#pragma once #include "assets/components/material_components.hpp" #include "assets/components/mesh_vertex_components.hpp" #include "shading/features/mesh_features.hpp" #include "util/enum_bitfield_operators.hpp" #include namespace rendering::requirements::mesh { struct type { shading::features::mesh::indices::type shader_program_requirement_index{}; components::mesh_vertex::flags vertex_requirements{ components::mesh_vertex::flags::none }; components::material::flags material_requirements{ components::material::flags::none }; }; enum class flags : std::uint8_t { none = 0, position = 1 << 0, lit = 1 << 1, textured = 1 << 2, uniform_color = 1 << 3, uniform_alpha = 1 << 4, point = 1 << 5 }; constexpr inline auto position = type{ .shader_program_requirement_index = shading::features::mesh::indices::position, .vertex_requirements = components::mesh_vertex::flags::position }; constexpr inline auto lit = type{ .shader_program_requirement_index = shading::features::mesh::indices::lit, .vertex_requirements = components::mesh_vertex::flags::normal, .material_requirements = components::material::flags::surface_properties }; constexpr inline auto point = type{ .shader_program_requirement_index = shading::features::mesh::indices::point }; constexpr inline auto textured = type{ .shader_program_requirement_index = shading::features::mesh::indices::textured, .vertex_requirements = components::mesh_vertex::flags::tex_coord, .material_requirements = components::material::flags::texture, }; constexpr inline auto uniform_color = type{ .shader_program_requirement_index = shading::features::mesh::indices::uniform_color }; constexpr inline auto uniform_alpha = type{ .shader_program_requirement_index = shading::features::mesh::indices::uniform_alpha, .material_requirements = components::material::flags::transparency }; constexpr inline auto all = std::array{ position, lit, textured, uniform_color, uniform_alpha, point }; } DEFINE_ENUM_BITFIELD_OPERATORS(rendering::requirements::mesh::flags)