#pragma once #include "assets/components/mesh_vertex_components.hpp" #include "assets/components/point_cloud_vertex_components.hpp" #include "assets/components/material_components.hpp" #include "shader_program/attributes/mesh_attributes.hpp" #include "shader_program/uniforms/mesh_uniforms.hpp" namespace shader_program::capabilities::mesh { struct type { attributes::mesh::flags attributes{ attributes::mesh::flags::none }; uniforms::mesh::flags uniforms{ uniforms::mesh::flags::none }; }; namespace indices { using type = ztu::u8; constexpr inline type position = 0; constexpr inline type lit = 1; constexpr inline type textured = 2; constexpr inline type uniform_color = 3; constexpr inline type uniform_alpha = 4; constexpr inline type point = 5; } enum class flags : int { none = 0, position = 1 << indices::position, lit = 1 << indices::lit, textured = 1 << indices::textured, uniform_color = 1 << indices::uniform_color, uniform_alpha = 1 << indices::uniform_alpha, point = 1 << indices::point }; constexpr inline auto position = type{ .attributes = attributes::mesh::flags::position, .uniforms = uniforms::mesh::flags::mvp }; constexpr inline auto lit = type{ .attributes = attributes::mesh::flags::normal, .uniforms = ( uniforms::mesh::flags::model_matrix | uniforms::mesh::flags::view_pos | uniforms::mesh::flags::point_light_direction | uniforms::mesh::flags::point_light_color | uniforms::mesh::flags::ambient_light_color | uniforms::mesh::flags::ambient_filter | uniforms::mesh::flags::diffuse_filter | uniforms::mesh::flags::specular_filter | uniforms::mesh::flags::shininess ) }; constexpr inline auto point = type{ .uniforms = uniforms::mesh::flags::point_size }; constexpr inline auto textured = 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 uniform_alpha = type{ .uniforms = uniforms::mesh::flags::alpha }; constexpr inline auto all = std::array{ position, lit, textured, uniform_color, uniform_alpha, point }; }