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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@@ -0,0 +1,16 @@
#pragma once
#include <array>
#include "GL/glew.h"
namespace zgl
{
struct index_buffer_metadata
{
GLsizei count;
GLenum index_type;
};
}

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@@ -0,0 +1,15 @@
#pragma once
#include "assets/components/mesh_vertex_components.hpp"
#include "assets/data_stores/material_store.hpp"
namespace zgl
{
struct mesh_vertex_buffer_metadata
{
assets::mesh_vertex_components::flags component_flags;
assets::material_store::id_type material_id{};
};
}

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@@ -0,0 +1,14 @@
#pragma once
#include "assets/components/point_cloud_vertex_components.hpp"
namespace zgl
{
struct point_cloud_vertex_buffer_metadata
{
assets::point_cloud_vertex_components::flags component_flags;
std::size_t point_count;
};
}

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@@ -7,7 +7,7 @@ namespace zgl
struct texture_metadata
{
components::texture::flags components;
texture_components::flags components;
};
}

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@@ -1,26 +0,0 @@
#pragma once
#include "assets/components/texture_components.hpp"
#include <array>
#include "GL/glew.h"
namespace zgl
{
struct vertex_buffer_metadata
{
static constexpr std::size_t max_component_count = 8;
struct component
{
GLenum type{ GL_INVALID_ENUM };
GLint length{ 0 };
};
std::array<component, max_component_count> components{};
GLuint component_count{};
GLsizei stride{};
};
}