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Z3D/include/opengl/shading/uniforms/mesh_uniforms.hpp
2025-03-27 19:47:32 +01:00

76 lines
1.9 KiB
C++

#pragma once
#include "opengl/shading/uniform_types/uniform.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
namespace zgl::shading::mesh_uniforms
{
enum class flags : std::uint16_t
{
none = 0,
mvp_matrix = 1 << 0,
model_matrix = 1 << 1,
point_size = 1 << 2,
color = 1 << 3,
tex = 1 << 4,
view_pos = 1 << 5,
point_light_direction = 1 << 6,
point_light_color = 1 << 7,
ambient_light_color = 1 << 8,
ambient_filter = 1 << 9,
diffuse_filter = 1 << 10,
specular_filter = 1 << 11,
shininess = 1 << 12
};
constexpr inline auto mvp_matrix = uniform{ GL_FLOAT_MAT4, 0 };
constexpr inline auto model_matrix = uniform{ GL_FLOAT_MAT4, 1 };
constexpr inline auto point_size = uniform{ GL_FLOAT, 2 };
constexpr inline auto tex = uniform{ GL_SAMPLER_2D, 3 };
constexpr inline auto color = uniform{ GL_FLOAT_VEC4, 4 };
constexpr inline auto view_pos = uniform{ GL_FLOAT_VEC3, 5 };
constexpr inline auto point_light_direction = uniform{ GL_FLOAT_VEC3, 6 };
constexpr inline auto point_light_color = uniform{ GL_FLOAT_VEC3, 7 };
constexpr inline auto ambient_light_color = uniform{ GL_FLOAT_VEC3, 8 };
constexpr inline auto ambient_filter = uniform{ GL_FLOAT_VEC3, 9 };
constexpr inline auto diffuse_filter = uniform{ GL_FLOAT_VEC3, 10 };
constexpr inline auto specular_filter = uniform{ GL_FLOAT_VEC3, 11 };
constexpr inline auto shininess = uniform{ GL_FLOAT, 12 };
constexpr inline auto all = 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
};
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"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::mesh_uniforms::flags)