#include "renderer.h" #include "../../engine/core/world.h" #include "../../engine/core/component.h" #include #include #include namespace Render::GL { Renderer::Renderer() { // Defer OpenGL function initialization until a valid context is current } Renderer::~Renderer() { shutdown(); } bool Renderer::initialize() { // Ensure an OpenGL context is current before using any GL calls if (!QOpenGLContext::currentContext()) { qWarning() << "Renderer::initialize called without a current OpenGL context"; return false; } initializeOpenGLFunctions(); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // Enable blending for transparency glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Set default clear color setClearColor(0.2f, 0.3f, 0.3f, 1.0f); if (!loadShaders()) { return false; } createDefaultResources(); return true; } void Renderer::shutdown() { m_basicShader.reset(); m_lineShader.reset(); m_quadMesh.reset(); m_whiteTexture.reset(); } void Renderer::beginFrame() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_renderQueue.clear(); } void Renderer::endFrame() { flushBatch(); } void Renderer::setCamera(Camera* camera) { m_camera = camera; } void Renderer::setClearColor(float r, float g, float b, float a) { glClearColor(r, g, b, a); } void Renderer::drawMesh(Mesh* mesh, const QMatrix4x4& modelMatrix, Texture* texture) { if (!mesh || !m_basicShader || !m_camera) { return; } m_basicShader->use(); // Set matrices m_basicShader->setUniform("u_model", modelMatrix); m_basicShader->setUniform("u_view", m_camera->getViewMatrix()); m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix()); // Bind texture if (texture) { texture->bind(0); m_basicShader->setUniform("u_texture", 0); m_basicShader->setUniform("u_useTexture", true); } else { m_whiteTexture->bind(0); m_basicShader->setUniform("u_texture", 0); m_basicShader->setUniform("u_useTexture", false); } m_basicShader->setUniform("u_color", QVector3D(1.0f, 1.0f, 1.0f)); mesh->draw(); m_basicShader->release(); } void Renderer::drawLine(const QVector3D& start, const QVector3D& end, const QVector3D& color) { // Simple line drawing implementation // In a full implementation, you'd want a proper line renderer } void Renderer::submitRenderCommand(const RenderCommand& command) { m_renderQueue.push_back(command); } void Renderer::flushBatch() { if (m_renderQueue.empty()) { return; } sortRenderQueue(); for (const auto& command : m_renderQueue) { drawMesh(command.mesh, command.modelMatrix, command.texture); } m_renderQueue.clear(); } void Renderer::renderWorld(Engine::Core::World* world) { if (!world) { return; } // Get all entities with both transform and renderable components auto renderableEntities = world->getEntitiesWith(); for (auto entity : renderableEntities) { auto renderable = entity->getComponent(); auto transform = entity->getComponent(); if (!renderable->visible || !transform) { continue; } // Build model matrix from transform QMatrix4x4 modelMatrix; modelMatrix.translate(transform->position.x, transform->position.y, transform->position.z); modelMatrix.rotate(transform->rotation.x, QVector3D(1, 0, 0)); modelMatrix.rotate(transform->rotation.y, QVector3D(0, 1, 0)); modelMatrix.rotate(transform->rotation.z, QVector3D(0, 0, 1)); modelMatrix.scale(transform->scale.x, transform->scale.y, transform->scale.z); // Create render command RenderCommand command; command.modelMatrix = modelMatrix; // Note: In a full implementation, you'd load mesh and texture from paths command.mesh = m_quadMesh.get(); // Default mesh for now command.texture = m_whiteTexture.get(); submitRenderCommand(command); } } bool Renderer::loadShaders() { // Basic vertex shader QString basicVertexSource = R"( #version 330 core layout (location = 0) in vec3 a_position; layout (location = 1) in vec3 a_normal; layout (location = 2) in vec2 a_texCoord; uniform mat4 u_model; uniform mat4 u_view; uniform mat4 u_projection; out vec3 v_normal; out vec2 v_texCoord; out vec3 v_worldPos; void main() { v_normal = mat3(transpose(inverse(u_model))) * a_normal; v_texCoord = a_texCoord; v_worldPos = vec3(u_model * vec4(a_position, 1.0)); gl_Position = u_projection * u_view * u_model * vec4(a_position, 1.0); } )"; // Basic fragment shader QString basicFragmentSource = R"( #version 330 core in vec3 v_normal; in vec2 v_texCoord; in vec3 v_worldPos; uniform sampler2D u_texture; uniform vec3 u_color; uniform bool u_useTexture; out vec4 FragColor; void main() { vec3 color = u_color; if (u_useTexture) { color *= texture(u_texture, v_texCoord).rgb; } // Simple lighting vec3 normal = normalize(v_normal); vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0)); float diff = max(dot(normal, lightDir), 0.2); // Ambient + diffuse color *= diff; FragColor = vec4(color, 1.0); } )"; m_basicShader = std::make_unique(); if (!m_basicShader->loadFromSource(basicVertexSource, basicFragmentSource)) { qWarning() << "Failed to load basic shader"; return false; } return true; } void Renderer::createDefaultResources() { m_quadMesh = std::unique_ptr(createQuadMesh()); m_whiteTexture = std::make_unique(); m_whiteTexture->createEmpty(1, 1, Texture::Format::RGBA); // Fill with white color unsigned char whitePixel[4] = {255, 255, 255, 255}; m_whiteTexture->bind(); initializeOpenGLFunctions(); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, whitePixel); } void Renderer::sortRenderQueue() { // Simple sorting by texture to reduce state changes std::sort(m_renderQueue.begin(), m_renderQueue.end(), [](const RenderCommand& a, const RenderCommand& b) { return a.texture < b.texture; }); } } // namespace Render::GL