scene_renderer.cpp 5.9 KB

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  1. #include "scene_renderer.h"
  2. #include "entity/registry.h"
  3. #include "game/core/component.h"
  4. #include "game/core/world.h"
  5. #include "gl/backend.h"
  6. #include "gl/camera.h"
  7. #include "gl/resources.h"
  8. #include <QDebug>
  9. #include <algorithm>
  10. #include <cmath>
  11. namespace Render::GL {
  12. Renderer::Renderer() {}
  13. Renderer::~Renderer() { shutdown(); }
  14. bool Renderer::initialize() {
  15. if (!m_backend)
  16. m_backend = std::make_shared<Backend>();
  17. m_backend->initialize();
  18. m_entityRegistry = std::make_unique<EntityRendererRegistry>();
  19. registerBuiltInEntityRenderers(*m_entityRegistry);
  20. return true;
  21. }
  22. void Renderer::shutdown() { m_backend.reset(); }
  23. void Renderer::beginFrame() {
  24. if (m_paused.load())
  25. return;
  26. if (m_backend)
  27. m_backend->beginFrame();
  28. m_queue.clear();
  29. }
  30. void Renderer::endFrame() {
  31. if (m_paused.load())
  32. return;
  33. if (m_backend && m_camera) {
  34. m_queue.sortForBatching();
  35. m_backend->execute(m_queue, *m_camera);
  36. }
  37. }
  38. void Renderer::setCamera(Camera *camera) { m_camera = camera; }
  39. void Renderer::setClearColor(float r, float g, float b, float a) {
  40. if (m_backend)
  41. m_backend->setClearColor(r, g, b, a);
  42. }
  43. void Renderer::setViewport(int width, int height) {
  44. m_viewportWidth = width;
  45. m_viewportHeight = height;
  46. if (m_backend)
  47. m_backend->setViewport(width, height);
  48. if (m_camera && height > 0) {
  49. float aspect = float(width) / float(height);
  50. m_camera->setPerspective(m_camera->getFOV(), aspect, m_camera->getNear(),
  51. m_camera->getFar());
  52. }
  53. }
  54. void Renderer::mesh(Mesh *mesh, const QMatrix4x4 &model, const QVector3D &color,
  55. Texture *texture, float alpha) {
  56. if (!mesh)
  57. return;
  58. MeshCmd cmd;
  59. cmd.mesh = mesh;
  60. cmd.texture = texture;
  61. cmd.model = model;
  62. cmd.color = color;
  63. cmd.alpha = alpha;
  64. m_queue.submit(cmd);
  65. }
  66. void Renderer::selectionRing(const QMatrix4x4 &model, float alphaInner,
  67. float alphaOuter, const QVector3D &color) {
  68. SelectionRingCmd cmd;
  69. cmd.model = model;
  70. cmd.alphaInner = alphaInner;
  71. cmd.alphaOuter = alphaOuter;
  72. cmd.color = color;
  73. m_queue.submit(cmd);
  74. }
  75. void Renderer::grid(const QMatrix4x4 &model, const QVector3D &color,
  76. float cellSize, float thickness, float extent) {
  77. GridCmd cmd;
  78. cmd.model = model;
  79. cmd.color = color;
  80. cmd.cellSize = cellSize;
  81. cmd.thickness = thickness;
  82. cmd.extent = extent;
  83. m_queue.submit(cmd);
  84. }
  85. void Renderer::selectionSmoke(const QMatrix4x4 &model, const QVector3D &color,
  86. float baseAlpha) {
  87. SelectionSmokeCmd cmd;
  88. cmd.model = model;
  89. cmd.color = color;
  90. cmd.baseAlpha = baseAlpha;
  91. m_queue.submit(cmd);
  92. }
  93. void Renderer::renderWorld(Engine::Core::World *world) {
  94. if (m_paused.load())
  95. return;
  96. if (!world)
  97. return;
  98. std::lock_guard<std::mutex> guard(m_worldMutex);
  99. auto renderableEntities =
  100. world->getEntitiesWith<Engine::Core::RenderableComponent>();
  101. for (auto entity : renderableEntities) {
  102. auto renderable = entity->getComponent<Engine::Core::RenderableComponent>();
  103. auto transform = entity->getComponent<Engine::Core::TransformComponent>();
  104. if (!renderable->visible || !transform) {
  105. continue;
  106. }
  107. QMatrix4x4 modelMatrix;
  108. modelMatrix.translate(transform->position.x, transform->position.y,
  109. transform->position.z);
  110. modelMatrix.rotate(transform->rotation.x, QVector3D(1, 0, 0));
  111. modelMatrix.rotate(transform->rotation.y, QVector3D(0, 1, 0));
  112. modelMatrix.rotate(transform->rotation.z, QVector3D(0, 0, 1));
  113. modelMatrix.scale(transform->scale.x, transform->scale.y,
  114. transform->scale.z);
  115. bool drawnByRegistry = false;
  116. if (auto *unit = entity->getComponent<Engine::Core::UnitComponent>()) {
  117. if (!unit->unitType.empty() && m_entityRegistry) {
  118. auto fn = m_entityRegistry->get(unit->unitType);
  119. if (fn) {
  120. DrawContext ctx{resources(), entity, world, modelMatrix};
  121. ctx.selected =
  122. (m_selectedIds.find(entity->getId()) != m_selectedIds.end());
  123. ctx.hovered = (entity->getId() == m_hoveredEntityId);
  124. ctx.animationTime = m_accumulatedTime;
  125. fn(ctx, *this);
  126. drawnByRegistry = true;
  127. }
  128. }
  129. }
  130. if (drawnByRegistry)
  131. continue;
  132. Mesh *meshToDraw = nullptr;
  133. ResourceManager *res = resources();
  134. switch (renderable->mesh) {
  135. case Engine::Core::RenderableComponent::MeshKind::Quad:
  136. meshToDraw = res ? res->quad() : nullptr;
  137. break;
  138. case Engine::Core::RenderableComponent::MeshKind::Plane:
  139. meshToDraw = res ? res->ground() : nullptr;
  140. break;
  141. case Engine::Core::RenderableComponent::MeshKind::Cube:
  142. meshToDraw = res ? res->unit() : nullptr;
  143. break;
  144. case Engine::Core::RenderableComponent::MeshKind::Capsule:
  145. meshToDraw = nullptr;
  146. break;
  147. case Engine::Core::RenderableComponent::MeshKind::Ring:
  148. meshToDraw = nullptr;
  149. break;
  150. case Engine::Core::RenderableComponent::MeshKind::None:
  151. default:
  152. break;
  153. }
  154. if (!meshToDraw && res)
  155. meshToDraw = res->unit();
  156. if (!meshToDraw && res)
  157. meshToDraw = res->quad();
  158. QVector3D color = QVector3D(renderable->color[0], renderable->color[1],
  159. renderable->color[2]);
  160. if (res) {
  161. Mesh *contactQuad = res->quad();
  162. Texture *white = res->white();
  163. if (contactQuad && white) {
  164. QMatrix4x4 contact;
  165. contact.translate(transform->position.x, transform->position.y + 0.03f,
  166. transform->position.z);
  167. contact.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
  168. float footprint =
  169. std::max({transform->scale.x, transform->scale.z, 0.6f});
  170. contact.scale(footprint * 0.55f, footprint * 0.35f, 1.0f);
  171. mesh(contactQuad, contact, QVector3D(0.08f, 0.08f, 0.075f), white,
  172. 0.55f);
  173. }
  174. }
  175. mesh(meshToDraw, modelMatrix, color, res ? res->white() : nullptr, 1.0f);
  176. }
  177. }
  178. } // namespace Render::GL