mirror of
https://github.com/Relintai/rcpp_framework.git
synced 2024-11-14 04:57:21 +01:00
87 lines
2.2 KiB
C
87 lines
2.2 KiB
C
|
#ifndef TEXTURE_MATERIAL_H
|
||
|
#define TEXTURE_MATERIAL_H
|
||
|
|
||
|
#include "material.h"
|
||
|
#include "glm/vec4.hpp"
|
||
|
#include "texture.h"
|
||
|
|
||
|
#include "camera.h"
|
||
|
|
||
|
#include "./glm/gtc/type_ptr.hpp"
|
||
|
|
||
|
class TextureMaterial : public Material {
|
||
|
|
||
|
public:
|
||
|
int get_material_id() {
|
||
|
return 3;
|
||
|
}
|
||
|
|
||
|
void bind_uniforms() {
|
||
|
glUniformMatrix4fv(projection_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->projection_matrix));
|
||
|
glUniformMatrix4fv(model_view_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->model_view_matrix));
|
||
|
|
||
|
if (texture) {
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, texture->texture);
|
||
|
glUniform1i(texture_location, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void setup_uniforms() {
|
||
|
projection_matrix_location = get_uniform("u_proj_matrix");
|
||
|
model_view_matrix_location = get_uniform("u_model_view_matrix");
|
||
|
texture_location = get_uniform("u_texture");
|
||
|
}
|
||
|
|
||
|
void unbind() {
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
}
|
||
|
|
||
|
void setup_state() {
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
}
|
||
|
|
||
|
const GLchar** get_vertex_shader_source() {
|
||
|
static const GLchar *vertex_shader_source[] = {
|
||
|
"uniform mat4 u_proj_matrix;\n"
|
||
|
"uniform mat4 u_model_view_matrix;\n"
|
||
|
"\n"
|
||
|
"attribute vec4 a_position;\n"
|
||
|
"attribute vec2 a_uv;\n"
|
||
|
"\n"
|
||
|
"varying vec2 v_uv;\n"
|
||
|
"\n"
|
||
|
"void main() { \n"
|
||
|
" v_uv = a_uv;\n"
|
||
|
" gl_Position = u_proj_matrix * u_model_view_matrix * a_position; \n"
|
||
|
"}"
|
||
|
};
|
||
|
|
||
|
return vertex_shader_source;
|
||
|
}
|
||
|
|
||
|
const GLchar** get_fragment_shader_source() {
|
||
|
static const GLchar *fragment_shader_source[] = {
|
||
|
"precision mediump float;\n"
|
||
|
"uniform sampler2D u_texture;\n"
|
||
|
"varying vec2 v_uv;\n"
|
||
|
"\n"
|
||
|
"void main() { gl_FragColor = texture2D(u_texture, v_uv); }\n"
|
||
|
};
|
||
|
|
||
|
return fragment_shader_source;
|
||
|
}
|
||
|
|
||
|
TextureMaterial() {
|
||
|
texture = nullptr;
|
||
|
}
|
||
|
|
||
|
GLint projection_matrix_location;
|
||
|
GLint model_view_matrix_location;
|
||
|
|
||
|
GLint texture_location;
|
||
|
|
||
|
Texture *texture;
|
||
|
};
|
||
|
|
||
|
#endif
|