tried making naming more uniform and implemented most of the opengl managers
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@@ -2,6 +2,11 @@
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#include <filesystem>
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#include <unordered_map>
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#include "assets/dynamic_data_stores/dynamic_material_library_store.hpp"
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#include "assets/data_stores/material_library_store.hpp"
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using material_library_prefetch_lookup = std::unordered_map<std::filesystem::path, dynamic_material_library_store::id_type>;
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namespace assets
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{
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using material_library_prefetch_lookup = std::unordered_map<std::filesystem::path, material_library_store::id_type>;
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}
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@@ -2,6 +2,11 @@
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#include <filesystem>
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#include <unordered_map>
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#include "assets/dynamic_data_stores/dynamic_material_store.hpp"
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#include "assets/data_stores/material_store.hpp"
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using material_prefetch_lookup = std::unordered_map<std::filesystem::path, dynamic_material_store::id_type>;
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namespace assets
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{
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using material_prefetch_lookup = std::unordered_map<std::filesystem::path, material_store::id_type>;
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}
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@@ -2,6 +2,11 @@
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#include <filesystem>
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#include <unordered_map>
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#include "assets/dynamic_data_stores/dynamic_mesh_store.hpp"
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#include "assets/data_stores/mesh_store.hpp"
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using mesh_prefetch_lookup = std::unordered_map<std::filesystem::path, dynamic_mesh_store::id_type>;
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namespace assets
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{
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using mesh_prefetch_lookup = std::unordered_map<std::filesystem::path, mesh_store::id_type>;
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}
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@@ -2,6 +2,11 @@
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#include <filesystem>
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#include <unordered_map>
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#include "assets/dynamic_data_stores/dynamic_point_cloud_store.hpp"
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#include "assets/data_stores/point_cloud_store.hpp"
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using point_cloud_prefetch_lookup = std::unordered_map<std::filesystem::path, dynamic_point_cloud_store::id_type>;
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namespace assets
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{
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using point_cloud_prefetch_lookup = std::unordered_map<std::filesystem::path, point_cloud_store::id_type>;
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}
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@@ -3,43 +3,47 @@
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#include <filesystem>
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#include <unordered_map>
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#include "assets/dynamic_data_stores/dynamic_pose_store.hpp"
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#include "util/uix.hpp"
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#include "assets/data_stores/pose_store.hpp"
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class pose_prefetch_lookup {
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namespace assets
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{
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class pose_prefetch_lookup
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{
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public:
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using index_type = ztu::u32;
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using directory_lookup = std::unordered_map<std::filesystem::path, index_type>;
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using directory_iterator = std::pair<directory_lookup::iterator, index_type>;
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using index_lookup = std::vector<index_type>;
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using index_iterator = index_lookup::iterator;
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using lookup_type = std::vector<dynamic_pose_store::id_type>;
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using lookup_type = std::vector<pose_store::id_type>;
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using iterator = lookup_type::iterator;
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void emplace(
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const std::filesystem::path& directory,
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index_type index,
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dynamic_pose_store::id_type id
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pose_store::id_type id
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);
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void emplace_hint_dir(
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directory_iterator directory_it,
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index_type index,
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dynamic_pose_store::id_type id
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pose_store::id_type id
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);
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void emplace_hint_dir_index(
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directory_iterator directory_it,
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index_iterator index_it,
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index_type index,
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dynamic_pose_store::id_type id
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pose_store::id_type id
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);
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std::pair<directory_iterator, bool> find_directory(
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const std::filesystem::path& directory
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);
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std::pair<index_iterator, dynamic_pose_store::id_type> find_index(
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std::pair<index_iterator, pose_store::id_type> find_index(
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directory_iterator directory_it,
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index_type index
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);
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@@ -54,3 +58,5 @@ private:
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index_lookup m_directory_indices; // count before indices, indices sorted per dir
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lookup_type m_pose_ids; // offset by 1
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};
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}
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@@ -2,6 +2,11 @@
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#include <filesystem>
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#include <unordered_map>
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#include "assets/dynamic_data_stores/dynamic_shader_st
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#include "assets/data_stores/shader_source_store.hpp"
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using texture_prefetch_lookup = std::unordered_map<std::filesystem::path, dynamic_texture_store::id_type>;
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namespace assets
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{
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using shader_source_prefetch_lookup = std::unordered_map<std::filesystem::path, shader_source_store::id_type>;
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}
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@@ -2,6 +2,11 @@
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#include <filesystem>
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#include <unordered_map>
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#include "assets/dynamic_data_stores/dynamic_texture_store.hpp"
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#include "assets/data_stores/texture_store.hpp"
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using texture_prefetch_lookup = std::unordered_map<std::filesystem::path, dynamic_texture_store::id_type>;
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namespace assets
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{
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using texture_prefetch_lookup = std::unordered_map<std::filesystem::path, texture_store::id_type>;
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}
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