linepattern in progress

This commit is contained in:
Lauren Budorick
2014-07-25 18:17:37 -07:00
committed by John Firebaugh
parent c1280f0b38
commit 71c31cee24
9 changed files with 333 additions and 13 deletions

View File

@@ -0,0 +1,121 @@
#include <mbgl/shader/linepattern_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <iostream>
#include <cstdio>
using namespace mbgl;
LinepatternShader::LinepatternShader()
: Shader(
"linepattern",
shaders[LINEPATTERN_SHADER].vertex,
shaders[LINEPATTERN_SHADER].fragment
) {
if (!valid) {
fprintf(stderr, "invalid line pattern shader\n");
return;
}
a_pos = glGetAttribLocation(program, "a_pos");
a_extrude = glGetAttribLocation(program, "a_extrude");
a_linesofar = glGetAttribLocation(program, "a_linesofar");
u_matrix = glGetUniformLocation(program, "u_matrix");
u_exmatrix = glGetUniformLocation(program, "u_exmatrix");
u_linewidth = glGetUniformLocation(program, "u_linewidth");
u_ratio = glGetUniformLocation(program, "u_ratio");
u_pattern_size = glGetUniformLocation(program, "u_pattern_size");
u_pattern_tl = glGetUniformLocation(program, "u_pattern_tl");
u_pattern_br = glGetUniformLocation(program, "u_pattern_br");
u_offset = glGetUniformLocation(program, "u_offset");
u_gamma = glGetUniformLocation(program, "u_gamma");
u_fade = glGetUniformLocation(program, "u_fade");
//fprintf(stderr, "LinepatternShader:\n");
//fprintf(stderr, " - u_matrix: %d\n", u_matrix);
//fprintf(stderr, " - u_exmatrix: %d\n", u_exmatrix);
//fprintf(stderr, " - u_linewidth: %d\n", u_linewidth);
//fprintf(stderr, " - u_ratio: %d\n", u_ratio);
//fprintf(stderr, " - u_pattern_size: %d\n", u_pattern_size);
//fprintf(stderr, " - u_pattern_tl: %d\n", u_pattern_tl);
//fprintf(stderr, " - u_pattern_br: %d\n", u_pattern_br);
//fprintf(stderr, " - u_offset: %d\n", u_offset);
//fprintf(stderr, " - u_gamma: %d\n", u_gamma);
}
void LinepatternShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset + 0);
glEnableVertexAttribArray(a_extrude);
glVertexAttribPointer(a_extrude, 2, GL_BYTE, false, 8, offset + 4);
glEnableVertexAttribArray(a_linesofar);
glVertexAttribPointer(a_linesofar, 1, GL_SHORT, false, 8, offset + 6);
}
void LinepatternShader::setExtrudeMatrix(const std::array<float, 16>& new_exmatrix) {
if (exmatrix != new_exmatrix) {
glUniformMatrix4fv(u_exmatrix, 1, GL_FALSE, new_exmatrix.data());
exmatrix = new_exmatrix;
}
}
void LinepatternShader::setPatternSize(const std::array<float, 2>& new_pattern_size) {
if (pattern_size != new_pattern_size) {
glUniform2fv(u_pattern_size, 1, new_pattern_size.data());
pattern_size = new_pattern_size;
}
}
void LinepatternShader::setLineWidth(const std::array<float, 2>& new_linewidth) {
if (linewidth != new_linewidth) {
glUniform2fv(u_linewidth, 1, new_linewidth.data());
linewidth = new_linewidth;
}
}
void LinepatternShader::setRatio(float new_ratio) {
if (ratio != new_ratio) {
glUniform1f(u_ratio, new_ratio);
ratio = new_ratio;
}
}
void LinepatternShader::setPatternTopLeft(const std::array<float, 2>& new_pattern_tl) {
if (pattern_tl != new_pattern_tl) {
glUniform2fv(u_pattern_tl, 1, new_pattern_tl.data());
pattern_tl = new_pattern_tl;
}
}
void LinepatternShader::setPatternBottomRight(const std::array<float, 2>& new_pattern_br) {
if (pattern_br != new_pattern_br) {
glUniform2fv(u_pattern_br, 1, new_pattern_br.data());
pattern_br = new_pattern_br;
}
}
void LinepatternShader::setOffset(const std::array<float, 2>& new_offset) {
if (offset != new_offset) {
glUniform2fv(u_offset, 1, new_offset.data());
offset = new_offset;
}
}
void LinepatternShader::setGamma(float new_gamma) {
if (gamma != new_gamma) {
glUniform1f(u_gamma, new_gamma);
gamma = new_gamma;
}
}
void LinepatternShader::setFade(float new_fade) {
if (fade != new_fade) {
glUniform1f(u_fade, new_fade);
fade = new_fade;
}
};