#include #include #include #include using namespace llmr; PointShader::PointShader() : Shader( shaders[POINT_SHADER].vertex, shaders[POINT_SHADER].fragment ) { if (!valid) { fprintf(stderr, "invalid point shader\n"); return; } a_pos = glGetAttribLocation(program, "a_pos"); u_matrix = glGetUniformLocation(program, "u_matrix"); u_color = glGetUniformLocation(program, "u_color"); u_size = glGetUniformLocation(program, "u_size"); u_point_tl = glGetUniformLocation(program, "u_tl"); u_point_br = glGetUniformLocation(program, "u_br"); // fprintf(stderr, "PointShader:\n"); // fprintf(stderr, " - u_matrix: %d\n", u_matrix); // fprintf(stderr, " - u_color: %d\n", u_color); // fprintf(stderr, " - u_size: %d\n", u_size); // fprintf(stderr, " - u_point_tl: %d\n", u_point_tl); // fprintf(stderr, " - u_point_br: %d\n", u_point_br); // fprintf(stderr, " - u_image: %d\n", u_image); } void PointShader::bind(char *offset) { glEnableVertexAttribArray(a_pos); glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset); } void PointShader::setImage(int32_t new_image) { if (image != new_image) { glUniform1i(u_image, new_image); image = new_image; } } void PointShader::setColor(const std::array& new_color) { if (color != new_color) { glUniform4fv(u_color, 1, new_color.data()); color = new_color; } } void PointShader::setSize(float new_size) { if (size != new_size) { glUniform1f(u_size, new_size); size = new_size; } } void PointShader::setPointTopLeft(const std::array& new_point_tl) { if (point_tl != new_point_tl) { glUniform2fv(u_point_tl, 1, new_point_tl.data()); point_tl = new_point_tl; } } void PointShader::setPointBottomRight(const std::array& new_point_br) { if (point_br != new_point_br) { glUniform2fv(u_point_br, 1, new_point_br.data()); point_br = new_point_br; } }