refactor: renderer (#29)

* refactor(render): move render files to subdirectory, add RAII vertex buffer/array classes

* refactor(render): encapsulate OpenGL textures into Texture class

* refactor(texture): encapsulate textures with unique_ptr and bind methods

Replace raw GLuint framebuffer textures with std::unique_ptr<Texture>. Update TextureManager to return const Texture* instead of GLuint. Use Texture::bind() for active texture binding. Add RGBA16F and RGB formats. Add texture parameter methods. Update destructors accordingly.

* refactor(render): use Texture, VertexBuffer, VertexArray classes

* feat(render): add FrameBuffer class to encapsulate framebuffer operations

* refactor(render): extract world rendering into WorldRenderer class

* refactor(render): rename projection and model matrix members for clarity

* chore(render): remove unused matrix members

* fix(texture-manager): correct delet_texture typo and add null checks for textures
This commit is contained in:
zhenyan121
2026-07-10 14:51:43 +08:00
committed by GitHub
parent b1341d7da4
commit 913809a5f0
33 changed files with 2263 additions and 1547 deletions

View File

@@ -6,7 +6,7 @@
#define GLFW_INCLUDE_NONE
#include "Cubed/camera.hpp"
#include "Cubed/dev_panel.hpp"
#include "Cubed/renderer.hpp"
#include "Cubed/render/renderer.hpp"
#include "Cubed/texture_manager.hpp"
#include "Cubed/window.hpp"
namespace Cubed {

View File

@@ -58,8 +58,8 @@ public:
void rebuild_world();
void push_delete_vbo(GLuint vbo);
void push_delete_vao(GLuint vao);
void push_delete_vbo(std::unique_ptr<VertexBuffer>& vbo);
void push_delete_vao(std::unique_ptr<VertexArray>& vao);
// void hot_reload();
// void rebuild_world();
@@ -134,8 +134,8 @@ private:
tbb::concurrent_queue<std::unique_ptr<ClientChunk>> m_pending_upload_queue;
tbb::concurrent_queue<ChunkPos> m_dirty_chunk_queue;
tbb::concurrent_queue<PendingSound> m_pending_sound;
std::vector<GLuint> m_pending_delete_vbo;
std::vector<GLuint> m_pending_delete_vao;
std::vector<std::unique_ptr<VertexBuffer>> m_pending_delete_vbo;
std::vector<std::unique_ptr<VertexArray>> m_pending_delete_vao;
std::deque<ChunkPos> m_dirty_queue;
std::vector<const ChunkRenderSnapshot*> m_render_snapshots;

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@@ -1,15 +1,18 @@
#pragma once
#include "Cubed/primitive_data.hpp"
#include "Cubed/render/vertex_array.hpp"
#include "Cubed/render/vertex_buffer.hpp"
#include <atomic>
#include <glad/glad.h>
#include <memory>
#include <vector>
namespace Cubed {
class ClientWorld;
struct VertexData {
std::vector<Vertex3D> m_vertices;
GLuint m_vbo = 0;
GLuint m_vao = 0;
std::unique_ptr<VertexBuffer> m_vbo;
std::unique_ptr<VertexArray> m_vao;
std::atomic<std::size_t> m_sum{0};
ClientWorld& m_world;
VertexData(ClientWorld& world);

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@@ -0,0 +1,46 @@
#pragma once
#include "Cubed/render/texture.hpp"
#include <glad/glad.h>
#include <span>
enum class Attachment : GLenum {
COLOR_ATTACHMENT0 = GL_COLOR_ATTACHMENT0,
COLOR_ATTACHMENT1 = GL_COLOR_ATTACHMENT1,
DEPTH_ATTACHMENT = GL_DEPTH_ATTACHMENT
};
enum class FrameBufferType : GLenum {
FRAMEBUFFER = GL_FRAMEBUFFER,
READ_FRAMEBUFFER = GL_READ_FRAMEBUFFER,
DRAW_FRAMEBUFFER = GL_DRAW_FRAMEBUFFER
};
namespace Cubed {
class FrameBuffer {
public:
FrameBuffer();
~FrameBuffer();
FrameBuffer(const FrameBuffer&) = delete;
FrameBuffer(FrameBuffer&&) noexcept;
FrameBuffer& operator=(const FrameBuffer&) = delete;
FrameBuffer& operator=(FrameBuffer&&) noexcept;
void bind(FrameBufferType type = FrameBufferType::FRAMEBUFFER) const;
GLuint id() const;
void attach(Attachment attachment, const Texture& texture,
GLint level = 0) const;
static void unbind();
bool check_status() const;
void draw_buffer(GLenum buf) const;
void read_buffer(GLenum src) const;
void draw_buffer(GLsizei n, const GLenum* bufs) const;
void draw_buffer(std::span<const GLenum> bufs) const;
private:
GLuint m_fbo = 0;
};
} // namespace Cubed

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@@ -0,0 +1,125 @@
#pragma once
#include "Cubed/constants.hpp"
#include "Cubed/primitive_data.hpp"
#include "Cubed/render/player_renderer.hpp"
#include "Cubed/render/shader_manager.hpp"
#include "Cubed/render/vertex_array.hpp"
#include "Cubed/render/vertex_buffer.hpp"
#include "Cubed/render/world_renderer.hpp"
#include "Cubed/shader.hpp"
#include "Cubed/ui/text.hpp"
#include <glm/glm.hpp>
#include <vector>
namespace Cubed {
class Camera;
class TextureManager;
class ClientWorld;
class DevPanel;
class Renderer {
public:
constexpr static int NUM_VAO = 7;
Renderer(const Camera& camera, ClientWorld& world,
const TextureManager& texture_manager, DevPanel& dev_panel);
~Renderer();
void hot_reload();
void init(bool debug_on);
const Shader& get_shader(const std::string& name) const;
void render();
void update(float delta_time);
void update_fov(float fov);
void update_proj_matrix(float aspect, float width, float height);
void updata_framebuffer(int width, int height);
float& ambient_strength();
bool& discard_transparent();
bool& shader_on();
bool& water_perturb();
bool& water_depth_fade();
bool& pbr();
bool& flip_y();
int& shadow_mode();
int& light_cull_face();
int& light_size_uv();
float& min_radius();
float& max_radius();
int& samples();
float& specular_strength();
float& cloud_speed();
float& cloud_threshold_low();
float& cloud_threshold_high();
float& refract_strength();
float& underwater_fog_density();
float& water_density();
const Camera& camera() const;
const ClientWorld& world() const;
ClientWorld& world();
const glm::mat4& world_proj_matrix() const;
const TextureManager& texture_mamger() const;
float delta_time() const;
float height() const;
float width() const;
const glm::mat4& p_mat() const;
const std::vector<VertexArray>& vao() const;
private:
const Camera& m_camera;
DevPanel& m_dev_panel;
const TextureManager& m_texture_manager;
ClientWorld& m_world;
bool m_init = false;
float m_aspect = 0.0f;
float m_fov = DEFAULT_FOV;
float m_delta_time = 0.0f;
float m_width = 0.0f;
float m_height = 0.0f;
glm::mat4 m_world_proj_matrix;
std::unique_ptr<VertexBuffer> m_sky_vbo;
std::unique_ptr<VertexBuffer> m_outline_indices_vbo;
std::unique_ptr<VertexBuffer> m_outline_vbo;
std::unique_ptr<VertexBuffer> m_ui_vbo;
std::unique_ptr<VertexBuffer> m_player_vbo;
std::unique_ptr<VertexBuffer> m_quad_vbo;
glm::mat4 m_ui_proj_matrix;
glm::mat4 m_ui_model_matrix;
ShaderManager m_shaders;
/*
0 - quad vao
1 - sky vao
2 - outline vao
3 - ui vao
4 - text vao
*/
std::vector<VertexArray> m_vao;
std::vector<Vertex2D> m_ui;
WorldRenderer m_world_renderer;
void init_quad();
void init_text();
void day_night_calculation();
void render_sky();
void render_text();
void render_ui();
void render_dev_panel();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include <glm/glm.hpp>
namespace Cubed {
constexpr glm::vec3 SUN_COLOR{1.00f, 0.95f, 0.80f};
constexpr glm::vec3 MOON_COLOR{0.75f, 0.80f, 1.00f};
constexpr glm::vec3 SUNSET_SUNLIGHT_COLOR{1.00f, 0.45f, 0.15f};
constexpr glm::vec3 NOON_SUNLIGHT_COLOR{1.00f, 0.90f, 0.65f};
constexpr glm::vec3 SUNSET_AMBIENT_COLOR{0.18f, 0.12f, 0.35f};
constexpr glm::vec3 NOON_AMBIENT_COLOR{0.35f, 0.50f, 0.85f};
constexpr glm::vec3 MOONLIGHT_COLOR{0.55f, 0.70f, 1.00f};
constexpr glm::vec3 NIGHT_AMBIENT_COLOR{0.08f, 0.10f, 0.18f};
constexpr float FAR_PLANE = 1000.0f;
constexpr float NEAR_PLANE = 0.1f;
constexpr float SUN_SIZE = 50.0f;
constexpr float MOON_SIZE = 50.0f;
constexpr float DEPTH_MAP_SIZE = 4096.0f;
constexpr float ANGLE_STEP_DEG = 0.5f;
} // namespace Cubed

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@@ -0,0 +1,28 @@
#pragma once
#include "Cubed/shader.hpp"
#include <string>
#include <unordered_map>
namespace Cubed {
class ShaderManager {
public:
ShaderManager();
~ShaderManager();
ShaderManager(const ShaderManager&) = delete;
ShaderManager(ShaderManager&&) = delete;
ShaderManager& operator=(const ShaderManager&) = delete;
ShaderManager& operator=(ShaderManager&&) = delete;
void init();
const Shader& get_shader(const std::string& name) const;
private:
std::unordered_map<std::string, Shader> m_shaders;
void register_shader(const std::string& name, const std::string& v_shader,
const std::string& f_shader);
};
} // namespace Cubed

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@@ -0,0 +1,94 @@
#pragma once
#include <cstddef>
#include <glad/glad.h>
namespace Cubed {
enum TextureType : GLenum {
TEXTURE_2D = GL_TEXTURE_2D,
TEXTURE_2D_ARRAY = GL_TEXTURE_2D_ARRAY
};
enum TexturePname : GLenum {
MIN_FILTER = GL_TEXTURE_MIN_FILTER,
MAG_FILTER = GL_TEXTURE_MAG_FILTER,
WRAP_S = GL_TEXTURE_WRAP_S,
WRAP_T = GL_TEXTURE_WRAP_T,
WRAP_R = GL_TEXTURE_WRAP_R,
BORDER_COLOR = GL_TEXTURE_BORDER_COLOR,
COMPARE_MODE = GL_TEXTURE_COMPARE_MODE
};
enum TextureParam : GLenum {
LINEAR = GL_LINEAR,
NEAREST = GL_NEAREST,
LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR,
CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER,
CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
T_NONE = GL_NONE,
REPEAT = GL_REPEAT
};
enum TextureFormat : GLenum {
DEPTH_COMPONENT32F = GL_DEPTH_COMPONENT32F,
DEPTH_COMPONENT = GL_DEPTH_COMPONENT,
R16F = GL_R16F,
RGBA16F = GL_RGBA16F,
RED = GL_RED,
RGBA = GL_RGBA,
RGB = GL_RGB,
RGBA8 = GL_RGBA8,
};
class Texture {
public:
explicit Texture(TextureType type);
~Texture();
Texture(const Texture&) = delete;
Texture(Texture&&) noexcept;
Texture& operator=(const Texture&) = delete;
Texture& operator=(Texture&&) noexcept;
void bind() const;
void bind(size_t unit) const;
static void unbind();
static void active(size_t id);
GLuint id() const;
void parameter(TexturePname pname, TextureParam param) const;
void parameterfv(TexturePname pname, const float* param) const;
void tex_image_2d(TextureFormat internalformat, TextureFormat format,
GLenum type, const void* data, GLsizei width,
GLsizei height, GLint level = 0, GLint border = 0) const;
void tex_image_3d(TextureFormat internalformat, TextureFormat format,
GLenum type, const void* data, GLsizei width,
GLsizei height, GLsizei depth, GLint level = 0,
GLint border = 0) const;
void tex_sub_image_3d(TextureFormat format, GLenum type, const void* data,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth = 1,
GLint level = 0) const;
void set_aniso(int aniso) const;
void gen_mipmap() const;
void set_linear() const;
void set_nearest_and_minpmap() const;
void set_nearest() const;
void set_repeat(bool r = true, bool s = true, bool t = true) const;
void set_clamp_to_border(bool r = true, bool s = true, bool t = true) const;
void set_clamp_to_edge(bool r = true, bool s = true, bool t = true) const;
TextureType type() const;
private:
GLuint m_id = 0;
const TextureType M_TYPE;
GLenum get_gl_texture_type() const;
};
} // namespace Cubed

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@@ -0,0 +1,26 @@
#pragma once
#include <glad/glad.h>
namespace Cubed {
class VertexArray {
public:
VertexArray();
VertexArray(const VertexArray&) = delete;
VertexArray(VertexArray&&) noexcept;
VertexArray& operator=(const VertexArray&) = delete;
VertexArray& operator=(VertexArray&&) noexcept;
~VertexArray();
void bind() const;
static void unbind();
GLuint id() const;
void attribute(GLuint index, GLint size, GLenum type, GLsizei stride,
const void* ptr, bool normalized = false) const;
private:
GLuint m_vao = 0;
};
} // namespace Cubed

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@@ -0,0 +1,36 @@
#pragma once
#include <glad/glad.h>
namespace Cubed {
enum class BufferType : GLenum {
ARRAY_BUFFER = GL_ARRAY_BUFFER,
ELEMENT_ARRAY_BUFFER = GL_ELEMENT_ARRAY_BUFFER
};
enum class BufferUsage : GLenum {
STATIC_DRAW = GL_STATIC_DRAW,
DYNAMIC_DRAW = GL_DYNAMIC_DRAW
};
class VertexBuffer {
public:
VertexBuffer(BufferType type = BufferType::ARRAY_BUFFER);
VertexBuffer(const VertexBuffer&) = delete;
VertexBuffer(VertexBuffer&&) noexcept;
VertexBuffer& operator=(const VertexBuffer&) = delete;
VertexBuffer& operator=(VertexBuffer&&) noexcept;
~VertexBuffer();
void bind() const;
static void unbind();
GLuint id() const;
void buffer_data(const void* data, GLsizeiptr size,
BufferUsage usage = BufferUsage::STATIC_DRAW) const;
private:
GLuint m_vbo = 0;
BufferType m_type = BufferType::ARRAY_BUFFER;
GLenum get_buffer_target() const;
};
} // namespace Cubed

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@@ -1,65 +1,17 @@
#pragma once
#include "Cubed/constants.hpp"
#include "Cubed/player_renderer.hpp"
#include "Cubed/primitive_data.hpp"
#include "Cubed/shader.hpp"
#include "Cubed/ui/text.hpp"
#include "Cubed/render/frame_buffer.hpp"
#include "Cubed/render/player_renderer.hpp"
#include "Cubed/render/texture.hpp"
#include <glm/glm.hpp>
#include <vector>
#include <memory>
namespace Cubed {
class Camera;
class TextureManager;
class Renderer;
class ClientWorld;
class DevPanel;
class Renderer {
class TextureManager;
class Camera;
class WorldRenderer {
public:
constexpr static int NUM_VAO = 7;
Renderer(const Camera& camera, ClientWorld& world,
const TextureManager& texture_manager, DevPanel& dev_panel);
~Renderer();
void hot_reload();
void init(bool debug_on);
const Shader& get_shader(const std::string& name) const;
void render();
void update(float delta_time);
void update_fov(float fov);
void update_proj_matrix(float aspect, float width, float height);
void updata_framebuffer(int width, int height);
float& ambient_strength();
bool& discard_transparent();
bool& shader_on();
bool& water_perturb();
bool& water_depth_fade();
bool& pbr();
bool& flip_y();
int& shadow_mode();
int& light_cull_face();
int& light_size_uv();
float& min_radius();
float& max_radius();
int& samples();
float& specular_strength();
float& cloud_speed();
float& cloud_threshold_low();
float& cloud_threshold_high();
float& refract_strength();
float& underwater_fog_density();
float& water_density();
const Camera& camera() const;
const ClientWorld& world() const;
ClientWorld& world();
const glm::mat4& proj_mat() const;
const TextureManager& texture_mamger() const;
float delta_time() const;
private:
struct ParallelLight {
glm::vec3 sundir; // direction from sun to vertex
glm::vec3 lightdir;
@@ -79,132 +31,121 @@ private:
float horizon_sharpness;
float cloud_white_mix;
};
WorldRenderer(Renderer& renderer);
~WorldRenderer();
static constexpr glm::vec3 SUN_COLOR{1.00f, 0.95f, 0.80f};
static constexpr glm::vec3 MOON_COLOR{0.75f, 0.80f, 1.00f};
WorldRenderer(const WorldRenderer&) = delete;
WorldRenderer(WorldRenderer&&) = delete;
WorldRenderer& operator=(const WorldRenderer&) = delete;
WorldRenderer& operator=(WorldRenderer&&) = delete;
void init();
void render();
void updata_framebuffer(int width, int height);
static constexpr glm::vec3 SUNSET_SUNLIGHT_COLOR{1.00f, 0.45f, 0.15f};
static constexpr glm::vec3 NOON_SUNLIGHT_COLOR{1.00f, 0.90f, 0.65f};
static constexpr glm::vec3 SUNSET_AMBIENT_COLOR{0.18f, 0.12f, 0.35f};
static constexpr glm::vec3 NOON_AMBIENT_COLOR{0.35f, 0.50f, 0.85f};
static constexpr glm::vec3 MOONLIGHT_COLOR{0.55f, 0.70f, 1.00f};
static constexpr glm::vec3 NIGHT_AMBIENT_COLOR{0.08f, 0.10f, 0.18f};
static constexpr float FAR_PLANE = 1000.0f;
static constexpr float NEAR_PLANE = 0.1f;
static constexpr float SUN_SIZE = 50.0f;
static constexpr float MOON_SIZE = 50.0f;
static constexpr float DEPTH_MAP_SIZE = 4096.0f;
static constexpr float ANGLE_STEP_DEG = 0.5f;
float m_ambient_strength = 0.1f;
float& ambient_strength();
bool& discard_transparent();
bool& shader_on();
bool& water_perturb();
bool& water_depth_fade();
bool& pbr();
bool& flip_y();
int& shadow_mode();
int& light_cull_face();
int& light_size_uv();
float& min_radius();
float& max_radius();
int& samples();
float& specular_strength();
float& cloud_speed();
float& cloud_threshold_low();
float& cloud_threshold_high();
float& refract_strength();
float& underwater_fog_density();
const Camera& m_camera;
DevPanel& m_dev_panel;
const TextureManager& m_texture_manager;
ClientWorld& m_world;
float& water_density();
const FrameBuffer* world_fbo() const;
private:
Renderer& m_renderer;
PlayerRenderer m_player_renderer;
bool m_discard_tranparent = true;
bool m_shader_on = true;
bool m_water_perturb = true;
bool m_water_depth_fade = true;
bool m_pbr = true;
bool m_flip_y = false;
std::unique_ptr<Texture> m_accum_texture;
std::unique_ptr<Texture> m_reveal_texture;
bool m_init = false;
std::unique_ptr<FrameBuffer> m_world_fbo;
std::unique_ptr<Texture> m_screen_texture;
std::unique_ptr<Texture> m_screen_depth_texture;
int m_shadow_mode = 0;
int m_light_cull_face = 0;
float m_aspect = 0.0f;
float m_fov = DEFAULT_FOV;
std::unique_ptr<FrameBuffer> m_oit_fbo;
float m_delta_time = 0.0f;
std::unique_ptr<Texture> m_oit_depth_texture;
float m_cloud_time = 0.0f;
float m_cloud_speed = 5.0f;
float m_width = 0.0f;
float m_height = 0.0f;
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat, m_norm_mat;
GLuint m_sky_vbo = 0;
GLuint m_text_vbo = 0;
GLuint m_outline_indices_vbo = 0;
GLuint m_outline_vbo = 0;
GLuint m_ui_vbo = 0;
GLuint m_player_vbo = 0;
GLuint m_fbo = 0;
GLuint m_screen_texture = 0;
GLuint m_screen_depth_texture = 0;
GLuint m_oit_fbo = 0;
GLuint m_accum_texture = 0;
GLuint m_reveal_texture = 0;
GLuint m_oit_depth_texture = 0;
GLuint m_depth_map_fbo = 0;
GLuint m_depth_map_texture = 0;
GLuint m_quad_vbo = 0;
glm::mat4 m_ui_proj;
glm::mat4 m_ui_m_matrix;
std::unordered_map<std::size_t, Shader> m_shaders;
std::unique_ptr<FrameBuffer> m_depth_map_fbo;
std::unique_ptr<Texture> m_depth_map_texture;
glm::vec3 m_blend_from_lightdir;
glm::vec3 m_blend_to_lightdir;
float m_blend_t = 1.0f;
bool m_blend_initialized = false;
static constexpr float BLEND_DURATION = 0.15f;
int m_light_size_uv = 20;
float m_min_radius = 2.0f;
float m_max_radius = 20.0f;
int m_samples = 16;
float m_specular_strength = 0.5f;
float moon_intensity = 0.3f;
float sun_intensity = 1.00f;
float m_cloud_threshold_low = 0.5f;
float m_cloud_threshold_high = 0.75f;
float m_refract_strength = 0.03f;
float m_underwater_fog_density = 0.08f;
float m_water_density = 0.12f;
float m_ambient_strength = 0.1f;
bool m_discard_tranparent = true;
bool m_shader_on = true;
bool m_water_perturb = true;
bool m_water_depth_fade = true;
bool m_pbr = true;
bool m_flip_y = false;
int m_shadow_mode = 0;
int m_light_size_uv = 20;
float m_min_radius = 2.0f;
float m_max_radius = 20.0f;
int m_samples = 16;
float m_specular_strength = 0.5f;
float m_cloud_threshold_low = 0.5f;
float m_cloud_threshold_high = 0.75f;
float m_cloud_time = 0.0f;
float m_cloud_speed = 5.0f;
float m_refract_strength = 0.03f;
int m_light_cull_face = 0;
float moon_intensity = 0.3f;
float sun_intensity = 1.00f;
ParallelLight m_parallel_light;
SkyUniform m_sky_uniform;
/*
0 - quad vao
1 - sky vao
2 - outline vao
3 - ui vao
4 - text vao
*/
std::vector<GLuint> m_vao;
std::vector<Vertex2D> m_ui;
void init_quad();
void init_text();
glm::mat4 view_matrix;
ClientWorld& m_world;
const Camera& m_camera;
const TextureManager& m_texture_manager;
void day_night_calculation();
void render_outline();
void render_sky();
void render_text();
void render_ui();
void render_world();
void render_player();
void shadow_map_generate();
void render_underwater();
void render_dev_panel();
void render_outline();
void render_player();
void render_normal_block(const glm::mat4& model_mat,
const glm::mat4& mv_mat,
const glm::mat4& norm_mat);
void render_transparent_block(const glm::mat4& mv_mat,
const glm::mat4& norm_mat);
glm::vec3 quantize_sun_direction(const glm::vec3& sundir,
float angle_step_deg) const;
glm::vec3 get_smoothed_shadow_lightdir(const glm::vec3& raw_shadow_sundir,
float dt);
};
} // namespace Cubed

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@@ -1,7 +1,9 @@
#pragma once
#include "Cubed/gameplay/block.hpp"
#include "Cubed/render/texture.hpp"
#include <glad/glad.h>
#include <memory>
namespace Cubed {
@@ -9,19 +11,17 @@ class TextureManager {
private:
bool m_need_reload = false;
bool m_init = false;
GLuint m_block_status_array = 0;
GLuint m_texture_array = 0;
GLuint m_cross_plane_array = 0;
GLuint m_ui_array = 0;
GLuint m_normal_texture_array = 0;
std::unique_ptr<Texture> m_block_status_array;
std::unique_ptr<Texture> m_texture_array;
std::unique_ptr<Texture> m_cross_plane_array;
std::unique_ptr<Texture> m_ui_array;
std::unique_ptr<Texture> m_normal_texture_array;
std::unique_ptr<Texture> m_skin;
std::vector<std::unique_ptr<Texture>> m_item_textures;
GLfloat m_max_aniso = 0.0f;
GLuint m_skin = 0;
int m_aniso = 1;
std::vector<GLuint> m_item_textures;
void load_block_status(unsigned status_id);
void load_block_texture(unsigned block_id);
void load_block_item_texture(unsigned id);
@@ -39,14 +39,14 @@ public:
TextureManager();
~TextureManager();
void delet_texture();
GLuint get_block_status_array() const;
GLuint get_texture_array() const;
GLuint get_cross_plane_array() const;
GLuint get_ui_array() const;
GLuint get_pbr_texture() const;
const std::vector<GLuint>& item_textures() const;
GLuint get_skin() const;
void delete_texture();
const Texture* get_block_status_array() const;
const Texture* get_texture_array() const;
const Texture* get_cross_plane_array() const;
const Texture* get_ui_array() const;
const Texture* get_pbr_texture() const;
const std::vector<std::unique_ptr<Texture>>& item_textures() const;
const Texture* get_skin() const;
// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
void init_texture();

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@@ -1,5 +1,8 @@
#pragma once
#include "Cubed/render/texture.hpp"
#include <ft2build.h>
#include <memory>
#include FT_FREETYPE_H
#include "Cubed/primitive_data.hpp"
@@ -29,7 +32,7 @@ public:
static std::vector<Vertex2D> vertices(const std::string& text,
float x = 0.0f, float y = 0.0f,
float scale = 1.0f);
static GLuint text_texture();
static const Texture* text_texture();
static const std::string& font_path();
private:
@@ -39,7 +42,7 @@ private:
float m_texture_width = 64;
float m_texture_height = 64;
static inline GLuint m_text_texture;
static inline std::unique_ptr<Texture> m_text_texture;
static inline std::string m_font_path{ASSETS_PATH
"fonts/IBMPlexSans-Regular.ttf"};
std::unordered_map<char8_t, Character> m_characters;

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@@ -1,6 +1,8 @@
#pragma once
#include "Cubed/primitive_data.hpp"
#include "Cubed/render/vertex_array.hpp"
#include "Cubed/render/vertex_buffer.hpp"
#include "Cubed/ui/color.hpp"
#include <glad/glad.h>
@@ -27,8 +29,7 @@ public:
Text& text(std::string_view str);
std::size_t uuid() const;
static void set_loc(const Shader& shader);
void render();
void render(const Shader& shader);
bool operator==(const Text& other) const;
@@ -38,14 +39,14 @@ private:
const std::string NAME;
const std::size_t UUID;
std::string m_text;
glm::vec4 m_color{1.0f, 1.0f, 1.0f, 1.0f};
glm::mat4 m_model_matrix;
std::vector<Vertex2D> m_vertices;
GLuint m_vbo = 0;
static inline GLuint m_color_loc = 0;
static inline GLuint m_mv_loc = 0;
std::unique_ptr<VertexBuffer> m_vbo;
std::unique_ptr<VertexArray> m_vao;
void update_vertices();
void upload_to_gpu();