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

@@ -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