#ifndef TRANSPARENT_TEXTURE_MATERIAL_H #define TRANSPARENT_TEXTURE_MATERIAL_H #include "material.h" #include "glm/vec4.hpp" #include "texture.h" #include "camera.h" #include "./glm/gtc/type_ptr.hpp" class TransparentTextureMaterial : public Material { public: int get_material_id() { return 4; } 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() {\n" " vec4 col = texture2D(u_texture, v_uv);\n" "\n" " if (col.a < 0.1)\n" " discard;\n" "\n" " gl_FragColor = col;\n" "}\n" }; return fragment_shader_source; } TransparentTextureMaterial() { texture = nullptr; } GLint projection_matrix_location; GLint model_view_matrix_location; GLint texture_location; Texture *texture; }; #endif