#include #include #include #include using namespace llmr; LineShader::LineShader() : Shader( shaders[LINE_SHADER].vertex, shaders[LINE_SHADER].fragment ) { if (!valid) { fprintf(stderr, "invalid line 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_color = glGetUniformLocation(program, "u_color"); u_debug = glGetUniformLocation(program, "u_debug"); u_ratio = glGetUniformLocation(program, "u_ratio"); u_dasharray = glGetUniformLocation(program, "u_dasharray"); u_point = glGetUniformLocation(program, "u_point"); u_gamma = glGetUniformLocation(program, "u_gamma"); } void LineShader::bind_vertex(char *offset) { glEnableVertexAttribArray(a_pos); glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset); glEnableVertexAttribArray(a_extrude); glVertexAttribPointer(a_extrude, 2, GL_BYTE, false, 8, offset + 6); glEnableVertexAttribArray(a_linesofar); glVertexAttribPointer(a_linesofar, 1, GL_SHORT, false, 8, offset + 4); }