refactor: introduce App class as program core

This commit is contained in:
2026-03-20 22:46:34 +08:00
parent bfc928d91a
commit 3916a72ca3
12 changed files with 492 additions and 288 deletions

155
src/renderer.cpp Normal file
View File

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#include <Cubed/camera.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/world.hpp>
#include <Cubed/renderer.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/shader_tools.hpp>
#include <GLFW/glfw3.h>
#include <glm/gtc/type_ptr.hpp>
Renderer::Renderer(const Camera& camera, World& world):
m_camera(camera),
m_world(world)
{
}
Renderer::~Renderer() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &m_outline_vbo);
glDeleteBuffers(1, &m_outline_indices_vbo);
glDeleteBuffers(1, &m_sky_vbo);
glBindVertexArray(0);
glDeleteVertexArrays(NUM_VAO, m_vao.data());
glDeleteProgram(m_world_program);
glDeleteProgram(m_outline_program);
glDeleteProgram(m_sky_program);
}
void Renderer::init() {
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
LOG::error("Failed to initialize glad");
exit(EXIT_FAILURE);
}
LOG::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor);
LOG::info("Renderer: {}", reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
m_world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
m_outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
m_sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
#ifndef NDEBUG
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
LOG::info("GL Debug: {}", reinterpret_cast<const char*>(message));
}, nullptr);
#endif
m_vao.resize(NUM_VAO);
glGenVertexArrays(NUM_VAO, m_vao.data());
glBindVertexArray(m_vao[0]);
glBindVertexArray(0);
glGenBuffers(1, &m_outline_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_outline_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
glGenBuffers(1, &m_outline_indices_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_outline_indices_vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES), OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
glGenBuffers(1, &m_sky_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void Renderer::render(GLuint texture_array) {
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
glBindVertexArray(m_vao[0]);
render_sky();
glUseProgram(m_world_program);
m_mv_loc = glGetUniformLocation(m_world_program, "mv_matrix");
m_proj_loc = glGetUniformLocation(m_world_program, "proj_matrix");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
m_v_mat = m_camera.get_camera_lookat();
m_mv_mat = m_v_mat * m_m_mat;
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
glUniformMatrix4fv(m_proj_loc, 1 ,GL_FALSE, glm::value_ptr(m_p_mat));
m_mvp_mat = m_p_mat * m_mv_mat;
m_world.render(m_mvp_mat);
render_outline();
}
void Renderer::render_outline() {
glUseProgram(m_outline_program);
m_mv_loc = glGetUniformLocation(m_outline_program, "mv_matrix");
m_proj_loc = glGetUniformLocation(m_outline_program, "proj_matrix");
const auto& block_pos = m_world.get_look_block_pos("TestPlayer");
if (block_pos != std::nullopt) {
m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
m_mv_mat = m_v_mat * m_m_mat;
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
glUniformMatrix4fv(m_proj_loc, 1 ,GL_FALSE, glm::value_ptr(m_p_mat));
glBindBuffer(GL_ARRAY_BUFFER, m_outline_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_outline_indices_vbo);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glLineWidth(4.0f);
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
}
}
void Renderer::render_sky() {
glUseProgram(m_sky_program);
m_mv_loc = glGetUniformLocation(m_sky_program, "mv_matrix");
m_proj_loc = glGetUniformLocation(m_sky_program, "proj_matrix");
m_m_mat = glm::translate(glm::mat4(1.0f), m_camera.get_camera_pos() - glm::vec3(0.5f, 0.5f, 0.5f));
m_v_mat = m_camera.get_camera_lookat();
m_mv_mat = m_v_mat * m_m_mat;
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
glUniformMatrix4fv(m_proj_loc, 1 ,GL_FALSE, glm::value_ptr(m_p_mat));
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLES, 0, 36);
glEnable(GL_DEPTH_TEST);
}
void Renderer::update_proj_matrix(float aspect) {
m_p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f);
}