fixes
This commit is contained in:
65
include/rendering/batch_renderers/mesh_batch_renderer.hpp
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65
include/rendering/batch_renderers/mesh_batch_renderer.hpp
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@@ -0,0 +1,65 @@
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#pragma once
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#include "opengl/handles/shader_program_handle.hpp"
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#include "rendering/batches/mesh_batch.hpp"
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#include "assets/components/mesh_vertex_components.hpp"
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#include "assets/components/material_components.hpp"
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#include "opengl/handles/material_handle.hpp"
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#include <span>
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#include "geometry/aabb.hpp"
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#include "rendering/modes/mesh_modes.hpp"
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#include "rendering/shader_program_lookups/mesh_lookup.hpp"
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#include "scene/lighting_setup.hpp"
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namespace rendering
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{
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class mesh_batch_renderer
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{
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public:
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using batch_components_type = std::pair<
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components::mesh_vertex::flags,
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material_component::flags
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>;
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using batch_type = mesh_batch;
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using batch_index_type = ztu::u32;
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using batch_id_type = batch_index_type;
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using id_type = std::pair<batch_id_type, batch_type::id_type>;
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explicit mesh_batch_renderer(int render_mode_count);
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std::optional<id_type> add(
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const batch_components_type& batch_component,
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const zgl::mesh_handle& mesh,
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const aabb& bounding_box,
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const zgl::model_matrix_handle& transform,
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const zgl::material_handle& material,
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const shader_program_lookups::mesh_lookup& shader_program_lookup
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);
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std::optional<aabb> bounding_box(id_type);
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bool remove(id_type mesh_id);
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void render(
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modes::mesh render_mode,
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const glm::mat4& vp_matrix,
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const glm::mat4& view_matrix,
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const glm::vec3& view_pos,
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const lighting_setup& lights
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);
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protected:
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[[nodiscard]] std::pair<std::size_t, bool> lookup_batch(const batch_components_type& batch_components) const;
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private:
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int m_render_mode_count;
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std::vector<std::pair<batch_components_type, batch_index_type>> m_component_lookup{};
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std::vector<batch_id_type> m_id_lookup{};
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std::vector<std::pair<batch_type, batch_components_type>> m_batches{};
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std::vector<zgl::shader_program_handle> m_shader_programs{};
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batch_id_type m_next_batch_id{ 0 };
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};
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}
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@@ -0,0 +1,59 @@
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#pragma once
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#include "opengl/handles/shader_program_handle.hpp"
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#include "rendering/batches/point_cloud_batch.hpp"
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#include "assets/components/point_cloud_vertex_components.hpp"
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#include "rendering/modes/point_cloud_modes.hpp"
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#include <optional>
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#include "scene/lighting_setup.hpp"
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#include "rendering/shader_program_lookups/point_cloud_lookup.hpp"
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namespace rendering
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{
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class point_cloud_batch_renderer
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{
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public:
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using batch_components_type = components::point_cloud_vertex::flags;
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using batch_type = point_cloud_batch;
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using batch_index_type = ztu::u32;
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using batch_id_type = batch_index_type;
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using id_type = std::pair<batch_id_type, batch_type::id_type>;
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explicit point_cloud_batch_renderer(int render_mode_count);
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std::optional<id_type> add(
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batch_components_type batch_components,
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const zgl::point_cloud_handle& point_cloud,
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const aabb& bounding_box,
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const zgl::model_matrix_handle& transform,
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const shader_program_lookups::point_cloud_lookup& shader_program_lookup
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);
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std::optional<aabb> bounding_box(id_type id);
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bool remove(id_type id);
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void render(
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modes::point_cloud render_mode,
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const glm::mat4& vp_matrix,
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const glm::vec3& camera_position,
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const lighting_setup&
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);
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protected:
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[[nodiscard]] std::pair<std::size_t, bool> lookup_batch(const batch_components_type& batch_component) const;
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private:
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int m_render_mode_count;
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std::vector<std::pair<batch_components_type, batch_index_type>> m_component_lookup;
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std::vector<batch_id_type> m_id_lookup;
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std::vector<std::pair<batch_type, batch_components_type>> m_batches;
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std::vector<zgl::shader_program_handle> m_shader_programs;
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batch_id_type m_next_batch_id{ 0 };
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};
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}
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55
include/rendering/batches/mesh_batch.hpp
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55
include/rendering/batches/mesh_batch.hpp
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@@ -0,0 +1,55 @@
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#pragma once
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#include <vector>
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#include <span>
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#include "opengl/handles/mesh_handle.hpp"
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#include "opengl/handles/matrix_handles.hpp"
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#include "opengl/handles/texture_handle.hpp"
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#include "opengl/handles/mesh_handle.hpp"
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#include "opengl/handles/material_handle.hpp"
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#include "geometry/aabb.hpp"
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class mesh_batch
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{
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public:
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using id_type = ztu::u32;
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inline id_type add(
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const zgl::mesh_handle& mesh,
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const aabb& bounding_box,
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const zgl::model_matrix_handle& transform,
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const zgl::material_handle& material
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);
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inline std::optional<aabb> bounding_box(id_type id);
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inline bool remove(id_type id);
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[[nodiscard]] inline std::span<const zgl::mesh_handle> meshes() const;
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[[nodiscard]] inline std::span<const aabb> bounding_boxes() const;
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[[nodiscard]] inline std::span<const zgl::model_matrix_handle> transforms() const;
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[[nodiscard]] inline std::span<const zgl::texture_handle> textures() const;
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[[nodiscard]] inline std::span<const zgl::surface_properties_handle> surface_properties() const;
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[[nodiscard]] inline std::span<const zgl::alpha_handle> alphas() const;
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private:
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std::vector<zgl::mesh_handle> m_meshes{};
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std::vector<aabb> m_bounding_boxes{};
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std::vector<zgl::model_matrix_handle> m_transforms{};
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std::vector<zgl::texture_handle> m_textures{};
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std::vector<zgl::surface_properties_handle> m_surface_properties{};
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std::vector<zgl::alpha_handle> m_alphas{};
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std::vector<id_type> m_id_lookup{};
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id_type m_next_mesh_id{ 0 };
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};
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#define INCLUDE_MESH_BATCH_IMPLEMENTATION
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#include "rendering/batches/mesh_batch.ipp"
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#undef INCLUDE_MESH_BATCH_IMPLEMENTATION
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46
include/rendering/batches/point_cloud_batch.hpp
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46
include/rendering/batches/point_cloud_batch.hpp
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@@ -0,0 +1,46 @@
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#pragma once
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#include <vector>
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#include "opengl/handles/point_cloud_handle.hpp"
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#include "opengl/handles/matrix_handles.hpp"
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#include <span>
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#include "geometry/aabb.hpp"
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#include <optional>
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class point_cloud_batch
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{
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public:
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using id_type = ztu::u32;
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point_cloud_batch() = default;
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inline id_type add(
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const zgl::point_cloud_handle& point_cloud,
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const aabb& bounding_box,
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const zgl::model_matrix_handle& transform
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);
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inline std::optional<aabb> bounding_box(id_type id);
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inline bool remove(id_type id);
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[[nodiscard]] inline std::span<const zgl::point_cloud_handle> point_clouds() const;
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[[nodiscard]] inline std::span<const zgl::model_matrix_handle> transforms() const;
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[[nodiscard]] inline std::span<const aabb> bounding_boxes() const;
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private:
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std::vector<zgl::point_cloud_handle> m_point_clouds{};
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std::vector<zgl::model_matrix_handle> m_transforms{};
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std::vector<aabb> m_bounding_boxes{};
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std::vector<id_type> m_id_lookup{};
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id_type m_next_id{ 0 };
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};
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#define INCLUDE_POINT_CLOUD_BATCH_IMPLEMENTATION
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#include "rendering/batches/point_cloud_batch.ipp"
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#undef INCLUDE_POINT_CLOUD_BATCH_IMPLEMENTATION
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13
include/rendering/modes/mesh_modes.hpp
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13
include/rendering/modes/mesh_modes.hpp
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@@ -0,0 +1,13 @@
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#pragma once
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namespace rendering::modes
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{
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enum class mesh
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{
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wire_frame,
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points,
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faces,
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lit_faces,
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count
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};
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};
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11
include/rendering/modes/point_cloud_modes.hpp
Normal file
11
include/rendering/modes/point_cloud_modes.hpp
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@@ -0,0 +1,11 @@
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#pragma once
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namespace rendering::modes
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{
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enum class point_cloud
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{
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uniform_color,
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rainbow,
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count
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};
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}
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127
include/rendering/requirements/mesh_requirements.hpp
Normal file
127
include/rendering/requirements/mesh_requirements.hpp
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@@ -0,0 +1,127 @@
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#pragma once
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#include "assets/components/material_components.hpp"
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#include "assets/components/mesh_vertex_components.hpp"
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#include "shader_program/capabilities/mesh_capabilities.hpp"
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#include <array>
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namespace rendering::requirements::mesh
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{
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struct type
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{
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shader_program::capabilities::mesh::indices::type shader_program_requirement_index{};
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components::mesh_vertex::flags vertex_requirements{
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components::mesh_vertex::flags::none
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};
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material_component::flags material_requirements{
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material_component::flags::none
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};
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};
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enum class flags : int
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{
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none = 0,
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position = 1 << 0,
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lit = 1 << 1,
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textured = 1 << 2,
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uniform_color = 1 << 3,
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uniform_alpha = 1 << 4,
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point = 1 << 5
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};
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constexpr inline auto position = type{
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.shader_program_requirement_index = shader_program::capabilities::mesh::indices::position,
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.vertex_requirements = components::mesh_vertex::flags::position
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};
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constexpr inline auto lit = type{
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.shader_program_requirement_index = shader_program::capabilities::mesh::indices::lit,
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.vertex_requirements = components::mesh_vertex::flags::normal,
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.material_requirements = material_component::flags::surface_properties
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};
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constexpr inline auto point = type{
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.shader_program_requirement_index = shader_program::capabilities::mesh::indices::point
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};
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constexpr inline auto textured = type{
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.shader_program_requirement_index = shader_program::capabilities::mesh::indices::textured,
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.vertex_requirements = components::mesh_vertex::flags::tex_coord,
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.material_requirements = material_component::flags::texture,
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};
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constexpr inline auto uniform_color = type{
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.shader_program_requirement_index = shader_program::capabilities::mesh::indices::uniform_color
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};
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constexpr inline auto uniform_alpha = type{
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.shader_program_requirement_index = shader_program::capabilities::mesh::indices::uniform_alpha,
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.material_requirements = material_component::flags::transparency
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};
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constexpr inline auto all = std::array{
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position, lit, textured, uniform_color, uniform_alpha, point
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};
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}
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[[nodiscard]] constexpr rendering::requirements::mesh::flags operator|(
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const rendering::requirements::mesh::flags& a, const rendering::requirements::mesh::flags& b
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) {
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return static_cast<rendering::requirements::mesh::flags>(static_cast<int>(a) | static_cast<int>(b));
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}
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[[nodiscard]] constexpr rendering::requirements::mesh::flags operator&(
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const rendering::requirements::mesh::flags& a, const rendering::requirements::mesh::flags& b
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) {
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return static_cast<rendering::requirements::mesh::flags>(static_cast<int>(a) & static_cast<int>(b));
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}
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[[nodiscard]] constexpr rendering::requirements::mesh::flags operator^(
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const rendering::requirements::mesh::flags& a, const rendering::requirements::mesh::flags& b
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) {
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return static_cast<rendering::requirements::mesh::flags>(static_cast<int>(a) ^ static_cast<int>(b));
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}
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[[nodiscard]] constexpr rendering::requirements::mesh::flags operator~(const rendering::requirements::mesh::flags& a) {
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return static_cast<rendering::requirements::mesh::flags>(~static_cast<int>(a));
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}
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constexpr rendering::requirements::mesh::flags& operator|=(rendering::requirements::mesh::flags& a, const rendering::requirements::mesh::flags& b) {
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return a = a | b;
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}
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constexpr rendering::requirements::mesh::flags& operator&=(rendering::requirements::mesh::flags& a, const rendering::requirements::mesh::flags& b) {
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return a = a & b;
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}
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constexpr rendering::requirements::mesh::flags& operator^=(rendering::requirements::mesh::flags& a, const rendering::requirements::mesh::flags& b) {
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return a = a ^ b;
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}
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[[nodiscard]] constexpr bool operator<(
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rendering::requirements::mesh::flags lhs, rendering::requirements::mesh::flags rhs
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) {
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return static_cast<int>(lhs) < static_cast<int>(rhs);
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}
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[[nodiscard]] constexpr bool operator<=(
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rendering::requirements::mesh::flags lhs, rendering::requirements::mesh::flags rhs
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) {
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return static_cast<int>(lhs) <= static_cast<int>(rhs);
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}
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[[nodiscard]] constexpr bool operator>(
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rendering::requirements::mesh::flags lhs, rendering::requirements::mesh::flags rhs
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) {
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return static_cast<int>(lhs) > static_cast<int>(rhs);
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}
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[[nodiscard]] constexpr bool operator>=(
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rendering::requirements::mesh::flags lhs, rendering::requirements::mesh::flags rhs
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) {
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return static_cast<int>(lhs) >= static_cast<int>(rhs);
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}
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122
include/rendering/requirements/point_cloud_requirements.hpp
Normal file
122
include/rendering/requirements/point_cloud_requirements.hpp
Normal file
@@ -0,0 +1,122 @@
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#pragma once
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#include "assets/components/point_cloud_vertex_components.hpp"
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#include "shader_program/capabilities/point_cloud_capabilities.hpp"
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#include <array>
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namespace rendering::requirements::point_cloud
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{
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struct type
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{
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shader_program::capabilities::point_cloud::indices::type shader_program_requirement_index{};
|
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components::point_cloud_vertex::flags vertex_requirements{
|
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components::point_cloud_vertex::flags::none
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};
|
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};
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enum class flags : int
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{
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none = 0,
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position = 1 << 0,
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vertex_color = 1 << 1,
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uniform_color = 1 << 2,
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normal = 1 << 3,
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reflectance = 1 << 4,
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rainbow = 1 << 5
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};
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constexpr inline auto position = type{
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.shader_program_requirement_index = shader_program::capabilities::point_cloud::indices::position,
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.vertex_requirements = components::point_cloud_vertex::flags::position
|
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};
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constexpr inline auto rainbow = type{
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.shader_program_requirement_index = shader_program::capabilities::point_cloud::indices::rainbow
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};
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constexpr inline auto vertex_color = type{
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.shader_program_requirement_index = shader_program::capabilities::point_cloud::indices::vertex_color,
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.vertex_requirements = components::point_cloud_vertex::flags::color
|
||||
};
|
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constexpr inline auto uniform_color = type{
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.shader_program_requirement_index = shader_program::capabilities::point_cloud::indices::uniform_color
|
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};
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constexpr inline auto normal = type{
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.shader_program_requirement_index = shader_program::capabilities::point_cloud::indices::normal,
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.vertex_requirements = components::point_cloud_vertex::flags::normal
|
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};
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constexpr inline auto reflectance = type{
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.shader_program_requirement_index = shader_program::capabilities::point_cloud::indices::reflectance,
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.vertex_requirements = components::point_cloud_vertex::flags::reflectance
|
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};
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constexpr inline auto all = std::array{
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position, vertex_color, uniform_color, normal, reflectance, rainbow
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||||
};
|
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}
|
||||
|
||||
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[[nodiscard]] constexpr rendering::requirements::point_cloud::flags operator|(
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const rendering::requirements::point_cloud::flags& a, const rendering::requirements::point_cloud::flags& b
|
||||
) {
|
||||
return static_cast<rendering::requirements::point_cloud::flags>(static_cast<int>(a) | static_cast<int>(b));
|
||||
}
|
||||
|
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[[nodiscard]] constexpr rendering::requirements::point_cloud::flags operator&(
|
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const rendering::requirements::point_cloud::flags& a, const rendering::requirements::point_cloud::flags& b
|
||||
) {
|
||||
return static_cast<rendering::requirements::point_cloud::flags>(static_cast<int>(a) & static_cast<int>(b));
|
||||
}
|
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|
||||
[[nodiscard]] constexpr rendering::requirements::point_cloud::flags operator^(
|
||||
const rendering::requirements::point_cloud::flags& a, const rendering::requirements::point_cloud::flags& b
|
||||
) {
|
||||
return static_cast<rendering::requirements::point_cloud::flags>(static_cast<int>(a) ^ static_cast<int>(b));
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr rendering::requirements::point_cloud::flags operator~(const rendering::requirements::point_cloud::flags& a) {
|
||||
return static_cast<rendering::requirements::point_cloud::flags>(~static_cast<int>(a));
|
||||
}
|
||||
|
||||
constexpr rendering::requirements::point_cloud::flags& operator|=(rendering::requirements::point_cloud::flags& a, const rendering::requirements::point_cloud::flags& b) {
|
||||
return a = a | b;
|
||||
}
|
||||
|
||||
constexpr rendering::requirements::point_cloud::flags& operator&=(rendering::requirements::point_cloud::flags& a, const rendering::requirements::point_cloud::flags& b) {
|
||||
return a = a & b;
|
||||
}
|
||||
|
||||
constexpr rendering::requirements::point_cloud::flags& operator^=(rendering::requirements::point_cloud::flags& a, const rendering::requirements::point_cloud::flags& b) {
|
||||
return a = a ^ b;
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator<(
|
||||
rendering::requirements::point_cloud::flags lhs, rendering::requirements::point_cloud::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) < static_cast<int>(rhs);
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator<=(
|
||||
rendering::requirements::point_cloud::flags lhs, rendering::requirements::point_cloud::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) <= static_cast<int>(rhs);
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator>(
|
||||
rendering::requirements::point_cloud::flags lhs, rendering::requirements::point_cloud::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) > static_cast<int>(rhs);
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator>=(
|
||||
rendering::requirements::point_cloud::flags lhs, rendering::requirements::point_cloud::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) >= static_cast<int>(rhs);
|
||||
}
|
||||
27
include/rendering/shader_program_lookups/mesh_lookup.hpp
Normal file
27
include/rendering/shader_program_lookups/mesh_lookup.hpp
Normal file
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
|
||||
#include "opengl/shader_program_lookup.hpp"
|
||||
#include "opengl/handles/shader_program_handle.hpp"
|
||||
#include "rendering/requirements/mesh_requirements.hpp"
|
||||
|
||||
namespace rendering::shader_program_lookups
|
||||
{
|
||||
|
||||
class mesh_lookup
|
||||
{
|
||||
public:
|
||||
void add(
|
||||
const zgl::shader_program_handle& shader_program_handle
|
||||
);
|
||||
|
||||
[[nodiscard]] std::optional<zgl::shader_program_handle> find(
|
||||
requirements::mesh::flags requirements
|
||||
) const;
|
||||
|
||||
void print();
|
||||
|
||||
private:
|
||||
zgl::shader_program_lookup m_shader_program_lookup;
|
||||
};
|
||||
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
|
||||
#include "opengl/shader_program_lookup.hpp"
|
||||
#include "opengl/handles/shader_program_handle.hpp"
|
||||
#include "rendering/requirements/point_cloud_requirements.hpp"
|
||||
|
||||
namespace rendering::shader_program_lookups
|
||||
{
|
||||
|
||||
class point_cloud_lookup
|
||||
{
|
||||
public:
|
||||
void add(
|
||||
const zgl::shader_program_handle& shader_program_handle
|
||||
);
|
||||
|
||||
[[nodiscard]] std::optional<zgl::shader_program_handle> find(
|
||||
requirements::point_cloud::flags requirements
|
||||
) const;
|
||||
|
||||
private:
|
||||
zgl::shader_program_lookup m_program_lookup;
|
||||
};
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user