Refactor mesh handling to use templated vertex structures for improved type safety and flexibility
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@@ -12,12 +12,16 @@
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PostProcessing::PostProcessing(size_t effectSlotsCount)
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: effectSlots(effectSlotsCount) {
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// Fullscreen quad mesh bulding
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float vertices[] {
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-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
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PostProcessingVertex meshData[]{
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{1.0f, 1.0f}},
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{{-1.0f, -1.0f}},
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{{1.0f, 1.0f}},
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{{1.0f, -1.0f}},
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};
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VertexAttribute attrs[] {{2}, {0}};
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quadMesh = std::make_unique<Mesh>(vertices, 6, attrs);
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quadMesh = std::make_unique<Mesh<PostProcessingVertex>>(meshData, 6, PostProcessingVertex::ATTRIBUTES);
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}
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PostProcessing::~PostProcessing() = default;
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