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- #include "renderer.h"
- #include "../../game/core/world.h"
- #include "../../game/core/component.h"
- #include <QDebug>
- #include <QOpenGLContext>
- #include <algorithm>
- #include <cmath>
- #include "../entity/registry.h"
- #include "../geom/selection_ring.h"
- 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 with alpha 0 to allow QML overlay compositing
- setClearColor(0.2f, 0.3f, 0.3f, 0.0f);
-
- if (!loadShaders()) {
- return false;
- }
- // Initialize shared/default GL resources when not injected
- if (!m_resources) m_resources = std::make_shared<ResourceManager>();
- if (!m_resources->initialize()) {
- qWarning() << "Failed to initialize GL resources";
- // Non-fatal: renderer can still function in a limited capacity
- }
- // Set up entity renderer registry (built-ins)
- m_entityRegistry = std::make_unique<EntityRendererRegistry>();
- registerBuiltInEntityRenderers(*m_entityRegistry);
-
- return true;
- }
- void Renderer::shutdown() {
- m_basicShader.reset();
- m_lineShader.reset();
- m_gridShader.reset();
- m_resources.reset();
- }
- void Renderer::beginFrame() {
- if (m_viewportWidth > 0 && m_viewportHeight > 0) {
- glViewport(0, 0, m_viewportWidth, m_viewportHeight);
- }
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- m_renderQueue.clear();
- }
- void Renderer::endFrame() {
- flushBatch();
- }
- void Renderer::renderGridGround() {
- Mesh* groundMesh = (m_resources ? m_resources->ground() : nullptr);
- if (!groundMesh || !m_camera) return;
- QMatrix4x4 groundModel;
- groundModel.translate(0.0f, 0.0f, 0.0f);
- groundModel.scale(m_gridParams.extent, 1.0f, m_gridParams.extent);
- if (m_gridShader) {
- m_gridShader->use();
- m_gridShader->setUniform("u_model", groundModel);
- m_gridShader->setUniform("u_view", m_camera->getViewMatrix());
- m_gridShader->setUniform("u_projection", m_camera->getProjectionMatrix());
- m_gridShader->setUniform("u_gridColor", m_gridParams.gridColor);
- m_gridShader->setUniform("u_lineColor", m_gridParams.lineColor);
- m_gridShader->setUniform("u_cellSize", m_gridParams.cellSize);
- m_gridShader->setUniform("u_thickness", m_gridParams.thickness);
- groundMesh->draw();
- m_gridShader->release();
- } else {
- drawMeshColored(groundMesh, groundModel, m_gridParams.gridColor);
- }
- }
- 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::setViewport(int width, int height) {
- m_viewportWidth = width;
- m_viewportHeight = height;
- if (m_camera && height > 0) {
- float aspect = float(width) / float(height);
- m_camera->setPerspective(m_camera->getFOV(), aspect, m_camera->getNear(), m_camera->getFar());
- }
- }
- 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());
- m_basicShader->setUniform("u_alpha", 1.0f);
-
- // Bind texture
- if (texture) {
- texture->bind(0);
- m_basicShader->setUniform("u_texture", 0);
- m_basicShader->setUniform("u_useTexture", true);
- } else {
- if (m_resources && m_resources->white()) {
- m_resources->white()->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());
- // Alpha default 1, caller can adjust via another shader call if needed
- m_basicShader->setUniform("u_alpha", 1.0f);
- if (texture) {
- texture->bind(0);
- m_basicShader->setUniform("u_texture", 0);
- m_basicShader->setUniform("u_useTexture", true);
- } else {
- if (m_resources && m_resources->white()) {
- m_resources->white()->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 with grid using helper
- renderGridGround();
- // Draw hover ring before entities so buildings naturally occlude it
- if (m_hoveredBuildingId) {
- if (auto* hovered = world->getEntity(m_hoveredBuildingId)) {
- if (hovered->hasComponent<Engine::Core::BuildingComponent>()) {
- if (auto* t = hovered->getComponent<Engine::Core::TransformComponent>()) {
- Mesh* ring = Render::Geom::SelectionRing::get();
- if (ring && m_basicShader && m_camera) {
- const float marginXZ = 1.25f;
- const float pad = 1.06f;
- float sx = std::max(0.6f, t->scale.x * marginXZ * pad * 1.5f);
- float sz = std::max(0.6f, t->scale.z * marginXZ * pad * 1.5f);
- QMatrix4x4 model;
- model.translate(t->position.x, 0.01f, t->position.z);
- model.scale(sx, 1.0f, sz);
- // Shadow-like color (dark gray)
- QVector3D c(0.0f, 0.0f, 0.0f);
- // Slightly bias depth to the ground and disable depth writes so later geometry can overwrite
- glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(1.0f, 1.0f);
- // Disable depth writes so later geometry can overwrite the ring
- glDepthMask(GL_FALSE);
- m_basicShader->use();
- m_basicShader->setUniform("u_model", model);
- m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
- m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
- if (m_resources && m_resources->white()) {
- m_resources->white()->bind(0);
- m_basicShader->setUniform("u_texture", 0);
- }
- m_basicShader->setUniform("u_useTexture", false);
- m_basicShader->setUniform("u_color", c);
- // Soft shadow edge
- m_basicShader->setUniform("u_alpha", 0.10f);
- QMatrix4x4 feather = model; feather.scale(1.08f, 1.0f, 1.08f);
- m_basicShader->setUniform("u_model", feather);
- ring->draw();
- // Main shadow ring
- m_basicShader->setUniform("u_model", model);
- m_basicShader->setUniform("u_alpha", 0.28f);
- ring->draw();
- m_basicShader->release();
- glDepthMask(GL_TRUE);
- glDisable(GL_POLYGON_OFFSET_FILL);
- }
- }
- }
- }
- }
- // 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);
- // If entity has a unitType, try registry-based renderer first
- bool drawnByRegistry = false;
- if (auto* unit = entity->getComponent<Engine::Core::UnitComponent>()) {
- if (!unit->unitType.empty() && m_entityRegistry) {
- auto fn = m_entityRegistry->get(unit->unitType);
- if (fn) {
- DrawParams params{this, m_resources.get(), entity, modelMatrix};
- // Selection routed from app via setSelectedEntities to avoid mutating ECS flags for rendering
- params.selected = (m_selectedIds.find(entity->getId()) != m_selectedIds.end());
- fn(params);
- drawnByRegistry = true;
- }
- }
- }
- if (drawnByRegistry) {
- // Draw rally flag marker if this is a barracks with a set rally
- if (auto* unit = entity->getComponent<Engine::Core::UnitComponent>()) {
- if (unit->unitType == "barracks") {
- if (auto* prod = entity->getComponent<Engine::Core::ProductionComponent>()) {
- if (prod->rallySet && m_resources) {
- QMatrix4x4 flagModel;
- flagModel.translate(prod->rallyX, 0.1f, prod->rallyZ);
- flagModel.scale(0.2f, 0.2f, 0.2f);
- drawMeshColored(m_resources->unit(), flagModel, QVector3D(1.0f, 0.9f, 0.2f), m_resources->white());
- }
- }
- }
- }
- continue;
- }
- // Else choose mesh based on RenderableComponent hint
- RenderCommand command;
- command.modelMatrix = modelMatrix;
- Mesh* meshToDraw = nullptr;
- switch (renderable->mesh) {
- case Engine::Core::RenderableComponent::MeshKind::Quad: meshToDraw = m_resources? m_resources->quad() : nullptr; break;
- case Engine::Core::RenderableComponent::MeshKind::Plane: meshToDraw = m_resources? m_resources->ground() : nullptr; break;
- case Engine::Core::RenderableComponent::MeshKind::Cube: meshToDraw = m_resources? m_resources->unit() : nullptr; break;
- case Engine::Core::RenderableComponent::MeshKind::Capsule: meshToDraw = nullptr; break; // handled by specific renderer when available
- case Engine::Core::RenderableComponent::MeshKind::Ring: meshToDraw = nullptr; break; // rings are drawn explicitly when needed
- case Engine::Core::RenderableComponent::MeshKind::None: default: break;
- }
- if (!meshToDraw && m_resources) meshToDraw = m_resources->unit();
- if (!meshToDraw && m_resources) meshToDraw = m_resources->quad();
- command.mesh = meshToDraw;
- command.texture = (m_resources ? m_resources->white() : nullptr);
- // Use per-entity color if set, else a default
- command.color = QVector3D(renderable->color[0], renderable->color[1], renderable->color[2]);
- submitRenderCommand(command);
- // If this render path drew a barracks (no custom renderer used), also draw rally flag
- if (auto* unit = entity->getComponent<Engine::Core::UnitComponent>()) {
- if (unit->unitType == "barracks") {
- if (auto* prod = entity->getComponent<Engine::Core::ProductionComponent>()) {
- if (prod->rallySet && m_resources) {
- QMatrix4x4 flagModel;
- flagModel.translate(prod->rallyX, 0.1f, prod->rallyZ);
- flagModel.scale(0.2f, 0.2f, 0.2f);
- drawMeshColored(m_resources->unit(), flagModel, QVector3D(1.0f, 0.9f, 0.2f), m_resources->white());
- }
- }
- }
- }
- // Selection ring is drawn by entity-specific renderer if desired
- }
- }
- bool Renderer::loadShaders() {
- // Load shaders from assets
- const QString base = QStringLiteral("assets/shaders/");
- const QString basicVert = base + QStringLiteral("basic.vert");
- const QString basicFrag = base + QStringLiteral("basic.frag");
- const QString gridFrag = base + QStringLiteral("grid.frag");
- m_basicShader = std::make_unique<Shader>();
- if (!m_basicShader->loadFromFiles(basicVert, basicFrag)) {
- qWarning() << "Failed to load basic shader from files" << basicVert << basicFrag;
- return false;
- }
- m_gridShader = std::make_unique<Shader>();
- // Reuse the same vertex shader for grid; load vertex from file and fragment from grid
- if (!m_gridShader->loadFromFiles(basicVert, gridFrag)) {
- qWarning() << "Failed to load grid shader from files" << basicVert << gridFrag;
- m_gridShader.reset();
- }
- return true;
- }
- 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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