stuff...
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33
include/assets/data/generic/component_array_set.hpp
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33
include/assets/data/generic/component_array_set.hpp
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@@ -0,0 +1,33 @@
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#pragma once
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#include "config/primitives.hpp"
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namespace assets::detail
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{
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template<typename C, typename T>
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class component_array_set {};
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template<typename C, typename... Ts>
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class component_array_set<C, z3d::structure<Ts...>>
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{
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component_array_set() = default;
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protected:
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void clear_component_arrays()
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{
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std::apply(
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[](auto&... component_array)
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{
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(component_array.clear(), ...);
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},
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component_arrays
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);
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}
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C component_flags;
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z3d::structure<z3d::vector<Ts>...> component_arrays{};
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};
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}
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32
include/assets/data/generic/component_set.hpp
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32
include/assets/data/generic/component_set.hpp
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@@ -0,0 +1,32 @@
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#pragma once
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#include "config/primitives.hpp"
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namespace assets::detail {
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template<typename T>
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class component_set {};
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template<typename... Ts>
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class component_set<z3d::structure<Ts...>>
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{
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public:
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component_set() = default;
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protected:
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void clear_components()
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{
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std::apply(
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[](std::optional<Ts>&... component)
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{
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(component.reset(), ...);
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},
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components
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);
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}
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z3d::structure<z3d::optional<Ts...>> components{};
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};
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}
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@@ -1,21 +0,0 @@
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#pragma once
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#include <vector>
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template<typename C, typename... Ts>
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struct vertex_array_data
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{
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C component_flags;
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std::tuple<std::vector<Ts>...> vertices{};
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protected:
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void clear_vertices()
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{
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std::apply(
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[](auto&... vertex_opt) {
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(vertex_opt.clear(), ...);
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},
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vertices
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);
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}
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};
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@@ -3,50 +3,37 @@
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#include <optional>
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#include "assets/components/material_components.hpp"
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#include "assets/data_stores/texture_store.hpp"
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#include "generic/component_set.hpp"
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namespace assets
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{
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struct material_data
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struct material_data : detail::component_set<material_components::all>
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{
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material_data() = default;
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material_components::surface_properties& initialized_surface_properties();
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[[nodiscard]] inline std::optional<material_components::surface_properties>& surface_properties();
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[[nodiscard]] inline std::optional<material_components::transparency>& transparency();
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[[nodiscard]] inline std::optional<material_components::ambient_color_texture>& ambient_color_texture_id();
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[[nodiscard]] inline std::optional<material_components::diffuse_color_texture>& diffuse_color_texture_id();
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[[nodiscard]] inline std::optional<material_components::specular_color_texture>& specular_color_texture_id();
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[[nodiscard]] inline std::optional<material_components::shininess_texture>& shininess_texture_id();
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[[nodiscard]] inline std::optional<material_components::alpha_texture>& alpha_texture_id();
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[[nodiscard]] inline std::optional<material_components::bump_texture>& bump_texture_id();
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[[nodiscard]] inline z3d::optional<material_components::surface_properties>& surface_properties();
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[[nodiscard]] inline z3d::optional<material_components::transparency>& transparency();
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[[nodiscard]] inline z3d::optional<material_components::ambient_color_texture>& ambient_color_texture_id();
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[[nodiscard]] inline z3d::optional<material_components::diffuse_color_texture>& diffuse_color_texture_id();
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[[nodiscard]] inline z3d::optional<material_components::specular_color_texture>& specular_color_texture_id();
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[[nodiscard]] inline z3d::optional<material_components::shininess_texture>& shininess_texture_id();
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[[nodiscard]] inline z3d::optional<material_components::alpha_texture>& alpha_texture_id();
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[[nodiscard]] inline z3d::optional<material_components::bump_texture>& bump_texture_id();
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[[nodiscard]] inline const std::optional<material_components::surface_properties>& surface_properties() const;
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[[nodiscard]] inline const std::optional<material_components::transparency>& transparency() const;
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[[nodiscard]] inline const std::optional<material_components::ambient_color_texture>& ambient_color_texture_id() const;
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[[nodiscard]] inline const std::optional<material_components::diffuse_color_texture>& diffuse_color_texture_id() const;
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[[nodiscard]] inline const std::optional<material_components::specular_color_texture>& specular_color_texture_id() const;
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[[nodiscard]] inline const std::optional<material_components::shininess_texture>& shininess_texture_id() const;
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[[nodiscard]] inline const std::optional<material_components::alpha_texture>& alpha_texture_id() const;
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[[nodiscard]] inline const std::optional<material_components::bump_texture>& bump_texture_id() const;
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[[nodiscard]] inline const z3d::optional<material_components::surface_properties>& surface_properties() const;
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[[nodiscard]] inline const z3d::optional<material_components::transparency>& transparency() const;
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[[nodiscard]] inline const z3d::optional<material_components::ambient_color_texture>& ambient_color_texture_id() const;
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[[nodiscard]] inline const z3d::optional<material_components::diffuse_color_texture>& diffuse_color_texture_id() const;
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[[nodiscard]] inline const z3d::optional<material_components::specular_color_texture>& specular_color_texture_id() const;
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[[nodiscard]] inline const z3d::optional<material_components::shininess_texture>& shininess_texture_id() const;
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[[nodiscard]] inline const z3d::optional<material_components::alpha_texture>& alpha_texture_id() const;
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[[nodiscard]] inline const z3d::optional<material_components::bump_texture>& bump_texture_id() const;
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inline void clear();
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std::tuple<
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std::optional<material_components::surface_properties>,
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std::optional<material_components::transparency>,
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std::optional<material_components::ambient_color_texture>,
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std::optional<material_components::diffuse_color_texture>,
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std::optional<material_components::specular_color_texture>,
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std::optional<material_components::shininess_texture>,
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std::optional<material_components::alpha_texture>,
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std::optional<material_components::bump_texture>
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> data{
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std::nullopt, std::nullopt, std::nullopt, std::nullopt, std::nullopt, std::nullopt, std::nullopt, std::nullopt
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};
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};
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}
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@@ -1,11 +1,11 @@
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#pragma once
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#include "util/string_lookup.hpp"
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#include "assets/data_stores/material_store.hpp"
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#include "assets/identifiers.hpp"
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namespace assets
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{
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using material_library_data = ztu::string_lookup<material_store::id_type>;
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using material_library_data = ztu::string_lookup<material_id>;
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}
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@@ -1,49 +1,39 @@
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#pragma once
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#include <array>
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#include <vector>
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#include "util/uix.hpp"
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#include "assets/components/mesh_vertex_components.hpp"
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#include "generic/vertex_array_data.hpp"
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#include "assets/data_stores/material_store.hpp"
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#include "generic/component_array_set.hpp"
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#include "assets/identifiers.hpp"
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namespace assets
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{
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class mesh_data : public vertex_array_data<
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class mesh_data : detail::component_array_set<
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mesh_vertex_components::flags,
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mesh_vertex_components::position,
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mesh_vertex_components::normal,
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mesh_vertex_components::tex_coord,
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mesh_vertex_components::color,
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mesh_vertex_components::reflectance
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mesh_vertex_components::all
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> {
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public:
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using index_type = ztu::u32;
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using triangle_type = std::array<index_type, 3>;
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[[nodiscard]] inline std::vector<mesh_vertex_components::position>& positions();
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[[nodiscard]] inline std::vector<mesh_vertex_components::normal>& normals();
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[[nodiscard]] inline std::vector<mesh_vertex_components::tex_coord>& tex_coords();
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[[nodiscard]] inline std::vector<mesh_vertex_components::color>& colors();
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[[nodiscard]] inline std::vector<mesh_vertex_components::reflectance>& reflectances();
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[[nodiscard]] inline std::vector<triangle_type>& triangles();
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[[nodiscard]] inline auto& material_id();
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[[nodiscard]] inline z3d::vector<mesh_vertex_components::position>& positions();
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[[nodiscard]] inline z3d::vector<mesh_vertex_components::normal>& normals();
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[[nodiscard]] inline z3d::vector<mesh_vertex_components::tex_coord>& tex_coords();
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[[nodiscard]] inline z3d::vector<mesh_vertex_components::color>& colors();
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[[nodiscard]] inline z3d::vector<mesh_vertex_components::reflectance>& reflectances();
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[[nodiscard]] inline z3d::vector<z3d::index_triangle>& triangles();
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[[nodiscard]] inline auto& material();
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[[nodiscard]] inline const std::vector<mesh_vertex_components::position>& positions() const;
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[[nodiscard]] inline const std::vector<mesh_vertex_components::normal>& normals() const;
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[[nodiscard]] inline const std::vector<mesh_vertex_components::tex_coord>& tex_coords() const;
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[[nodiscard]] inline const std::vector<mesh_vertex_components::color>& colors() const;
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[[nodiscard]] inline const std::vector<mesh_vertex_components::reflectance>& reflectances() const;
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[[nodiscard]] inline const std::vector<triangle_type>& triangles() const;
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[[nodiscard]] inline const auto& material_id() const;
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[[nodiscard]] inline const z3d::vector<mesh_vertex_components::position>& positions() const;
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[[nodiscard]] inline const z3d::vector<mesh_vertex_components::normal>& normals() const;
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[[nodiscard]] inline const z3d::vector<mesh_vertex_components::tex_coord>& tex_coords() const;
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[[nodiscard]] inline const z3d::vector<mesh_vertex_components::color>& colors() const;
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[[nodiscard]] inline const z3d::vector<mesh_vertex_components::reflectance>& reflectances() const;
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[[nodiscard]] inline const z3d::vector<z3d::index_triangle>& triangles() const;
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[[nodiscard]] inline const auto& material() const;
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inline void clear();
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private:
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std::vector<triangle_type> m_triangles{};
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material_store::id_type m_material_id{};
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z3d::vector<z3d::index_triangle> m_triangles{};
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material_id m_material_id{};
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};
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}
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@@ -4,17 +4,14 @@
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#include <array>
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#include <vector>
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#include "generic/vertex_array_data.hpp"
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#include "generic/component_array_set.hpp"
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namespace assets
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{
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class point_cloud_data : public vertex_array_data<
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point_cloud_vertex_components::flags,
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point_cloud_vertex_components::position,
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point_cloud_vertex_components::normal,
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point_cloud_vertex_components::color,
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point_cloud_vertex_components::reflectance
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class point_cloud_data : detail::component_array_set<
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point_cloud_vertex_components::flags,
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point_cloud_vertex_components::all
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> {
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public:
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[[nodiscard]] inline std::vector<point_cloud_vertex_components::position>& positions();
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@@ -1,10 +1,10 @@
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#pragma once
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#include "glm/mat4x4.hpp"
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#include "config/primitives.hpp"
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namespace assets
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{
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using pose_data = glm::mat4;
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using pose_data = z3d::mat4;
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}
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@@ -1,13 +1,13 @@
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#pragma once
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#include <vector>
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#include "config/primitives.hpp"
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namespace assets
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{
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struct shader_source_data
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{
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std::vector<char> source{};
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z3d::vector<char> source{};
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void clear()
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{
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@@ -1,16 +1,16 @@
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#pragma once
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#include <array>
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#include "config/primitives.hpp"
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namespace assets
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{
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struct surface_properties
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{
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std::array<float, 3> ambient_filter{ 0.7f, 0.7f, 0.7f };
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std::array<float, 3> diffuse_filter{ 0.466f, 0.466f, 0.7922f };
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std::array<float, 3> specular_filter{ 0.5974f, 0.2084f, 0.2084f };
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float shininess{ 100.2237f };
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z3d::vec3 ambient_filter{ 0.7f, 0.7f, 0.7f };
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z3d::vec3 diffuse_filter{ 0.466f, 0.466f, 0.7922f };
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z3d::vec3 specular_filter{ 0.5974f, 0.2084f, 0.2084f };
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z3d::f32 shininess{ 100.2237f };
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};
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}
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@@ -12,21 +12,22 @@ namespace assets
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class texture_data
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{
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public:
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using value_type = std::uint8_t;
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using dim_type = std::int32_t;
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using size_type = std::make_signed_t<std::size_t>;
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using value_type = z3d::u8;
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using dim_type = z3d::i32;
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using size_type = z3d::size;
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using difference_type = size_type;
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using reference = value_type&;
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using const_reference = const value_type&;
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using pointer = std::uint8_t*;
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using const_pointer = const std::uint8_t*;
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using pointer = value_type*;
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using const_pointer = const value_type*;
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using iterator = pointer;
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using const_iterator = const_pointer;
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using container_type = std::unique_ptr<value_type[]>;
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texture_data() = default;
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inline texture_data(
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std::unique_ptr<value_type[]>&& data,
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container_type&& data,
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dim_type width,
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dim_type height,
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texture_components::flags components
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@@ -73,7 +74,7 @@ public:
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void inline clear();
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private:
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std::unique_ptr<value_type[]> m_data{ nullptr };
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container_type m_data{ nullptr };
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dim_type m_width{ 0 }, m_height{ 0 };
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texture_components::flags m_components{ texture_components::flags::none };
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};
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Block a user