Further shader compilation development.
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122
include/opengl/shading/features/mesh_features.hpp
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122
include/opengl/shading/features/mesh_features.hpp
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#pragma once
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#include "opengl/shading/attributes/mesh_attributes.hpp"
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#include "opengl/shading/uniforms/mesh_uniforms.hpp"
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#include "util/enum_bitfield_operators.hpp"
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#include <array>
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#include <string_view>
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namespace zgl::shading::features::mesh
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{
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struct type
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{
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attributes::mesh::flags attributes{
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attributes::mesh::flags::none
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};
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uniforms::mesh::flags uniforms{
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uniforms::mesh::flags::none
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};
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};
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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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}
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enum class flags : std::uint16_t
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{
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none = 0,
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face = 1 << indices::face,
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line = 1 << indices::line,
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point = 1 << indices::point,
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luminance = 1 << indices::luminance,
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color = 1 << indices::color,
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alpha = 1 << indices::alpha,
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lighting = 1 << indices::lighting,
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texture = 1 << indices::texture,
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uniform_color = 1 << indices::uniform_color
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};
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constexpr inline auto face = type{
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.attributes = attributes::mesh::flags::position,
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.uniforms = uniforms::mesh::flags::mvp_matrix
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};
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constexpr inline auto line = type{
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.attributes = attributes::mesh::flags::position,
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.uniforms = uniforms::mesh::flags::mvp_matrix
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};
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constexpr inline auto point = type{
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.attributes = attributes::mesh::flags::position,
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.uniforms = (
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uniforms::mesh::flags::mvp_matrix |
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uniforms::mesh::flags::point_size
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)
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};
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constexpr inline auto luminance = type{
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.attributes = attributes::mesh::flags::luminance
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};
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constexpr inline auto color = type{
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.attributes = attributes::mesh::flags::color
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};
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constexpr inline auto alpha = type{
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.attributes = attributes::mesh::flags::alpha
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};
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constexpr inline auto lighting = type{
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.attributes = attributes::mesh::flags::normal,
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.uniforms = (
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uniforms::mesh::flags::model_matrix |
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uniforms::mesh::flags::view_pos |
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uniforms::mesh::flags::point_light_direction |
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uniforms::mesh::flags::point_light_color |
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uniforms::mesh::flags::ambient_light_color |
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uniforms::mesh::flags::ambient_filter |
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uniforms::mesh::flags::diffuse_filter |
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uniforms::mesh::flags::specular_filter |
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uniforms::mesh::flags::shininess
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)
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};
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constexpr inline auto texture = type{
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.attributes = attributes::mesh::flags::tex_coord,
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.uniforms = uniforms::mesh::flags::tex
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};
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constexpr inline auto uniform_color = type{
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.uniforms = uniforms::mesh::flags::color
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};
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constexpr inline auto all = std::array{
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face, line, point, luminance, color, alpha, lighting, texture, uniform_color
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};
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constexpr inline auto names = std::array<std::string_view, 9>{
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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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DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::features::mesh::flags)
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