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- #include <QGuiApplication>
- #include <QQmlApplicationEngine>
- #include <QOpenGLContext>
- #include <QSurfaceFormat>
- #include <QDebug>
- #include <QDir>
- #include <QQuickWindow>
- #include <QQmlContext>
- #include <QSGRendererInterface>
- #include "engine/core/world.h"
- #include "engine/core/component.h"
- #include "render/gl/renderer.h"
- #include "render/gl/camera.h"
- #include "game/systems/movement_system.h"
- #include "game/systems/combat_system.h"
- #include "game/systems/selection_system.h"
- // #include "game/systems/ai_system.h" // keep if you have AISystem; remove if not
- class GameEngine : public QObject {
- Q_OBJECT
- public:
- GameEngine() {
- m_world = std::make_unique<Engine::Core::World>();
- m_renderer = std::make_unique<Render::GL::Renderer>();
- m_camera = std::make_unique<Render::GL::Camera>();
- m_world->addSystem(std::make_unique<Game::Systems::MovementSystem>());
- m_world->addSystem(std::make_unique<Game::Systems::CombatSystem>());
- m_world->addSystem(std::make_unique<Game::Systems::AISystem>());
- m_selectionSystem = std::make_unique<Game::Systems::SelectionSystem>();
- m_world->addSystem(std::make_unique<Game::Systems::SelectionSystem>());
- setupTestScene();
- }
- Q_INVOKABLE void onMapClicked(qreal sx, qreal sy) {
- if (!m_window) return;
- ensureInitialized();
- QVector3D hit;
- if (!screenToGround(QPointF(sx, sy), hit)) return;
- if (auto* entity = m_world->getEntity(m_playerUnitId)) {
- if (auto* move = entity->getComponent<Engine::Core::MovementComponent>()) {
- move->targetX = hit.x();
- move->targetY = hit.z();
- move->hasTarget = true;
- }
- }
- }
- void setWindow(QQuickWindow* w) { m_window = w; }
- void initialize() {
- // Must be called with a current, valid GL context.
- QOpenGLContext* ctx = QOpenGLContext::currentContext();
- if (!ctx || !ctx->isValid()) {
- qWarning() << "GameEngine::initialize called without a current, valid OpenGL context";
- return;
- }
- if (!m_renderer->initialize()) {
- qWarning() << "Failed to initialize renderer";
- return;
- }
- m_renderer->setCamera(m_camera.get());
- m_camera->setRTSView(QVector3D(0, 0, 0), 15.0f, 45.0f);
- m_camera->setPerspective(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
- m_initialized = true;
- qDebug() << "Game engine initialized successfully";
- }
- void ensureInitialized() { if (!m_initialized) initialize(); }
- void update(float dt) {
- if (m_world) m_world->update(dt);
- }
- void render() {
- if (!m_renderer || !m_world || !m_initialized) return;
- if (m_window) {
- const int vpW = int(m_window->width() * m_window->effectiveDevicePixelRatio());
- const int vpH = int(m_window->height() * m_window->effectiveDevicePixelRatio());
- m_renderer->setViewport(vpW, vpH);
- }
- m_renderer->beginFrame();
- m_renderer->renderWorld(m_world.get());
- m_renderer->endFrame();
- }
- private:
- void setupTestScene() {
- auto entity = m_world->createEntity();
- m_playerUnitId = entity->getId();
- auto transform = entity->addComponent<Engine::Core::TransformComponent>();
- transform->position = {0.0f, 0.0f, 0.0f};
- transform->scale = {0.5f, 0.5f, 0.5f};
- transform->rotation.x = -90.0f; // lay quad on XZ plane
- auto renderable = entity->addComponent<Engine::Core::RenderableComponent>("", "");
- renderable->visible = true;
- auto unit = entity->addComponent<Engine::Core::UnitComponent>();
- unit->unitType = "archer";
- unit->health = 80;
- unit->maxHealth = 80;
- unit->speed = 3.0f;
- entity->addComponent<Engine::Core::MovementComponent>();
- qDebug() << "Test scene created with 1 archer (entity" << m_playerUnitId << ")";
- }
- bool screenToGround(const QPointF& screenPt, QVector3D& outWorld) {
- if (!m_window || !m_camera) return false;
- float w = float(m_window->width());
- float h = float(m_window->height());
- if (w <= 0 || h <= 0) return false;
- float x = (2.0f * float(screenPt.x()) / w) - 1.0f;
- float y = 1.0f - (2.0f * float(screenPt.y()) / h);
- bool ok = false;
- QMatrix4x4 invVP = (m_camera->getProjectionMatrix() * m_camera->getViewMatrix()).inverted(&ok);
- if (!ok) return false;
- QVector4D nearClip(x, y, 0.0f, 1.0f);
- QVector4D farClip (x, y, 1.0f, 1.0f);
- QVector4D nearWorld4 = invVP * nearClip;
- QVector4D farWorld4 = invVP * farClip;
- if (nearWorld4.w() == 0.0f || farWorld4.w() == 0.0f) return false;
- QVector3D rayOrigin = (nearWorld4 / nearWorld4.w()).toVector3D();
- QVector3D rayEnd = (farWorld4 / farWorld4.w()).toVector3D();
- QVector3D rayDir = (rayEnd - rayOrigin).normalized();
- if (qFuzzyIsNull(rayDir.y())) return false;
- float t = -rayOrigin.y() / rayDir.y();
- if (t < 0.0f) return false;
- outWorld = rayOrigin + rayDir * t;
- return true;
- }
- std::unique_ptr<Engine::Core::World> m_world;
- std::unique_ptr<Render::GL::Renderer> m_renderer;
- std::unique_ptr<Render::GL::Camera> m_camera;
- std::unique_ptr<Game::Systems::SelectionSystem> m_selectionSystem;
- QQuickWindow* m_window = nullptr;
- Engine::Core::EntityID m_playerUnitId = 0;
- bool m_initialized = false;
- };
- int main(int argc, char *argv[])
- {
- // Force desktop OpenGL + GLX path BEFORE any window is created.
- if (qEnvironmentVariableIsSet("WAYLAND_DISPLAY") && qEnvironmentVariableIsSet("DISPLAY")) {
- qputenv("QT_QPA_PLATFORM", "xcb"); // prefer XCB/GLX over Wayland/EGL when XWayland is present
- }
- qputenv("QT_OPENGL", "desktop"); // desktop GL, not GLES/EGL
- qputenv("QSG_RHI_BACKEND", "opengl"); // OpenGL RHI
- QQuickWindow::setGraphicsApi(QSGRendererInterface::OpenGLRhi);
- // Request desktop GL 3.3 core.
- QSurfaceFormat fmt;
- fmt.setVersion(3, 3);
- fmt.setProfile(QSurfaceFormat::CoreProfile);
- fmt.setDepthBufferSize(24);
- fmt.setStencilBufferSize(8);
- fmt.setSamples(0);
- QSurfaceFormat::setDefaultFormat(fmt);
- QGuiApplication app(argc, argv);
- auto gameEngine = new GameEngine();
- QQmlApplicationEngine engine;
- // Expose to QML BEFORE loading (safer if QML binds early).
- engine.rootContext()->setContextProperty("game", gameEngine);
- engine.load(QUrl(QStringLiteral("qrc:/StandardOfIron/ui/qml/Main.qml")));
- if (engine.rootObjects().isEmpty()) {
- qWarning() << "Failed to load QML file";
- return -1;
- }
- QObject* rootObj = engine.rootObjects().first();
- QQuickWindow* window = qobject_cast<QQuickWindow*>(rootObj);
- if (!window) window = rootObj->findChild<QQuickWindow*>();
- if (!window) {
- qWarning() << "No QQuickWindow found for OpenGL initialization.";
- return -2;
- }
- // For now, draw GL ON TOP of QML (simplest to verify).
- window->setColor(Qt::black);
- gameEngine->setWindow(window);
- // Informative logging (no current-context check here).
- QObject::connect(window, &QQuickWindow::sceneGraphInitialized, window, [window]() {
- if (auto *ri = window->rendererInterface()) {
- auto api = ri->graphicsApi();
- const char* name = api == QSGRendererInterface::OpenGLRhi ? "OpenGLRhi" :
- api == QSGRendererInterface::VulkanRhi ? "VulkanRhi" :
- api == QSGRendererInterface::Direct3D11Rhi ? "D3D11Rhi" :
- api == QSGRendererInterface::MetalRhi ? "MetalRhi" :
- api == QSGRendererInterface::Software ? "Software" : "Unknown";
- qInfo() << "QSG graphicsApi:" << name;
- }
- });
- QObject::connect(window, &QQuickWindow::sceneGraphError, &app,
- [&](QQuickWindow::SceneGraphError, const QString &msg){
- qCritical() << "Failed to initialize OpenGL scene graph:" << msg;
- app.exit(3);
- });
- // Draw AFTER Qt Quick so GL is visible on top.
- QObject::connect(window, &QQuickWindow::afterRendering, gameEngine, [gameEngine, window]() {
- auto *ri = window->rendererInterface();
- const bool isGL = ri && ri->graphicsApi() == QSGRendererInterface::OpenGLRhi;
- if (!isGL) return;
- window->beginExternalCommands(); // makes the GL context current for external GL
- QOpenGLContext* ctx = QOpenGLContext::currentContext();
- if (!ctx || !ctx->isValid()) { window->endExternalCommands(); return; }
- gameEngine->ensureInitialized();
- gameEngine->update(1.0f / 60.0f);
- gameEngine->render();
- window->endExternalCommands();
- }, Qt::DirectConnection);
- qDebug() << "Application started successfully";
- qDebug() << "Assets directory:" << QDir::currentPath() + "/assets";
- return app.exec();
- }
- #include "main.moc"
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