sfw/render/colored_material.h

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#ifndef COLORED_MATERIAL_H
#define COLORED_MATERIAL_H
#include "material.h"
#include "./libs/glm/vec4.hpp"
#include "./libs/glm/gtc/type_ptr.hpp"
#include "camera.h"
class ColoredMaterial : public Material {
public:
int get_material_id() {
return 1;
}
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));
glUniform4f(tri_color_uniform_location, color.r, color.g, color.b, color.a);
}
void setup_uniforms() {
projection_matrix_location = get_uniform("u_proj_matrix");
model_view_matrix_location = get_uniform("u_model_view_matrix");
tri_color_uniform_location = get_uniform("fragment_color");
}
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"
"\n"
"void main() {\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"
"\n"
"uniform vec4 fragment_color;\n"
"\n"
"void main() {\n"
" gl_FragColor = fragment_color;\n"
"}"
};
return fragment_shader_source;
}
ColoredMaterial() : Material() {
color = glm::vec4(1, 1, 1, 1);
}
GLint projection_matrix_location;
GLint model_view_matrix_location;
GLint tri_color_uniform_location;
glm::vec4 color;
};
#endif // COLORED_MATERIAL_H