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