#pragma once #include "opengl/shading/uniform_types/uniform.hpp" #include "util/enum_bitfield_operators.hpp" #include namespace zgl::shading::point_cloud_uniforms { enum class flags : std::uint8_t { none = 0, mvp_matrix = 1 << 0, point_size = 1 << 1, color = 1 << 2, model_matrix = 1 << 3, camera_position = 1 << 4, rainbow_offset_y = 1 << 5, rainbow_scale_y = 1 << 6 }; constexpr inline auto mvp_matrix = uniform{ GL_FLOAT_MAT4, 0 }; constexpr inline auto point_size = uniform{ GL_FLOAT, 1 }; constexpr inline auto color = uniform{ GL_FLOAT_VEC4, 2 }; constexpr inline auto model_matrix = uniform{ GL_FLOAT_MAT4, 3 }; constexpr inline auto camera_position = uniform{ GL_FLOAT_VEC3, 4 }; constexpr inline auto rainbow_offset_y = uniform{ GL_FLOAT, 5 }; constexpr inline auto rainbow_scale_y = uniform{ GL_FLOAT, 6 }; constexpr inline auto all = std::array{ mvp_matrix, point_size, color, 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" }; } DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::point_cloud_uniforms::flags)