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

View File

@@ -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)

View File

@@ -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)