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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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@@ -11,7 +11,7 @@ target_sources(${PROJECT_NAME}
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gameplay/tree.cpp
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input.cpp
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map_table.cpp
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renderer.cpp
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render/renderer.cpp
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shader.cpp
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texture_manager.cpp
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tools/cubed_random.cpp
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@@ -43,7 +43,7 @@ target_sources(${PROJECT_NAME}
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gameplay/client_player.cpp
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gameplay/session.cpp
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gameplay/network_client.cpp
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player_renderer.cpp
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render/player_renderer.cpp
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audio/audio_engine.cpp
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audio/audio_loader.cpp
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audio/audio_source.cpp
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@@ -54,4 +54,10 @@ target_sources(${PROJECT_NAME}
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audio/audio_filter.cpp
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audio/audio_effect.cpp
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audio/audio_effect_slot.cpp
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render/vertex_buffer.cpp
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render/vertex_array.cpp
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render/texture.cpp
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render/frame_buffer.cpp
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render/shader_manager.cpp
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render/world_renderer.cpp
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)
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