#include "Shader.h" #include "Utils.h" #include #include "Wrapper.h" Shader::Shader() { } /* void Shader::setTextureEnabled(bool use) { Engine::setInt(unifUseTexture, use); } void Shader::setColorEnabled(bool use) { Engine::setInt(unifUseColor, use); } void Shader::setMixColorEnabled(bool use) { Engine::setInt(unifUseMixColor, use); } void Shader::setMixColor(float r, float g, float b, float a) { Engine::setFloat(unifUseMixColor, r, g, b, a); } void Shader::setTextMode() { setTextureEnabled(true); setColorEnabled(true); setUseBlending(true); setMixColorEnabled(false); setNormalsEnabled(false); } void Shader::setNormalsEnabled(bool use) { Engine::setInt(unifUseNormals, use); } void Shader::setUseBlending(bool use) { if(use) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); } else { glDisable(GL_BLEND); } }*/ void Shader::pop() { model.pop(); } void Shader::push() { model.push(); } void Shader::setToIdentity() { model.get().setToIdentity(); } void Shader::scale(float sx, float sy, float sz) { model.get().scale(sx, sy, sz); } void Shader::translate(float tx, float ty, float tz) { model.get().translate(tx, ty, tz); } void Shader::translateX(float tx) { model.get().translateX(tx); } void Shader::translateY(float ty) { model.get().translateY(ty); } void Shader::translateZ(float tz) { model.get().translateZ(tz); } void Shader::translateTo(float tx, float ty, float tz) { model.get().translateTo(tx, ty, tz); } void Shader::rotateX(float degrees) { model.get().rotateX(degrees); } void Shader::rotateY(float degrees) { model.get().rotateY(degrees); } void Shader::rotateZ(float degrees) { model.get().rotateZ(degrees); } const float* Shader::getModelMatrix() { return model.get().getValues(); }