+ program.Uniform(sampler_handle, GLint(0));
+}
+
+void BlendedSprite::SetFG(const glm::vec4 &v) noexcept {
+ program.Uniform(fg_handle, v);
+}
+
+void BlendedSprite::SetBG(const glm::vec4 &v) noexcept {
+ program.Uniform(bg_handle, v);
+}
+
+
+PlainColor::PlainColor()
+: program()
+, vp(1.0f)
+, mvp_handle(0) {
+ program.LoadShader(
+ GL_VERTEX_SHADER,
+ "#version 330 core\n"
+ "layout(location = 0) in vec3 vtx_position;\n"
+ "layout(location = 1) in vec3 vtx_color;\n"
+ "uniform mat4 MVP;\n"
+ "out vec3 frag_color;\n"
+ "void main() {\n"
+ "gl_Position = MVP * vec4(vtx_position, 1);\n"
+ "frag_color = vtx_color;\n"
+ "}\n"
+ );
+ program.LoadShader(
+ GL_FRAGMENT_SHADER,
+ "#version 330 core\n"
+ "in vec3 frag_color;\n"
+ "out vec3 color;\n"
+ "void main() {\n"
+ "color = frag_color;\n"
+ "}\n"
+ );
+ program.Link();
+ if (!program.Linked()) {
+ program.Log(std::cerr);
+ throw std::runtime_error("link program");
+ }
+
+ mvp_handle = program.UniformLocation("MVP");
+}
+
+
+void PlainColor::Activate() noexcept {
+ program.Use();
+}
+
+void PlainColor::SetM(const glm::mat4 &m) noexcept {
+ program.Uniform(mvp_handle, vp * m);
+}
+
+void PlainColor::SetProjection(const glm::mat4 &p) noexcept {
+ projection = p;
+ vp = p * view;
+}
+
+void PlainColor::SetView(const glm::mat4 &v) noexcept {
+ view = v;
+ vp = projection * v;
+}
+
+void PlainColor::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
+ projection = p;
+ view = v;
+ vp = p * v;
+}
+
+void PlainColor::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
+ SetVP(v, p);
+ SetM(m);