Further shader compilation development.
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@@ -2,7 +2,7 @@
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#include "assets/components/material_components.hpp"
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#include "assets/components/mesh_vertex_components.hpp"
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#include "shader_program/features/mesh_features.hpp"
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#include "shading/features/mesh_features.hpp"
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#include "util/enum_bitfield_operators.hpp"
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#include <array>
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@@ -12,7 +12,7 @@ namespace rendering::requirements::mesh
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struct type
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{
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shader_program::features::mesh::indices::type shader_program_requirement_index{};
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shading::features::mesh::indices::type shader_program_requirement_index{};
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components::mesh_vertex::flags vertex_requirements{
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components::mesh_vertex::flags::none
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};
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@@ -33,32 +33,32 @@ enum class flags : std::uint8_t
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};
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constexpr inline auto position = type{
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.shader_program_requirement_index = shader_program::features::mesh::indices::position,
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.shader_program_requirement_index = shading::features::mesh::indices::position,
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.vertex_requirements = components::mesh_vertex::flags::position
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};
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constexpr inline auto lit = type{
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.shader_program_requirement_index = shader_program::features::mesh::indices::lit,
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.shader_program_requirement_index = shading::features::mesh::indices::lit,
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.vertex_requirements = components::mesh_vertex::flags::normal,
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.material_requirements = components::material::flags::surface_properties
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};
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constexpr inline auto point = type{
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.shader_program_requirement_index = shader_program::features::mesh::indices::point
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.shader_program_requirement_index = shading::features::mesh::indices::point
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};
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constexpr inline auto textured = type{
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.shader_program_requirement_index = shader_program::features::mesh::indices::textured,
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.shader_program_requirement_index = shading::features::mesh::indices::textured,
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.vertex_requirements = components::mesh_vertex::flags::tex_coord,
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.material_requirements = components::material::flags::texture,
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};
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constexpr inline auto uniform_color = type{
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.shader_program_requirement_index = shader_program::features::mesh::indices::uniform_color
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.shader_program_requirement_index = shading::features::mesh::indices::uniform_color
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};
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constexpr inline auto uniform_alpha = type{
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.shader_program_requirement_index = shader_program::features::mesh::indices::uniform_alpha,
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.shader_program_requirement_index = shading::features::mesh::indices::uniform_alpha,
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.material_requirements = components::material::flags::transparency
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};
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