tried making naming more uniform and implemented most of the opengl managers
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@@ -1,20 +1,21 @@
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#pragma once
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#include <tuple>
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#include "../dynamic_read_buffers"
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#include "assets/data_stores/texture_store.hpp"
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#include "assets/data/surface_properties.hpp"
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#include "util/enum_bitfield_operators.hpp"
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namespace components::material
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namespace assets::material_components
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{
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using surface_properties = ::surface_properties;
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using surface_properties = surface_properties;
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using transparency = float;
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using ambient_color_texture = ::dynamic_texture_data;
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using diffuse_color_texture = ::dynamic_texture_data;
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using specular_color_texture = ::dynamic_texture_data;
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using shininess_texture = ::dynamic_texture_data;
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using alpha_texture = ::dynamic_texture_data;
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using bump_texture = ::dynamic_texture_data;
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using ambient_color_texture = texture_store::id_type;
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using diffuse_color_texture = texture_store::id_type;
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using specular_color_texture = texture_store::id_type;
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using shininess_texture = texture_store::id_type;
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using alpha_texture = texture_store::id_type;
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using bump_texture = texture_store::id_type;
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namespace indices
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{
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@@ -56,4 +57,4 @@ constexpr inline auto count = std::tuple_size_v<all>;
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} // namespace material_component
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DEFINE_ENUM_BITFIELD_OPERATORS(components::material::flags)
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DEFINE_ENUM_BITFIELD_OPERATORS(assets::material_components::flags)
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