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

@@ -198,7 +198,12 @@ void ClientChunk::gen_vertex_data(
m_is_on_gen_vertex_data = false;
}
GLuint ClientChunk::get_normal_vao() const { return m_vertex_data[0].m_vao; }
GLuint ClientChunk::get_normal_vao() const {
if (!m_vertex_data[0].m_vao) {
return 0;
}
return m_vertex_data[0].m_vao->id();
}
size_t ClientChunk::get_normal_vertices_sum() const {
if (m_vertex_data[0].m_sum == 0) {
@@ -207,26 +212,43 @@ size_t ClientChunk::get_normal_vertices_sum() const {
return m_vertex_data[0].m_sum.load();
}
GLuint ClientChunk::get_cross_vao() const { return m_vertex_data[1].m_vao; }
GLuint ClientChunk::get_cross_vao() const {
if (!m_vertex_data[1].m_vao) {
return 0;
}
return m_vertex_data[1].m_vao->id();
}
size_t ClientChunk::get_cross_vertices_sum() const {
return m_vertex_data[1].m_sum.load();
}
GLuint ClientChunk::get_normal_discard_vao() const {
return m_vertex_data[2].m_vao;
if (!m_vertex_data[2].m_vao) {
return 0;
}
return m_vertex_data[2].m_vao->id();
}
size_t ClientChunk::get_normal_discard_vertices_sum() const {
return m_vertex_data[2].m_sum.load();
}
GLuint ClientChunk::get_normal_blend_vao() const {
return m_vertex_data[3].m_vao;
if (!m_vertex_data[3].m_vao) {
return 0;
}
return m_vertex_data[3].m_vao->id();
}
size_t ClientChunk::get_normal_blend_vertices_sum() const {
return m_vertex_data[3].m_sum.load();
}
GLuint ClientChunk::get_water_vao() const { return m_vertex_data[4].m_vao; }
GLuint ClientChunk::get_water_vao() const {
if (!m_vertex_data[4].m_vao) {
return 0;
}
return m_vertex_data[4].m_vao->id();
}
size_t ClientChunk::get_water_vertices_sum() const {
return m_vertex_data[4].m_sum.load();
}

View File

@@ -32,16 +32,10 @@ ClientWorld::~ClientWorld() {
{
std::lock_guard lk(m_delete_vbo_mutex);
for (auto x : m_pending_delete_vbo) {
glDeleteBuffers(1, &x);
}
m_pending_delete_vbo.clear();
}
{
std::lock_guard lk(m_delete_vao_mutex);
for (auto x : m_pending_delete_vao) {
glDeleteVertexArrays(1, &x);
}
m_pending_delete_vao.clear();
}
m_ticktimers.clear();
@@ -267,13 +261,13 @@ void ClientWorld::set_block(const glm::ivec3& block_pos, unsigned id) {
});
}
}
void ClientWorld::push_delete_vbo(GLuint vbo) {
void ClientWorld::push_delete_vbo(std::unique_ptr<VertexBuffer>& vbo) {
std::lock_guard lk(m_delete_vbo_mutex);
m_pending_delete_vbo.push_back(vbo);
m_pending_delete_vbo.push_back(std::move(vbo));
}
void ClientWorld::push_delete_vao(GLuint vao) {
void ClientWorld::push_delete_vao(std::unique_ptr<VertexArray>& vao) {
std::lock_guard lk(m_delete_vao_mutex);
m_pending_delete_vao.push_back(vao);
m_pending_delete_vao.push_back(std::move(vao));
}
void ClientWorld::report_block_change(const glm::ivec3& pos,
@@ -729,17 +723,11 @@ void ClientWorld::update(float delta_time) {
m_player.update(delta_time);
{
std::lock_guard lk(m_delete_vbo_mutex);
for (auto x : m_pending_delete_vbo) {
glDeleteBuffers(1, &x);
}
m_pending_delete_vbo.clear();
}
{
std::lock_guard lk(m_delete_vao_mutex);
for (auto x : m_pending_delete_vao) {
glDeleteVertexArrays(1, &x);
}
m_pending_delete_vao.clear();
}

View File

@@ -5,64 +5,60 @@
namespace Cubed {
VertexData::VertexData(ClientWorld& world) : m_world(world) {}
VertexData::~VertexData() {
if (m_vbo != 0) {
m_world.push_delete_vbo(m_vbo);
}
if (m_vao != 0) {
m_world.push_delete_vao(m_vao);
}
m_world.push_delete_vbo(m_vbo);
m_world.push_delete_vao(m_vao);
}
VertexData::VertexData(VertexData&& o) noexcept
: m_vertices(std::move(o.m_vertices)), m_vbo(o.m_vbo), m_vao(o.m_vao),
m_sum(o.m_sum.load()), m_world(o.m_world) {
o.m_vbo = 0;
o.m_sum = 0;
o.m_vao = 0;
}
: m_vertices(std::move(o.m_vertices)), m_vbo(std::move(o.m_vbo)),
m_vao(std::move(o.m_vao)), m_sum(o.m_sum.exchange(0)),
m_world(o.m_world) {}
VertexData& VertexData::operator=(VertexData&& o) noexcept {
m_vbo = o.m_vbo;
o.m_vbo = 0;
m_sum = o.m_sum.load();
o.m_sum = 0;
if (this == &o) {
return *this;
}
m_world.push_delete_vao(m_vao);
m_world.push_delete_vbo(m_vbo);
m_vbo = std::move(o.m_vbo);
m_vao = std::move(o.m_vao);
m_sum = o.m_sum.exchange(0);
m_vertices = std::move(o.m_vertices);
m_vao = o.m_vao;
o.m_vao = 0;
return *this;
}
void VertexData::upload() {
if (m_vertices.size() == 0) {
return;
}
if (m_vao == 0) {
glGenVertexArrays(1, &m_vao);
if (!m_vao) {
m_vao = std::make_unique<VertexArray>();
}
if (m_vbo == 0) {
glGenBuffers(1, &m_vbo);
if (!m_vbo) {
m_vbo = std::make_unique<VertexBuffer>();
}
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex3D),
m_vertices.data(), GL_DYNAMIC_DRAW);
m_vao->bind();
m_vbo->buffer_data(m_vertices.data(), m_vertices.size() * sizeof(Vertex3D),
BufferUsage::DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
(void*)offsetof(Vertex3D, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
(void*)offsetof(Vertex3D, layer));
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
(void*)offsetof(Vertex3D, nx));
glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
(void*)offsetof(Vertex3D, roughness));
glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
(void*)offsetof(Vertex3D, tx));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_vao->attribute(0, 3, GL_FLOAT, sizeof(Vertex3D), (void*)0);
m_vao->attribute(1, 2, GL_FLOAT, sizeof(Vertex3D),
(void*)offsetof(Vertex3D, s));
m_vao->attribute(2, 1, GL_FLOAT, sizeof(Vertex3D),
(void*)offsetof(Vertex3D, layer));
m_vao->attribute(3, 3, GL_FLOAT, sizeof(Vertex3D),
(void*)offsetof(Vertex3D, nx));
m_vao->attribute(4, 1, GL_FLOAT, sizeof(Vertex3D),
(void*)offsetof(Vertex3D, roughness));
m_vao->attribute(5, 3, GL_FLOAT, sizeof(Vertex3D),
(void*)offsetof(Vertex3D, tx));
VertexArray::unbind();
VertexBuffer::unbind();
// Release memory
m_vertices.clear();