fixes
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118
include/viewer/instance.hpp
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118
include/viewer/instance.hpp
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#pragma once
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#include <vector>
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#include <variant>
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#include "viewer/settings.hpp"
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#include <mutex>
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#include "asset_types.hpp"
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#include "geometry/aabb.hpp"
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#include "rendering/modes/mesh_modes.hpp"
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#include "rendering/modes/point_cloud_modes.hpp"
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#include "scene/flying_camera.hpp"
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#include "scene/camera_view.hpp"
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#include "scene/lighting_setup.hpp"
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#include "opengl/data/mesh_data.hpp"
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#include "opengl/data/material_data.hpp"
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#include "opengl/data/point_cloud_data.hpp"
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#include "opengl/data/shader_program_data.hpp"
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#include "rendering/batch_renderers/mesh_batch_renderer.hpp"
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#include "rendering/batch_renderers/point_cloud_batch_renderer.hpp"
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#include "rendering/shader_program_lookups/mesh_lookup.hpp"
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#include "rendering/shader_program_lookups/point_cloud_lookup.hpp"
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#include "SFML/Graphics/RenderWindow.hpp"
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#include "SFML/Graphics/Font.hpp"
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#include "SFML/Graphics/Image.hpp"
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namespace viewer {
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class instance
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{
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static constexpr auto id_mesh_index = static_cast<int>(asset_types::mesh);
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static constexpr auto id_point_cloud_index = static_cast<int>(asset_types::point_cloud);
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public:
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using asset_id = std::variant<
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rendering::mesh_batch_renderer::id_type,
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rendering::point_cloud_batch_renderer::id_type
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>;
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instance();
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std::error_code init(std::string title);
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std::optional<asset_id> add_mesh(
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const zgl::mesh_handle& mesh,
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const aabb& bounding_box,
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components::mesh_vertex::flags mesh_components,
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const zgl::material_handle& material,
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material_component::flags material_components
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);
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std::optional<asset_id> add_point_cloud(
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const zgl::point_cloud_handle& point_cloud,
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const aabb& bounding_box,
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components::point_cloud_vertex::flags point_cloud_components
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);
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void add_shader_program(
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asset_types type, zgl::shader_program_handle shader_program_handle
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);
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void set_background_color(const glm::vec4& color);
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bool remove(asset_id id);
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void run_progress(
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std::mutex& lock,
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std::string& title,
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float& progress,
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double fps = 30.0f
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);
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bool look_at(asset_id id);
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void run(std::mutex& gl_resource_lock, double fps = std::numeric_limits<double>::max());
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void windowed(unsigned int width, unsigned int height, bool decorations = true);
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void fullscreen();
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void size(unsigned int width, unsigned int height);
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protected:
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bool update(double dt);
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void render();
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public: // TODO fix
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sf::ContextSettings m_context_settings;
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sf::RenderWindow m_window;
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std::string m_title;
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glm::ivec2 m_screen_size;
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sf::Font m_font{};
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sf::Image m_logo{}, m_spinner{};
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rendering::shader_program_lookups::mesh_lookup m_mesh_shader_program_lookup;
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rendering::shader_program_lookups::point_cloud_lookup m_point_cloud_shader_program_lookup;
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rendering::mesh_batch_renderer m_mesh_renderer;
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rendering::point_cloud_batch_renderer m_point_cloud_renderer;
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rendering::modes::mesh m_mesh_render_mode;
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rendering::modes::point_cloud m_point_cloud_render_mode;
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flying_camera m_camera;
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camera_view m_view;
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settings m_settings;
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bool m_mouse_locked{ false };
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};
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} // namespace viewer
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