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