std140 implementation
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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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