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Constants.hpp
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/*****************************************************************//**
* \file Constants.hpp
* \brief Contains all constants/constexpr variables associated
* with settings
*
* \author Kevin Pruvost ([email protected])
* \date April, 04 2022
*********************************************************************/
#pragma once
namespace Constants
{
namespace Window
{
constexpr const char * windowName = "Final Project: Pruvost Kevin 2021400603";
}; // !Constants::Window
namespace Paths
{
// Window
constexpr const char * windowIcon = "resources/Icons/tsinghua_icon.png";
// Shaders
constexpr const char * pointShaderVertex = "resources/Shaders/point.vert.glsl";
constexpr const char * pointShaderFrag = "resources/Shaders/point.frag.glsl";
constexpr const char * faceShaderVertex = "resources/Shaders/face.vert.glsl";
constexpr const char * faceShaderFrag = "resources/Shaders/face.frag.glsl";
constexpr const char * face2DShaderVertex = "resources/Shaders/face2D.vert.glsl";
constexpr const char * face2DShaderFrag = "resources/Shaders/face2D.frag.glsl";
constexpr const char * wireframeShaderVertex = "resources/Shaders/wireframe.vert.glsl";
constexpr const char * wireframeShaderFrag = "resources/Shaders/wireframe.frag.glsl";
constexpr const char * lightShaderVertex = "resources/Shaders/light.vert.glsl";
constexpr const char * lightShaderFrag = "resources/Shaders/light.frag.glsl";
constexpr const char * text2DShaderVertex = "resources/Shaders/text2D.vert.glsl";
constexpr const char * text2DShaderFrag = "resources/Shaders/text2D.frag.glsl";
constexpr const char * text3DShaderVertex = "resources/Shaders/text3D.vert.glsl";
constexpr const char * text3DShaderFrag = "resources/Shaders/text3D.frag.glsl";
constexpr const char * particleShaderVertex = "resources/Shaders/particle.vert.glsl";
constexpr const char * particleShaderFrag = "resources/Shaders/particle.frag.glsl";
constexpr const char * snowShaderVertex = "resources/Shaders/snow.vert.glsl";
constexpr const char * snowShaderFrag = "resources/Shaders/snow.frag.glsl";
constexpr const char * bezierShaderFrag = "resources/Shaders/bezier.frag.glsl";
constexpr const char * bezierShaderVertex = "resources/Shaders/bezier.vert.glsl";
constexpr const char * bezierShaderTcs = "resources/Shaders/bezier.tcs.glsl";
constexpr const char * bezierShaderTes = "resources/Shaders/bezier.tes.glsl";
constexpr const char * bezierWireframeShader = "bezier_wireframe";
constexpr const char * bezierWireframeShaderFrag = "resources/Shaders/wireframe.frag.glsl";
constexpr const char * bezierWireframeShaderVertex = "resources/Shaders/wireframe.vert.glsl";
constexpr const char * bezierWireframeShaderTcs = "resources/Shaders/bezier.tcs.glsl";
constexpr const char * bezierWireframeShaderTes = "resources/Shaders/bezier.tes.glsl";
constexpr const char * axisDisplayerShaderVertex = "resources/Shaders/axisdisplayer.vert.glsl";
constexpr const char * axisDisplayerShaderFrag = "resources/Shaders/axisdisplayer.frag.glsl";
constexpr const char * backgroundVertex = "resources/Shaders/PBR/background.vert.glsl";
constexpr const char * backgroundFrag = "resources/Shaders/PBR/background.frag.glsl";
constexpr const char * cubemapVertex = "resources/Shaders/PBR/cubemap.vert.glsl";
constexpr const char * equiToCubemapFrag = "resources/Shaders/PBR/equirectangular_to_cubemap.frag.glsl";
constexpr const char * irradianceFrag = "resources/Shaders/PBR/irradiance_convolution.frag.glsl";
constexpr const char * prefilterFrag = "resources/Shaders/PBR/prefilter.frag.glsl";
constexpr const char * brdfVertex = "resources/Shaders/PBR/brdf.vert.glsl";
constexpr const char * brdfFrag = "resources/Shaders/PBR/brdf.frag.glsl";
constexpr const char * pbrVertex = "resources/Shaders/PBR/pbr.vert.glsl";
constexpr const char * pbrFrag = "resources/Shaders/PBR/pbr.frag.glsl";
constexpr const char * debugShadowMappingVertex = "resources/Shaders/debug_quad_depth.vert.glsl";
constexpr const char * debugShadowMappingFrag = "resources/Shaders/debug_quad_depth.frag.glsl";
constexpr const char * shadowMappingVertex = "resources/Shaders/shadow_mapping_depth.vert.glsl";
constexpr const char * shadowMappingFrag = "resources/Shaders/shadow_mapping_depth.frag.glsl";
constexpr const char * pointShadowMappingVertex = "resources/Shaders/point_shadow_mapping_depth.vert.glsl";
constexpr const char * pointShadowMappingFrag = "resources/Shaders/point_shadow_mapping_depth.frag.glsl";
constexpr const char * pointShadowMappingGeometry = "resources/Shaders/point_shadow_mapping_depth.geometry.glsl";
// Planets
constexpr const char * star = "resources/Textures/Star.bmp";
// Snow
constexpr const char * snowflake = "resources/Textures/snow2.png";
constexpr const char * snowyBackground = "resources/Textures/snowy_background.png";
// Bezier
constexpr const char * ground1 = "resources/Textures/ground1.png";
// Fonts
constexpr const char * arialFont = "resources/Fonts/arial.ttf";
constexpr const char * starFont = "resources/Fonts/star.ttf";
constexpr const char * notesFont = "resources/Fonts/notes.ttf";
namespace Textures
{
namespace Cubemap
{
constexpr const char * texture = "resources/Textures/cubemap.hdr";
}; // !Constants::Paths::Textures::Cubemap
namespace HumanHead
{
constexpr const char * albedo = "resources/Textures/HumanFace/diffuse_albedo.jpg";
constexpr const char * roughness = "resources/Textures/HumanFace/specular_albedo.jpg";
constexpr const char * normal = "resources/Textures/HumanFace/specular_normal_tangent.jpg";
constexpr const char * metallic = "resources/Textures/HumanFace/metallic.jpg";
constexpr const char * ao = "resources/Textures/HumanFace/ao.jpg";
}; // !Constants::Paths::Textures::HumanHead
namespace HumanHead2
{
constexpr const char * albedo = "resources/Textures/HumanFace2/diffuse_albedo.jpg";
constexpr const char * roughness = "resources/Textures/HumanFace2/roughness.jpg";
constexpr const char * normal = "resources/Textures/HumanFace2/specular_normal_tangent.jpg";
constexpr const char * metallic = "resources/Textures/HumanFace2/metallic.jpg";
constexpr const char * ao = "resources/Textures/HumanFace2/ao.jpg";
}; // !Constants::Paths::Textures::HumanHead2
namespace Gold
{
constexpr const char * albedo = "resources/Textures/Gold/albedo.png";
constexpr const char * roughness = "resources/Textures/Gold/roughness.png";
constexpr const char * normal = "resources/Textures/Gold/normal.png";
constexpr const char * metallic = "resources/Textures/Gold/metallic.png";
constexpr const char * ao = "resources/Textures/Gold/ao.png";
}; // !Constants::Paths::Textures::Gold
}; // !Constants::Paths::Textures
namespace Models
{
namespace Rat
{
constexpr const char * objFile = "resources/Models/real_rat.obj";
constexpr const char * material = "resources/Models/real_rat.mtl";
constexpr const char * texture = "resources/Models/rat.png";
}; // !Constants::Paths::Models::Rat
namespace Torus
{
constexpr const char * objFile = "resources/Models/eight.uniform.obj";
}; // !Constants::Paths::Models::Torus
namespace Bunny
{
constexpr const char * objFile = "resources/Models/Bunny.obj";
}; // !Constants::Paths::Models::Bunny
namespace Cube
{
constexpr const char * objFile = "resources/Models/cube.obj";
}; // !Constants::Paths::Models::Cube
namespace Icosahedron
{
constexpr const char * objFile = "resources/Models/Icosahedron.obj";
}; // !Constants::Paths::Models::Icosahedron
namespace Face
{
constexpr const char * objFile = "resources/Models/HumanHead.obj";
}; // !Constants::Paths::Models::Face
namespace Face2
{
constexpr const char * objFile = "resources/Models/HumanHead2.obj";
}; // !Constants::Paths::Models::Face2
}; // !Constants::Paths::Models
}; // !Constants::Paths
namespace UBO // Uniform Buffer Objects
{
namespace Names
{
constexpr const char * cameraProps = "CameraProps";
constexpr const char * lights = "Lights";
constexpr const char * projection = "Projection";
}; // !Constants::UBO::Names
namespace Ids
{
constexpr const GLuint cameraProps = 0;
constexpr const GLuint lights = 1;
constexpr const GLuint projection = 2;
};
}; // !Constants::UBO
}; // !Constants