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Refactor mesh handling to use templated vertex structures for improved type safety and flexibility
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28 changed files with 591 additions and 521 deletions
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@ -5,12 +5,21 @@
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#include <glm/glm.hpp>
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#include "commons.hpp"
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#include "MeshData.hpp"
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template<typename VertexStructure>
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class Mesh;
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struct LineVertex {
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glm::vec3 position;
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glm::vec4 color;
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static constexpr VertexAttribute ATTRIBUTES[] { {GL_FLOAT,false,3},{GL_FLOAT,false,4}, {0} };
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};
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class LineBatch : public Flushable {
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<float[]> buffer;
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std::unique_ptr<Mesh<LineVertex>> mesh;
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std::unique_ptr<LineVertex[]> buffer;
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size_t index;
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size_t capacity;
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public:
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