tried making naming more uniform and implemented most of the opengl managers
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#include "opengl/data_managers/point_cloud_vertex_buffer_manager.hpp"
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#include "util/logger.hpp"
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#include "opengl/error.hpp"
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#include "opengl/vertex_buffer_utils.hpp"
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void zgl::point_cloud_vertex_buffer_manager::process(store_type& store)
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{
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for (const auto& [ id, point_cloud ] : store)
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{
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if (not m_resource_manager.has_resource(id))
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{
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m_point_cloud_buffer.emplace_back(id, point_cloud);
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}
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}
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m_buffer_id_buffer.resize(m_point_cloud_buffer.size());
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glGenBuffers(m_buffer_id_buffer.size(), m_buffer_id_buffer.data());
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if (const auto e = get_error())
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{
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ztu::logger::error("Error while creating % vertex buffers: %.", m_buffer_id_buffer.size(), e.message());
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return;
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}
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for (auto [ entry, buffer_id ] : std::ranges::views::zip(m_point_cloud_buffer, m_buffer_id_buffer))
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{
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auto [ store_id, point_cloud ] = entry;
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const auto& [ components, buffers ] = point_cloud;
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m_byte_buffer.clear();
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const auto meta = std::apply(
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[&](const auto&... component_buffers)
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{
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vertex_buffer_utils::interlace(m_byte_buffer, components, component_buffers...);
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return vertex_buffer_utils::generate_metadata(components, component_buffers...);
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},
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buffers
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);
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glBindBuffer(GL_ARRAY_BUFFER, buffer_id);
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if (const auto e = get_error())
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{
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ztu::logger::error("Error while binding vertex buffer %: %.", buffer_id, e.message());
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continue;
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}
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glBufferData(
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GL_ARRAY_BUFFER,
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static_cast<GLsizeiptr>(m_byte_buffer.size()),
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m_byte_buffer.data(),
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GL_STATIC_DRAW
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);
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if (const auto e = get_error())
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{
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ztu::logger::error("Error while setting vertex buffer data: %.", e.message());
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continue;
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}
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m_resource_manager.add_resource(store_id, buffer_id, meta);
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buffer_id = {};
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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const auto valid_buffer_ids = std::ranges::remove(
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m_buffer_id_buffer,
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0
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);
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const auto invalid_buffer_count = m_buffer_id_buffer.size() - valid_buffer_ids.size();
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glDeleteBuffers(
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invalid_buffer_count,
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m_buffer_id_buffer.data()
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);
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if (const auto e = get_error())
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{
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ztu::logger::error("Error while deleting % buffers: %.", invalid_buffer_count, e.message());
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}
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}
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std::optional<zgl::point_cloud_vertex_buffer_manager::handle_type> zgl::point_cloud_vertex_buffer_manager::get_handle(
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const store_id_type id
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) {
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return m_resource_manager
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.get_resource(id)
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.transform(
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[](auto& resource)
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{
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return *reinterpret_cast<handle_type*>(resource);
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}
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);
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}
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void zgl::point_cloud_vertex_buffer_manager::collect_garbage(const bool force)
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{
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m_resource_manager.collect_garbage();
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if (force or m_resource_manager.count_garbage() >= min_garbage_collection_count)
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{
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m_buffer_id_buffer.clear();
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m_resource_manager.extract_garbage(m_buffer_id_buffer);
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glDeleteBuffers(
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m_buffer_id_buffer.size(),
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m_buffer_id_buffer.data()
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);
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}
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}
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