renderer.cpp 6.5 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 <algorithm>
  6. namespace Render::GL {
  7. Renderer::Renderer() {
  8. initializeOpenGLFunctions();
  9. }
  10. Renderer::~Renderer() {
  11. shutdown();
  12. }
  13. bool Renderer::initialize() {
  14. // Enable depth testing
  15. glEnable(GL_DEPTH_TEST);
  16. glDepthFunc(GL_LESS);
  17. // Enable blending for transparency
  18. glEnable(GL_BLEND);
  19. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  20. // Set default clear color
  21. setClearColor(0.2f, 0.3f, 0.3f, 1.0f);
  22. if (!loadShaders()) {
  23. return false;
  24. }
  25. createDefaultResources();
  26. return true;
  27. }
  28. void Renderer::shutdown() {
  29. m_basicShader.reset();
  30. m_lineShader.reset();
  31. m_quadMesh.reset();
  32. m_whiteTexture.reset();
  33. }
  34. void Renderer::beginFrame() {
  35. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  36. m_renderQueue.clear();
  37. }
  38. void Renderer::endFrame() {
  39. flushBatch();
  40. }
  41. void Renderer::setCamera(Camera* camera) {
  42. m_camera = camera;
  43. }
  44. void Renderer::setClearColor(float r, float g, float b, float a) {
  45. glClearColor(r, g, b, a);
  46. }
  47. void Renderer::drawMesh(Mesh* mesh, const QMatrix4x4& modelMatrix, Texture* texture) {
  48. if (!mesh || !m_basicShader || !m_camera) {
  49. return;
  50. }
  51. m_basicShader->use();
  52. // Set matrices
  53. m_basicShader->setUniform("u_model", modelMatrix);
  54. m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
  55. m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
  56. // Bind texture
  57. if (texture) {
  58. texture->bind(0);
  59. m_basicShader->setUniform("u_texture", 0);
  60. m_basicShader->setUniform("u_useTexture", true);
  61. } else {
  62. m_whiteTexture->bind(0);
  63. m_basicShader->setUniform("u_texture", 0);
  64. m_basicShader->setUniform("u_useTexture", false);
  65. }
  66. m_basicShader->setUniform("u_color", QVector3D(1.0f, 1.0f, 1.0f));
  67. mesh->draw();
  68. m_basicShader->release();
  69. }
  70. void Renderer::drawLine(const QVector3D& start, const QVector3D& end, const QVector3D& color) {
  71. // Simple line drawing implementation
  72. // In a full implementation, you'd want a proper line renderer
  73. }
  74. void Renderer::submitRenderCommand(const RenderCommand& command) {
  75. m_renderQueue.push_back(command);
  76. }
  77. void Renderer::flushBatch() {
  78. if (m_renderQueue.empty()) {
  79. return;
  80. }
  81. sortRenderQueue();
  82. for (const auto& command : m_renderQueue) {
  83. drawMesh(command.mesh, command.modelMatrix, command.texture);
  84. }
  85. m_renderQueue.clear();
  86. }
  87. void Renderer::renderWorld(Engine::Core::World* world) {
  88. if (!world) {
  89. return;
  90. }
  91. // Get all entities with both transform and renderable components
  92. auto renderableEntities = world->getEntitiesWith<Engine::Core::RenderableComponent>();
  93. for (auto entity : renderableEntities) {
  94. auto renderable = entity->getComponent<Engine::Core::RenderableComponent>();
  95. auto transform = entity->getComponent<Engine::Core::TransformComponent>();
  96. if (!renderable->visible || !transform) {
  97. continue;
  98. }
  99. // Build model matrix from transform
  100. QMatrix4x4 modelMatrix;
  101. modelMatrix.translate(transform->position.x, transform->position.y, transform->position.z);
  102. modelMatrix.rotate(transform->rotation.x, QVector3D(1, 0, 0));
  103. modelMatrix.rotate(transform->rotation.y, QVector3D(0, 1, 0));
  104. modelMatrix.rotate(transform->rotation.z, QVector3D(0, 0, 1));
  105. modelMatrix.scale(transform->scale.x, transform->scale.y, transform->scale.z);
  106. // Create render command
  107. RenderCommand command;
  108. command.modelMatrix = modelMatrix;
  109. // Note: In a full implementation, you'd load mesh and texture from paths
  110. command.mesh = m_quadMesh.get(); // Default mesh for now
  111. command.texture = m_whiteTexture.get();
  112. submitRenderCommand(command);
  113. }
  114. }
  115. bool Renderer::loadShaders() {
  116. // Basic vertex shader
  117. QString basicVertexSource = R"(
  118. #version 330 core
  119. layout (location = 0) in vec3 a_position;
  120. layout (location = 1) in vec3 a_normal;
  121. layout (location = 2) in vec2 a_texCoord;
  122. uniform mat4 u_model;
  123. uniform mat4 u_view;
  124. uniform mat4 u_projection;
  125. out vec3 v_normal;
  126. out vec2 v_texCoord;
  127. out vec3 v_worldPos;
  128. void main() {
  129. v_normal = mat3(transpose(inverse(u_model))) * a_normal;
  130. v_texCoord = a_texCoord;
  131. v_worldPos = vec3(u_model * vec4(a_position, 1.0));
  132. gl_Position = u_projection * u_view * u_model * vec4(a_position, 1.0);
  133. }
  134. )";
  135. // Basic fragment shader
  136. QString basicFragmentSource = R"(
  137. #version 330 core
  138. in vec3 v_normal;
  139. in vec2 v_texCoord;
  140. in vec3 v_worldPos;
  141. uniform sampler2D u_texture;
  142. uniform vec3 u_color;
  143. uniform bool u_useTexture;
  144. out vec4 FragColor;
  145. void main() {
  146. vec3 color = u_color;
  147. if (u_useTexture) {
  148. color *= texture(u_texture, v_texCoord).rgb;
  149. }
  150. // Simple lighting
  151. vec3 normal = normalize(v_normal);
  152. vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0));
  153. float diff = max(dot(normal, lightDir), 0.2); // Ambient + diffuse
  154. color *= diff;
  155. FragColor = vec4(color, 1.0);
  156. }
  157. )";
  158. m_basicShader = std::make_unique<Shader>();
  159. if (!m_basicShader->loadFromSource(basicVertexSource, basicFragmentSource)) {
  160. qWarning() << "Failed to load basic shader";
  161. return false;
  162. }
  163. return true;
  164. }
  165. void Renderer::createDefaultResources() {
  166. m_quadMesh = std::unique_ptr<Mesh>(createQuadMesh());
  167. m_whiteTexture = std::make_unique<Texture>();
  168. m_whiteTexture->createEmpty(1, 1, Texture::Format::RGBA);
  169. // Fill with white color
  170. unsigned char whitePixel[4] = {255, 255, 255, 255};
  171. m_whiteTexture->bind();
  172. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
  173. }
  174. void Renderer::sortRenderQueue() {
  175. // Simple sorting by texture to reduce state changes
  176. std::sort(m_renderQueue.begin(), m_renderQueue.end(),
  177. [](const RenderCommand& a, const RenderCommand& b) {
  178. return a.texture < b.texture;
  179. });
  180. }
  181. } // namespace Render::GL