TheAtlasEngine
 
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uniforms.hpp
1#pragma once
2#include <vulkan-cpp/texture.hpp>
3
4namespace atlas::vk {
5 struct vertex_input {
6 glm::vec3 position;
7 glm::vec3 color;
8 glm::vec3 normals;
9 glm::vec2 uv;
10
11 bool operator==(const vertex_input& other) const {
12 return position == other.position and color == other.color and
13 uv == other.uv and normals == other.normals;
14 }
15 };
16
21 struct camera_ubo {
22 glm::mat4 projection{ 1.f };
23 glm::mat4 view{ 1.f };
24 };
25
28 struct global_ubo {
29 glm::mat4 mvp = { 1.f };
30 };
31
38 glm::mat4 model{ 1.f };
39 glm::vec4 color{ 1.f };
40 // std::vector<std::string> texture_paths;
41 };
42
48 float shininess = 1.f;
49 ::vk::texture diffuse;
50 ::vk::texture specular;
51 };
52};
Going to remove this.
Definition uniforms.hpp:21
material is going to define properties about how a scene object itself gets rendered
Definition uniforms.hpp:37
Just for testing purposes for sending this struct over to the shader.
Definition uniforms.hpp:28
Represents a vulkan specific mateiral to pass in two textures and offset for handling shininess.
Definition uniforms.hpp:47
Definition uniforms.hpp:5