tried making naming more uniform and implemented most of the opengl managers
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16
include/opengl/metadata/index_buffer_metadata.hpp
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16
include/opengl/metadata/index_buffer_metadata.hpp
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#pragma once
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#include <array>
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#include "GL/glew.h"
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namespace zgl
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{
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struct index_buffer_metadata
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{
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GLsizei count;
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GLenum index_type;
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};
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}
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15
include/opengl/metadata/mesh_vertex_buffer_metadata.hpp
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15
include/opengl/metadata/mesh_vertex_buffer_metadata.hpp
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#pragma once
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#include "assets/components/mesh_vertex_components.hpp"
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#include "assets/data_stores/material_store.hpp"
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namespace zgl
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{
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struct mesh_vertex_buffer_metadata
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{
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assets::mesh_vertex_components::flags component_flags;
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assets::material_store::id_type material_id{};
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};
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}
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@@ -0,0 +1,14 @@
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#pragma once
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#include "assets/components/point_cloud_vertex_components.hpp"
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namespace zgl
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{
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struct point_cloud_vertex_buffer_metadata
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{
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assets::point_cloud_vertex_components::flags component_flags;
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std::size_t point_count;
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};
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}
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@@ -7,7 +7,7 @@ namespace zgl
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struct texture_metadata
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{
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components::texture::flags components;
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texture_components::flags components;
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};
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}
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@@ -1,26 +0,0 @@
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#pragma once
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#include "assets/components/texture_components.hpp"
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#include <array>
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#include "GL/glew.h"
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namespace zgl
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{
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struct vertex_buffer_metadata
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{
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static constexpr std::size_t max_component_count = 8;
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struct component
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{
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GLenum type{ GL_INVALID_ENUM };
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GLint length{ 0 };
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};
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std::array<component, max_component_count> components{};
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GLuint component_count{};
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GLsizei stride{};
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};
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}
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