sfw/render/texture_material.h

95 lines
2.3 KiB
C++

#ifndef TEXTURE_MATERIAL_H
#define TEXTURE_MATERIAL_H
#include "material.h"
#include "texture.h"
#include "./libs/glm/vec4.hpp"
#include "./libs/glm/gtc/type_ptr.hpp"
#include "camera.h"
class TextureMaterial : public Material {
public:
int get_material_id() {
return 3;
}
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"
"\n"
"uniform sampler2D u_texture;\n"
"\n"
"varying vec2 v_uv;\n"
"\n"
"void main() {\n"
" gl_FragColor = texture2D(u_texture, v_uv);\n"
"}"
};
return fragment_shader_source;
}
TextureMaterial() : Material() {
texture_location = 0;
texture = NULL;
}
GLint projection_matrix_location;
GLint model_view_matrix_location;
GLint texture_location;
Texture *texture;
};
#endif // COLORED_MATERIAL_H