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- #include "renderer.h"
- #include "../../engine/core/world.h"
- #include "../../engine/core/component.h"
- #include <QDebug>
- #include <QOpenGLContext>
- #include <algorithm>
- 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::drawMeshColored(Mesh* mesh, const QMatrix4x4& modelMatrix, const QVector3D& color, Texture* texture) {
- if (!mesh || !m_basicShader || !m_camera) {
- return;
- }
- m_basicShader->use();
- m_basicShader->setUniform("u_model", modelMatrix);
- m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
- m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
- 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", color);
- 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) {
- drawMeshColored(command.mesh, command.modelMatrix, command.color, command.texture);
- }
-
- m_renderQueue.clear();
- }
- void Renderer::renderWorld(Engine::Core::World* world) {
- if (!world) {
- return;
- }
- // Draw ground plane first
- if (m_groundMesh) {
- QMatrix4x4 groundModel;
- groundModel.translate(0.0f, 0.0f, 0.0f);
- groundModel.scale(50.0f, 1.0f, 50.0f);
- drawMeshColored(m_groundMesh.get(), groundModel, QVector3D(0.15f, 0.2f, 0.15f));
- }
-
- // Get all entities with both transform and renderable components
- auto renderableEntities = world->getEntitiesWith<Engine::Core::RenderableComponent>();
-
- for (auto entity : renderableEntities) {
- auto renderable = entity->getComponent<Engine::Core::RenderableComponent>();
- auto transform = entity->getComponent<Engine::Core::TransformComponent>();
-
- 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();
-
- // Slight color tint for units
- command.color = QVector3D(0.8f, 0.9f, 1.0f);
- 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<Shader>();
- if (!m_basicShader->loadFromSource(basicVertexSource, basicFragmentSource)) {
- qWarning() << "Failed to load basic shader";
- return false;
- }
-
- return true;
- }
- void Renderer::createDefaultResources() {
- m_quadMesh = std::unique_ptr<Mesh>(createQuadMesh());
- m_groundMesh = std::unique_ptr<Mesh>(createPlaneMesh(1.0f, 1.0f, 1));
- m_whiteTexture = std::make_unique<Texture>();
- 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
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