Files
aiscape/modernized-client/src/main/java/com/openosrs/client/engine/RenderingEngine.java
2025-09-12 04:27:36 -07:00

128 lines
3.9 KiB
Java

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; }
}