std140 implementation
This commit is contained in:
@@ -1,6 +1,6 @@
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#pragma once
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#include "opengl/shader_program_variable.hpp"
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#include "opengl/shader_uniform.hpp"
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#include "util/enum_bitfield_operators.hpp"
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#include <array>
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@@ -20,12 +20,12 @@ enum class flags : std::uint8_t
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tex_coord = 1 << 5
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};
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constexpr inline auto position = shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
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constexpr inline auto normal = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
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constexpr inline auto luminance = shader_program_variable({ GL_FLOAT, 2 }, "model_vertex_l");
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constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC3, 2 }, "model_vertex_rgb");
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constexpr inline auto alpha = shader_program_variable({ GL_FLOAT, 3 }, "model_vertex_a");
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constexpr inline auto tex_coord = shader_program_variable({ GL_FLOAT_VEC2, 2 }, "model_vertex_tex_coord");
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constexpr inline auto position = shader_uniform({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
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constexpr inline auto normal = shader_uniform({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
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constexpr inline auto luminance = shader_uniform({ GL_FLOAT, 2 }, "model_vertex_l");
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constexpr inline auto color = shader_uniform({ GL_FLOAT_VEC3, 2 }, "model_vertex_rgb");
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constexpr inline auto alpha = shader_uniform({ GL_FLOAT, 3 }, "model_vertex_a");
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constexpr inline auto tex_coord = shader_uniform({ GL_FLOAT_VEC2, 2 }, "model_vertex_tex_coord");
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constexpr inline auto all = std::array{
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position, normal, luminance, color, alpha, tex_coord
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@@ -1,6 +1,6 @@
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#pragma once
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#include "opengl/shader_program_variable.hpp"
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#include "opengl/shader_uniform.hpp"
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#include <array>
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#include "util/enum_bitfield_operators.hpp"
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#include <string_view>
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@@ -18,11 +18,11 @@ enum class flags : std::uint8_t
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alpha = 1 << 3
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};
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constexpr inline auto position = shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
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constexpr inline auto normal = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
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constexpr inline auto luminance = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_l");
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constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_rgb");
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constexpr inline auto alpha = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_a");
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constexpr inline auto position = shader_uniform({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
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constexpr inline auto normal = shader_uniform({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
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constexpr inline auto luminance = shader_uniform({ GL_FLOAT_VEC3, 1 }, "model_vertex_l");
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constexpr inline auto color = shader_uniform({ GL_FLOAT_VEC3, 1 }, "model_vertex_rgb");
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constexpr inline auto alpha = shader_uniform({ GL_FLOAT_VEC3, 1 }, "model_vertex_a");
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constexpr inline auto all = std::array{
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position, normal, luminance, color, alpha
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13
include/opengl/shading/sampler_uniform.hpp
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13
include/opengl/shading/sampler_uniform.hpp
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@@ -0,0 +1,13 @@
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#pragma once
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#include "GL/glew.h"
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namespace zgl::shading
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{
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struct sampler_uniform
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{
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GLenum binding_location;
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};
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}
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@@ -0,0 +1,48 @@
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#pragma once
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#include "opengl/shading/sampler_uniform.hpp"
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#include <array>
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#include "util/enum_bitfield_operators.hpp"
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namespace zgl::shading::mesh_sampler_uniforms
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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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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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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 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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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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"shininess_texture",
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"alpha_texture",
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"bump_texture"
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};
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}
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DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::mesh_sampler_uniforms::flags)
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14
include/opengl/shading/uniform.hpp
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14
include/opengl/shading/uniform.hpp
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@@ -0,0 +1,14 @@
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#pragma once
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#include "GL/glew.h"
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namespace zgl::shading
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{
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struct uniform
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{
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GLenum type;
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GLint location;
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};
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}
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13
include/opengl/shading/uniform_block.hpp
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13
include/opengl/shading/uniform_block.hpp
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@@ -0,0 +1,13 @@
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#pragma once
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#include "GL/glew.h"
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namespace zgl::shading
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{
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struct uniform_block
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{
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GLenum binding_location;
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};
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}
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@@ -0,0 +1,33 @@
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#pragma once
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#include "opengl/shading/uniform_block.hpp"
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#include <array>
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#include "util/enum_bitfield_operators.hpp"
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namespace zgl::shading::mesh_uniform_blocks
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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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material = 1 << 0,
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lighting = 1 << 1
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};
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constexpr inline auto material = uniform_block{ 0 };
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constexpr inline auto lighting = uniform_block{ 1 };
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constexpr inline auto all = std::array{
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material,
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lighting
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};
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constexpr inline auto names = std::array{
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"material",
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"lighting"
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};
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}
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DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::mesh_uniform_blocks::flags)
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@@ -0,0 +1,32 @@
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#pragma once
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#include "opengl/shading/uniform_block.hpp"
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#include <array>
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#include "util/enum_bitfield_operators.hpp"
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namespace zgl::shading::point_cloud_uniform_blocks
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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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material = 1 << 0,
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lighting = 1 << 1
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};
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constexpr inline auto material = uniform_block{ 0 };
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constexpr inline auto lighting = uniform_block{ 1 };
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constexpr inline auto all = std::array{
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material,
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lighting
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};
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constexpr inline auto names = std::array{
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"material",
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"lighting"
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};
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}
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DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::point_cloud_uniform_blocks::flags)
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@@ -1,10 +1,10 @@
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#pragma once
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#include "opengl/shader_program_variable.hpp"
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#include "opengl/shading/uniform_types/uniform.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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namespace zgl::shading::mesh_uniforms
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{
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enum class flags : std::uint16_t
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@@ -25,19 +25,19 @@ enum class flags : std::uint16_t
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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 mvp_matrix = uniform{ GL_FLOAT_MAT4, 0 };
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constexpr inline auto model_matrix = uniform{ GL_FLOAT_MAT4, 1 };
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constexpr inline auto point_size = uniform{ GL_FLOAT, 2 };
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constexpr inline auto tex = uniform{ GL_SAMPLER_2D, 3 };
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constexpr inline auto color = uniform{ GL_FLOAT_VEC4, 4 };
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constexpr inline auto view_pos = uniform{ GL_FLOAT_VEC3, 5 };
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constexpr inline auto point_light_direction = uniform{ GL_FLOAT_VEC3, 6 };
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constexpr inline auto point_light_color = uniform{ GL_FLOAT_VEC3, 7 };
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constexpr inline auto ambient_light_color = uniform{ GL_FLOAT_VEC3, 8 };
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constexpr inline auto ambient_filter = uniform{ GL_FLOAT_VEC3, 9 };
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constexpr inline auto diffuse_filter = uniform{ GL_FLOAT_VEC3, 10 };
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constexpr inline auto specular_filter = uniform{ GL_FLOAT_VEC3, 11 };
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constexpr inline auto shininess = uniform{ GL_FLOAT, 12 };
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constexpr inline auto all = std::array{
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mvp_matrix,
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@@ -72,4 +72,4 @@ constexpr inline auto names = std::array{
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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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DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::mesh_uniforms::flags)
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@@ -1,10 +1,10 @@
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#pragma once
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#include "opengl/shader_program_variable.hpp"
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#include "opengl/shading/uniform_types/uniform.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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namespace zgl::shading::point_cloud_uniforms
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{
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enum class flags : std::uint8_t
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@@ -19,13 +19,13 @@ enum class flags : std::uint8_t
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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 mvp_matrix = uniform{ GL_FLOAT_MAT4, 0 };
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constexpr inline auto point_size = uniform{ GL_FLOAT, 1 };
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constexpr inline auto color = uniform{ GL_FLOAT_VEC4, 2 };
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constexpr inline auto model_matrix = uniform{ GL_FLOAT_MAT4, 3 };
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constexpr inline auto camera_position = uniform{ GL_FLOAT_VEC3, 4 };
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constexpr inline auto rainbow_offset_y = uniform{ GL_FLOAT, 5 };
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constexpr inline auto rainbow_scale_y = uniform{ GL_FLOAT, 6 };
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constexpr inline auto all = std::array{
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mvp_matrix,
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@@ -49,4 +49,4 @@ constexpr inline auto names = std::array{
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}
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DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::uniforms::point_cloud::flags)
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DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::point_cloud_uniforms::flags)
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