84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
#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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