renderer.cpp 8.1 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::drawMeshColored(Mesh* mesh, const QMatrix4x4& modelMatrix, const QVector3D& color, Texture* texture) {
  78. if (!mesh || !m_basicShader || !m_camera) {
  79. return;
  80. }
  81. m_basicShader->use();
  82. m_basicShader->setUniform("u_model", modelMatrix);
  83. m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
  84. m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
  85. if (texture) {
  86. texture->bind(0);
  87. m_basicShader->setUniform("u_texture", 0);
  88. m_basicShader->setUniform("u_useTexture", true);
  89. } else {
  90. m_whiteTexture->bind(0);
  91. m_basicShader->setUniform("u_texture", 0);
  92. m_basicShader->setUniform("u_useTexture", false);
  93. }
  94. m_basicShader->setUniform("u_color", color);
  95. mesh->draw();
  96. m_basicShader->release();
  97. }
  98. void Renderer::drawLine(const QVector3D& start, const QVector3D& end, const QVector3D& color) {
  99. // Simple line drawing implementation
  100. // In a full implementation, you'd want a proper line renderer
  101. }
  102. void Renderer::submitRenderCommand(const RenderCommand& command) {
  103. m_renderQueue.push_back(command);
  104. }
  105. void Renderer::flushBatch() {
  106. if (m_renderQueue.empty()) {
  107. return;
  108. }
  109. sortRenderQueue();
  110. for (const auto& command : m_renderQueue) {
  111. drawMeshColored(command.mesh, command.modelMatrix, command.color, command.texture);
  112. }
  113. m_renderQueue.clear();
  114. }
  115. void Renderer::renderWorld(Engine::Core::World* world) {
  116. if (!world) {
  117. return;
  118. }
  119. // Draw ground plane first
  120. if (m_groundMesh) {
  121. QMatrix4x4 groundModel;
  122. groundModel.translate(0.0f, 0.0f, 0.0f);
  123. groundModel.scale(50.0f, 1.0f, 50.0f);
  124. drawMeshColored(m_groundMesh.get(), groundModel, QVector3D(0.15f, 0.2f, 0.15f));
  125. }
  126. // Get all entities with both transform and renderable components
  127. auto renderableEntities = world->getEntitiesWith<Engine::Core::RenderableComponent>();
  128. for (auto entity : renderableEntities) {
  129. auto renderable = entity->getComponent<Engine::Core::RenderableComponent>();
  130. auto transform = entity->getComponent<Engine::Core::TransformComponent>();
  131. if (!renderable->visible || !transform) {
  132. continue;
  133. }
  134. // Build model matrix from transform
  135. QMatrix4x4 modelMatrix;
  136. modelMatrix.translate(transform->position.x, transform->position.y, transform->position.z);
  137. modelMatrix.rotate(transform->rotation.x, QVector3D(1, 0, 0));
  138. modelMatrix.rotate(transform->rotation.y, QVector3D(0, 1, 0));
  139. modelMatrix.rotate(transform->rotation.z, QVector3D(0, 0, 1));
  140. modelMatrix.scale(transform->scale.x, transform->scale.y, transform->scale.z);
  141. // Create render command
  142. RenderCommand command;
  143. command.modelMatrix = modelMatrix;
  144. // Note: In a full implementation, you'd load mesh and texture from paths
  145. command.mesh = m_quadMesh.get(); // Default mesh for now
  146. command.texture = m_whiteTexture.get();
  147. // Slight color tint for units
  148. command.color = QVector3D(0.8f, 0.9f, 1.0f);
  149. submitRenderCommand(command);
  150. }
  151. }
  152. bool Renderer::loadShaders() {
  153. // Basic vertex shader
  154. QString basicVertexSource = R"(
  155. #version 330 core
  156. layout (location = 0) in vec3 a_position;
  157. layout (location = 1) in vec3 a_normal;
  158. layout (location = 2) in vec2 a_texCoord;
  159. uniform mat4 u_model;
  160. uniform mat4 u_view;
  161. uniform mat4 u_projection;
  162. out vec3 v_normal;
  163. out vec2 v_texCoord;
  164. out vec3 v_worldPos;
  165. void main() {
  166. v_normal = mat3(transpose(inverse(u_model))) * a_normal;
  167. v_texCoord = a_texCoord;
  168. v_worldPos = vec3(u_model * vec4(a_position, 1.0));
  169. gl_Position = u_projection * u_view * u_model * vec4(a_position, 1.0);
  170. }
  171. )";
  172. // Basic fragment shader
  173. QString basicFragmentSource = R"(
  174. #version 330 core
  175. in vec3 v_normal;
  176. in vec2 v_texCoord;
  177. in vec3 v_worldPos;
  178. uniform sampler2D u_texture;
  179. uniform vec3 u_color;
  180. uniform bool u_useTexture;
  181. out vec4 FragColor;
  182. void main() {
  183. vec3 color = u_color;
  184. if (u_useTexture) {
  185. color *= texture(u_texture, v_texCoord).rgb;
  186. }
  187. // Simple lighting
  188. vec3 normal = normalize(v_normal);
  189. vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0));
  190. float diff = max(dot(normal, lightDir), 0.2); // Ambient + diffuse
  191. color *= diff;
  192. FragColor = vec4(color, 1.0);
  193. }
  194. )";
  195. m_basicShader = std::make_unique<Shader>();
  196. if (!m_basicShader->loadFromSource(basicVertexSource, basicFragmentSource)) {
  197. qWarning() << "Failed to load basic shader";
  198. return false;
  199. }
  200. return true;
  201. }
  202. void Renderer::createDefaultResources() {
  203. m_quadMesh = std::unique_ptr<Mesh>(createQuadMesh());
  204. m_groundMesh = std::unique_ptr<Mesh>(createPlaneMesh(1.0f, 1.0f, 1));
  205. m_whiteTexture = std::make_unique<Texture>();
  206. m_whiteTexture->createEmpty(1, 1, Texture::Format::RGBA);
  207. // Fill with white color
  208. unsigned char whitePixel[4] = {255, 255, 255, 255};
  209. m_whiteTexture->bind();
  210. initializeOpenGLFunctions();
  211. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
  212. }
  213. void Renderer::sortRenderQueue() {
  214. // Simple sorting by texture to reduce state changes
  215. std::sort(m_renderQueue.begin(), m_renderQueue.end(),
  216. [](const RenderCommand& a, const RenderCommand& b) {
  217. return a.texture < b.texture;
  218. });
  219. }
  220. } // namespace Render::GL