Further shader compilation development.
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75
include/opengl/shading/uniforms/mesh_uniforms.hpp
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75
include/opengl/shading/uniforms/mesh_uniforms.hpp
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#pragma once
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#include "opengl/shader_program_variable.hpp"
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#include <array>
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#include "util/enum_bitfield_operators.hpp"
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namespace zgl::shading::uniforms::mesh
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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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mvp_matrix = 1 << 0,
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model_matrix = 1 << 1,
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point_size = 1 << 2,
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color = 1 << 3,
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tex = 1 << 4,
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view_pos = 1 << 5,
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point_light_direction = 1 << 6,
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point_light_color = 1 << 7,
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ambient_light_color = 1 << 8,
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ambient_filter = 1 << 9,
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diffuse_filter = 1 << 10,
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specular_filter = 1 << 11,
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shininess = 1 << 12
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};
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constexpr inline auto mvp_matrix = shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
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constexpr inline auto model_matrix = shader_program_variable({ GL_FLOAT_MAT4, 1 }, "model_matrix");
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constexpr inline auto point_size = shader_program_variable({ GL_FLOAT, 2 }, "point_size");
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constexpr inline auto tex = shader_program_variable({ GL_SAMPLER_2D, 3 }, "tex");
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constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC4, 4 }, "color");
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constexpr inline auto view_pos = shader_program_variable({ GL_FLOAT_VEC3, 5 }, "view_pos");
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constexpr inline auto point_light_direction = shader_program_variable({ GL_FLOAT_VEC3, 6 }, "point_light_direction");
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constexpr inline auto point_light_color = shader_program_variable({ GL_FLOAT_VEC3, 7 }, "point_light_color");
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constexpr inline auto ambient_light_color = shader_program_variable({ GL_FLOAT_VEC3, 8 }, "ambient_light_color");
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constexpr inline auto ambient_filter = shader_program_variable({ GL_FLOAT_VEC3, 9 }, "ambient_filter");
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constexpr inline auto diffuse_filter = shader_program_variable({ GL_FLOAT_VEC3, 10 }, "diffuse_filter");
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constexpr inline auto specular_filter = shader_program_variable({ GL_FLOAT_VEC3, 11 }, "specular_filter");
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constexpr inline auto shininess = shader_program_variable({ GL_FLOAT, 12 }, "shininess");
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constexpr inline auto all = std::array{
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mvp_matrix,
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model_matrix,
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point_size,
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color,
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tex,
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view_pos,
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point_light_direction,
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point_light_color,
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ambient_light_color,
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ambient_filter,
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diffuse_filter,
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specular_filter,
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shininess
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};
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constexpr inline auto names = std::array{
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"mvp_matrix",
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"model_matrix",
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"point_size",
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"color",
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"tex",
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"view_pos",
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"point_light_direction",
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"point_light_color",
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"ambient_light_color",
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"ambient_filter",
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"diffuse_filter",
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"specular_filter",
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"shininess"
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};
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}
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DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::uniforms::mesh::flags)
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52
include/opengl/shading/uniforms/point_cloud_uniforms.hpp
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52
include/opengl/shading/uniforms/point_cloud_uniforms.hpp
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#pragma once
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#include "opengl/shader_program_variable.hpp"
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#include "util/enum_bitfield_operators.hpp"
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#include <array>
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namespace zgl::shading::uniforms::point_cloud
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{
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enum class flags : std::uint8_t
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{
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none = 0,
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mvp_matrix = 1 << 0,
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point_size = 1 << 1,
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color = 1 << 2,
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model_matrix = 1 << 3,
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camera_position = 1 << 4,
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rainbow_offset_y = 1 << 5,
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rainbow_scale_y = 1 << 6
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};
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constexpr inline auto mvp_matrix = shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
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constexpr inline auto point_size = shader_program_variable({ GL_FLOAT, 1 }, "point_size");
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constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC4, 2 }, "color");
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constexpr inline auto model_matrix = shader_program_variable({ GL_FLOAT_MAT4, 3 }, "model_matrix");
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constexpr inline auto camera_position = shader_program_variable({ GL_FLOAT_VEC3, 4 }, "camera_position");
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constexpr inline auto rainbow_offset_y = shader_program_variable({ GL_FLOAT, 5 }, "rainbow_offset_y");
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constexpr inline auto rainbow_scale_y = shader_program_variable({ GL_FLOAT, 6 }, "rainbow_scale_y");
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constexpr inline auto all = std::array{
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mvp_matrix,
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point_size,
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color,
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model_matrix,
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camera_position,
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rainbow_offset_y,
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rainbow_scale_y
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};
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constexpr inline auto names = std::array{
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"mvp_matrix",
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"point_size",
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"color",
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"model_matrix",
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"camera_position",
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"rainbow_offset_y",
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"rainbow_scale_y"
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};
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}
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DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::uniforms::point_cloud::flags)
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