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/**
* @file AppConfig.h
* @brief This header file keeps example specific constants and settings.
* @author Mustafa Yemural (myemural)
* @date 29.03.2026
*
* Copyright (c) 2025 Mustafa Yemural - www.mustafayemural.com
* Released under the MIT License
* https://opensource.org/licenses/MIT
*/
#pragma once
namespace examples::real_time_shadows::basic_shadow_mapping::omnidirectional_shadow_mapping
{
namespace constants
{
// Shaders
inline constexpr auto kSceneVertexShaderFile = "scene.vert.spv";
inline constexpr auto kSceneFragmentShaderFile = "scene.frag.spv";
inline constexpr auto kLightObjectsFragmentShaderFile = "hardcoded_color_for_lights.frag.spv";
inline constexpr auto kShadowMapVertexShaderFile = "shadow_map_depth.vert.spv";
inline constexpr auto kShadowMapFragmentShaderFile = "shadow_map_depth.frag.spv";
inline constexpr auto kSceneVertexShaderKey = "vertScene";
inline constexpr auto kSceneFragmentShaderKey = "fragScene";
inline constexpr auto kLightObjectsFragmentShaderKey = "fragLight";
inline constexpr auto kShadowMapVertexShaderKey = "vertShadowMap";
inline constexpr auto kShadowMapFragmentShaderKey = "fragShadowMap";
// Buffers
inline constexpr auto kLightUniformBuffer = "lightUniformBuffer";
// Images and Image Views
inline constexpr auto kShadowCubemapImage = "shadowCubemapImage";
inline constexpr auto kShadowCubemapImageView = "shadowCubemapImageView";
inline constexpr auto kShadowCubemapImageViewRight = "shadowCubemapImageViewRight";
inline constexpr auto kShadowCubemapImageViewLeft = "shadowCubemapImageViewLeft";
inline constexpr auto kShadowCubemapImageViewTop = "shadowCubemapImageViewTop";
inline constexpr auto kShadowCubemapImageViewBottom = "shadowCubemapImageViewBottom";
inline constexpr auto kShadowCubemapImageViewBack = "shadowCubemapImageViewBack";
inline constexpr auto kShadowCubemapImageViewFront = "shadowCubemapImageViewFront";
inline constexpr auto kDepthImage = "depthImage";
inline constexpr auto kDepthImageView = "depthImageView";
// Samplers
inline constexpr auto kMainSampler = "mainSampler";
inline constexpr auto kShadowSampler = "shadowSampler";
// Descriptor Sets and Layouts
inline constexpr auto kMainDescSet = "mainDescSet";
inline constexpr auto kMainDescSetLayout = "mainDescSetLayout";
inline constexpr auto kShadowMapDescSet = "shadowMapDescSet";
inline constexpr auto kShadowMapDescSetLayout = "shadowMapDescSetLayout";
// Textures
inline constexpr auto kWoodFloorTexturePath = "Textures/Wood_Floor_015_basecolor.png";
inline constexpr auto kWoodFloorTexture = "woodFloorTexture";
inline constexpr auto kWoodFloorNormalTexturePath = "Textures/Wood_Floor_015_normal.png";
inline constexpr auto kWoodFloorNormalTexture = "woodFloorNormalTexture";
inline constexpr auto kTerracottaTexturePath = "Textures/Terracotta_Floor_Tiles_003_basecolor.png";
inline constexpr auto kTerracottaTexture = "terracottaTexture";
inline constexpr auto kTerracottaNormalTexturePath = "Textures/Terracotta_Floor_Tiles_003_normal.png";
inline constexpr auto kTerracottaNormalTexture = "terracottaNormalTexture";
// Scene Objects
inline constexpr auto kRootObject = "root";
inline constexpr auto kObject = "object";
inline constexpr auto kRoomObject = "room";
inline constexpr auto kLightObject = "spotlight";
// Object Groups
inline constexpr auto kLightGroup = "lights";
} // namespace constants
namespace AppSettings
{
constexpr auto ClearColor = "AppSettings.ClearColor";
constexpr auto MouseSensitivity = "AppSettings.MouseSensitivity";
constexpr auto CameraSpeed = "AppSettings.CameraSpeed";
} // namespace AppSettings
} // namespace examples::real_time_shadows::basic_shadow_mapping::omnidirectional_shadow_mapping