_renderer.bat

# Ou avec options
.\build_renderer.bat debug     # Build Debug
.\build_renderer.bat clean     # Clean + rebuild
.\build_renderer.bat vs        # Ouvrir Visual Studio

Linux/WSL

cmake -B build -DGROVE_BUILD_BGFX_RENDERER=ON
cmake --build build -j4

Dépendances Linux :

sudo apt-get install libgl1-mesa-dev libx11-dev libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev

Configuration

Le module est configuré via IDataNode dans setConfiguration() :

{
    "windowWidth": 1280,
    "windowHeight": 720,
    "backend": "auto",
    "shaderPath": "./shaders",
    "vsync": true,
    "maxSpritesPerBatch": 10000,
    "frameAllocatorSizeMB": 16,
    "nativeWindowHandle": 0
}
Paramètre Type Défaut Description
windowWidth int 1280 Largeur fenêtre
windowHeight int 720 Hauteur fenêtre
backend string "auto" Backend graphique (auto, opengl, vulkan, dx11, dx12, metal)
shaderPath string "./shaders" Chemin des shaders compilés
vsync bool true Synchronisation verticale
maxSpritesPerBatch int 10000 Sprites max par batch
frameAllocatorSizeMB int 16 Taille allocateur frame (MB)
nativeWindowHandle int 0 Handle fenêtre native (HWND, Window, etc.)

Communication IIO

Le renderer subscribe à render:* et traite les messages suivants :

Sprites

// Topic: render:sprite
auto sprite = std::make_unique<JsonDataNode>("sprite");
sprite->setDouble("x", 100.0);
sprite->setDouble("y", 200.0);
sprite->setDouble("scaleX", 1.0);
sprite->setDouble("scaleY", 1.0);
sprite->setDouble("rotation", 0.0);        // Radians
sprite->setDouble("u0", 0.0);              // UV min
sprite->setDouble("v0", 0.0);
sprite->setDouble("u1", 1.0);              // UV max
sprite->setDouble("v1", 1.0);
sprite->setInt("color", 0xFFFFFFFF);       // RGBA
sprite->setInt("textureId", 0);
sprite->setInt("layer", 0);                // Z-order
io->publish("render:sprite", std::move(sprite));

Batch de sprites

// Topic: render:sprite:batch
auto batch = std::make_unique<JsonDataNode>("batch");
auto sprites = std::make_unique<JsonDataNode>("sprites");
// Ajouter plusieurs sprites comme enfants...
batch->setChild("sprites", std::move(sprites));
io->publish("render:sprite:batch", std::move(batch));

Caméra

// Topic: render:camera
auto cam = std::make_unique<JsonDataNode>("camera");
cam->setDouble("x", 0.0);
cam->setDouble("y", 0.0);
cam->setDouble("zoom", 1.0);
cam->setInt("viewportX", 0);
cam->setInt("viewportY", 0);
cam->setInt("viewportW", 1280);
cam->setInt("viewportH", 720);
io->publish("render:camera", std::move(cam));

Clear color

// Topic: render:clear
auto clear = std::make_unique<JsonDataNode>("clear");
clear->setInt("color", 0x303030FF);        // RGBA
io->publish("render:clear", std::move(clear));

Debug (lignes et rectangles)

// Topic: render:debug:line
auto line = std::make_unique<JsonDataNode>("line");
line->setDouble("x1", 0.0);
line->setDouble("y1", 0.0);
line->setDouble("x2", 100.0);
line->setDouble("y2", 100.0);
line->setInt("color", 0xFF0000FF);         // Rouge
io->publish("render:debug:line", std::move(line));

// Topic: render:debug:rect
auto rect = std::make_unique<JsonDataNode>("rect");
rect->setDouble("x", 50.0);
rect->setDouble("y", 50.0);
rect->setDouble("w", 100.0);
rect->setDouble("h", 100.0);
rect->setInt("color", 0x00FF00FF);         // Vert
rect->setBool("filled", false);
io->publish("render:debug:rect", std::move(rect));

Topics complets

Topic Description
render:sprite Un sprite
render:sprite:batch Batch de sprites
render:tilemap Chunk de tilemap
render:text Texte à afficher
render:particle Particule
render:camera Configuration caméra
render:clear Clear color
render:debug:line Ligne de debug
render:debug:rect Rectangle de debug

Intégration

Exemple minimal

#include <grove/ModuleLoader.h>
#include <grove/JsonDataNode.h>
#include <grove/IntraIOManager.h>

int main() {
    // Créer le gestionnaire IO
    auto ioManager = std::make_unique<IntraIOManager>();
    auto io = ioManager->createIO("renderer");

    // Charger le module
    ModuleLoader loader;
    loader.load("./modules/libBgfxRenderer.dll", "renderer");

    // Configurer
    JsonDataNode config("config");
    config.setInt("windowWidth", 1920);
    config.setInt("windowHeight", 1080);
    config.setInt("nativeWindowHandle", (int)(intptr_t)hwnd);  // Ton HWND

    auto* module = loader.getModule();
    module->setConfiguration(config, io.get(), nullptr);

    // Main loop
    JsonDataNode input("input");
    while (running) {
        input.setDouble("deltaTime", deltaTime);

        // Envoyer des sprites via IIO
        auto sprite = std::make_unique<JsonDataNode>("sprite");
        sprite->setDouble("x", playerX);
        sprite->setDouble("y", playerY);
        sprite->setInt("textureId", 0);
        io->publish("render:sprite", std::move(sprite));

        // Process (collecte IIO + rendu)
        module->process(input);
    }

    module->shutdown();
    return 0;
}

Règles d'architecture

Règle Raison
Zéro bgfx:: hors de BgfxDevice.cpp Abstraction propre, changement backend possible
FramePacket const dans les passes Thread-safety, pas de mutation pendant render
CommandBuffer par thread Pas de lock pendant l'encoding
Handles, jamais de pointeurs raw Indirection = safe pour relocation
Allocation via FrameAllocator Lock-free, reset gratuit chaque frame

TODO

  • Chargement textures (stb_image)
  • Compilation shaders (shaderc ou pré-compilés)
  • TilemapPass
  • TextPass + fonts (stb_truetype)
  • ParticlePass
  • Resize handling (window:resize)
  • Multi-view support
  • Render targets / post-process

Dépendances

  • bgfx : Téléchargé automatiquement via CMake FetchContent
  • GroveEngine::impl : Core engine (IModule, IIO, IDataNode)
  • spdlog : Logging