renderer.cpp 6.9 KB

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  1. #include "renderer.h"
  2. #include "../../engine/core/world.h"
  3. #include "../../engine/core/component.h"
  4. #include <QDebug>
  5. #include <QOpenGLContext>
  6. #include <algorithm>
  7. namespace Render::GL {
  8. Renderer::Renderer() {
  9. // Defer OpenGL function initialization until a valid context is current
  10. }
  11. Renderer::~Renderer() {
  12. shutdown();
  13. }
  14. bool Renderer::initialize() {
  15. // Ensure an OpenGL context is current before using any GL calls
  16. if (!QOpenGLContext::currentContext()) {
  17. qWarning() << "Renderer::initialize called without a current OpenGL context";
  18. return false;
  19. }
  20. initializeOpenGLFunctions();
  21. // Enable depth testing
  22. glEnable(GL_DEPTH_TEST);
  23. glDepthFunc(GL_LESS);
  24. // Enable blending for transparency
  25. glEnable(GL_BLEND);
  26. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  27. // Set default clear color
  28. setClearColor(0.2f, 0.3f, 0.3f, 1.0f);
  29. if (!loadShaders()) {
  30. return false;
  31. }
  32. createDefaultResources();
  33. return true;
  34. }
  35. void Renderer::shutdown() {
  36. m_basicShader.reset();
  37. m_lineShader.reset();
  38. m_quadMesh.reset();
  39. m_whiteTexture.reset();
  40. }
  41. void Renderer::beginFrame() {
  42. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  43. m_renderQueue.clear();
  44. }
  45. void Renderer::endFrame() {
  46. flushBatch();
  47. }
  48. void Renderer::setCamera(Camera* camera) {
  49. m_camera = camera;
  50. }
  51. void Renderer::setClearColor(float r, float g, float b, float a) {
  52. glClearColor(r, g, b, a);
  53. }
  54. void Renderer::drawMesh(Mesh* mesh, const QMatrix4x4& modelMatrix, Texture* texture) {
  55. if (!mesh || !m_basicShader || !m_camera) {
  56. return;
  57. }
  58. m_basicShader->use();
  59. // Set matrices
  60. m_basicShader->setUniform("u_model", modelMatrix);
  61. m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
  62. m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
  63. // Bind texture
  64. if (texture) {
  65. texture->bind(0);
  66. m_basicShader->setUniform("u_texture", 0);
  67. m_basicShader->setUniform("u_useTexture", true);
  68. } else {
  69. m_whiteTexture->bind(0);
  70. m_basicShader->setUniform("u_texture", 0);
  71. m_basicShader->setUniform("u_useTexture", false);
  72. }
  73. m_basicShader->setUniform("u_color", QVector3D(1.0f, 1.0f, 1.0f));
  74. mesh->draw();
  75. m_basicShader->release();
  76. }
  77. void Renderer::drawLine(const QVector3D& start, const QVector3D& end, const QVector3D& color) {
  78. // Simple line drawing implementation
  79. // In a full implementation, you'd want a proper line renderer
  80. }
  81. void Renderer::submitRenderCommand(const RenderCommand& command) {
  82. m_renderQueue.push_back(command);
  83. }
  84. void Renderer::flushBatch() {
  85. if (m_renderQueue.empty()) {
  86. return;
  87. }
  88. sortRenderQueue();
  89. for (const auto& command : m_renderQueue) {
  90. drawMesh(command.mesh, command.modelMatrix, command.texture);
  91. }
  92. m_renderQueue.clear();
  93. }
  94. void Renderer::renderWorld(Engine::Core::World* world) {
  95. if (!world) {
  96. return;
  97. }
  98. // Get all entities with both transform and renderable components
  99. auto renderableEntities = world->getEntitiesWith<Engine::Core::RenderableComponent>();
  100. for (auto entity : renderableEntities) {
  101. auto renderable = entity->getComponent<Engine::Core::RenderableComponent>();
  102. auto transform = entity->getComponent<Engine::Core::TransformComponent>();
  103. if (!renderable->visible || !transform) {
  104. continue;
  105. }
  106. // Build model matrix from transform
  107. QMatrix4x4 modelMatrix;
  108. modelMatrix.translate(transform->position.x, transform->position.y, transform->position.z);
  109. modelMatrix.rotate(transform->rotation.x, QVector3D(1, 0, 0));
  110. modelMatrix.rotate(transform->rotation.y, QVector3D(0, 1, 0));
  111. modelMatrix.rotate(transform->rotation.z, QVector3D(0, 0, 1));
  112. modelMatrix.scale(transform->scale.x, transform->scale.y, transform->scale.z);
  113. // Create render command
  114. RenderCommand command;
  115. command.modelMatrix = modelMatrix;
  116. // Note: In a full implementation, you'd load mesh and texture from paths
  117. command.mesh = m_quadMesh.get(); // Default mesh for now
  118. command.texture = m_whiteTexture.get();
  119. submitRenderCommand(command);
  120. }
  121. }
  122. bool Renderer::loadShaders() {
  123. // Basic vertex shader
  124. QString basicVertexSource = R"(
  125. #version 330 core
  126. layout (location = 0) in vec3 a_position;
  127. layout (location = 1) in vec3 a_normal;
  128. layout (location = 2) in vec2 a_texCoord;
  129. uniform mat4 u_model;
  130. uniform mat4 u_view;
  131. uniform mat4 u_projection;
  132. out vec3 v_normal;
  133. out vec2 v_texCoord;
  134. out vec3 v_worldPos;
  135. void main() {
  136. v_normal = mat3(transpose(inverse(u_model))) * a_normal;
  137. v_texCoord = a_texCoord;
  138. v_worldPos = vec3(u_model * vec4(a_position, 1.0));
  139. gl_Position = u_projection * u_view * u_model * vec4(a_position, 1.0);
  140. }
  141. )";
  142. // Basic fragment shader
  143. QString basicFragmentSource = R"(
  144. #version 330 core
  145. in vec3 v_normal;
  146. in vec2 v_texCoord;
  147. in vec3 v_worldPos;
  148. uniform sampler2D u_texture;
  149. uniform vec3 u_color;
  150. uniform bool u_useTexture;
  151. out vec4 FragColor;
  152. void main() {
  153. vec3 color = u_color;
  154. if (u_useTexture) {
  155. color *= texture(u_texture, v_texCoord).rgb;
  156. }
  157. // Simple lighting
  158. vec3 normal = normalize(v_normal);
  159. vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0));
  160. float diff = max(dot(normal, lightDir), 0.2); // Ambient + diffuse
  161. color *= diff;
  162. FragColor = vec4(color, 1.0);
  163. }
  164. )";
  165. m_basicShader = std::make_unique<Shader>();
  166. if (!m_basicShader->loadFromSource(basicVertexSource, basicFragmentSource)) {
  167. qWarning() << "Failed to load basic shader";
  168. return false;
  169. }
  170. return true;
  171. }
  172. void Renderer::createDefaultResources() {
  173. m_quadMesh = std::unique_ptr<Mesh>(createQuadMesh());
  174. m_whiteTexture = std::make_unique<Texture>();
  175. m_whiteTexture->createEmpty(1, 1, Texture::Format::RGBA);
  176. // Fill with white color
  177. unsigned char whitePixel[4] = {255, 255, 255, 255};
  178. m_whiteTexture->bind();
  179. initializeOpenGLFunctions();
  180. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
  181. }
  182. void Renderer::sortRenderQueue() {
  183. // Simple sorting by texture to reduce state changes
  184. std::sort(m_renderQueue.begin(), m_renderQueue.end(),
  185. [](const RenderCommand& a, const RenderCommand& b) {
  186. return a.texture < b.texture;
  187. });
  188. }
  189. } // namespace Render::GL