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99 lines
2.2 KiB
C++
99 lines
2.2 KiB
C++
#ifndef TEXTURE_MATERIAL_H
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#define TEXTURE_MATERIAL_H
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#include "render_core/material.h"
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#include "render_core/texture.h"
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#include "render_core/render_state.h"
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class TextureMaterial : public Material {
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SFW_OBJECT(TextureMaterial, 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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set_uniform(projection_matrix_location, RenderState::projection_matrix_3d);
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set_uniform(camera_matrix_location, RenderState::camera_transform_3d);
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set_uniform(model_view_matrix_location, RenderState::model_view_matrix_3d);
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if (texture.is_valid()) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->get_gl_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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camera_matrix_location = get_uniform("u_camera_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_camera_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_camera_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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"\n"
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"uniform sampler2D u_texture;\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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" gl_FragColor = texture2D(u_texture, v_uv);\n"
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"}"
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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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projection_matrix_location = 0;
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camera_matrix_location = 0;
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model_view_matrix_location = 0;
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texture_location = 0;
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}
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GLint projection_matrix_location;
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GLint camera_matrix_location;
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GLint model_view_matrix_location;
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GLint texture_location;
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Ref<Texture> texture;
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};
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#endif // COLORED_MATERIAL_H
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