// Copyright (c) 2023 Alex Diener. All rights reserved. #ifndef __ShaderConfigurationRoom_H__ #define __ShaderConfigurationRoom_H__ typedef struct ShaderConfigurationRoom ShaderConfigurationRoom; #define ShaderConfigurationRoom_superclass ShaderConfiguration #include "renderer/ShaderConfiguration.h" #define ShaderConfigurationRoom_ivars \ ShaderConfiguration_ivars #define ShaderConfigurationRoom_vtable(self_type) \ ShaderConfiguration_vtable(self_type) \ \ void (* setViewMatrix)(self_type * self, Matrix4x4f matrix); \ void (* referenceViewMatrix)(self_type * self, ShaderUniformConfiguration * uniform); stemobject_declare(ShaderConfigurationRoom) ShaderConfigurationRoom * ShaderConfigurationRoom_create(Shader * shader); bool ShaderConfigurationRoom_init(ShaderConfigurationRoom * self, Shader * shader); void ShaderConfigurationRoom_dispose(ShaderConfigurationRoom * self); void ShaderConfigurationRoom_setViewMatrix(ShaderConfigurationRoom * self, Matrix4x4f matrix); void ShaderConfigurationRoom_referenceViewMatrix(ShaderConfigurationRoom * self, ShaderUniformConfiguration * uniform); #endif