tried making naming more uniform and implemented most of the opengl managers
This commit is contained in:
21
include/assets/data/generic/vertex_array_data.hpp
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21
include/assets/data/generic/vertex_array_data.hpp
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#pragma once
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#include <vector>
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template<typename C, typename... Ts>
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struct vertex_array_data
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{
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C component_flags;
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std::tuple<std::vector<Ts>...> vertices{};
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protected:
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void clear_vertices()
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{
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std::apply(
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[](auto&... vertex_opt) {
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(vertex_opt.clear(), ...);
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},
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vertices
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);
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}
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};
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56
include/assets/data/material_data.hpp
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56
include/assets/data/material_data.hpp
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#pragma once
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#include <optional>
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#include "assets/components/material_components.hpp"
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#include "assets/data_stores/texture_store.hpp"
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namespace assets
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{
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struct material_data
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{
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material_data() = default;
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material_components::surface_properties& initialized_surface_properties();
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[[nodiscard]] inline std::optional<material_components::surface_properties>& surface_properties();
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[[nodiscard]] inline std::optional<material_components::transparency>& transparency();
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[[nodiscard]] inline std::optional<material_components::ambient_color_texture>& ambient_color_texture_id();
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[[nodiscard]] inline std::optional<material_components::diffuse_color_texture>& diffuse_color_texture_id();
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[[nodiscard]] inline std::optional<material_components::specular_color_texture>& specular_color_texture_id();
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[[nodiscard]] inline std::optional<material_components::shininess_texture>& shininess_texture_id();
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[[nodiscard]] inline std::optional<material_components::alpha_texture>& alpha_texture_id();
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[[nodiscard]] inline std::optional<material_components::bump_texture>& bump_texture_id();
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[[nodiscard]] inline const std::optional<material_components::surface_properties>& surface_properties() const;
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[[nodiscard]] inline const std::optional<material_components::transparency>& transparency() const;
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[[nodiscard]] inline const std::optional<material_components::ambient_color_texture>& ambient_color_texture_id() const;
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[[nodiscard]] inline const std::optional<material_components::diffuse_color_texture>& diffuse_color_texture_id() const;
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[[nodiscard]] inline const std::optional<material_components::specular_color_texture>& specular_color_texture_id() const;
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[[nodiscard]] inline const std::optional<material_components::shininess_texture>& shininess_texture_id() const;
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[[nodiscard]] inline const std::optional<material_components::alpha_texture>& alpha_texture_id() const;
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[[nodiscard]] inline const std::optional<material_components::bump_texture>& bump_texture_id() const;
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inline void clear();
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std::tuple<
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std::optional<material_components::surface_properties>,
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std::optional<material_components::transparency>,
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std::optional<material_components::ambient_color_texture>,
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std::optional<material_components::diffuse_color_texture>,
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std::optional<material_components::specular_color_texture>,
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std::optional<material_components::shininess_texture>,
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std::optional<material_components::alpha_texture>,
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std::optional<material_components::bump_texture>
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> data{
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std::nullopt, std::nullopt, std::nullopt, std::nullopt, std::nullopt, std::nullopt, std::nullopt, std::nullopt
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};
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};
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}
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#define INCLUDE_DYNAMIC_MATERIAL_DATA_IMPLEMENTATION
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#include "assets/data/material_data.ipp"
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#undef INCLUDE_DYNAMIC_MATERIAL_DATA_IMPLEMENTATION
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11
include/assets/data/material_library_data.hpp
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11
include/assets/data/material_library_data.hpp
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#pragma once
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#include "util/string_lookup.hpp"
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#include "assets/data_stores/material_store.hpp"
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namespace assets
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{
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using material_library_data = ztu::string_lookup<material_store::id_type>;
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}
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53
include/assets/data/mesh_data.hpp
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53
include/assets/data/mesh_data.hpp
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#pragma once
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#include <array>
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#include <vector>
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#include "util/uix.hpp"
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#include "assets/components/mesh_vertex_components.hpp"
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#include "generic/vertex_array_data.hpp"
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#include "assets/data_stores/material_store.hpp"
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namespace assets
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{
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class mesh_data : public vertex_array_data<
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mesh_vertex_components::flags,
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mesh_vertex_components::position,
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mesh_vertex_components::normal,
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mesh_vertex_components::tex_coord,
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mesh_vertex_components::color,
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mesh_vertex_components::reflectance
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> {
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public:
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using index_type = ztu::u32;
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using triangle_type = std::array<index_type, 3>;
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[[nodiscard]] inline std::vector<mesh_vertex_components::position>& positions();
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[[nodiscard]] inline std::vector<mesh_vertex_components::normal>& normals();
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[[nodiscard]] inline std::vector<mesh_vertex_components::tex_coord>& tex_coords();
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[[nodiscard]] inline std::vector<mesh_vertex_components::color>& colors();
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[[nodiscard]] inline std::vector<mesh_vertex_components::reflectance>& reflectances();
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[[nodiscard]] inline std::vector<triangle_type>& triangles();
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[[nodiscard]] inline auto& material_id();
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[[nodiscard]] inline const std::vector<mesh_vertex_components::position>& positions() const;
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[[nodiscard]] inline const std::vector<mesh_vertex_components::normal>& normals() const;
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[[nodiscard]] inline const std::vector<mesh_vertex_components::tex_coord>& tex_coords() const;
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[[nodiscard]] inline const std::vector<mesh_vertex_components::color>& colors() const;
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[[nodiscard]] inline const std::vector<mesh_vertex_components::reflectance>& reflectances() const;
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[[nodiscard]] inline const std::vector<triangle_type>& triangles() const;
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[[nodiscard]] inline const auto& material_id() const;
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inline void clear();
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private:
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std::vector<triangle_type> m_triangles{};
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material_store::id_type m_material_id{};
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};
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}
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#define INCLUDE_DYNAMIC_MESH_DATA_IMPLEMENTATION
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#include "assets/data/mesh_data.ipp"
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#undef INCLUDE_DYNAMIC_MESH_DATA_IMPLEMENTATION
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37
include/assets/data/point_cloud_data.hpp
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37
include/assets/data/point_cloud_data.hpp
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#pragma once
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#include "assets/components/point_cloud_vertex_components.hpp"
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#include <array>
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#include <vector>
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#include "generic/vertex_array_data.hpp"
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namespace assets
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{
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class point_cloud_data : public vertex_array_data<
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point_cloud_vertex_components::flags,
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point_cloud_vertex_components::position,
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point_cloud_vertex_components::normal,
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point_cloud_vertex_components::color,
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point_cloud_vertex_components::reflectance
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> {
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public:
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[[nodiscard]] inline std::vector<point_cloud_vertex_components::position>& positions();
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[[nodiscard]] inline std::vector<point_cloud_vertex_components::normal>& normals();
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[[nodiscard]] inline std::vector<point_cloud_vertex_components::color>& colors();
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[[nodiscard]] inline std::vector<point_cloud_vertex_components::reflectance>& reflectances();
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[[nodiscard]] inline const std::vector<point_cloud_vertex_components::position>& positions() const;
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[[nodiscard]] inline const std::vector<point_cloud_vertex_components::normal>& normals() const;
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[[nodiscard]] inline const std::vector<point_cloud_vertex_components::color>& colors() const;
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[[nodiscard]] inline const std::vector<point_cloud_vertex_components::reflectance>& reflectances() const;
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inline void clear();
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};
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}
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#define INCLUDE_DYNAMIC_TEXTURE_DATA_IMPLEMENTATION
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#include "assets/data/point_cloud_data.ipp"
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#undef INCLUDE_DYNAMIC_TEXTURE_DATA_IMPLEMENTATION
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10
include/assets/data/pose_data.hpp
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10
include/assets/data/pose_data.hpp
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#pragma once
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#include "glm/mat4x4.hpp"
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namespace assets
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{
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using pose_data = glm::mat4;
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}
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18
include/assets/data/shader_source_data.hpp
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18
include/assets/data/shader_source_data.hpp
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#pragma once
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#include <vector>
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namespace assets
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{
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struct shader_source_data
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{
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std::vector<char> source{};
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void clear()
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{
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source.clear();
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}
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};
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}
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@@ -2,10 +2,15 @@
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#include <array>
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namespace assets
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{
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struct surface_properties
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{
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std::array<float, 3> ambient_filter{ 0.7f, 0.7f, 0.7f };
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std::array<float, 3> diffuse_filter{ 0.466f, 0.466f, 0.7922f };
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std::array<float, 3> specular_filter{ 0.5974f, 0.2084f, 0.2084f };
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float shininess{ 100.2237f };
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};
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};
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}
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85
include/assets/data/texture_data.hpp
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include/assets/data/texture_data.hpp
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#pragma once
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#include <cinttypes>
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#include <bit>
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#include <memory>
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#include <algorithm>
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#include "assets/components/texture_components.hpp"
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namespace assets
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{
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class texture_data
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{
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public:
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using value_type = std::uint8_t;
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using dim_type = std::int32_t;
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using size_type = std::make_signed_t<std::size_t>;
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using difference_type = size_type;
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using reference = value_type&;
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using const_reference = const value_type&;
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using pointer = std::uint8_t*;
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using const_pointer = const std::uint8_t*;
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using iterator = pointer;
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using const_iterator = const_pointer;
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texture_data() = default;
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inline texture_data(
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std::unique_ptr<value_type[]>&& data,
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dim_type width,
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dim_type height,
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texture_components::flags components
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);;
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inline texture_data(const texture_data&);
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inline texture_data(texture_data&&) noexcept;
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[[nodiscard]] inline texture_data& operator=(const texture_data&);
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[[nodiscard]] inline texture_data& operator=(texture_data&&) noexcept;
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[[nodiscard]] inline texture_components::flags components() const;
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[[nodiscard]] inline dim_type width() const;
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[[nodiscard]] inline dim_type height() const;
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[[nodiscard]] inline std::pair<dim_type, dim_type> dimensions() const;
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[[nodiscard]] inline size_type pixel_count() const;
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[[nodiscard]] inline size_type component_count() const;
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[[nodiscard]] inline size_type size() const;
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[[nodiscard]] inline const_iterator begin() const;
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[[nodiscard]] inline iterator begin();
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[[nodiscard]] inline const_iterator end() const;
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[[nodiscard]] inline iterator end();
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[[nodiscard]] inline const_iterator cbegin() const;
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[[nodiscard]] inline const_iterator cend() const;
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[[nodiscard]] inline const_pointer data() const;
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[[nodiscard]] inline pointer data();
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void inline clear();
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private:
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std::unique_ptr<value_type[]> m_data{ nullptr };
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dim_type m_width{ 0 }, m_height{ 0 };
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texture_components::flags m_components{ texture_components::flags::none };
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};
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}
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#define INCLUDE_DYNAMIC_TEXTURE_DATA_IMPLEMENTATION
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#include "assets/data/texture_data.ipp"
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#undef INCLUDE_DYNAMIC_TEXTURE_DATA_IMPLEMENTATION
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