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

View File

@@ -74,7 +74,7 @@ std::optional<mesh_batch_renderer::id_type> mesh_batch_renderer::add(
if (
(
requirement.vertex_requirements != components::mesh_vertex::flags::none and
requirement.vertex_requirements != mesh_vertex_components::flags::none and
(vertex_comps & requirement.vertex_requirements) == requirement.vertex_requirements
)
and
@@ -271,7 +271,7 @@ void mesh_batch_renderer::render(
const auto [ vertex_components, material_components ] = batch_components;
const auto textured = (
(vertex_components & components::mesh_vertex::flags::tex_coord) != components::mesh_vertex::flags::none
(vertex_components & mesh_vertex_components::flags::tex_coord) != mesh_vertex_components::flags::none
and (material_components & material_component::flags::texture) != material_component::flags::none
);

View File

@@ -60,7 +60,7 @@ std::optional<point_cloud_batch_renderer::id_type> point_cloud_batch_renderer::a
const auto& requirement = requirements::point_cloud::all[i];
if (
(vertex_comps & requirement.vertex_requirements) != components::point_cloud_vertex::flags::none
(vertex_comps & requirement.vertex_requirements) != point_cloud_vertex_components::flags::none
) {
base_requirements |= requirements::point_cloud::flags{ 1 << i };
}
@@ -208,7 +208,7 @@ void point_cloud_batch_renderer::render(
const auto& [ batch, vertex_components ] = m_batches[i];
const auto normals = static_cast<bool>(vertex_components & components::point_cloud_vertex::flags::normal);
const auto normals = static_cast<bool>(vertex_components & point_cloud_vertex_components::flags::normal);
const auto& shader_program = m_shader_programs[i * m_render_mode_count + render_mode_index];