refactor: transparent render (#14)

* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering

* refactor(gameplay): encapsulate per-type vertex data into VertexData struct

* feat(rendering): separate transparent blocks into discard and blend modes

* feat(renderer): implement order-independent transparency

* fix(shaders): reduce alpha discard threshold to 0.8
This commit is contained in:
zhenyan121
2026-06-11 12:21:19 +08:00
committed by GitHub
parent 2906106597
commit d0bc8d627f
29 changed files with 572 additions and 284 deletions

View File

@@ -0,0 +1,39 @@
#include "Cubed/gameplay/vertex_data.hpp"
#include "Cubed/gameplay/world.hpp"
namespace Cubed {
VertexData::VertexData(World& world) : m_world(world) {}
VertexData::~VertexData() {
if (m_vbo != 0) {
m_world.push_delete_vbo(m_vbo);
}
}
VertexData::VertexData(VertexData&& o) noexcept
: m_vertices(std::move(o.m_vertices)), m_vbo(o.m_vbo),
m_sum(o.m_sum.load()), m_world(o.m_world) {
o.m_vbo = 0;
o.m_sum = 0;
}
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;
m_vertices = std::move(o.m_vertices);
return *this;
}
void VertexData::upload() {
if (m_vertices.size() == 0) {
return;
}
if (m_vbo == 0) {
glGenBuffers(1, &m_vbo);
}
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex),
m_vertices.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VertexData::update_sum() { m_sum = m_vertices.size(); }
} // namespace Cubed