package com.openosrs.client.engine; import com.openosrs.client.core.ClientCore; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import java.util.concurrent.atomic.AtomicBoolean; /** * RenderingEngine - Handles game rendering and graphics. * * This engine is minimal for agent-focused gameplay, providing just enough * rendering to maintain compatibility while prioritizing performance. */ public class RenderingEngine { private static final Logger logger = LoggerFactory.getLogger(RenderingEngine.class); private final ClientCore clientCore; private final AtomicBoolean initialized = new AtomicBoolean(false); private final AtomicBoolean headlessMode = new AtomicBoolean(true); // Default to headless for agents private long frameCount = 0; private long lastFpsUpdate = 0; private double currentFps = 0; public RenderingEngine(ClientCore clientCore) { this.clientCore = clientCore; } public void initialize() { if (initialized.get()) { logger.warn("RenderingEngine already initialized"); return; } logger.info("Initializing RenderingEngine (headless={})", headlessMode.get()); try { if (!headlessMode.get()) { initializeGraphics(); } else { logger.info("Running in headless mode - no graphics initialization"); } initialized.set(true); logger.info("RenderingEngine initialized"); } catch (Exception e) { logger.error("Failed to initialize RenderingEngine", e); throw new RuntimeException("RenderingEngine initialization failed", e); } } private void initializeGraphics() { // Initialize OpenGL context, create window, etc. // For now, this is a placeholder for future graphics implementation logger.debug("Graphics context would be initialized here"); } public void shutdown() { if (!initialized.get()) { return; } logger.info("Shutting down RenderingEngine"); try { if (!headlessMode.get()) { cleanupGraphics(); } initialized.set(false); logger.info("RenderingEngine shutdown complete"); } catch (Exception e) { logger.error("Error during RenderingEngine shutdown", e); } } private void cleanupGraphics() { // Cleanup OpenGL resources, destroy window, etc. logger.debug("Graphics resources would be cleaned up here"); } /** * Render a frame (called each game tick). */ public void render() { if (!initialized.get()) { return; } frameCount++; try { if (!headlessMode.get()) { renderFrame(); } else { // In headless mode, just update FPS counter updateFpsCounter(); } } catch (Exception e) { logger.error("Error during frame render", e); } } private void renderFrame() { // Actual rendering would happen here // For now, just update FPS updateFpsCounter(); } private void updateFpsCounter() { long now = System.currentTimeMillis(); if (now - lastFpsUpdate >= 1000) { currentFps = frameCount; frameCount = 0; lastFpsUpdate = now; } } public boolean isInitialized() { return initialized.get(); } public boolean isHeadless() { return headlessMode.get(); } public void setHeadless(boolean headless) { headlessMode.set(headless); } public double getCurrentFps() { return currentFps; } public long getFrameCount() { return frameCount; } }