Files
Z3D/include/shader_program/uniforms/mesh_uniforms.hpp
2025-03-03 20:45:30 +01:00

76 lines
2.4 KiB
C++

#pragma once
#include "opengl/shader_program_variable.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
namespace shader_program::uniforms::mesh
{
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 = zgl::shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
constexpr inline auto model_matrix = zgl::shader_program_variable({ GL_FLOAT_MAT4, 1 }, "model_matrix");
constexpr inline auto point_size = zgl::shader_program_variable({ GL_FLOAT, 2 }, "point_size");
constexpr inline auto tex = zgl::shader_program_variable({ GL_SAMPLER_2D, 3 }, "tex");
constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC4, 4 }, "color");
constexpr inline auto view_pos = zgl::shader_program_variable({ GL_FLOAT_VEC3, 5 }, "view_pos");
constexpr inline auto point_light_direction = zgl::shader_program_variable({ GL_FLOAT_VEC3, 6 }, "point_light_direction");
constexpr inline auto point_light_color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 7 }, "point_light_color");
constexpr inline auto ambient_light_color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 8 }, "ambient_light_color");
constexpr inline auto ambient_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 9 }, "ambient_filter");
constexpr inline auto diffuse_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 10 }, "diffuse_filter");
constexpr inline auto specular_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 11 }, "specular_filter");
constexpr inline auto shininess = zgl::shader_program_variable({ GL_FLOAT, 12 }, "shininess");
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(shader_program::uniforms::mesh::flags)