In the middle of multithreading parsers.
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@@ -21,16 +21,18 @@ struct type
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namespace indices
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{
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using type = ztu::u8;
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constexpr inline type face = 0;
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constexpr inline type line = 1;
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constexpr inline type point = 2;
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constexpr inline type luminance = 3;
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constexpr inline type color = 4;
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constexpr inline type alpha = 5;
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constexpr inline type lighting = 6;
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constexpr inline type texture = 7;
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constexpr inline type uniform_color = 8;
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enum : z3d::size
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{
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face,
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line,
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point,
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luminance,
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color,
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alpha,
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lighting,
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texture,
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uniform_color
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};
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}
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enum class flags : std::uint16_t
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@@ -23,14 +23,16 @@ struct type
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namespace indices
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{
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using type = ztu::u8;
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constexpr inline type square = 0;
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constexpr inline type lighting = 1;
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constexpr inline type luminance = 2;
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constexpr inline type color = 3;
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constexpr inline type alpha = 4;
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constexpr inline type uniform_color = 5;
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constexpr inline type rainbow = 6;
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enum : z3d::size
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{
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square,
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lighting,
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luminance,
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color,
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alpha,
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uniform_color,
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rainbow
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};
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}
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enum class flags : std::uint8_t
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@@ -1,57 +1,14 @@
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#pragma once
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#include "opengl/shading/model_geometry.hpp"
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#include "opengl/shading/features/generic_features.hpp"
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#include "assets/model_geometry.hpp"
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#include "assets/components/shader_components.hpp"
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namespace zgl::shading
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{
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struct shader_program_requirements
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{
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model_geometry::types geometry;
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features::generic::type features;
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assets::model_geometry::types geometry_type;
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assets::shader_components::flags components{};
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};
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}
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/*
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struct shader_program_metadata
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{
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using generic_feature_type = std::common_type_t<
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std::underlying_type_t<features::mesh::flags>,
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std::underlying_type_t<features::point_cloud::flags>
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>;
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static constexpr auto geometry_bits = static_cast<std::size_t>(std::bit_width(geometry::names.size()));
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static constexpr auto feature_bits = sizeof(generic_feature_type) * 8 - geometry_bits;
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explicit shader_program_metadata(const features::mesh::flags static_enabled, const features::mesh::flags dynamic_enable) :
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shader_program_metadata(
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geometry::types::mesh,
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static_cast<generic_feature_type>(static_enabled),
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static_cast<generic_feature_type>(dynamic_enable)
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) {}
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explicit shader_program_metadata(const features::point_cloud::flags static_enabled, const features::point_cloud::flags dynamic_enable) :
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shader_program_metadata(
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geometry::types::point_cloud,
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static_cast<generic_feature_type>(static_enabled),
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static_cast<generic_feature_type>(dynamic_enable)
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) {}
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shader_program_metadata(const geometry::types geometry_type, const generic_feature_type static_enabled, generic_feature_type dynamic_enable) :
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m_geometry_type{ geometry_type }, m_static_enabled{ static_enabled }, m_dynamic_enable{ dynamic_enable } {}
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[[nodiscard]] auto operator<=>(const shader_program_metadata& other) const noexcept
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{
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return (
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std::tie(this->m_geometry_type, std::popcount(this->m_static_enabled), std::popcount(this->m_dynamic_enable)) <=>
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std::tie(other.m_geometry_type, std::popcount(other.m_static_enabled), std::popcount(other.m_dynamic_enable))
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);
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}
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[[nodiscard]] bool operator==(const shader_program_metadata& other) const noexcept = default;
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geometry::types m_geometry_type : geometry_bits;
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generic_feature_type m_static_enabled : feature_bits;
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generic_feature_type m_dynamic_enable;
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};*/
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@@ -1,8 +1,16 @@
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#pragma once
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#include "shader_source_requirements.hpp"
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#include "assets/model_geometry.hpp"
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#include "assets/components/shader_components.hpp"
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namespace zgl::shading
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{
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using shader_requirements = shader_source_requirements;
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struct shader_requirements
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{
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assets::model_geometry::types geometry_type;
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assets::shader_components::stage stage;
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assets::shader_components::flags components{};
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};
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}
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@@ -1,13 +0,0 @@
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#pragma once
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#include "opengl/shading/features/generic_features.hpp"
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namespace zgl::shading
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{
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struct shader_set_requirements
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{
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model_geometry::types geometry;
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features::generic::type features;
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};
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}
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@@ -1,16 +0,0 @@
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#pragma once
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#include "opengl/shading/model_geometry.hpp"
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#include "opengl/shading/shader_stage.hpp"
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#include "opengl/shading/features/generic_features.hpp"
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namespace zgl::shading
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{
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struct shader_source_requirements
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{
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model_geometry::types geometry;
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stage::types stage;
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features::generic::type features;
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};
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}
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@@ -11,34 +11,34 @@ namespace zgl::shading::mesh_sampler_uniforms
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enum class flags : std::uint16_t
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{
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none = 0,
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ambient_color_texture = 1 << 0,
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diffuse_color_texture = 1 << 1,
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specular_color_texture = 1 << 2,
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specular_filter_texture = 1 << 0,
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diffuse_filter_texture = 1 << 1,
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specular_filter_texture = 1 << 2,
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shininess_texture = 1 << 3,
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alpha_texture = 1 << 4,
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bump_texture = 1 << 5
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};
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constexpr inline auto ambient_color_texture = sampler_uniform{ 0 };
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constexpr inline auto diffuse_color_texture = sampler_uniform{ 1 };
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constexpr inline auto specular_color_texture = sampler_uniform{ 2 };
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constexpr inline auto specular_filter_texture = sampler_uniform{ 0 };
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constexpr inline auto diffuse_filter_texture = sampler_uniform{ 1 };
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constexpr inline auto specular_filter_texture = sampler_uniform{ 2 };
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constexpr inline auto shininess_texture = sampler_uniform{ 3 };
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constexpr inline auto alpha_texture = sampler_uniform{ 4 };
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constexpr inline auto bump_texture = sampler_uniform{ 5 };
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constexpr inline auto all = std::array{
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ambient_color_texture,
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diffuse_color_texture,
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specular_color_texture,
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specular_filter_texture,
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diffuse_filter_texture,
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specular_filter_texture,
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shininess_texture,
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alpha_texture,
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bump_texture
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};
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constexpr inline auto names = std::array{
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"ambient_color_texture",
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"diffuse_color_texture",
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"specular_color_texture",
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"specular_filter_texture",
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"diffuse_filter_texture",
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"specular_filter_texture",
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"shininess_texture",
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"alpha_texture",
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"bump_texture"
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