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https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
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
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@@ -58,8 +58,8 @@ public:
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void rebuild_world();
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void push_delete_vbo(GLuint vbo);
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void push_delete_vao(GLuint vao);
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void push_delete_vbo(std::unique_ptr<VertexBuffer>& vbo);
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void push_delete_vao(std::unique_ptr<VertexArray>& vao);
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// void hot_reload();
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// void rebuild_world();
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@@ -134,8 +134,8 @@ private:
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tbb::concurrent_queue<std::unique_ptr<ClientChunk>> m_pending_upload_queue;
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tbb::concurrent_queue<ChunkPos> m_dirty_chunk_queue;
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tbb::concurrent_queue<PendingSound> m_pending_sound;
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std::vector<GLuint> m_pending_delete_vbo;
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std::vector<GLuint> m_pending_delete_vao;
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std::vector<std::unique_ptr<VertexBuffer>> m_pending_delete_vbo;
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std::vector<std::unique_ptr<VertexArray>> m_pending_delete_vao;
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std::deque<ChunkPos> m_dirty_queue;
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std::vector<const ChunkRenderSnapshot*> m_render_snapshots;
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@@ -1,15 +1,18 @@
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#pragma once
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/render/vertex_array.hpp"
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#include "Cubed/render/vertex_buffer.hpp"
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#include <atomic>
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#include <glad/glad.h>
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#include <memory>
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#include <vector>
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namespace Cubed {
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class ClientWorld;
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struct VertexData {
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std::vector<Vertex3D> m_vertices;
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GLuint m_vbo = 0;
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GLuint m_vao = 0;
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std::unique_ptr<VertexBuffer> m_vbo;
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std::unique_ptr<VertexArray> m_vao;
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std::atomic<std::size_t> m_sum{0};
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ClientWorld& m_world;
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VertexData(ClientWorld& world);
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