#ifndef COLOR_MATERIAL_H #define COLOR_MATERIAL_H #include "material.h" #include "glm/vec4.hpp" #include "camera.h" #include "./glm/gtc/type_ptr.hpp" class ColorMaterial : public Material { public: int get_material_id() { return 2; } 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)); } void setup_uniforms() { projection_matrix_location = get_uniform("u_proj_matrix"); model_view_matrix_location = get_uniform("u_model_view_matrix"); } 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 vec4 a_color;\n" "\n" "varying vec4 v_color;\n" "\n" "void main() {\n" " v_color = a_color;\n" " gl_Position = u_proj_matrix * u_model_view_matrix * a_position;\n" "}\n" }; return vertex_shader_source; } const GLchar** get_fragment_shader_source() { static const GLchar *fragment_shader_source[] = { "precision mediump float;" "varying vec4 v_color;\n" "\n" "void main() { gl_FragColor = v_color; }\n" }; return fragment_shader_source; } ColorMaterial() { color = glm::vec4(1, 1, 1, 1); } GLint projection_matrix_location; GLint model_view_matrix_location; glm::vec4 color; }; #endif