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

@@ -9,9 +9,9 @@
namespace viewer
{
std::error_code asset_loader::init(
components::mesh_vertex::flags enabled_mesh_components,
mesh_vertex_components::flags enabled_mesh_components,
material_component::flags enabled_material_components,
components::point_cloud_vertex::flags enabled_point_cloud_components,
point_cloud_vertex_components::flags enabled_point_cloud_components,
const dynamic_material_data& default_material
) {
@@ -393,8 +393,8 @@ std::error_code asset_loader::create_gl_materials()
void asset_loader::create_gl_meshes(std::span<const material_reference_entry_type> material_references)
{
auto component_type_buffer = std::array<GLenum, static_cast<std::size_t>(components::mesh_vertex::count)>{};
auto component_length_buffer = std::array<GLint, static_cast<std::size_t>(components::mesh_vertex::count)>{};
auto component_type_buffer = std::array<GLenum, static_cast<std::size_t>(mesh_vertex_components::count)>{};
auto component_length_buffer = std::array<GLint, static_cast<std::size_t>(mesh_vertex_components::count)>{};
auto component_stride = GLsizei{};
auto component_count = ztu::u32{};
@@ -430,7 +430,7 @@ void asset_loader::create_gl_meshes(std::span<const material_reference_entry_typ
}
// Add normals if missing
if ((mesh_data.components() & components::mesh_vertex::flags::normal) == components::mesh_vertex::flags::none)
if ((mesh_data.components() & mesh_vertex_components::flags::normal) == mesh_vertex_components::flags::none)
{
ztu::logger::warn("Model is missing normal vectors, so they are estimated!");
estimate_normals(
@@ -438,11 +438,11 @@ void asset_loader::create_gl_meshes(std::span<const material_reference_entry_typ
mesh_data.triangles(),
mesh_data.normals()
);
mesh_data.components() |= components::mesh_vertex::flags::normal;
mesh_data.components() |= mesh_vertex_components::flags::normal;
}
auto mesh_box = aabb{};
mesh_box.add_points<components::mesh_vertex::normal::value_type>(mesh_data.positions());
mesh_box.add_points<mesh_vertex_components::normal::value_type>(mesh_data.positions());
mesh_data.build_vertex_buffer(
m_vertex_buffer,
@@ -488,8 +488,8 @@ void asset_loader::create_gl_meshes(std::span<const material_reference_entry_typ
void asset_loader::create_gl_point_clouds()
{
auto component_type_buffer = std::array<GLenum, static_cast<std::size_t>(components::point_cloud_vertex::count)>{};
auto component_length_buffer = std::array<GLint, static_cast<std::size_t>(components::point_cloud_vertex::count)>{};
auto component_type_buffer = std::array<GLenum, static_cast<std::size_t>(point_cloud_vertex_components::count)>{};
auto component_length_buffer = std::array<GLint, static_cast<std::size_t>(point_cloud_vertex_components::count)>{};
auto component_stride = GLsizei{};
auto component_count = ztu::u32{};
@@ -502,7 +502,7 @@ void asset_loader::create_gl_point_clouds()
}
auto point_cloud_box = aabb{};
point_cloud_box.add_points<components::mesh_vertex::normal::value_type>(point_cloud_data.positions());
point_cloud_box.add_points<mesh_vertex_components::normal::value_type>(point_cloud_data.positions());
point_cloud_data.build_vertex_buffer(
m_vertex_buffer,