tried making naming more uniform and implemented most of the opengl managers
This commit is contained in:
82
include/assets/file_parsers/obj_loader.hpp
Executable file
82
include/assets/file_parsers/obj_loader.hpp
Executable file
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#pragma once
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#include <filesystem>
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#include <system_error>
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#include <string_view>
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#include "../data_loaders"
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#include "../data_stores"
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#include "assets/prefetch_lookup.hpp"
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#include <set>
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namespace obj_loader_error {
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enum class codes {
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ok = 0,
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cannot_open_file,
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malformed_vertex,
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malformed_texture_coordinate,
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malformed_normal,
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malformed_face,
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face_index_out_of_range,
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unknown_line_begin,
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use_material_without_material_library,
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unknown_material_name
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};
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} // namespace obj_loader_error
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struct obj_loader {
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static constexpr auto name = std::string_view("obj");
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[[nodiscard]] static std::error_code prefetch(
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const file_dir_list& paths,
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prefetch_queue& queue
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);
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[[nodiscard]] static std::error_code load(
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dynamic_mesh_buffer& buffer,
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const file_dir_list& paths,
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prefetch_lookup& id_lookup,
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dynamic_shader_source_store& store,
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bool pedantic = false
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);
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protected:
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using index_type = dynamic_mesh_buffer::index_type;
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using vertex_type = std::array<index_type, 3>;
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struct indexed_vertex_type
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{
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vertex_type vertex;
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index_type buffer_index;
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friend auto operator<=>(const indexed_vertex_type& a, const indexed_vertex_type& b) {
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return a.vertex <=> b.vertex;
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}
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bool operator==(const indexed_vertex_type& other) const noexcept {
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return other.vertex == vertex;
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}
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};
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static void find_materials(
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std::span<char> buffer,
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std::filesystem::path& path_buffer,
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const std::filesystem::path& base_directory,
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std::ifstream& in,
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ztu::string_list& material_filenames
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);
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[[nodiscard]] static std::error_code obj_loader::parse_file(
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dynamic_mesh_buffer& read_buffer,
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dynamic_mesh_buffer& mesh_buffer,
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std::filesystem::path& path_buffer,
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const std::filesystem::path& base_directory,
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std::set<indexed_vertex_type>& vertex_ids,
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std::ifstream& in,
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prefetch_lookup& id_lookup,
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dynamic_shader_source_store& store,
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bool pedantic
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);
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};
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