tried making naming more uniform and implemented most of the opengl managers

This commit is contained in:
ZY4N
2025-03-25 02:22:44 +01:00
parent c609d49f0d
commit 71ea2d9237
155 changed files with 4097 additions and 2434 deletions

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@@ -1,20 +1,21 @@
#pragma once
#include <tuple>
#include "../dynamic_read_buffers"
#include "assets/data_stores/texture_store.hpp"
#include "assets/data/surface_properties.hpp"
#include "util/enum_bitfield_operators.hpp"
namespace components::material
namespace assets::material_components
{
using surface_properties = ::surface_properties;
using surface_properties = surface_properties;
using transparency = float;
using ambient_color_texture = ::dynamic_texture_data;
using diffuse_color_texture = ::dynamic_texture_data;
using specular_color_texture = ::dynamic_texture_data;
using shininess_texture = ::dynamic_texture_data;
using alpha_texture = ::dynamic_texture_data;
using bump_texture = ::dynamic_texture_data;
using ambient_color_texture = texture_store::id_type;
using diffuse_color_texture = texture_store::id_type;
using specular_color_texture = texture_store::id_type;
using shininess_texture = texture_store::id_type;
using alpha_texture = texture_store::id_type;
using bump_texture = texture_store::id_type;
namespace indices
{
@@ -56,4 +57,4 @@ constexpr inline auto count = std::tuple_size_v<all>;
} // namespace material_component
DEFINE_ENUM_BITFIELD_OPERATORS(components::material::flags)
DEFINE_ENUM_BITFIELD_OPERATORS(assets::material_components::flags)