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renderer.cpp 15 KB

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  1. #include "renderer.h"
  2. #include "../../game/core/world.h"
  3. #include "../../game/core/component.h"
  4. #include <QDebug>
  5. #include <QOpenGLContext>
  6. #include <algorithm>
  7. #include <cmath>
  8. #include "../entity/registry.h"
  9. #include "../geom/selection_ring.h"
  10. namespace Render::GL {
  11. Renderer::Renderer() {
  12. // Defer OpenGL function initialization until a valid context is current
  13. }
  14. Renderer::~Renderer() {
  15. shutdown();
  16. }
  17. bool Renderer::initialize() {
  18. // Ensure an OpenGL context is current before using any GL calls
  19. if (!QOpenGLContext::currentContext()) {
  20. qWarning() << "Renderer::initialize called without a current OpenGL context";
  21. return false;
  22. }
  23. initializeOpenGLFunctions();
  24. // Enable depth testing
  25. glEnable(GL_DEPTH_TEST);
  26. glDepthFunc(GL_LESS);
  27. // Enable blending for transparency
  28. glEnable(GL_BLEND);
  29. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  30. // Set default clear color with alpha 0 to allow QML overlay compositing
  31. setClearColor(0.2f, 0.3f, 0.3f, 0.0f);
  32. if (!loadShaders()) {
  33. return false;
  34. }
  35. // Initialize shared/default GL resources when not injected
  36. if (!m_resources) m_resources = std::make_shared<ResourceManager>();
  37. if (!m_resources->initialize()) {
  38. qWarning() << "Failed to initialize GL resources";
  39. // Non-fatal: renderer can still function in a limited capacity
  40. }
  41. // Set up entity renderer registry (built-ins)
  42. m_entityRegistry = std::make_unique<EntityRendererRegistry>();
  43. registerBuiltInEntityRenderers(*m_entityRegistry);
  44. return true;
  45. }
  46. void Renderer::shutdown() {
  47. m_basicShader.reset();
  48. m_lineShader.reset();
  49. m_gridShader.reset();
  50. m_resources.reset();
  51. }
  52. void Renderer::beginFrame() {
  53. if (m_viewportWidth > 0 && m_viewportHeight > 0) {
  54. glViewport(0, 0, m_viewportWidth, m_viewportHeight);
  55. }
  56. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  57. m_renderQueue.clear();
  58. }
  59. void Renderer::endFrame() {
  60. flushBatch();
  61. }
  62. void Renderer::renderGridGround() {
  63. Mesh* groundMesh = (m_resources ? m_resources->ground() : nullptr);
  64. if (!groundMesh || !m_camera) return;
  65. QMatrix4x4 groundModel;
  66. groundModel.translate(0.0f, 0.0f, 0.0f);
  67. groundModel.scale(m_gridParams.extent, 1.0f, m_gridParams.extent);
  68. if (m_gridShader) {
  69. m_gridShader->use();
  70. m_gridShader->setUniform("u_model", groundModel);
  71. m_gridShader->setUniform("u_view", m_camera->getViewMatrix());
  72. m_gridShader->setUniform("u_projection", m_camera->getProjectionMatrix());
  73. m_gridShader->setUniform("u_gridColor", m_gridParams.gridColor);
  74. m_gridShader->setUniform("u_lineColor", m_gridParams.lineColor);
  75. m_gridShader->setUniform("u_cellSize", m_gridParams.cellSize);
  76. m_gridShader->setUniform("u_thickness", m_gridParams.thickness);
  77. groundMesh->draw();
  78. m_gridShader->release();
  79. } else {
  80. drawMeshColored(groundMesh, groundModel, m_gridParams.gridColor);
  81. }
  82. }
  83. void Renderer::setCamera(Camera* camera) {
  84. m_camera = camera;
  85. }
  86. void Renderer::setClearColor(float r, float g, float b, float a) {
  87. glClearColor(r, g, b, a);
  88. }
  89. void Renderer::setViewport(int width, int height) {
  90. m_viewportWidth = width;
  91. m_viewportHeight = height;
  92. if (m_camera && height > 0) {
  93. float aspect = float(width) / float(height);
  94. m_camera->setPerspective(m_camera->getFOV(), aspect, m_camera->getNear(), m_camera->getFar());
  95. }
  96. }
  97. void Renderer::drawMesh(Mesh* mesh, const QMatrix4x4& modelMatrix, Texture* texture) {
  98. if (!mesh || !m_basicShader || !m_camera) {
  99. return;
  100. }
  101. m_basicShader->use();
  102. // Set matrices
  103. m_basicShader->setUniform("u_model", modelMatrix);
  104. m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
  105. m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
  106. m_basicShader->setUniform("u_alpha", 1.0f);
  107. // Bind texture
  108. if (texture) {
  109. texture->bind(0);
  110. m_basicShader->setUniform("u_texture", 0);
  111. m_basicShader->setUniform("u_useTexture", true);
  112. } else {
  113. if (m_resources && m_resources->white()) {
  114. m_resources->white()->bind(0);
  115. m_basicShader->setUniform("u_texture", 0);
  116. }
  117. m_basicShader->setUniform("u_useTexture", false);
  118. }
  119. m_basicShader->setUniform("u_color", QVector3D(1.0f, 1.0f, 1.0f));
  120. mesh->draw();
  121. m_basicShader->release();
  122. }
  123. void Renderer::drawMeshColored(Mesh* mesh, const QMatrix4x4& modelMatrix, const QVector3D& color, Texture* texture) {
  124. if (!mesh || !m_basicShader || !m_camera) {
  125. return;
  126. }
  127. m_basicShader->use();
  128. m_basicShader->setUniform("u_model", modelMatrix);
  129. m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
  130. m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
  131. // Alpha default 1, caller can adjust via another shader call if needed
  132. m_basicShader->setUniform("u_alpha", 1.0f);
  133. if (texture) {
  134. texture->bind(0);
  135. m_basicShader->setUniform("u_texture", 0);
  136. m_basicShader->setUniform("u_useTexture", true);
  137. } else {
  138. if (m_resources && m_resources->white()) {
  139. m_resources->white()->bind(0);
  140. m_basicShader->setUniform("u_texture", 0);
  141. }
  142. m_basicShader->setUniform("u_useTexture", false);
  143. }
  144. m_basicShader->setUniform("u_color", color);
  145. mesh->draw();
  146. m_basicShader->release();
  147. }
  148. void Renderer::drawLine(const QVector3D& start, const QVector3D& end, const QVector3D& color) {
  149. // Simple line drawing implementation
  150. // In a full implementation, you'd want a proper line renderer
  151. }
  152. void Renderer::submitRenderCommand(const RenderCommand& command) {
  153. m_renderQueue.push_back(command);
  154. }
  155. void Renderer::flushBatch() {
  156. if (m_renderQueue.empty()) {
  157. return;
  158. }
  159. sortRenderQueue();
  160. for (const auto& command : m_renderQueue) {
  161. drawMeshColored(command.mesh, command.modelMatrix, command.color, command.texture);
  162. }
  163. m_renderQueue.clear();
  164. }
  165. void Renderer::renderWorld(Engine::Core::World* world) {
  166. if (!world) {
  167. return;
  168. }
  169. // Draw ground plane with grid using helper
  170. renderGridGround();
  171. // Draw hover ring before entities so buildings naturally occlude it
  172. if (m_hoveredBuildingId) {
  173. if (auto* hovered = world->getEntity(m_hoveredBuildingId)) {
  174. if (hovered->hasComponent<Engine::Core::BuildingComponent>()) {
  175. if (auto* t = hovered->getComponent<Engine::Core::TransformComponent>()) {
  176. Mesh* ring = Render::Geom::SelectionRing::get();
  177. if (ring && m_basicShader && m_camera) {
  178. const float marginXZ = 1.25f;
  179. const float pad = 1.06f;
  180. float sx = std::max(0.6f, t->scale.x * marginXZ * pad * 1.5f);
  181. float sz = std::max(0.6f, t->scale.z * marginXZ * pad * 1.5f);
  182. QMatrix4x4 model;
  183. model.translate(t->position.x, 0.01f, t->position.z);
  184. model.scale(sx, 1.0f, sz);
  185. // Shadow-like color (dark gray)
  186. QVector3D c(0.0f, 0.0f, 0.0f);
  187. // Slightly bias depth to the ground and disable depth writes so later geometry can overwrite
  188. glEnable(GL_POLYGON_OFFSET_FILL);
  189. glPolygonOffset(1.0f, 1.0f);
  190. // Disable depth writes so later geometry can overwrite the ring
  191. glDepthMask(GL_FALSE);
  192. m_basicShader->use();
  193. m_basicShader->setUniform("u_model", model);
  194. m_basicShader->setUniform("u_view", m_camera->getViewMatrix());
  195. m_basicShader->setUniform("u_projection", m_camera->getProjectionMatrix());
  196. if (m_resources && m_resources->white()) {
  197. m_resources->white()->bind(0);
  198. m_basicShader->setUniform("u_texture", 0);
  199. }
  200. m_basicShader->setUniform("u_useTexture", false);
  201. m_basicShader->setUniform("u_color", c);
  202. // Soft shadow edge
  203. m_basicShader->setUniform("u_alpha", 0.10f);
  204. QMatrix4x4 feather = model; feather.scale(1.08f, 1.0f, 1.08f);
  205. m_basicShader->setUniform("u_model", feather);
  206. ring->draw();
  207. // Main shadow ring
  208. m_basicShader->setUniform("u_model", model);
  209. m_basicShader->setUniform("u_alpha", 0.28f);
  210. ring->draw();
  211. m_basicShader->release();
  212. glDepthMask(GL_TRUE);
  213. glDisable(GL_POLYGON_OFFSET_FILL);
  214. }
  215. }
  216. }
  217. }
  218. }
  219. // Get all entities with both transform and renderable components
  220. auto renderableEntities = world->getEntitiesWith<Engine::Core::RenderableComponent>();
  221. for (auto entity : renderableEntities) {
  222. auto renderable = entity->getComponent<Engine::Core::RenderableComponent>();
  223. auto transform = entity->getComponent<Engine::Core::TransformComponent>();
  224. if (!renderable->visible || !transform) {
  225. continue;
  226. }
  227. // Build model matrix from transform
  228. QMatrix4x4 modelMatrix;
  229. modelMatrix.translate(transform->position.x, transform->position.y, transform->position.z);
  230. modelMatrix.rotate(transform->rotation.x, QVector3D(1, 0, 0));
  231. modelMatrix.rotate(transform->rotation.y, QVector3D(0, 1, 0));
  232. modelMatrix.rotate(transform->rotation.z, QVector3D(0, 0, 1));
  233. modelMatrix.scale(transform->scale.x, transform->scale.y, transform->scale.z);
  234. // If entity has a unitType, try registry-based renderer first
  235. bool drawnByRegistry = false;
  236. if (auto* unit = entity->getComponent<Engine::Core::UnitComponent>()) {
  237. if (!unit->unitType.empty() && m_entityRegistry) {
  238. auto fn = m_entityRegistry->get(unit->unitType);
  239. if (fn) {
  240. DrawParams params{this, m_resources.get(), entity, modelMatrix};
  241. // Selection routed from app via setSelectedEntities to avoid mutating ECS flags for rendering
  242. params.selected = (m_selectedIds.find(entity->getId()) != m_selectedIds.end());
  243. fn(params);
  244. drawnByRegistry = true;
  245. }
  246. }
  247. }
  248. if (drawnByRegistry) {
  249. // Draw rally flag marker if this is a barracks with a set rally
  250. if (auto* unit = entity->getComponent<Engine::Core::UnitComponent>()) {
  251. if (unit->unitType == "barracks") {
  252. if (auto* prod = entity->getComponent<Engine::Core::ProductionComponent>()) {
  253. if (prod->rallySet && m_resources) {
  254. QMatrix4x4 flagModel;
  255. flagModel.translate(prod->rallyX, 0.1f, prod->rallyZ);
  256. flagModel.scale(0.2f, 0.2f, 0.2f);
  257. drawMeshColored(m_resources->unit(), flagModel, QVector3D(1.0f, 0.9f, 0.2f), m_resources->white());
  258. }
  259. }
  260. }
  261. }
  262. continue;
  263. }
  264. // Else choose mesh based on RenderableComponent hint
  265. RenderCommand command;
  266. command.modelMatrix = modelMatrix;
  267. Mesh* meshToDraw = nullptr;
  268. switch (renderable->mesh) {
  269. case Engine::Core::RenderableComponent::MeshKind::Quad: meshToDraw = m_resources? m_resources->quad() : nullptr; break;
  270. case Engine::Core::RenderableComponent::MeshKind::Plane: meshToDraw = m_resources? m_resources->ground() : nullptr; break;
  271. case Engine::Core::RenderableComponent::MeshKind::Cube: meshToDraw = m_resources? m_resources->unit() : nullptr; break;
  272. case Engine::Core::RenderableComponent::MeshKind::Capsule: meshToDraw = nullptr; break; // handled by specific renderer when available
  273. case Engine::Core::RenderableComponent::MeshKind::Ring: meshToDraw = nullptr; break; // rings are drawn explicitly when needed
  274. case Engine::Core::RenderableComponent::MeshKind::None: default: break;
  275. }
  276. if (!meshToDraw && m_resources) meshToDraw = m_resources->unit();
  277. if (!meshToDraw && m_resources) meshToDraw = m_resources->quad();
  278. command.mesh = meshToDraw;
  279. command.texture = (m_resources ? m_resources->white() : nullptr);
  280. // Use per-entity color if set, else a default
  281. command.color = QVector3D(renderable->color[0], renderable->color[1], renderable->color[2]);
  282. submitRenderCommand(command);
  283. // If this render path drew a barracks (no custom renderer used), also draw rally flag
  284. if (auto* unit = entity->getComponent<Engine::Core::UnitComponent>()) {
  285. if (unit->unitType == "barracks") {
  286. if (auto* prod = entity->getComponent<Engine::Core::ProductionComponent>()) {
  287. if (prod->rallySet && m_resources) {
  288. QMatrix4x4 flagModel;
  289. flagModel.translate(prod->rallyX, 0.1f, prod->rallyZ);
  290. flagModel.scale(0.2f, 0.2f, 0.2f);
  291. drawMeshColored(m_resources->unit(), flagModel, QVector3D(1.0f, 0.9f, 0.2f), m_resources->white());
  292. }
  293. }
  294. }
  295. }
  296. // Selection ring is drawn by entity-specific renderer if desired
  297. }
  298. }
  299. bool Renderer::loadShaders() {
  300. // Load shaders from assets
  301. const QString base = QStringLiteral("assets/shaders/");
  302. const QString basicVert = base + QStringLiteral("basic.vert");
  303. const QString basicFrag = base + QStringLiteral("basic.frag");
  304. const QString gridFrag = base + QStringLiteral("grid.frag");
  305. m_basicShader = std::make_unique<Shader>();
  306. if (!m_basicShader->loadFromFiles(basicVert, basicFrag)) {
  307. qWarning() << "Failed to load basic shader from files" << basicVert << basicFrag;
  308. return false;
  309. }
  310. m_gridShader = std::make_unique<Shader>();
  311. // Reuse the same vertex shader for grid; load vertex from file and fragment from grid
  312. if (!m_gridShader->loadFromFiles(basicVert, gridFrag)) {
  313. qWarning() << "Failed to load grid shader from files" << basicVert << gridFrag;
  314. m_gridShader.reset();
  315. }
  316. return true;
  317. }
  318. void Renderer::sortRenderQueue() {
  319. // Simple sorting by texture to reduce state changes
  320. std::sort(m_renderQueue.begin(), m_renderQueue.end(),
  321. [](const RenderCommand& a, const RenderCommand& b) {
  322. return a.texture < b.texture;
  323. });
  324. }
  325. } // namespace Render::GL