fixes
This commit is contained in:
83
include/shader_program/attributes/mesh_attributes.hpp
Normal file
83
include/shader_program/attributes/mesh_attributes.hpp
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@@ -0,0 +1,83 @@
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#pragma once
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#include "opengl/shader_program_variable.hpp"
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#include <array>
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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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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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};
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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 all = std::array{
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position, normal, 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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84
include/shader_program/attributes/point_cloud_attributes.hpp
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84
include/shader_program/attributes/point_cloud_attributes.hpp
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@@ -0,0 +1,84 @@
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#pragma once
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#include "opengl/shader_program_variable.hpp"
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#include <array>
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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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none = 0,
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position = 1 << 0,
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normal = 1 << 1,
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color = 1 << 2,
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reflectance = 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 all = std::array{
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position, normal, color, reflectance
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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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85
include/shader_program/capabilities/mesh_capabilities.hpp
Normal file
85
include/shader_program/capabilities/mesh_capabilities.hpp
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@@ -0,0 +1,85 @@
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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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@@ -0,0 +1,77 @@
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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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117
include/shader_program/uniforms/mesh_uniforms.hpp
Normal file
117
include/shader_program/uniforms/mesh_uniforms.hpp
Normal file
@@ -0,0 +1,117 @@
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#pragma once
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#include "opengl/shader_program_variable.hpp"
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#include <array>
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namespace shader_program::uniforms::mesh
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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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mvp = 1 << 0,
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model_matrix = 1 << 1,
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point_size = 1 << 2,
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color = 1 << 3,
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tex = 1 << 4,
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view_pos = 1 << 5,
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point_light_direction = 1 << 6,
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point_light_color = 1 << 7,
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ambient_light_color = 1 << 8,
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ambient_filter = 1 << 9,
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diffuse_filter = 1 << 10,
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specular_filter = 1 << 11,
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shininess = 1 << 12,
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alpha = 1 << 13
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};
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constexpr inline auto mvp = zgl::shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
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constexpr inline auto model_matrix = zgl::shader_program_variable({ GL_FLOAT_MAT4, 1 }, "model_matrix");
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constexpr inline auto point_size = zgl::shader_program_variable({ GL_FLOAT, 2 }, "point_size");
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constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC4, 3 }, "color");
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constexpr inline auto tex = zgl::shader_program_variable({ GL_SAMPLER_2D, 3 }, "tex");
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constexpr inline auto view_pos = zgl::shader_program_variable({ GL_FLOAT_VEC3, 4 }, "view_pos");
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constexpr inline auto point_light_direction = zgl::shader_program_variable({ GL_FLOAT_VEC3, 5 }, "point_light_direction");
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constexpr inline auto point_light_color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 6 }, "point_light_color");
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constexpr inline auto ambient_light_color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 7 }, "ambient_light_color");
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constexpr inline auto ambient_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 8 }, "ambient_filter");
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constexpr inline auto diffuse_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 9 }, "diffuse_filter");
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constexpr inline auto specular_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 10 }, "specular_filter");
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constexpr inline auto shininess = zgl::shader_program_variable({ GL_FLOAT, 11 }, "shininess");
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constexpr inline auto alpha = zgl::shader_program_variable({ GL_FLOAT, 12 }, "alpha");
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constexpr inline auto all = std::array{
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mvp,
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model_matrix,
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point_size,
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color,
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tex,
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view_pos,
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point_light_direction,
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point_light_color,
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ambient_light_color,
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ambient_filter,
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diffuse_filter,
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specular_filter,
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shininess,
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alpha
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};
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}
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[[nodiscard]] constexpr shader_program::uniforms::mesh::flags operator|(
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const shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b
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) {
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return static_cast<shader_program::uniforms::mesh::flags>(static_cast<int>(a) | static_cast<int>(b));
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}
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[[nodiscard]] constexpr shader_program::uniforms::mesh::flags operator&(
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const shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b
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) {
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return static_cast<shader_program::uniforms::mesh::flags>(static_cast<int>(a) & static_cast<int>(b));
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}
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[[nodiscard]] constexpr shader_program::uniforms::mesh::flags operator^(
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const shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b
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) {
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return static_cast<shader_program::uniforms::mesh::flags>(static_cast<int>(a) ^ static_cast<int>(b));
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}
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[[nodiscard]] constexpr shader_program::uniforms::mesh::flags operator~(const shader_program::uniforms::mesh::flags& a) {
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return static_cast<shader_program::uniforms::mesh::flags>(~static_cast<int>(a));
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}
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constexpr shader_program::uniforms::mesh::flags& operator|=(shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b) {
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return a = a | b;
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}
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constexpr shader_program::uniforms::mesh::flags& operator&=(shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::mesh::flags& b) {
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return a = a & b;
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}
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constexpr shader_program::uniforms::mesh::flags& operator^=(shader_program::uniforms::mesh::flags& a, const shader_program::uniforms::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::uniforms::mesh::flags lhs, shader_program::uniforms::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::uniforms::mesh::flags lhs, shader_program::uniforms::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::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);
|
||||
}
|
||||
97
include/shader_program/uniforms/point_cloud_uniforms.hpp
Normal file
97
include/shader_program/uniforms/point_cloud_uniforms.hpp
Normal file
@@ -0,0 +1,97 @@
|
||||
#pragma once
|
||||
|
||||
#include "opengl/shader_program_variable.hpp"
|
||||
#include <array>
|
||||
|
||||
namespace shader_program::uniforms::point_cloud
|
||||
{
|
||||
|
||||
enum class flags : int
|
||||
{
|
||||
none = 0,
|
||||
mvp = 1 << 0,
|
||||
point_size = 1 << 1,
|
||||
color = 1 << 2,
|
||||
model = 1 << 3,
|
||||
camera_position = 1 << 4,
|
||||
rainbow_offset_y = 1 << 5,
|
||||
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 all = std::array{
|
||||
mvp,
|
||||
point_size,
|
||||
color,
|
||||
model,
|
||||
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);
|
||||
}
|
||||
Reference in New Issue
Block a user