Your options are limited because you picked the wrong character
I already have an answer that ignores mechanics, and is my preferred option for you, but from various comments I get the impression that you are looking for a way where melee combat is as mechanically useful as ranged combat.
The problem you have is that you picked a Rogue, and Rogues are best at ranged. They just are. On top of that you have multi-classed into Ranger and got even better at ranged combat.
Ranged has many advantages, but from a damage perspective once you get fighting styles (which you got from Ranger) that +2 to hit is a very powerful buff, especially for a Rogue who only attacks once and really needs to hit. From range you almost always qualify for sneak attack even without the primordial homebrew buff you have - hide or aim cost your bonus action, but you don't have much else to do with it unless you take crossbow expert, but then that swings the scales even more to ranged combat.
Even if you balance the scales on damage through some homebrew mechanism you are either heading into melee for a single attack and then using your bonus action to leave, or you are staying in melee combat and using your bonus action for a second attack, but Rogues simply aren't well suited towards because you won't have a massive armour class or stacks of hit points / mitigation. Your second attack won't benefit from sneak attack so the main purpose of getting 2 attacks on a Rogue is to improve your chances of landing a sneak attack.
What I am trying to say is that if you want a character that does both you have to plan from the start and create a character that is equally good at both.
So what can you do?
Option 1: Ask your DM to let you swap subclasses. Pick something that benefits melee rather than range. I wouldn't go for this option because a Rogue doesn't belong in melee, but if you really want to, then this is your best bet. I think Swashbuckler is designed for this.
Option 2: Be a Hexblade Warlock. Yes this involves a pretty significant change, but you have the best attack cantrip in the game, good survivability and 2 attacks in melee once you reach the right level and pay the evocation taxes. This type of class is the only one off the top of my head that can actively do either. You can do this any way from leaving the group, dying heroically, to just saying 'I have always been a Warlock, no idea why you ever thought I was a Rogue'.
Option 3: Work better as a team. You mentioned your wizard is doing the most damage, but actually your wizard would be better using control spells which would mitigate incoming damage for you and the team, grant you advantage on those controlled enemies and allow you to stay in melee much better. A good hypnotic pattern will let the wizard feel useful but also allow you to perform better, whereas a fireball just massages the wizards ego (if it doesn't kill the targets then it didn't do anything, because only controlled enemies or dead enemies stop fighting back. Taking damage costs you spells and resources to heal and critically hit dice during short rests. Hit dice are the only resource that don't fully regen on a long rest and the most precious resource in a properly ran game). You can work with your wizard and shout things like 'cover me' which will be the hint that you are moving in and you want the wizard to stop blasting and be useful help control the enemies.
Option 4: Give the DM more work. DM's already have a hard job, but if you really want to give them extra work to help you out you can ask them to change how they design terrain, how they design encounters, how they run the enemy AI etc to force you into melee more. I would ask here though, instead of making the DM force you into melee, why don't you just get into melee? It has the same effect, but one is in your control, the other puts the onus on someone else. I say this flippantly, because 'I want' problems should be solved on your own.
Option 5: Add another multiclass to improve melee. Again I don't feel this is the kind of option you are looking for, but 5 levels of College of Swords Bard gives you 2 attacks and (depending on your charisma) up to 5d6 per short rest that can be used to increase both your damage and your armour class. This grants survivability and works with your Rogue skills better than any other class I can think of, but is a large sacrifice. Obviously there are other classes you can pick which will have the same effect. Warlock comes to mind again, as does Paladin which gets you a few slots to smite with on the occasions you do get into melee.