scene_renderer.cpp 10 KB

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  1. #include "scene_renderer.h"
  2. #include "../game/map/visibility_service.h"
  3. #include "entity/registry.h"
  4. #include "game/core/component.h"
  5. #include "game/core/world.h"
  6. #include "gl/backend.h"
  7. #include "gl/camera.h"
  8. #include "gl/primitives.h"
  9. #include "gl/resources.h"
  10. #include <QDebug>
  11. #include <algorithm>
  12. #include <cmath>
  13. namespace Render::GL {
  14. namespace {
  15. const QVector3D kAxisX(1.0f, 0.0f, 0.0f);
  16. const QVector3D kAxisY(0.0f, 1.0f, 0.0f);
  17. const QVector3D kAxisZ(0.0f, 0.0f, 1.0f);
  18. } // namespace
  19. Renderer::Renderer() { m_activeQueue = &m_queues[m_fillQueueIndex]; }
  20. Renderer::~Renderer() { shutdown(); }
  21. bool Renderer::initialize() {
  22. if (!m_backend)
  23. m_backend = std::make_shared<Backend>();
  24. m_backend->initialize();
  25. m_entityRegistry = std::make_unique<EntityRendererRegistry>();
  26. registerBuiltInEntityRenderers(*m_entityRegistry);
  27. return true;
  28. }
  29. void Renderer::shutdown() { m_backend.reset(); }
  30. void Renderer::beginFrame() {
  31. m_activeQueue = &m_queues[m_fillQueueIndex];
  32. m_activeQueue->clear();
  33. if (m_camera) {
  34. m_viewProj = m_camera->getProjectionMatrix() * m_camera->getViewMatrix();
  35. }
  36. if (m_backend)
  37. m_backend->beginFrame();
  38. }
  39. void Renderer::endFrame() {
  40. if (m_paused.load())
  41. return;
  42. if (m_backend && m_camera) {
  43. std::swap(m_fillQueueIndex, m_renderQueueIndex);
  44. DrawQueue &renderQueue = m_queues[m_renderQueueIndex];
  45. renderQueue.sortForBatching();
  46. m_backend->execute(renderQueue, *m_camera);
  47. }
  48. }
  49. void Renderer::setCamera(Camera *camera) { m_camera = camera; }
  50. void Renderer::setClearColor(float r, float g, float b, float a) {
  51. if (m_backend)
  52. m_backend->setClearColor(r, g, b, a);
  53. }
  54. void Renderer::setViewport(int width, int height) {
  55. m_viewportWidth = width;
  56. m_viewportHeight = height;
  57. if (m_backend)
  58. m_backend->setViewport(width, height);
  59. if (m_camera && height > 0) {
  60. float aspect = float(width) / float(height);
  61. m_camera->setPerspective(m_camera->getFOV(), aspect, m_camera->getNear(),
  62. m_camera->getFar());
  63. }
  64. }
  65. void Renderer::mesh(Mesh *mesh, const QMatrix4x4 &model, const QVector3D &color,
  66. Texture *texture, float alpha) {
  67. if (!mesh)
  68. return;
  69. if (mesh == getUnitCylinder() && (!texture) && (!m_currentShader)) {
  70. QVector3D start, end;
  71. float radius = 0.0f;
  72. if (detail::decomposeUnitCylinder(model, start, end, radius)) {
  73. cylinder(start, end, radius, color, alpha);
  74. return;
  75. }
  76. }
  77. MeshCmd cmd;
  78. cmd.mesh = mesh;
  79. cmd.texture = texture;
  80. cmd.model = model;
  81. cmd.mvp = m_viewProj * model;
  82. cmd.color = color;
  83. cmd.alpha = alpha;
  84. cmd.shader = m_currentShader;
  85. if (m_activeQueue)
  86. m_activeQueue->submit(cmd);
  87. }
  88. void Renderer::cylinder(const QVector3D &start, const QVector3D &end,
  89. float radius, const QVector3D &color, float alpha) {
  90. CylinderCmd cmd;
  91. cmd.start = start;
  92. cmd.end = end;
  93. cmd.radius = radius;
  94. cmd.color = color;
  95. cmd.alpha = alpha;
  96. if (m_activeQueue)
  97. m_activeQueue->submit(cmd);
  98. }
  99. void Renderer::fogBatch(const FogInstanceData *instances, std::size_t count) {
  100. if (!instances || count == 0 || !m_activeQueue)
  101. return;
  102. FogBatchCmd cmd;
  103. cmd.instances = instances;
  104. cmd.count = count;
  105. m_activeQueue->submit(cmd);
  106. }
  107. void Renderer::grassBatch(Buffer *instanceBuffer, std::size_t instanceCount,
  108. const GrassBatchParams &params) {
  109. if (!instanceBuffer || instanceCount == 0 || !m_activeQueue)
  110. return;
  111. GrassBatchCmd cmd;
  112. cmd.instanceBuffer = instanceBuffer;
  113. cmd.instanceCount = instanceCount;
  114. cmd.params = params;
  115. cmd.params.time = m_accumulatedTime;
  116. m_activeQueue->submit(cmd);
  117. }
  118. void Renderer::stoneBatch(Buffer *instanceBuffer, std::size_t instanceCount,
  119. const StoneBatchParams &params) {
  120. if (!instanceBuffer || instanceCount == 0 || !m_activeQueue)
  121. return;
  122. StoneBatchCmd cmd;
  123. cmd.instanceBuffer = instanceBuffer;
  124. cmd.instanceCount = instanceCount;
  125. cmd.params = params;
  126. m_activeQueue->submit(cmd);
  127. }
  128. void Renderer::terrainChunk(Mesh *mesh, const QMatrix4x4 &model,
  129. const TerrainChunkParams &params,
  130. std::uint16_t sortKey, bool depthWrite,
  131. float depthBias) {
  132. if (!mesh || !m_activeQueue)
  133. return;
  134. TerrainChunkCmd cmd;
  135. cmd.mesh = mesh;
  136. cmd.model = model;
  137. cmd.params = params;
  138. cmd.sortKey = sortKey;
  139. cmd.depthWrite = depthWrite;
  140. cmd.depthBias = depthBias;
  141. m_activeQueue->submit(cmd);
  142. }
  143. void Renderer::selectionRing(const QMatrix4x4 &model, float alphaInner,
  144. float alphaOuter, const QVector3D &color) {
  145. SelectionRingCmd cmd;
  146. cmd.model = model;
  147. cmd.mvp = m_viewProj * model;
  148. cmd.alphaInner = alphaInner;
  149. cmd.alphaOuter = alphaOuter;
  150. cmd.color = color;
  151. if (m_activeQueue)
  152. m_activeQueue->submit(cmd);
  153. }
  154. void Renderer::grid(const QMatrix4x4 &model, const QVector3D &color,
  155. float cellSize, float thickness, float extent) {
  156. GridCmd cmd;
  157. cmd.model = model;
  158. cmd.mvp = m_viewProj * model;
  159. cmd.color = color;
  160. cmd.cellSize = cellSize;
  161. cmd.thickness = thickness;
  162. cmd.extent = extent;
  163. if (m_activeQueue)
  164. m_activeQueue->submit(cmd);
  165. }
  166. void Renderer::selectionSmoke(const QMatrix4x4 &model, const QVector3D &color,
  167. float baseAlpha) {
  168. SelectionSmokeCmd cmd;
  169. cmd.model = model;
  170. cmd.mvp = m_viewProj * model;
  171. cmd.color = color;
  172. cmd.baseAlpha = baseAlpha;
  173. if (m_activeQueue)
  174. m_activeQueue->submit(cmd);
  175. }
  176. void Renderer::renderWorld(Engine::Core::World *world) {
  177. if (m_paused.load())
  178. return;
  179. if (!world)
  180. return;
  181. std::lock_guard<std::mutex> guard(m_worldMutex);
  182. auto &vis = Game::Map::VisibilityService::instance();
  183. const bool visibilityEnabled = vis.isInitialized();
  184. auto renderableEntities =
  185. world->getEntitiesWith<Engine::Core::RenderableComponent>();
  186. for (auto entity : renderableEntities) {
  187. auto renderable = entity->getComponent<Engine::Core::RenderableComponent>();
  188. auto transform = entity->getComponent<Engine::Core::TransformComponent>();
  189. if (!renderable->visible || !transform) {
  190. continue;
  191. }
  192. if (entity->hasComponent<Engine::Core::PendingRemovalComponent>()) {
  193. continue;
  194. }
  195. auto *unitComp = entity->getComponent<Engine::Core::UnitComponent>();
  196. if (unitComp && unitComp->health <= 0) {
  197. continue;
  198. }
  199. if (unitComp && unitComp->ownerId != m_localOwnerId) {
  200. if (visibilityEnabled) {
  201. if (!vis.isVisibleWorld(transform->position.x, transform->position.z)) {
  202. continue;
  203. }
  204. }
  205. }
  206. QMatrix4x4 modelMatrix;
  207. modelMatrix.translate(transform->position.x, transform->position.y,
  208. transform->position.z);
  209. modelMatrix.rotate(transform->rotation.x, kAxisX);
  210. modelMatrix.rotate(transform->rotation.y, kAxisY);
  211. modelMatrix.rotate(transform->rotation.z, kAxisZ);
  212. modelMatrix.scale(transform->scale.x, transform->scale.y,
  213. transform->scale.z);
  214. bool drawnByRegistry = false;
  215. if (unitComp && !unitComp->unitType.empty() && m_entityRegistry) {
  216. auto fn = m_entityRegistry->get(unitComp->unitType);
  217. if (fn) {
  218. DrawContext ctx{resources(), entity, world, modelMatrix};
  219. ctx.selected =
  220. (m_selectedIds.find(entity->getId()) != m_selectedIds.end());
  221. ctx.hovered = (entity->getId() == m_hoveredEntityId);
  222. ctx.animationTime = m_accumulatedTime;
  223. ctx.backend = m_backend.get();
  224. fn(ctx, *this);
  225. drawnByRegistry = true;
  226. }
  227. }
  228. if (drawnByRegistry)
  229. continue;
  230. Mesh *meshToDraw = nullptr;
  231. ResourceManager *res = resources();
  232. switch (renderable->mesh) {
  233. case Engine::Core::RenderableComponent::MeshKind::Quad:
  234. meshToDraw = res ? res->quad() : nullptr;
  235. break;
  236. case Engine::Core::RenderableComponent::MeshKind::Plane:
  237. meshToDraw = res ? res->ground() : nullptr;
  238. break;
  239. case Engine::Core::RenderableComponent::MeshKind::Cube:
  240. meshToDraw = res ? res->unit() : nullptr;
  241. break;
  242. case Engine::Core::RenderableComponent::MeshKind::Capsule:
  243. meshToDraw = nullptr;
  244. break;
  245. case Engine::Core::RenderableComponent::MeshKind::Ring:
  246. meshToDraw = nullptr;
  247. break;
  248. case Engine::Core::RenderableComponent::MeshKind::None:
  249. default:
  250. break;
  251. }
  252. if (!meshToDraw && res)
  253. meshToDraw = res->unit();
  254. if (!meshToDraw && res)
  255. meshToDraw = res->quad();
  256. QVector3D color = QVector3D(renderable->color[0], renderable->color[1],
  257. renderable->color[2]);
  258. if (res) {
  259. Mesh *contactQuad = res->quad();
  260. Texture *white = res->white();
  261. if (contactQuad && white) {
  262. QMatrix4x4 contactBase;
  263. contactBase.translate(transform->position.x,
  264. transform->position.y + 0.03f,
  265. transform->position.z);
  266. contactBase.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
  267. float footprint =
  268. std::max({transform->scale.x, transform->scale.z, 0.6f});
  269. float sizeRatio = 1.0f;
  270. if (auto *unit = entity->getComponent<Engine::Core::UnitComponent>()) {
  271. int mh = std::max(1, unit->maxHealth);
  272. sizeRatio = std::clamp(unit->health / float(mh), 0.0f, 1.0f);
  273. }
  274. float eased = 0.25f + 0.75f * sizeRatio;
  275. float baseScaleX = footprint * 0.55f * eased;
  276. float baseScaleY = footprint * 0.35f * eased;
  277. QVector3D col(0.03f, 0.03f, 0.03f);
  278. float centerAlpha = 0.32f * eased;
  279. float midAlpha = 0.16f * eased;
  280. float outerAlpha = 0.07f * eased;
  281. QMatrix4x4 c0 = contactBase;
  282. c0.scale(baseScaleX * 0.60f, baseScaleY * 0.60f, 1.0f);
  283. mesh(contactQuad, c0, col, white, centerAlpha);
  284. QMatrix4x4 c1 = contactBase;
  285. c1.scale(baseScaleX * 0.95f, baseScaleY * 0.95f, 1.0f);
  286. mesh(contactQuad, c1, col, white, midAlpha);
  287. QMatrix4x4 c2 = contactBase;
  288. c2.scale(baseScaleX * 1.35f, baseScaleY * 1.35f, 1.0f);
  289. mesh(contactQuad, c2, col, white, outerAlpha);
  290. }
  291. }
  292. mesh(meshToDraw, modelMatrix, color, res ? res->white() : nullptr, 1.0f);
  293. }
  294. }
  295. } // namespace Render::GL