49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
#include <llmr/shader/outline_shader.hpp>
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#include <llmr/shader/shaders.hpp>
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#include <llmr/platform/gl.hpp>
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#include <cstdio>
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using namespace llmr;
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OutlineShader::OutlineShader()
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: Shader(
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shaders[OUTLINE_SHADER].vertex,
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shaders[OUTLINE_SHADER].fragment
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) {
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if (!valid) {
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fprintf(stderr, "invalid outline shader\n");
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return;
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}
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a_pos = glGetAttribLocation(program, "a_pos");
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u_matrix = glGetUniformLocation(program, "u_matrix");
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u_color = glGetUniformLocation(program, "u_color");
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u_world = glGetUniformLocation(program, "u_world");
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// fprintf(stderr, "OutlineShader:\n");
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// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
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// fprintf(stderr, " - u_color: %d\n", u_color);
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// fprintf(stderr, " - u_world: %d\n", u_world);
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}
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void OutlineShader::bind(char *offset) {
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glEnableVertexAttribArray(a_pos);
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glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset);
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}
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void OutlineShader::setColor(const std::array<float, 4>& new_color) {
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if (color != new_color) {
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glUniform4fv(u_color, 1, new_color.data());
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color = new_color;
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}
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}
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void OutlineShader::setWorld(const std::array<float, 2>& new_world) {
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if (world != new_world) {
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glUniform2fv(u_world, 1, new_world.data());
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world = new_world;
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}
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}
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