Started refactor to lazily compilable shaders.
This commit is contained in:
@@ -2,82 +2,42 @@
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#include "opengl/shader_program_variable.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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namespace shader_program::attributes::mesh
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{
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enum class flags : int {
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enum class flags : unsigned {
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none = 0,
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position = 1 << 0,
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normal = 1 << 1,
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tex_coord = 1 << 2
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luminance = 1 << 2,
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color = 1 << 3,
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alpha = 1 << 4,
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tex_coord = 1 << 5
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};
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constexpr inline auto position = zgl::shader_program_variable({ GL_FLOAT_VEC3, 0 }, "vertex_position");
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constexpr inline auto normal = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "vertex_normal");
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constexpr inline auto tex_coord = zgl::shader_program_variable({ GL_FLOAT_VEC2, 2 }, "vertex_tex_coord");
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constexpr inline auto position = zgl::shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
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constexpr inline auto normal = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
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constexpr inline auto luminance = zgl::shader_program_variable({ GL_FLOAT, 2 }, "model_vertex_l");
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constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 2 }, "model_vertex_rgb");
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constexpr inline auto alpha = zgl::shader_program_variable({ GL_FLOAT, 3 }, "model_vertex_a");
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constexpr inline auto tex_coord = zgl::shader_program_variable({ GL_FLOAT_VEC2, 2 }, "model_vertex_tex_coord");
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constexpr inline auto all = std::array{
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position, normal, tex_coord
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position, normal, luminance, color, alpha, tex_coord
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};
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constexpr inline auto names = std::array<std::string_view, 6>{
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"position",
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"normal",
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"luminance",
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"color",
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"alpha",
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"tex_coord"
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};
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}
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[[nodiscard]] constexpr shader_program::attributes::mesh::flags operator|(
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const shader_program::attributes::mesh::flags& a, const shader_program::attributes::mesh::flags& b
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) {
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return static_cast<shader_program::attributes::mesh::flags>(static_cast<int>(a) | static_cast<int>(b));
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}
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[[nodiscard]] constexpr shader_program::attributes::mesh::flags operator&(
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const shader_program::attributes::mesh::flags& a, const shader_program::attributes::mesh::flags& b
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) {
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return static_cast<shader_program::attributes::mesh::flags>(static_cast<int>(a) & static_cast<int>(b));
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}
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[[nodiscard]] constexpr shader_program::attributes::mesh::flags operator^(
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const shader_program::attributes::mesh::flags& a, const shader_program::attributes::mesh::flags& b
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) {
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return static_cast<shader_program::attributes::mesh::flags>(static_cast<int>(a) ^ static_cast<int>(b));
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}
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[[nodiscard]] constexpr shader_program::attributes::mesh::flags operator~(const shader_program::attributes::mesh::flags& a) {
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return static_cast<shader_program::attributes::mesh::flags>(~static_cast<int>(a));
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}
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constexpr shader_program::attributes::mesh::flags& operator|=(shader_program::attributes::mesh::flags& a, const shader_program::attributes::mesh::flags& b) {
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return a = a | b;
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}
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constexpr shader_program::attributes::mesh::flags& operator&=(shader_program::attributes::mesh::flags& a, const shader_program::attributes::mesh::flags& b) {
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return a = a & b;
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}
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constexpr shader_program::attributes::mesh::flags& operator^=(shader_program::attributes::mesh::flags& a, const shader_program::attributes::mesh::flags& b) {
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return a = a ^ b;
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}
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[[nodiscard]] constexpr bool operator<(
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shader_program::attributes::mesh::flags lhs, shader_program::attributes::mesh::flags rhs
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) {
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return static_cast<int>(lhs) < static_cast<int>(rhs);
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}
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[[nodiscard]] constexpr bool operator<=(
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shader_program::attributes::mesh::flags lhs, shader_program::attributes::mesh::flags rhs
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) {
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return static_cast<int>(lhs) <= static_cast<int>(rhs);
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}
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[[nodiscard]] constexpr bool operator>(
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shader_program::attributes::mesh::flags lhs, shader_program::attributes::mesh::flags rhs
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) {
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return static_cast<int>(lhs) > static_cast<int>(rhs);
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}
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[[nodiscard]] constexpr bool operator>=(
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shader_program::attributes::mesh::flags lhs, shader_program::attributes::mesh::flags rhs
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) {
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return static_cast<int>(lhs) >= static_cast<int>(rhs);
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}
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DEFINE_ENUM_BITFIELD_OPERATORS(shader_program::attributes::mesh::flags)
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@@ -2,83 +2,40 @@
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#include "opengl/shader_program_variable.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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namespace shader_program::attributes::point_cloud
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{
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enum class flags : int {
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enum class flags : unsigned {
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none = 0,
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position = 1 << 0,
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normal = 1 << 1,
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luminance = 1 << 2,
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color = 1 << 2,
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reflectance = 1 << 3
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alpha = 1 << 3
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};
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constexpr inline auto position = zgl::shader_program_variable({ GL_FLOAT_VEC3, 0 }, "vertex_position");
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constexpr inline auto normal = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "vertex_normal");
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constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 2 }, "vertex_color");
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constexpr inline auto reflectance = zgl::shader_program_variable({ GL_FLOAT, 2 }, "vertex_reflectance");
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constexpr inline auto position = zgl::shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
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constexpr inline auto normal = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
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constexpr inline auto luminance = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_l");
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constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_rgb");
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constexpr inline auto alpha = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_a");
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constexpr inline auto all = std::array{
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position, normal, color, reflectance
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position, normal, luminance, color, alpha
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};
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constexpr inline auto names = std::array<std::string_view, 5>{
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"position",
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"normal",
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"luminance",
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"color",
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"alpha"
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};
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}
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[[nodiscard]] constexpr shader_program::attributes::point_cloud::flags operator|(
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const shader_program::attributes::point_cloud::flags& a, const shader_program::attributes::point_cloud::flags& b
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) {
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return static_cast<shader_program::attributes::point_cloud::flags>(static_cast<int>(a) | static_cast<int>(b));
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}
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[[nodiscard]] constexpr shader_program::attributes::point_cloud::flags operator&(
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const shader_program::attributes::point_cloud::flags& a, const shader_program::attributes::point_cloud::flags& b
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) {
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return static_cast<shader_program::attributes::point_cloud::flags>(static_cast<int>(a) & static_cast<int>(b));
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}
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[[nodiscard]] constexpr shader_program::attributes::point_cloud::flags operator^(
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const shader_program::attributes::point_cloud::flags& a, const shader_program::attributes::point_cloud::flags& b
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) {
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return static_cast<shader_program::attributes::point_cloud::flags>(static_cast<int>(a) ^ static_cast<int>(b));
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}
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[[nodiscard]] constexpr shader_program::attributes::point_cloud::flags operator~(const shader_program::attributes::point_cloud::flags& a) {
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return static_cast<shader_program::attributes::point_cloud::flags>(~static_cast<int>(a));
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}
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constexpr shader_program::attributes::point_cloud::flags& operator|=(shader_program::attributes::point_cloud::flags& a, const shader_program::attributes::point_cloud::flags& b) {
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return a = a | b;
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}
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constexpr shader_program::attributes::point_cloud::flags& operator&=(shader_program::attributes::point_cloud::flags& a, const shader_program::attributes::point_cloud::flags& b) {
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return a = a & b;
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}
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constexpr shader_program::attributes::point_cloud::flags& operator^=(shader_program::attributes::point_cloud::flags& a, const shader_program::attributes::point_cloud::flags& b) {
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return a = a ^ b;
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}
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[[nodiscard]] constexpr bool operator<(
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shader_program::attributes::point_cloud::flags lhs, shader_program::attributes::point_cloud::flags rhs
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) {
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return static_cast<int>(lhs) < static_cast<int>(rhs);
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}
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[[nodiscard]] constexpr bool operator<=(
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shader_program::attributes::point_cloud::flags lhs, shader_program::attributes::point_cloud::flags rhs
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) {
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return static_cast<int>(lhs) <= static_cast<int>(rhs);
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}
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[[nodiscard]] constexpr bool operator>(
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shader_program::attributes::point_cloud::flags lhs, shader_program::attributes::point_cloud::flags rhs
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) {
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return static_cast<int>(lhs) > static_cast<int>(rhs);
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}
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[[nodiscard]] constexpr bool operator>=(
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shader_program::attributes::point_cloud::flags lhs, shader_program::attributes::point_cloud::flags rhs
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) {
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return static_cast<int>(lhs) >= static_cast<int>(rhs);
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}
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DEFINE_ENUM_BITFIELD_OPERATORS(shader_program::attributes::point_cloud::flags)
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@@ -1,85 +0,0 @@
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#pragma once
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#include "assets/components/mesh_vertex_components.hpp"
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#include "assets/components/point_cloud_vertex_components.hpp"
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#include "assets/components/material_components.hpp"
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#include "shader_program/attributes/mesh_attributes.hpp"
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#include "shader_program/uniforms/mesh_uniforms.hpp"
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namespace shader_program::capabilities::mesh
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{
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struct type
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{
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attributes::mesh::flags attributes{
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attributes::mesh::flags::none
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};
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uniforms::mesh::flags uniforms{
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uniforms::mesh::flags::none
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};
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};
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namespace indices
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{
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using type = ztu::u8;
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constexpr inline type position = 0;
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constexpr inline type lit = 1;
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constexpr inline type textured = 2;
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constexpr inline type uniform_color = 3;
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constexpr inline type uniform_alpha = 4;
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constexpr inline type point = 5;
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}
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enum class flags : int
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{
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none = 0,
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position = 1 << indices::position,
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lit = 1 << indices::lit,
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textured = 1 << indices::textured,
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uniform_color = 1 << indices::uniform_color,
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uniform_alpha = 1 << indices::uniform_alpha,
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point = 1 << indices::point
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};
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constexpr inline auto position = type{
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.attributes = attributes::mesh::flags::position,
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.uniforms = uniforms::mesh::flags::mvp
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};
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constexpr inline auto lit = type{
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.attributes = attributes::mesh::flags::normal,
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.uniforms = (
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uniforms::mesh::flags::model_matrix |
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uniforms::mesh::flags::view_pos |
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uniforms::mesh::flags::point_light_direction |
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uniforms::mesh::flags::point_light_color |
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uniforms::mesh::flags::ambient_light_color |
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uniforms::mesh::flags::ambient_filter |
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uniforms::mesh::flags::diffuse_filter |
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uniforms::mesh::flags::specular_filter |
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uniforms::mesh::flags::shininess
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)
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};
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constexpr inline auto point = type{
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.uniforms = uniforms::mesh::flags::point_size
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};
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constexpr inline auto textured = type{
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.attributes = attributes::mesh::flags::tex_coord,
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.uniforms = uniforms::mesh::flags::tex
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};
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constexpr inline auto uniform_color = type{
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.uniforms = uniforms::mesh::flags::color
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};
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constexpr inline auto uniform_alpha = type{
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.uniforms = uniforms::mesh::flags::alpha
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};
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constexpr inline auto all = std::array{
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position, lit, textured, uniform_color, uniform_alpha, point
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};
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}
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@@ -1,77 +0,0 @@
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#pragma once
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#include "shader_program/attributes/point_cloud_attributes.hpp"
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#include "shader_program/uniforms/point_cloud_uniforms.hpp"
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#include "assets/components/mesh_vertex_components.hpp"
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#include "assets/components/point_cloud_vertex_components.hpp"
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#include <array>
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namespace shader_program::capabilities::point_cloud
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{
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struct type
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{
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attributes::point_cloud::flags attributes{
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attributes::point_cloud::flags::none
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};
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uniforms::point_cloud::flags uniforms{
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uniforms::point_cloud::flags::none
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};
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};
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namespace indices
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{
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using type = ztu::u8;
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constexpr inline type position = 0;
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constexpr inline type vertex_color = 1;
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constexpr inline type uniform_color = 2;
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constexpr inline type normal = 3;
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constexpr inline type reflectance = 4;
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constexpr inline type rainbow = 5;
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}
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enum class flags : int
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{
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none = 0,
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position = 1 << indices::position,
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vertex_color = 1 << indices::vertex_color,
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uniform_color = 1 << indices::uniform_color,
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normal = 1 << indices::normal,
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reflectance = 1 << indices::reflectance,
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rainbow = 1 << indices::rainbow
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};
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constexpr inline auto position = type{
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.attributes = attributes::point_cloud::flags::position,
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.uniforms = uniforms::point_cloud::flags::mvp
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};
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constexpr inline auto rainbow = type{};
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constexpr inline auto vertex_color = type{
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.attributes = attributes::point_cloud::flags::color
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};
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constexpr inline auto uniform_color = type{
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.uniforms = uniforms::point_cloud::flags::color
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};
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constexpr inline auto normal = type{
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.attributes = attributes::point_cloud::flags::normal,
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.uniforms = (
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uniforms::point_cloud::flags::model |
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uniforms::point_cloud::flags::camera_position
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)
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};
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constexpr inline auto reflectance = type{
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.attributes = attributes::point_cloud::flags::reflectance
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};
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constexpr inline auto all = std::array{
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position, vertex_color, uniform_color, normal, reflectance, rainbow
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};
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}
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134
include/shader_program/features/mesh_features.hpp
Normal file
134
include/shader_program/features/mesh_features.hpp
Normal file
@@ -0,0 +1,134 @@
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#pragma once
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#include "assets/components/mesh_vertex_components.hpp"
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#include "assets/components/point_cloud_vertex_components.hpp"
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#include "assets/components/material_components.hpp"
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#include "shader_program/attributes/mesh_attributes.hpp"
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#include "shader_program/uniforms/mesh_uniforms.hpp"
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#include <array>
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#include <string_view>
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namespace shader_program::features::mesh
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{
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struct type
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{
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attributes::mesh::flags attributes{
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attributes::mesh::flags::none
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};
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uniforms::mesh::flags uniforms{
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uniforms::mesh::flags::none
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};
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};
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namespace indices
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{
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using type = ztu::u8;
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constexpr inline type face = 0;
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constexpr inline type line = 1;
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constexpr inline type point = 2;
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constexpr inline type luminance = 3;
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constexpr inline type color = 4;
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constexpr inline type alpha = 5;
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constexpr inline type lighting = 6;
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constexpr inline type texture = 7;
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constexpr inline type uniform_color = 8;
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}
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enum class flags : unsigned
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{
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none = 0,
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face = 1 << indices::face,
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line = 1 << indices::line,
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point = 1 << indices::point,
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luminance = 1 << indices::luminance,
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color = 1 << indices::color,
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alpha = 1 << indices::alpha,
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lighting = 1 << indices::lighting,
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texture = 1 << indices::texture,
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uniform_color = 1 << indices::uniform_color,
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};
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constexpr inline auto face = type{
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.attributes = attributes::mesh::flags::position,
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.uniforms = uniforms::mesh::flags::mvp_matrix
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};
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constexpr inline auto line = type{
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.attributes = attributes::mesh::flags::position,
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.uniforms = uniforms::mesh::flags::mvp_matrix
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};
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constexpr inline auto point = type{
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.attributes = attributes::mesh::flags::position,
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.uniforms = (
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uniforms::mesh::flags::mvp_matrix |
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uniforms::mesh::flags::point_size
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)
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};
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constexpr inline auto luminance = type{
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.attributes = attributes::mesh::flags::luminance
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};
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constexpr inline auto color = type{
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.attributes = attributes::mesh::flags::color
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};
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constexpr inline auto alpha = type{
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.attributes = attributes::mesh::flags::alpha
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};
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||||
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constexpr inline auto lighting = type{
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||||
.attributes = attributes::mesh::flags::normal,
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||||
.uniforms = (
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||||
uniforms::mesh::flags::model_matrix |
|
||||
uniforms::mesh::flags::view_pos |
|
||||
uniforms::mesh::flags::point_light_direction |
|
||||
uniforms::mesh::flags::point_light_color |
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||||
uniforms::mesh::flags::ambient_light_color |
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uniforms::mesh::flags::ambient_filter |
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||||
uniforms::mesh::flags::diffuse_filter |
|
||||
uniforms::mesh::flags::specular_filter |
|
||||
uniforms::mesh::flags::shininess
|
||||
)
|
||||
};
|
||||
|
||||
constexpr inline auto texture = type{
|
||||
.attributes = attributes::mesh::flags::tex_coord,
|
||||
.uniforms = uniforms::mesh::flags::tex
|
||||
};
|
||||
|
||||
constexpr inline auto uniform_color = type{
|
||||
.uniforms = uniforms::mesh::flags::color
|
||||
};
|
||||
|
||||
constexpr inline auto all = std::array{
|
||||
face, line, point, luminance, color, alpha, lighting, texture, uniform_color
|
||||
};
|
||||
|
||||
constexpr inline auto names = std::array<std::string_view, 9>{
|
||||
"face",
|
||||
"line",
|
||||
"point",
|
||||
"luminance",
|
||||
"color",
|
||||
"alpha",
|
||||
"lighting",
|
||||
"texture",
|
||||
"uniform_color"
|
||||
};
|
||||
|
||||
constexpr inline auto defines = std::array<std::string_view, 9>{
|
||||
"FACE",
|
||||
"LINE",
|
||||
"POINT",
|
||||
"V_L",
|
||||
"V_RGB",
|
||||
"V_A",
|
||||
"LIGHTING",
|
||||
"TEXTURE",
|
||||
"U_RGBA"
|
||||
};
|
||||
|
||||
}
|
||||
112
include/shader_program/features/point_cloud_features.hpp
Normal file
112
include/shader_program/features/point_cloud_features.hpp
Normal file
@@ -0,0 +1,112 @@
|
||||
#pragma once
|
||||
|
||||
#include "shader_program/attributes/point_cloud_attributes.hpp"
|
||||
#include "shader_program/uniforms/point_cloud_uniforms.hpp"
|
||||
|
||||
#include "assets/components/mesh_vertex_components.hpp"
|
||||
#include "assets/components/point_cloud_vertex_components.hpp"
|
||||
|
||||
#include <array>
|
||||
|
||||
namespace shader_program::features::point_cloud
|
||||
{
|
||||
|
||||
struct type
|
||||
{
|
||||
attributes::point_cloud::flags attributes{
|
||||
attributes::point_cloud::flags::none
|
||||
};
|
||||
uniforms::point_cloud::flags uniforms{
|
||||
uniforms::point_cloud::flags::none
|
||||
};
|
||||
};
|
||||
|
||||
namespace indices
|
||||
{
|
||||
using type = ztu::u8;
|
||||
constexpr inline type square = 0;
|
||||
constexpr inline type lighting = 1;
|
||||
constexpr inline type luminance = 2;
|
||||
constexpr inline type color = 3;
|
||||
constexpr inline type alpha = 4;
|
||||
constexpr inline type uniform_color = 5;
|
||||
constexpr inline type rainbow = 6;
|
||||
}
|
||||
|
||||
enum class flags : unsigned
|
||||
{
|
||||
none = 0,
|
||||
square = 1 << indices::square,
|
||||
lighting = 1 << indices::lighting,
|
||||
luminance = 1 << indices::luminance,
|
||||
color = 1 << indices::color,
|
||||
alpha = 1 << indices::alpha,
|
||||
uniform_color = 1 << indices::uniform_color,
|
||||
rainbow = 1 << indices::rainbow
|
||||
};
|
||||
|
||||
constexpr inline auto square = type{
|
||||
.attributes = attributes::point_cloud::flags::position,
|
||||
.uniforms = (
|
||||
uniforms::point_cloud::flags::mvp_matrix |
|
||||
uniforms::point_cloud::flags::point_size
|
||||
)
|
||||
};
|
||||
|
||||
constexpr inline auto lighting = type{
|
||||
.attributes = attributes::point_cloud::flags::normal,
|
||||
.uniforms = (
|
||||
uniforms::point_cloud::flags::model_matrix |
|
||||
uniforms::point_cloud::flags::camera_position
|
||||
)
|
||||
};
|
||||
|
||||
constexpr inline auto luminance = type{
|
||||
.attributes = attributes::point_cloud::flags::luminance
|
||||
};
|
||||
|
||||
constexpr inline auto color = type{
|
||||
.attributes = attributes::point_cloud::flags::color
|
||||
};
|
||||
|
||||
constexpr inline auto alpha = type{
|
||||
.attributes = attributes::point_cloud::flags::alpha
|
||||
};
|
||||
|
||||
constexpr inline auto uniform_color = type{
|
||||
.uniforms = uniforms::point_cloud::flags::color
|
||||
};
|
||||
|
||||
constexpr inline auto rainbow = type{
|
||||
.uniforms = (
|
||||
uniforms::point_cloud::flags::rainbow_offset_y |
|
||||
uniforms::point_cloud::flags::rainbow_scale_y
|
||||
)
|
||||
};
|
||||
|
||||
constexpr inline auto all = std::array{
|
||||
square, lighting, luminance, color, alpha, uniform_color, rainbow
|
||||
};
|
||||
|
||||
constexpr inline auto names = std::array{
|
||||
"square",
|
||||
"lighting",
|
||||
"luminance",
|
||||
"color",
|
||||
"alpha",
|
||||
"uniform_color",
|
||||
"rainbow"
|
||||
};
|
||||
|
||||
constexpr inline auto defines = std::array{
|
||||
"SQUARE",
|
||||
"LIGHTING",
|
||||
"V_L",
|
||||
"V_RGB",
|
||||
"V_A",
|
||||
"U_RGBA",
|
||||
"RAINBOW"
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
219
include/shader_program/metadata_type.hpp
Normal file
219
include/shader_program/metadata_type.hpp
Normal file
@@ -0,0 +1,219 @@
|
||||
#pragma once
|
||||
|
||||
#include <limits>
|
||||
#include <utility>
|
||||
|
||||
#include "features/mesh_features.hpp"
|
||||
#include "features/point_cloud_features.hpp"
|
||||
|
||||
namespace shader_program
|
||||
{
|
||||
|
||||
enum class geometries : int
|
||||
{
|
||||
mesh = 0,
|
||||
point_cloud = 1
|
||||
};
|
||||
|
||||
enum class stages : GLenum
|
||||
{
|
||||
vertex = GL_VERTEX_SHADER,
|
||||
geometry = GL_GEOMETRY_SHADER,
|
||||
fragment = GL_FRAGMENT_SHADER
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
union combined_feature_type
|
||||
{
|
||||
features::mesh::flags mesh;
|
||||
features::point_cloud::flags point_cloud;
|
||||
|
||||
using generic_type = std::common_type_t<
|
||||
std::underlying_type_t<features::mesh::flags>,
|
||||
std::underlying_type_t<features::point_cloud::flags>
|
||||
>;
|
||||
|
||||
generic_type generic(const geometries geometry) const noexcept
|
||||
{
|
||||
switch (geometry)
|
||||
{
|
||||
case geometries::mesh:
|
||||
return static_cast<generic_type>(mesh);
|
||||
case geometries::point_cloud:
|
||||
return static_cast<generic_type>(point_cloud);
|
||||
}
|
||||
std::unreachable();
|
||||
}
|
||||
|
||||
void from_generic(
|
||||
const geometries geometry,
|
||||
generic_type new_features
|
||||
) noexcept {
|
||||
switch (geometry)
|
||||
{
|
||||
case geometries::mesh:
|
||||
mesh = static_cast<features::mesh::flags>(new_features);
|
||||
case geometries::point_cloud:
|
||||
point_cloud = static_cast<features::point_cloud::flags>(new_features);
|
||||
}
|
||||
std::unreachable();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
struct metadata_type
|
||||
{
|
||||
geometries geometry;
|
||||
stages stage;
|
||||
combined_feature_type features;
|
||||
combined_feature_type feature_toggles;
|
||||
|
||||
std::pair<combined_feature_type::generic_type, combined_feature_type::generic_type> generic() const noexcept
|
||||
{
|
||||
switch (geometry)
|
||||
{
|
||||
case geometries::mesh:
|
||||
return {
|
||||
static_cast<combined_feature_type::generic_type>(features.mesh),
|
||||
static_cast<combined_feature_type::generic_type>(feature_toggles.mesh)
|
||||
};
|
||||
case geometries::point_cloud:
|
||||
return {
|
||||
static_cast<combined_feature_type::generic_type>(features.point_cloud),
|
||||
static_cast<combined_feature_type::generic_type>(feature_toggles.point_cloud)
|
||||
};
|
||||
}
|
||||
std::unreachable();
|
||||
}
|
||||
|
||||
void from_generic(
|
||||
combined_feature_type::generic_type new_features,
|
||||
combined_feature_type::generic_type new_feature_toggles
|
||||
) noexcept {
|
||||
switch (geometry)
|
||||
{
|
||||
case geometries::mesh:
|
||||
features.mesh = static_cast<features::mesh::flags>(new_features);
|
||||
feature_toggles.mesh = static_cast<features::mesh::flags>(new_feature_toggles);
|
||||
case geometries::point_cloud:
|
||||
features.point_cloud = static_cast<features::point_cloud::flags>(new_features);
|
||||
feature_toggles.point_cloud = static_cast<features::point_cloud::flags>(new_feature_toggles);
|
||||
}
|
||||
std::unreachable();
|
||||
}
|
||||
|
||||
auto operator<=>(const metadata_type& other) const noexcept
|
||||
{
|
||||
if (this->geometry == other.geometry)
|
||||
{
|
||||
switch (this->geometry)
|
||||
{
|
||||
case geometries::mesh:
|
||||
return (
|
||||
std::tie(this->stage, this->features.mesh, this->feature_toggles.mesh) <=>
|
||||
std::tie(other.stage, other.features.mesh, other.feature_toggles.mesh)
|
||||
);
|
||||
case geometries::point_cloud:
|
||||
return (
|
||||
std::tie(this->stage, this->features.point_cloud, this->feature_toggles.point_cloud) <=>
|
||||
std::tie(other.stage, other.features.point_cloud, other.feature_toggles.point_cloud)
|
||||
);
|
||||
}
|
||||
std::unreachable();
|
||||
}
|
||||
else
|
||||
{
|
||||
return this->geometry <=> other.geometry;
|
||||
}
|
||||
}
|
||||
|
||||
bool operator==(const metadata_type& other) const noexcept
|
||||
{
|
||||
if (this->geometry == other.geometry)
|
||||
{
|
||||
switch (this->geometry)
|
||||
{
|
||||
case geometries::mesh:
|
||||
return (
|
||||
std::tie(this->stage, this->features.mesh, this->feature_toggles.mesh) ==
|
||||
std::tie(other.stage, other.features.mesh, other.feature_toggles.mesh)
|
||||
);
|
||||
case geometries::point_cloud:
|
||||
return (
|
||||
std::tie(this->stage, this->features.point_cloud, this->feature_toggles.point_cloud) ==
|
||||
std::tie(other.stage, other.features.point_cloud, other.feature_toggles.point_cloud)
|
||||
);
|
||||
}
|
||||
std::unreachable();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
struct feature_ignorant_less
|
||||
{
|
||||
bool operator()(const metadata_type& a, const metadata_type& b) const
|
||||
{
|
||||
return (
|
||||
std::tie(a.geometry, a.stage) <
|
||||
std::tie(a.geometry, b.stage)
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
struct feature_count_less
|
||||
{
|
||||
bool operator()(const metadata_type& a, const metadata_type& b) const
|
||||
{
|
||||
if (a.geometry == b.geometry)
|
||||
{
|
||||
int feature_count{}, feature_toggle_count{};
|
||||
int other_feature_count{}, other_feature_toggle_count{};
|
||||
|
||||
constexpr auto count_features = []<typename T>(const T features)
|
||||
{
|
||||
using int_type = std::underlying_type_t<T>;
|
||||
using uint_type = std::make_unsigned_t<int_type>;
|
||||
return std::popcount(static_cast<uint_type>(static_cast<int_type>(features)));
|
||||
};
|
||||
|
||||
switch (a.geometry)
|
||||
{
|
||||
case geometries::mesh:
|
||||
for (auto& [ count, features ] : {
|
||||
std::tie(feature_count, a.features.mesh),
|
||||
std::tie(feature_toggle_count, a.feature_toggles.mesh),
|
||||
std::tie(other_feature_count, b.features.mesh),
|
||||
std::tie(other_feature_toggle_count, b.feature_toggles.mesh)
|
||||
}) {
|
||||
count = count_features(features);
|
||||
}
|
||||
case geometries::point_cloud:
|
||||
for (auto& [ count, features ] : {
|
||||
std::tie(feature_count, a.features.point_cloud),
|
||||
std::tie(feature_toggle_count, a.feature_toggles.point_cloud),
|
||||
std::tie(other_feature_count, b.features.point_cloud),
|
||||
std::tie(other_feature_toggle_count, b.feature_toggles.point_cloud)
|
||||
}) {
|
||||
count = count_features(features);
|
||||
}
|
||||
default:
|
||||
std::unreachable();
|
||||
}
|
||||
return (
|
||||
std::tie(a.stage, feature_count, feature_toggle_count) <
|
||||
std::tie(b.stage, other_feature_count, other_feature_toggle_count)
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
return a.geometry < b.geometry;
|
||||
}
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
}
|
||||
@@ -2,14 +2,15 @@
|
||||
|
||||
#include "opengl/shader_program_variable.hpp"
|
||||
#include <array>
|
||||
#include "util/enum_bitfield_operators.hpp"
|
||||
|
||||
namespace shader_program::uniforms::mesh
|
||||
{
|
||||
|
||||
enum class flags : int
|
||||
enum class flags : unsigned
|
||||
{
|
||||
none = 0,
|
||||
mvp = 1 << 0,
|
||||
mvp_matrix = 1 << 0,
|
||||
model_matrix = 1 << 1,
|
||||
point_size = 1 << 2,
|
||||
color = 1 << 3,
|
||||
@@ -21,27 +22,25 @@ enum class flags : int
|
||||
ambient_filter = 1 << 9,
|
||||
diffuse_filter = 1 << 10,
|
||||
specular_filter = 1 << 11,
|
||||
shininess = 1 << 12,
|
||||
alpha = 1 << 13
|
||||
shininess = 1 << 12
|
||||
};
|
||||
|
||||
constexpr inline auto mvp = zgl::shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
|
||||
constexpr inline auto mvp_matrix = zgl::shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
|
||||
constexpr inline auto model_matrix = zgl::shader_program_variable({ GL_FLOAT_MAT4, 1 }, "model_matrix");
|
||||
constexpr inline auto point_size = zgl::shader_program_variable({ GL_FLOAT, 2 }, "point_size");
|
||||
constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC4, 3 }, "color");
|
||||
constexpr inline auto tex = zgl::shader_program_variable({ GL_SAMPLER_2D, 3 }, "tex");
|
||||
constexpr inline auto view_pos = zgl::shader_program_variable({ GL_FLOAT_VEC3, 4 }, "view_pos");
|
||||
constexpr inline auto point_light_direction = zgl::shader_program_variable({ GL_FLOAT_VEC3, 5 }, "point_light_direction");
|
||||
constexpr inline auto point_light_color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 6 }, "point_light_color");
|
||||
constexpr inline auto ambient_light_color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 7 }, "ambient_light_color");
|
||||
constexpr inline auto ambient_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 8 }, "ambient_filter");
|
||||
constexpr inline auto diffuse_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 9 }, "diffuse_filter");
|
||||
constexpr inline auto specular_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 10 }, "specular_filter");
|
||||
constexpr inline auto shininess = zgl::shader_program_variable({ GL_FLOAT, 11 }, "shininess");
|
||||
constexpr inline auto alpha = zgl::shader_program_variable({ GL_FLOAT, 12 }, "alpha");
|
||||
constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC4, 4 }, "color");
|
||||
constexpr inline auto view_pos = zgl::shader_program_variable({ GL_FLOAT_VEC3, 5 }, "view_pos");
|
||||
constexpr inline auto point_light_direction = zgl::shader_program_variable({ GL_FLOAT_VEC3, 6 }, "point_light_direction");
|
||||
constexpr inline auto point_light_color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 7 }, "point_light_color");
|
||||
constexpr inline auto ambient_light_color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 8 }, "ambient_light_color");
|
||||
constexpr inline auto ambient_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 9 }, "ambient_filter");
|
||||
constexpr inline auto diffuse_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 10 }, "diffuse_filter");
|
||||
constexpr inline auto specular_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 11 }, "specular_filter");
|
||||
constexpr inline auto shininess = zgl::shader_program_variable({ GL_FLOAT, 12 }, "shininess");
|
||||
|
||||
constexpr inline auto all = std::array{
|
||||
mvp,
|
||||
mvp_matrix,
|
||||
model_matrix,
|
||||
point_size,
|
||||
color,
|
||||
@@ -53,65 +52,24 @@ constexpr inline auto all = std::array{
|
||||
ambient_filter,
|
||||
diffuse_filter,
|
||||
specular_filter,
|
||||
shininess,
|
||||
alpha
|
||||
shininess
|
||||
};
|
||||
|
||||
constexpr inline auto names = std::array{
|
||||
"mvp_matrix",
|
||||
"model_matrix",
|
||||
"point_size",
|
||||
"color",
|
||||
"tex",
|
||||
"view_pos",
|
||||
"point_light_direction",
|
||||
"point_light_color",
|
||||
"ambient_light_color",
|
||||
"ambient_filter",
|
||||
"diffuse_filter",
|
||||
"specular_filter",
|
||||
"shininess"
|
||||
};
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr shader_program::uniforms::mesh::flags operator|(
|
||||
const shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b
|
||||
) {
|
||||
return static_cast<shader_program::uniforms::mesh::flags>(static_cast<int>(a) | static_cast<int>(b));
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr shader_program::uniforms::mesh::flags operator&(
|
||||
const shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b
|
||||
) {
|
||||
return static_cast<shader_program::uniforms::mesh::flags>(static_cast<int>(a) & static_cast<int>(b));
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr shader_program::uniforms::mesh::flags operator^(
|
||||
const shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b
|
||||
) {
|
||||
return static_cast<shader_program::uniforms::mesh::flags>(static_cast<int>(a) ^ static_cast<int>(b));
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr shader_program::uniforms::mesh::flags operator~(const shader_program::uniforms::mesh::flags& a) {
|
||||
return static_cast<shader_program::uniforms::mesh::flags>(~static_cast<int>(a));
|
||||
}
|
||||
|
||||
constexpr shader_program::uniforms::mesh::flags& operator|=(shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b) {
|
||||
return a = a | b;
|
||||
}
|
||||
|
||||
constexpr shader_program::uniforms::mesh::flags& operator&=(shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b) {
|
||||
return a = a & b;
|
||||
}
|
||||
|
||||
constexpr shader_program::uniforms::mesh::flags& operator^=(shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b) {
|
||||
return a = a ^ b;
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator<(
|
||||
shader_program::uniforms::mesh::flags lhs, shader_program::uniforms::mesh::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) < static_cast<int>(rhs);
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator<=(
|
||||
shader_program::uniforms::mesh::flags lhs, shader_program::uniforms::mesh::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) <= static_cast<int>(rhs);
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator>(
|
||||
shader_program::uniforms::mesh::flags lhs, shader_program::uniforms::mesh::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) > static_cast<int>(rhs);
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator>=(
|
||||
shader_program::uniforms::mesh::flags lhs, shader_program::uniforms::mesh::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) >= static_cast<int>(rhs);
|
||||
}
|
||||
DEFINE_ENUM_BITFIELD_OPERATORS(shader_program::uniforms::mesh::flags)
|
||||
|
||||
@@ -6,92 +6,46 @@
|
||||
namespace shader_program::uniforms::point_cloud
|
||||
{
|
||||
|
||||
enum class flags : int
|
||||
enum class flags : unsigned
|
||||
{
|
||||
none = 0,
|
||||
mvp = 1 << 0,
|
||||
mvp_matrix = 1 << 0,
|
||||
point_size = 1 << 1,
|
||||
color = 1 << 2,
|
||||
model = 1 << 3,
|
||||
model_matrix = 1 << 3,
|
||||
camera_position = 1 << 4,
|
||||
rainbow_offset_y = 1 << 5,
|
||||
rainbow_scale_y = 1 << 6,
|
||||
rainbow_scale_y = 1 << 6
|
||||
};
|
||||
|
||||
constexpr inline auto mvp = zgl::shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp");
|
||||
constexpr inline auto point_size = zgl::shader_program_variable({ GL_FLOAT, 2 }, "point_size");
|
||||
constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC4, 3 }, "color");
|
||||
constexpr inline auto model = zgl::shader_program_variable({ GL_FLOAT_MAT4, 4 }, "model");
|
||||
constexpr inline auto camera_position = zgl::shader_program_variable({ GL_FLOAT_VEC3, 5 }, "camera_position");
|
||||
constexpr inline auto rainbow_offset_y = zgl::shader_program_variable({ GL_FLOAT, 6 }, "rainbow_offset_y");
|
||||
constexpr inline auto rainbow_scale_y = zgl::shader_program_variable({ GL_FLOAT, 7 }, "rainbow_scale_y");
|
||||
constexpr inline auto mvp_matrix = zgl::shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
|
||||
constexpr inline auto point_size = zgl::shader_program_variable({ GL_FLOAT, 1 }, "point_size");
|
||||
constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC4, 2 }, "color");
|
||||
constexpr inline auto model_matrix = zgl::shader_program_variable({ GL_FLOAT_MAT4, 3 }, "model_matrix");
|
||||
constexpr inline auto camera_position = zgl::shader_program_variable({ GL_FLOAT_VEC3, 4 }, "camera_position");
|
||||
constexpr inline auto rainbow_offset_y = zgl::shader_program_variable({ GL_FLOAT, 5 }, "rainbow_offset_y");
|
||||
constexpr inline auto rainbow_scale_y = zgl::shader_program_variable({ GL_FLOAT, 6 }, "rainbow_scale_y");
|
||||
|
||||
constexpr inline auto all = std::array{
|
||||
mvp,
|
||||
mvp_matrix,
|
||||
point_size,
|
||||
color,
|
||||
model,
|
||||
model_matrix,
|
||||
camera_position,
|
||||
rainbow_offset_y,
|
||||
rainbow_scale_y
|
||||
};
|
||||
|
||||
constexpr inline auto names = std::array{
|
||||
"mvp_matrix",
|
||||
"point_size",
|
||||
"color",
|
||||
"model_matrix",
|
||||
"camera_position",
|
||||
"rainbow_offset_y",
|
||||
"rainbow_scale_y"
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr shader_program::uniforms::point_cloud::flags operator|(
|
||||
const shader_program::uniforms::point_cloud::flags& a, const shader_program::uniforms::point_cloud::flags& b
|
||||
) {
|
||||
return static_cast<shader_program::uniforms::point_cloud::flags>(static_cast<int>(a) | static_cast<int>(b));
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr shader_program::uniforms::point_cloud::flags operator&(
|
||||
const shader_program::uniforms::point_cloud::flags& a, const shader_program::uniforms::point_cloud::flags& b
|
||||
) {
|
||||
return static_cast<shader_program::uniforms::point_cloud::flags>(static_cast<int>(a) & static_cast<int>(b));
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr shader_program::uniforms::point_cloud::flags operator^(
|
||||
const shader_program::uniforms::point_cloud::flags& a, const shader_program::uniforms::point_cloud::flags& b
|
||||
) {
|
||||
return static_cast<shader_program::uniforms::point_cloud::flags>(static_cast<int>(a) ^ static_cast<int>(b));
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr shader_program::uniforms::point_cloud::flags operator~(const shader_program::uniforms::point_cloud::flags& a) {
|
||||
return static_cast<shader_program::uniforms::point_cloud::flags>(~static_cast<int>(a));
|
||||
}
|
||||
|
||||
constexpr shader_program::uniforms::point_cloud::flags& operator|=(shader_program::uniforms::point_cloud::flags& a, const shader_program::uniforms::point_cloud::flags& b) {
|
||||
return a = a | b;
|
||||
}
|
||||
|
||||
constexpr shader_program::uniforms::point_cloud::flags& operator&=(shader_program::uniforms::point_cloud::flags& a, const shader_program::uniforms::point_cloud::flags& b) {
|
||||
return a = a & b;
|
||||
}
|
||||
|
||||
constexpr shader_program::uniforms::point_cloud::flags& operator^=(shader_program::uniforms::point_cloud::flags& a, const shader_program::uniforms::point_cloud::flags& b) {
|
||||
return a = a ^ b;
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator<(
|
||||
shader_program::uniforms::point_cloud::flags lhs, shader_program::uniforms::point_cloud::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) < static_cast<int>(rhs);
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator<=(
|
||||
shader_program::uniforms::point_cloud::flags lhs, shader_program::uniforms::point_cloud::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) <= static_cast<int>(rhs);
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator>(
|
||||
shader_program::uniforms::point_cloud::flags lhs, shader_program::uniforms::point_cloud::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) > static_cast<int>(rhs);
|
||||
}
|
||||
|
||||
[[nodiscard]] constexpr bool operator>=(
|
||||
shader_program::uniforms::point_cloud::flags lhs, shader_program::uniforms::point_cloud::flags rhs
|
||||
) {
|
||||
return static_cast<int>(lhs) >= static_cast<int>(rhs);
|
||||
}
|
||||
DEFINE_ENUM_BITFIELD_OPERATORS(shader_program::uniforms::point_cloud::flags)
|
||||
|
||||
Reference in New Issue
Block a user