std140 implementation

This commit is contained in:
ZY4N
2025-03-27 19:47:32 +01:00
parent 70893c083b
commit 6f60cc11c8
45 changed files with 789 additions and 234 deletions

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@@ -1,6 +1,6 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include "opengl/shader_uniform.hpp"
#include "util/enum_bitfield_operators.hpp"
#include <array>
@@ -20,12 +20,12 @@ enum class flags : std::uint8_t
tex_coord = 1 << 5
};
constexpr inline auto position = shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
constexpr inline auto normal = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
constexpr inline auto luminance = shader_program_variable({ GL_FLOAT, 2 }, "model_vertex_l");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC3, 2 }, "model_vertex_rgb");
constexpr inline auto alpha = shader_program_variable({ GL_FLOAT, 3 }, "model_vertex_a");
constexpr inline auto tex_coord = shader_program_variable({ GL_FLOAT_VEC2, 2 }, "model_vertex_tex_coord");
constexpr inline auto position = shader_uniform({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
constexpr inline auto normal = shader_uniform({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
constexpr inline auto luminance = shader_uniform({ GL_FLOAT, 2 }, "model_vertex_l");
constexpr inline auto color = shader_uniform({ GL_FLOAT_VEC3, 2 }, "model_vertex_rgb");
constexpr inline auto alpha = shader_uniform({ GL_FLOAT, 3 }, "model_vertex_a");
constexpr inline auto tex_coord = shader_uniform({ GL_FLOAT_VEC2, 2 }, "model_vertex_tex_coord");
constexpr inline auto all = std::array{
position, normal, luminance, color, alpha, tex_coord

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@@ -1,6 +1,6 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include "opengl/shader_uniform.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
#include <string_view>
@@ -18,11 +18,11 @@ enum class flags : std::uint8_t
alpha = 1 << 3
};
constexpr inline auto position = shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
constexpr inline auto normal = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
constexpr inline auto luminance = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_l");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_rgb");
constexpr inline auto alpha = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_a");
constexpr inline auto position = shader_uniform({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
constexpr inline auto normal = shader_uniform({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
constexpr inline auto luminance = shader_uniform({ GL_FLOAT_VEC3, 1 }, "model_vertex_l");
constexpr inline auto color = shader_uniform({ GL_FLOAT_VEC3, 1 }, "model_vertex_rgb");
constexpr inline auto alpha = shader_uniform({ GL_FLOAT_VEC3, 1 }, "model_vertex_a");
constexpr inline auto all = std::array{
position, normal, luminance, color, alpha

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@@ -0,0 +1,13 @@
#pragma once
#include "GL/glew.h"
namespace zgl::shading
{
struct sampler_uniform
{
GLenum binding_location;
};
}

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@@ -0,0 +1,48 @@
#pragma once
#include "opengl/shading/sampler_uniform.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
namespace zgl::shading::mesh_sampler_uniforms
{
enum class flags : std::uint16_t
{
none = 0,
ambient_color_texture = 1 << 0,
diffuse_color_texture = 1 << 1,
specular_color_texture = 1 << 2,
shininess_texture = 1 << 3,
alpha_texture = 1 << 4,
bump_texture = 1 << 5
};
constexpr inline auto ambient_color_texture = sampler_uniform{ 0 };
constexpr inline auto diffuse_color_texture = sampler_uniform{ 1 };
constexpr inline auto specular_color_texture = sampler_uniform{ 2 };
constexpr inline auto shininess_texture = sampler_uniform{ 3 };
constexpr inline auto alpha_texture = sampler_uniform{ 4 };
constexpr inline auto bump_texture = sampler_uniform{ 5 };
constexpr inline auto all = std::array{
ambient_color_texture,
diffuse_color_texture,
specular_color_texture,
shininess_texture,
alpha_texture,
bump_texture
};
constexpr inline auto names = std::array{
"ambient_color_texture",
"diffuse_color_texture",
"specular_color_texture",
"shininess_texture",
"alpha_texture",
"bump_texture"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::mesh_sampler_uniforms::flags)

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@@ -0,0 +1,14 @@
#pragma once
#include "GL/glew.h"
namespace zgl::shading
{
struct uniform
{
GLenum type;
GLint location;
};
}

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@@ -0,0 +1,13 @@
#pragma once
#include "GL/glew.h"
namespace zgl::shading
{
struct uniform_block
{
GLenum binding_location;
};
}

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@@ -0,0 +1,33 @@
#pragma once
#include "opengl/shading/uniform_block.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
namespace zgl::shading::mesh_uniform_blocks
{
enum class flags : std::uint16_t
{
none = 0,
material = 1 << 0,
lighting = 1 << 1
};
constexpr inline auto material = uniform_block{ 0 };
constexpr inline auto lighting = uniform_block{ 1 };
constexpr inline auto all = std::array{
material,
lighting
};
constexpr inline auto names = std::array{
"material",
"lighting"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::mesh_uniform_blocks::flags)

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@@ -0,0 +1,32 @@
#pragma once
#include "opengl/shading/uniform_block.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
namespace zgl::shading::point_cloud_uniform_blocks
{
enum class flags : std::uint16_t
{
none = 0,
material = 1 << 0,
lighting = 1 << 1
};
constexpr inline auto material = uniform_block{ 0 };
constexpr inline auto lighting = uniform_block{ 1 };
constexpr inline auto all = std::array{
material,
lighting
};
constexpr inline auto names = std::array{
"material",
"lighting"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::point_cloud_uniform_blocks::flags)

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@@ -1,10 +1,10 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include "opengl/shading/uniform_types/uniform.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
namespace zgl::shading::uniforms::mesh
namespace zgl::shading::mesh_uniforms
{
enum class flags : std::uint16_t
@@ -25,19 +25,19 @@ enum class flags : std::uint16_t
shininess = 1 << 12
};
constexpr inline auto mvp_matrix = shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
constexpr inline auto model_matrix = shader_program_variable({ GL_FLOAT_MAT4, 1 }, "model_matrix");
constexpr inline auto point_size = shader_program_variable({ GL_FLOAT, 2 }, "point_size");
constexpr inline auto tex = shader_program_variable({ GL_SAMPLER_2D, 3 }, "tex");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC4, 4 }, "color");
constexpr inline auto view_pos = shader_program_variable({ GL_FLOAT_VEC3, 5 }, "view_pos");
constexpr inline auto point_light_direction = shader_program_variable({ GL_FLOAT_VEC3, 6 }, "point_light_direction");
constexpr inline auto point_light_color = shader_program_variable({ GL_FLOAT_VEC3, 7 }, "point_light_color");
constexpr inline auto ambient_light_color = shader_program_variable({ GL_FLOAT_VEC3, 8 }, "ambient_light_color");
constexpr inline auto ambient_filter = shader_program_variable({ GL_FLOAT_VEC3, 9 }, "ambient_filter");
constexpr inline auto diffuse_filter = shader_program_variable({ GL_FLOAT_VEC3, 10 }, "diffuse_filter");
constexpr inline auto specular_filter = shader_program_variable({ GL_FLOAT_VEC3, 11 }, "specular_filter");
constexpr inline auto shininess = shader_program_variable({ GL_FLOAT, 12 }, "shininess");
constexpr inline auto mvp_matrix = uniform{ GL_FLOAT_MAT4, 0 };
constexpr inline auto model_matrix = uniform{ GL_FLOAT_MAT4, 1 };
constexpr inline auto point_size = uniform{ GL_FLOAT, 2 };
constexpr inline auto tex = uniform{ GL_SAMPLER_2D, 3 };
constexpr inline auto color = uniform{ GL_FLOAT_VEC4, 4 };
constexpr inline auto view_pos = uniform{ GL_FLOAT_VEC3, 5 };
constexpr inline auto point_light_direction = uniform{ GL_FLOAT_VEC3, 6 };
constexpr inline auto point_light_color = uniform{ GL_FLOAT_VEC3, 7 };
constexpr inline auto ambient_light_color = uniform{ GL_FLOAT_VEC3, 8 };
constexpr inline auto ambient_filter = uniform{ GL_FLOAT_VEC3, 9 };
constexpr inline auto diffuse_filter = uniform{ GL_FLOAT_VEC3, 10 };
constexpr inline auto specular_filter = uniform{ GL_FLOAT_VEC3, 11 };
constexpr inline auto shininess = uniform{ GL_FLOAT, 12 };
constexpr inline auto all = std::array{
mvp_matrix,
@@ -72,4 +72,4 @@ constexpr inline auto names = std::array{
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::uniforms::mesh::flags)
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::mesh_uniforms::flags)

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@@ -1,10 +1,10 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include "opengl/shading/uniform_types/uniform.hpp"
#include "util/enum_bitfield_operators.hpp"
#include <array>
namespace zgl::shading::uniforms::point_cloud
namespace zgl::shading::point_cloud_uniforms
{
enum class flags : std::uint8_t
@@ -19,13 +19,13 @@ enum class flags : std::uint8_t
rainbow_scale_y = 1 << 6
};
constexpr inline auto mvp_matrix = shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
constexpr inline auto point_size = shader_program_variable({ GL_FLOAT, 1 }, "point_size");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC4, 2 }, "color");
constexpr inline auto model_matrix = shader_program_variable({ GL_FLOAT_MAT4, 3 }, "model_matrix");
constexpr inline auto camera_position = shader_program_variable({ GL_FLOAT_VEC3, 4 }, "camera_position");
constexpr inline auto rainbow_offset_y = shader_program_variable({ GL_FLOAT, 5 }, "rainbow_offset_y");
constexpr inline auto rainbow_scale_y = shader_program_variable({ GL_FLOAT, 6 }, "rainbow_scale_y");
constexpr inline auto mvp_matrix = uniform{ GL_FLOAT_MAT4, 0 };
constexpr inline auto point_size = uniform{ GL_FLOAT, 1 };
constexpr inline auto color = uniform{ GL_FLOAT_VEC4, 2 };
constexpr inline auto model_matrix = uniform{ GL_FLOAT_MAT4, 3 };
constexpr inline auto camera_position = uniform{ GL_FLOAT_VEC3, 4 };
constexpr inline auto rainbow_offset_y = uniform{ GL_FLOAT, 5 };
constexpr inline auto rainbow_scale_y = uniform{ GL_FLOAT, 6 };
constexpr inline auto all = std::array{
mvp_matrix,
@@ -49,4 +49,4 @@ constexpr inline auto names = std::array{
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::uniforms::point_cloud::flags)
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::point_cloud_uniforms::flags)