#pragma once #include "GLSLShader.h" namespace Aftr { class Model; class GLSLShaderDefaultSelectionGL32 : public GLSLShader { public: static GLSLShaderDefaultSelectionGL32* New(); virtual ~GLSLShaderDefaultSelectionGL32(); virtual void bind( const Mat4& MVPMatrix, GLubyte red, GLubyte green, GLubyte blue ); void setSelectionColor( GLubyte red, GLubyte green, GLubyte blue ); GLSLShaderDefaultSelectionGL32& operator=( const GLSLShaderDefaultSelectionGL32& shader ); /** 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: GLSLShaderDefaultSelectionGL32( GLSLShaderDataShared* dataShared ); GLSLShaderDefaultSelectionGL32( const GLSLShaderDefaultSelectionGL32& ); }; }