#include #include #include #include #include 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_posmatrix"); 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_point = glGetUniformLocation(program, "u_point"); u_blur = glGetUniformLocation(program, "u_blur"); 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_point: %d\n", u_point); //fprintf(stderr, " - u_blur: %d\n", u_blur); //fprintf(stderr, " - u_fade: %d\n", u_fade); } 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& new_exmatrix) { if (exmatrix != new_exmatrix) { glUniformMatrix4fv(u_exmatrix, 1, GL_FALSE, new_exmatrix.data()); exmatrix = new_exmatrix; } } void LinepatternShader::setPatternSize(const std::array& 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& 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& 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& 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::setPoint(float new_point) { if (point != new_point) { glUniform1f(u_point, new_point); point = new_point; } } void LinepatternShader::setBlur(float new_blur) { if (blur != new_blur) { glUniform1f(u_blur, new_blur); blur = new_blur; } } void LinepatternShader::setFade(float new_fade) { if (fade != new_fade) { glUniform1f(u_fade, new_fade); fade = new_fade; } };