Files
MapLibreParticleLab/src/shader/linepattern_shader.cpp
2014-09-03 18:12:40 -07:00

123 lines
4.0 KiB
C++

#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_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<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::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;
}
};