#include "material.h" #include "../lib/glm/glm.hpp" #include "shader.h" #include "state.h" #include "texture.h" Material::Material(const std::shared_ptr& tex, const std::shared_ptr& shader) : shader_(shader), texture_(tex) { } const std::shared_ptr& Material::shader() const { return shader_ ? shader_ : state::default_shader; } std::shared_ptr& Material::shader() { return shader_ ? shader_ : state::default_shader; } void Material::set_shader(const std::shared_ptr& shader) { shader_ = shader; } void Material::prepare() { // Activate shader std::shared_ptr active_shader = shader(); if (!active_shader) return; active_shader->use(); // Set uniform variables const glm::mat4 mvp = state::projection_matrix * state::view_matrix * state::model_matrix; const int mvp_loc = active_shader->uniform_location("mvp"); Shader::set_mat4(mvp_loc, mvp); // Set texture-related uniforms const int use_texture_loc = active_shader->uniform_location("useTexture"); if (texture_) { Shader::set_int(use_texture_loc, 1); const int sampler_loc = active_shader->uniform_location("texSampler"); Shader::set_int(sampler_loc, 0); // Texture unit 0 } else { Shader::set_int(use_texture_loc, 0); } // Bind texture if available if (texture_) { texture_->bind(); } }