#pragma once #include "GLSLShaderDefaultGL32.h" #include "VectorFwd.h" #include "Mat4Fwd.h" namespace Aftr { class Model; class GLSLShaderFont40 : public GLSLShader { public: static GLSLShaderFont40* New(); virtual ~GLSLShaderFont40(); //virtual void bind(const Mat4& modelMatrix, const Mat4& normalMatrix, const Camera& cam); virtual void bind(const Mat4& modelMatrix, const Camera& cam); GLSLShaderFont40& operator=(const GLSLShaderFont40& shader); virtual void setModelMatrix(const Mat4& modelMatrix, const Camera& cam); virtual void setColor(const aftrColor4f& color); /** 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: GLSLShaderFont40(GLSLShaderDataShared* dataShared); GLSLShaderFont40(const GLSLShaderFont40&); }; }