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Copy pathrenderer.cpp
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307 lines (242 loc) · 10.5 KB
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#include "mini_motorways_env.h"
#include <iostream>
#include <sstream>
// Vertex shader source
const std::string vertex_shader_source = R"(
#version 330 core
layout (location = 0) in vec2 aPos;
uniform mat4 projection;
uniform mat4 model;
uniform vec3 color;
out vec3 vertexColor;
void main()
{
gl_Position = projection * model * vec4(aPos, 0.0, 1.0);
vertexColor = color;
}
)";
// Fragment shader source
const std::string fragment_shader_source = R"(
#version 330 core
in vec3 vertexColor;
out vec4 FragColor;
void main()
{
FragColor = vec4(vertexColor, 1.0);
}
)";
Renderer::Renderer() : shader_program(0), vao(0), vbo(0) {
// Initialize color mappings
tile_colors[TileType::EMPTY] = glm::vec3(0.1f, 0.1f, 0.1f); // Dark gray
tile_colors[TileType::HOUSE] = glm::vec3(0.8f, 0.2f, 0.2f); // Red
tile_colors[TileType::BUSINESS] = glm::vec3(0.2f, 0.2f, 0.8f); // Blue
tile_colors[TileType::ROAD] = glm::vec3(0.5f, 0.5f, 0.5f); // Gray
tile_colors[TileType::MOTORWAY] = glm::vec3(0.2f, 0.8f, 0.2f); // Green
tile_colors[TileType::BRIDGE] = glm::vec3(0.6f, 0.4f, 0.2f); // Brown
tile_colors[TileType::ROUNDABOUT] = glm::vec3(0.8f, 0.6f, 0.2f); // Orange
tile_colors[TileType::TRAFFIC_LIGHT] = glm::vec3(0.8f, 0.8f, 0.2f); // Yellow
car_colors[CarColor::RED] = glm::vec3(1.0f, 0.0f, 0.0f);
car_colors[CarColor::BLUE] = glm::vec3(0.0f, 0.0f, 1.0f);
car_colors[CarColor::GREEN] = glm::vec3(0.0f, 1.0f, 0.0f);
car_colors[CarColor::YELLOW] = glm::vec3(1.0f, 1.0f, 0.0f);
car_colors[CarColor::PURPLE] = glm::vec3(1.0f, 0.0f, 1.0f);
car_colors[CarColor::ORANGE] = glm::vec3(1.0f, 0.5f, 0.0f);
}
Renderer::~Renderer() {
if (vao) glDeleteVertexArrays(1, &vao);
if (vbo) glDeleteBuffers(1, &vbo);
if (shader_program) glDeleteProgram(shader_program);
}
bool Renderer::initialize() {
// Create and compile shaders
shader_program = load_shader(vertex_shader_source, fragment_shader_source);
if (shader_program == 0) {
std::cerr << "Failed to create shader program" << std::endl;
return false;
}
// Setup quad for rendering
setup_quad();
// Setup projection matrix (orthographic for 2D)
projection = glm::ortho(0.0f, 25.0f, 20.0f, 0.0f, -1.0f, 1.0f);
return true;
}
void Renderer::render_frame(const MiniMotorwaysEnvironment& env) {
glUseProgram(shader_program);
// Set projection matrix
GLint proj_loc = glGetUniformLocation(shader_program, "projection");
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, glm::value_ptr(projection));
// Render grid background
render_grid(env.get_grid());
// Render buildings
render_buildings(env.get_buildings());
// Render cars
render_cars(env.get_cars());
// Render UI
render_ui(env.get_score(), env.get_step(), env.get_resources());
}
void Renderer::render_grid(const std::vector<std::vector<TileType>>& grid) {
glBindVertexArray(vao);
for (int y = 0; y < grid.size(); y++) {
for (int x = 0; x < grid[y].size(); x++) {
TileType tile = grid[y][x];
glm::vec3 color = tile_colors[tile];
// Create model matrix for this tile
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(x, y, 0.0f));
model = glm::scale(model, glm::vec3(0.9f, 0.9f, 1.0f)); // Small gap between tiles
// Set uniforms
GLint model_loc = glGetUniformLocation(shader_program, "model");
GLint color_loc = glGetUniformLocation(shader_program, "color");
glUniformMatrix4fv(model_loc, 1, GL_FALSE, glm::value_ptr(model));
glUniform3fv(color_loc, 1, glm::value_ptr(color));
// Draw quad
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
}
void Renderer::render_buildings(const std::vector<Building>& buildings) {
glBindVertexArray(vao);
for (const auto& building : buildings) {
glm::vec3 base_color = tile_colors[building.type];
glm::vec3 accent_color = car_colors[building.color];
// Mix base color with accent color
glm::vec3 color = base_color * 0.7f + accent_color * 0.3f;
// Create model matrix
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(building.position.x, building.position.y, 0.0f));
model = glm::scale(model, glm::vec3(0.8f, 0.8f, 1.0f));
// Set uniforms
GLint model_loc = glGetUniformLocation(shader_program, "model");
GLint color_loc = glGetUniformLocation(shader_program, "color");
glUniformMatrix4fv(model_loc, 1, GL_FALSE, glm::value_ptr(model));
glUniform3fv(color_loc, 1, glm::value_ptr(color));
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
void Renderer::render_cars(const std::vector<std::shared_ptr<Car>>& cars) {
glBindVertexArray(vao);
for (const auto& car : cars) {
if (car->completed) continue;
glm::vec3 color = car_colors[car->color];
// Use visual position for smooth movement
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(car->visual_x + 0.5f, car->visual_y + 0.5f, 0.0f));
model = glm::scale(model, glm::vec3(0.3f, 0.3f, 1.0f));
// Set uniforms
GLint model_loc = glGetUniformLocation(shader_program, "model");
GLint color_loc = glGetUniformLocation(shader_program, "color");
glUniformMatrix4fv(model_loc, 1, GL_FALSE, glm::value_ptr(model));
glUniform3fv(color_loc, 1, glm::value_ptr(color));
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
void Renderer::render_ui(int score, int step, const std::unordered_map<std::string, int>& resources) {
// Simple UI rendering - resource bars on the right
float ui_x = 21.0f; // Right side of the grid
float ui_y = 1.0f;
glBindVertexArray(vao);
// Resource bars
std::vector<std::pair<std::string, glm::vec3>> resource_colors = {
{"roads", glm::vec3(0.5f, 0.5f, 0.5f)},
{"motorways", glm::vec3(0.2f, 0.8f, 0.2f)},
{"bridges", glm::vec3(0.6f, 0.4f, 0.2f)},
{"roundabouts", glm::vec3(0.8f, 0.6f, 0.2f)},
{"traffic_lights", glm::vec3(0.8f, 0.8f, 0.2f)}
};
for (int i = 0; i < resource_colors.size(); i++) {
const auto& [resource_name, color] = resource_colors[i];
int count = resources.at(resource_name);
for (int j = 0; j < count && j < 10; j++) { // Max 10 bars per resource
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(ui_x + j * 0.2f, ui_y + i * 0.5f, 0.0f));
model = glm::scale(model, glm::vec3(0.15f, 0.3f, 1.0f));
GLint model_loc = glGetUniformLocation(shader_program, "model");
GLint color_loc = glGetUniformLocation(shader_program, "color");
glUniformMatrix4fv(model_loc, 1, GL_FALSE, glm::value_ptr(model));
glUniform3fv(color_loc, 1, glm::value_ptr(color));
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
// Score indicator
int score_bars = std::min(score / 5, 20); // 1 bar per 5 points, max 20 bars
for (int i = 0; i < score_bars; i++) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(ui_x + i * 0.1f, ui_y + 6.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.08f, 0.2f, 1.0f));
GLint model_loc = glGetUniformLocation(shader_program, "model");
GLint color_loc = glGetUniformLocation(shader_program, "color");
glm::vec3 score_color = glm::vec3(0.0f, 1.0f, 0.0f); // Green for score
glUniformMatrix4fv(model_loc, 1, GL_FALSE, glm::value_ptr(model));
glUniform3fv(color_loc, 1, glm::value_ptr(score_color));
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
GLuint Renderer::load_shader(const std::string& vertex_src, const std::string& fragment_src) {
// Compile vertex shader
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
const char* v_src = vertex_src.c_str();
glShaderSource(vertex_shader, 1, &v_src, nullptr);
glCompileShader(vertex_shader);
// Check vertex shader compilation
GLint success;
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
char info_log[512];
glGetShaderInfoLog(vertex_shader, 512, nullptr, info_log);
std::cerr << "Vertex shader compilation failed: " << info_log << std::endl;
return 0;
}
// Compile fragment shader
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
const char* f_src = fragment_src.c_str();
glShaderSource(fragment_shader, 1, &f_src, nullptr);
glCompileShader(fragment_shader);
// Check fragment shader compilation
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
char info_log[512];
glGetShaderInfoLog(fragment_shader, 512, nullptr, info_log);
std::cerr << "Fragment shader compilation failed: " << info_log << std::endl;
return 0;
}
// Link shaders
GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
// Check linking
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char info_log[512];
glGetProgramInfoLog(program, 512, nullptr, info_log);
std::cerr << "Shader program linking failed: " << info_log << std::endl;
return 0;
}
// Clean up shaders
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
void Renderer::setup_quad() {
// Quad vertices (2 triangles)
float vertices[] = {
// Triangle 1
0.0f, 0.0f, // Bottom-left
1.0f, 0.0f, // Bottom-right
0.0f, 1.0f, // Top-left
// Triangle 2
1.0f, 0.0f, // Bottom-right
1.0f, 1.0f, // Top-right
0.0f, 1.0f // Top-left
};
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}