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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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@@ -1,7 +1,7 @@
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#include "Cubed/window.hpp"
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#include "Cubed/config.hpp"
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#include "Cubed/renderer.hpp"
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#include "Cubed/render/renderer.hpp"
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#include "Cubed/tools/cubed_assert.hpp"
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#include "Cubed/tools/font.hpp"
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#include "Cubed/tools/log.hpp"
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