#pragma once #include "GLSLShader.h" #include "VectorFwd.h" #include "Mat4Fwd.h" namespace Aftr { class Model; class GLSLShaderDefaultIndexedGeometryLinesGL32 : public GLSLShader { public: static GLSLShaderDefaultIndexedGeometryLinesGL32* New(); virtual ~GLSLShaderDefaultIndexedGeometryLinesGL32(); virtual void bind( const Mat4& MVPMatrix ); //This bind method implements the standard bind(...) parameter list expected when ModelMeshSkin.bind() calls bind on its associated shader. virtual void bind( const Mat4& modelMatrix, const Mat4& normalMatrix, const Camera& cam, const ModelMeshSkin& skin ); GLSLShaderDefaultIndexedGeometryLinesGL32& operator=( const GLSLShaderDefaultIndexedGeometryLinesGL32& shader ); virtual void setMVPMatrix( const Mat4& mvpMatrix ); /** Returns a copy of this instance. This is identical to invoking the copy constructor with the addition that this preserves the polymorphic type. That is, if this was a subclass of GLSLShader with additional members and methods, this will internally create the shader instance as that subclass, thereby preserving polymorphic behavior, members, and methods. This is in contrast with a copy constructor in the case where one performs: GLSLShader* myCopy = new GLSLShader( shaderToBeCopied ); This will always create a GLSLShader* instance, not a subclass corresponding to the exact type of shaderToBeCopied. */ virtual GLSLShader* getCopyOfThisInstance(); protected: GLSLShaderDefaultIndexedGeometryLinesGL32( GLSLShaderDataShared* dataShared ); GLSLShaderDefaultIndexedGeometryLinesGL32( const GLSLShaderDefaultIndexedGeometryLinesGL32& ); }; }