#pragma once #include "GLSLShader.h" #include "Vector.h" namespace Aftr { class GLSLShaderMipmapLevelViewer: public GLSLShader { public: static GLSLShaderMipmapLevelViewer* New( GLSLShaderDataShared* dataShared, float lodLevel, float texSizeXInPixels, float texSizeYInPixels ); virtual ~GLSLShaderMipmapLevelViewer(); GLSLShaderMipmapLevelViewer& operator =( const GLSLShaderMipmapLevelViewer& 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(); void setLODLevel( float lodLevel ) { this->lodLevel = lodLevel; } virtual void bind() const override; virtual void unbind() const override; protected: GLSLShaderMipmapLevelViewer( GLSLShaderDataShared* dataShared, float lodLevel, float texSizeXInPixels, float texSizeYInPixels ); GLSLShaderMipmapLevelViewer( const GLSLShaderMipmapLevelViewer& toCopy ); float lodLevel; Vector texSize; }; } //namespace Aftr