tried making naming more uniform and implemented most of the opengl managers
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@@ -1,32 +1,38 @@
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#pragma once
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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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#include "opengl/resource_management/resource_manager.hpp"
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#include "opengl/handles/vertex_buffer_handle.hpp"
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#include "opengl/metadata/vertex_buffer_metadata.hpp"
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#include "opengl/metadata/mesh_vertex_buffer_metadata.hpp"
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namespace zgl
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{
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class mesh_vertex_buffer_manager
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{
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public:
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using store_type = dynamic_mesh_store;
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using store_type = assets::mesh_store;
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using store_id_type = store_type::id_type;
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using metadata_type = vertex_buffer_metadata;
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using metadata_type = mesh_vertex_buffer_metadata;
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using handle_type = vertex_buffer_handle;
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using resource_manager_type = resource_manager<store_id_type, metadata_type>;
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using texture_entry_type = std::pair<handle_type, metadata_type>;
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using entry_type = std::pair<handle_type, metadata_type>;
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static constexpr std::size_t min_garbage_collection_count = 4;
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void process(store_type& store);
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std::optional<texture_entry_type> get_handle(store_id_type id);
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std::optional<entry_type> get_handle(store_id_type id);
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void collect_garbage(bool force = false);
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private:
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protected:
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resource_manager_type m_resource_manager;
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private:
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std::vector<store_type::iterator_type::value_type> m_mesh_buffer;
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std::vector<GLuint> m_buffer_id_buffer;
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std::vector<ztu::u8> m_byte_buffer;
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};
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}
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