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@@ -1,367 +0,0 @@
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-#include "renderer.h"
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-#include "../../game/core/world.h"
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-#include "../../game/core/component.h"
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-#include <QDebug>
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-#include <QOpenGLContext>
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-#include <algorithm>
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-#include <cmath>
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-#include "../entity/registry.h"
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-#include "../geom/selection_ring.h"
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-
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-namespace Render::GL {
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-
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-Renderer::Renderer() {
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- // Defer OpenGL function initialization until a valid context is current
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-}
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-
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-Renderer::~Renderer() {
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- shutdown();
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-}
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-
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-bool Renderer::initialize() {
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- // Ensure an OpenGL context is current before using any GL calls
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- if (!QOpenGLContext::currentContext()) {
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- qWarning() << "Renderer::initialize called without a current OpenGL context";
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- return false;
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- }
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-
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- initializeOpenGLFunctions();
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- // Enable depth testing
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- glEnable(GL_DEPTH_TEST);
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- glDepthFunc(GL_LESS);
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-
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- // Enable blending for transparency
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- glEnable(GL_BLEND);
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- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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-
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- // Set default clear color with alpha 0 to allow QML overlay compositing
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- setClearColor(0.2f, 0.3f, 0.3f, 0.0f);
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-
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- if (!loadShaders()) {
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- return false;
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- }
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- // Initialize shared/default GL resources when not injected
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- if (!m_resources) m_resources = std::make_shared<ResourceManager>();
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- if (!m_resources->initialize()) {
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- qWarning() << "Failed to initialize GL resources";
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- // Non-fatal: renderer can still function in a limited capacity
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- }
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- // Set up entity renderer registry (built-ins)
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- m_entityRegistry = std::make_unique<EntityRendererRegistry>();
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- registerBuiltInEntityRenderers(*m_entityRegistry);
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-
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- return true;
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-}
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-
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-void Renderer::shutdown() {
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- m_basicShader.reset();
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- m_lineShader.reset();
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- m_gridShader.reset();
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- m_resources.reset();
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-}
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-
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-void Renderer::beginFrame() {
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- if (m_viewportWidth > 0 && m_viewportHeight > 0) {
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- glViewport(0, 0, m_viewportWidth, m_viewportHeight);
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- }
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- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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- m_renderQueue.clear();
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-}
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-
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-void Renderer::endFrame() {
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- flushBatch();
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-}
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-void Renderer::renderGridGround() {
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- Mesh* groundMesh = (m_resources ? m_resources->ground() : nullptr);
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- if (!groundMesh || !m_camera) return;
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- QMatrix4x4 groundModel;
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- groundModel.translate(0.0f, 0.0f, 0.0f);
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- groundModel.scale(m_gridParams.extent, 1.0f, m_gridParams.extent);
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- if (m_gridShader) {
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- m_gridShader->use();
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- m_gridShader->setUniform("u_model", groundModel);
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- m_gridShader->setUniform("u_view", m_camera->getViewMatrix());
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- m_gridShader->setUniform("u_projection", m_camera->getProjectionMatrix());
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- m_gridShader->setUniform("u_gridColor", m_gridParams.gridColor);
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- m_gridShader->setUniform("u_lineColor", m_gridParams.lineColor);
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- m_gridShader->setUniform("u_cellSize", m_gridParams.cellSize);
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- m_gridShader->setUniform("u_thickness", m_gridParams.thickness);
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- groundMesh->draw();
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- m_gridShader->release();
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- } else {
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- drawMeshColored(groundMesh, groundModel, m_gridParams.gridColor);
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- }
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-}
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-
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-void Renderer::setCamera(Camera* camera) {
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- m_camera = camera;
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-}
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-
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-void Renderer::setClearColor(float r, float g, float b, float a) {
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- glClearColor(r, g, b, a);
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-}
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-
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-void Renderer::setViewport(int width, int height) {
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- m_viewportWidth = width;
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- m_viewportHeight = height;
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- if (m_camera && height > 0) {
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- float aspect = float(width) / float(height);
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- m_camera->setPerspective(m_camera->getFOV(), aspect, m_camera->getNear(), m_camera->getFar());
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- }
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-}
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-
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-void Renderer::drawMesh(Mesh* mesh, const QMatrix4x4& modelMatrix, Texture* texture) {
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- if (!mesh || !m_basicShader || !m_camera) {
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- return;
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- }
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-
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- m_basicShader->use();
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-
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- // Set matrices
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- m_basicShader->setUniform("u_model", modelMatrix);
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- m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
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- m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
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- m_basicShader->setUniform("u_alpha", 1.0f);
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-
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- // Bind texture
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- if (texture) {
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- texture->bind(0);
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- m_basicShader->setUniform("u_texture", 0);
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- m_basicShader->setUniform("u_useTexture", true);
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- } else {
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- if (m_resources && m_resources->white()) {
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- m_resources->white()->bind(0);
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- m_basicShader->setUniform("u_texture", 0);
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- }
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- m_basicShader->setUniform("u_useTexture", false);
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- }
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-
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- m_basicShader->setUniform("u_color", QVector3D(1.0f, 1.0f, 1.0f));
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-
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- mesh->draw();
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-
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- m_basicShader->release();
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-}
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-
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-void Renderer::drawMeshColored(Mesh* mesh, const QMatrix4x4& modelMatrix, const QVector3D& color, Texture* texture) {
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- if (!mesh || !m_basicShader || !m_camera) {
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- return;
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- }
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- m_basicShader->use();
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- m_basicShader->setUniform("u_model", modelMatrix);
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- m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
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- m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
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- // Alpha default 1, caller can adjust via another shader call if needed
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- m_basicShader->setUniform("u_alpha", 1.0f);
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- if (texture) {
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- texture->bind(0);
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- m_basicShader->setUniform("u_texture", 0);
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- m_basicShader->setUniform("u_useTexture", true);
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- } else {
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- if (m_resources && m_resources->white()) {
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- m_resources->white()->bind(0);
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- m_basicShader->setUniform("u_texture", 0);
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- }
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- m_basicShader->setUniform("u_useTexture", false);
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- }
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- m_basicShader->setUniform("u_color", color);
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- mesh->draw();
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- m_basicShader->release();
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-}
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-
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-void Renderer::drawLine(const QVector3D& start, const QVector3D& end, const QVector3D& color) {
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- // Simple line drawing implementation
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- // In a full implementation, you'd want a proper line renderer
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-}
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-
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-void Renderer::submitRenderCommand(const RenderCommand& command) {
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- m_renderQueue.push_back(command);
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-}
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-
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-void Renderer::flushBatch() {
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- if (m_renderQueue.empty()) {
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- return;
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- }
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-
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- sortRenderQueue();
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-
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- for (const auto& command : m_renderQueue) {
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- drawMeshColored(command.mesh, command.modelMatrix, command.color, command.texture);
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- }
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-
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- m_renderQueue.clear();
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-}
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-
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-void Renderer::renderWorld(Engine::Core::World* world) {
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- if (!world) {
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- return;
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- }
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- // Draw ground plane with grid using helper
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- renderGridGround();
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-
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- // Draw hover ring before entities so buildings naturally occlude it
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- if (m_hoveredBuildingId) {
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- if (auto* hovered = world->getEntity(m_hoveredBuildingId)) {
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- if (hovered->hasComponent<Engine::Core::BuildingComponent>()) {
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- if (auto* t = hovered->getComponent<Engine::Core::TransformComponent>()) {
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- Mesh* ring = Render::Geom::SelectionRing::get();
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- if (ring && m_basicShader && m_camera) {
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- const float marginXZ = 1.25f;
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- const float pad = 1.06f;
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- float sx = std::max(0.6f, t->scale.x * marginXZ * pad * 1.5f);
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- float sz = std::max(0.6f, t->scale.z * marginXZ * pad * 1.5f);
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- QMatrix4x4 model;
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- model.translate(t->position.x, 0.01f, t->position.z);
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- model.scale(sx, 1.0f, sz);
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- // Shadow-like color (dark gray)
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- QVector3D c(0.0f, 0.0f, 0.0f);
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- // Slightly bias depth to the ground and disable depth writes so later geometry can overwrite
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- glEnable(GL_POLYGON_OFFSET_FILL);
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- glPolygonOffset(1.0f, 1.0f);
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- // Disable depth writes so later geometry can overwrite the ring
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- glDepthMask(GL_FALSE);
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- m_basicShader->use();
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- m_basicShader->setUniform("u_model", model);
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- m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
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- m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
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- if (m_resources && m_resources->white()) {
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- m_resources->white()->bind(0);
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- m_basicShader->setUniform("u_texture", 0);
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- }
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- m_basicShader->setUniform("u_useTexture", false);
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- m_basicShader->setUniform("u_color", c);
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- // Soft shadow edge
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- m_basicShader->setUniform("u_alpha", 0.10f);
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- QMatrix4x4 feather = model; feather.scale(1.08f, 1.0f, 1.08f);
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- m_basicShader->setUniform("u_model", feather);
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- ring->draw();
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- // Main shadow ring
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- m_basicShader->setUniform("u_model", model);
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- m_basicShader->setUniform("u_alpha", 0.28f);
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- ring->draw();
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- m_basicShader->release();
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- glDepthMask(GL_TRUE);
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- glDisable(GL_POLYGON_OFFSET_FILL);
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- }
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- }
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- }
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- }
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- }
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-
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- // Get all entities with both transform and renderable components
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- auto renderableEntities = world->getEntitiesWith<Engine::Core::RenderableComponent>();
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-
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- for (auto entity : renderableEntities) {
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- auto renderable = entity->getComponent<Engine::Core::RenderableComponent>();
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- auto transform = entity->getComponent<Engine::Core::TransformComponent>();
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-
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- if (!renderable->visible || !transform) {
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- continue;
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- }
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-
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- // Build model matrix from transform
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- QMatrix4x4 modelMatrix;
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- modelMatrix.translate(transform->position.x, transform->position.y, transform->position.z);
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- modelMatrix.rotate(transform->rotation.x, QVector3D(1, 0, 0));
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- modelMatrix.rotate(transform->rotation.y, QVector3D(0, 1, 0));
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- modelMatrix.rotate(transform->rotation.z, QVector3D(0, 0, 1));
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- modelMatrix.scale(transform->scale.x, transform->scale.y, transform->scale.z);
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-
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- // If entity has a unitType, try registry-based renderer first
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- bool drawnByRegistry = false;
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- if (auto* unit = entity->getComponent<Engine::Core::UnitComponent>()) {
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- if (!unit->unitType.empty() && m_entityRegistry) {
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- auto fn = m_entityRegistry->get(unit->unitType);
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- if (fn) {
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- DrawParams params{this, m_resources.get(), entity, modelMatrix};
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- // Selection routed from app via setSelectedEntities to avoid mutating ECS flags for rendering
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- params.selected = (m_selectedIds.find(entity->getId()) != m_selectedIds.end());
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- fn(params);
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- drawnByRegistry = true;
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- }
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- }
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- }
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- if (drawnByRegistry) {
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- // Draw rally flag marker if this is a barracks with a set rally
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- if (auto* unit = entity->getComponent<Engine::Core::UnitComponent>()) {
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- if (unit->unitType == "barracks") {
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- if (auto* prod = entity->getComponent<Engine::Core::ProductionComponent>()) {
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- if (prod->rallySet && m_resources) {
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- QMatrix4x4 flagModel;
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- flagModel.translate(prod->rallyX, 0.1f, prod->rallyZ);
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- flagModel.scale(0.2f, 0.2f, 0.2f);
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- drawMeshColored(m_resources->unit(), flagModel, QVector3D(1.0f, 0.9f, 0.2f), m_resources->white());
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- }
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- }
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- }
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- }
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- continue;
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- }
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-
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- // Else choose mesh based on RenderableComponent hint
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- RenderCommand command;
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- command.modelMatrix = modelMatrix;
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- Mesh* meshToDraw = nullptr;
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- switch (renderable->mesh) {
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- case Engine::Core::RenderableComponent::MeshKind::Quad: meshToDraw = m_resources? m_resources->quad() : nullptr; break;
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- case Engine::Core::RenderableComponent::MeshKind::Plane: meshToDraw = m_resources? m_resources->ground() : nullptr; break;
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- case Engine::Core::RenderableComponent::MeshKind::Cube: meshToDraw = m_resources? m_resources->unit() : nullptr; break;
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- case Engine::Core::RenderableComponent::MeshKind::Capsule: meshToDraw = nullptr; break; // handled by specific renderer when available
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- case Engine::Core::RenderableComponent::MeshKind::Ring: meshToDraw = nullptr; break; // rings are drawn explicitly when needed
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- case Engine::Core::RenderableComponent::MeshKind::None: default: break;
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- }
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- if (!meshToDraw && m_resources) meshToDraw = m_resources->unit();
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- if (!meshToDraw && m_resources) meshToDraw = m_resources->quad();
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- command.mesh = meshToDraw;
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- command.texture = (m_resources ? m_resources->white() : nullptr);
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- // Use per-entity color if set, else a default
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- command.color = QVector3D(renderable->color[0], renderable->color[1], renderable->color[2]);
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- submitRenderCommand(command);
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-
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- // If this render path drew a barracks (no custom renderer used), also draw rally flag
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- if (auto* unit = entity->getComponent<Engine::Core::UnitComponent>()) {
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- if (unit->unitType == "barracks") {
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- if (auto* prod = entity->getComponent<Engine::Core::ProductionComponent>()) {
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- if (prod->rallySet && m_resources) {
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- QMatrix4x4 flagModel;
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- flagModel.translate(prod->rallyX, 0.1f, prod->rallyZ);
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- flagModel.scale(0.2f, 0.2f, 0.2f);
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- drawMeshColored(m_resources->unit(), flagModel, QVector3D(1.0f, 0.9f, 0.2f), m_resources->white());
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- }
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- }
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- }
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- }
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- // Selection ring is drawn by entity-specific renderer if desired
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- }
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-}
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-
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-bool Renderer::loadShaders() {
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- // Load shaders from assets
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- const QString base = QStringLiteral("assets/shaders/");
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- const QString basicVert = base + QStringLiteral("basic.vert");
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- const QString basicFrag = base + QStringLiteral("basic.frag");
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- const QString gridFrag = base + QStringLiteral("grid.frag");
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-
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- m_basicShader = std::make_unique<Shader>();
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- if (!m_basicShader->loadFromFiles(basicVert, basicFrag)) {
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- qWarning() << "Failed to load basic shader from files" << basicVert << basicFrag;
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- return false;
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- }
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- m_gridShader = std::make_unique<Shader>();
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- // Reuse the same vertex shader for grid; load vertex from file and fragment from grid
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- if (!m_gridShader->loadFromFiles(basicVert, gridFrag)) {
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- qWarning() << "Failed to load grid shader from files" << basicVert << gridFrag;
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- m_gridShader.reset();
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- }
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- return true;
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-}
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-
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-void Renderer::sortRenderQueue() {
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- // Simple sorting by texture to reduce state changes
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- std::sort(m_renderQueue.begin(), m_renderQueue.end(),
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- [](const RenderCommand& a, const RenderCommand& b) {
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- return a.texture < b.texture;
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- });
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-}
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-
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-} // namespace Render::GL
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