Files
Cubed/src/gameplay/vertex_data.cpp
zhenyan121 913809a5f0 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
2026-07-10 14:51:43 +08:00

67 lines
2.0 KiB
C++

#include "Cubed/gameplay/vertex_data.hpp"
#include "Cubed/gameplay/client_world.hpp"
namespace Cubed {
VertexData::VertexData(ClientWorld& world) : m_world(world) {}
VertexData::~VertexData() {
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(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 {
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);
return *this;
}
void VertexData::upload() {
if (m_vertices.size() == 0) {
return;
}
if (!m_vao) {
m_vao = std::make_unique<VertexArray>();
}
if (!m_vbo) {
m_vbo = std::make_unique<VertexBuffer>();
}
m_vao->bind();
m_vbo->buffer_data(m_vertices.data(), m_vertices.size() * sizeof(Vertex3D),
BufferUsage::DYNAMIC_DRAW);
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();
}
void VertexData::update_sum() { m_sum = m_vertices.size(); }
} // namespace Cubed