123 lines
4.0 KiB
C++
123 lines
4.0 KiB
C++
#include <mbgl/shader/linepattern_shader.hpp>
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#include <mbgl/shader/shaders.hpp>
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#include <mbgl/platform/gl.hpp>
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#include <iostream>
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#include <cstdio>
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using namespace mbgl;
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LinepatternShader::LinepatternShader()
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: Shader(
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"linepattern",
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shaders[LINEPATTERN_SHADER].vertex,
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shaders[LINEPATTERN_SHADER].fragment
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) {
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if (!valid) {
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fprintf(stderr, "invalid line pattern 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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a_extrude = glGetAttribLocation(program, "a_extrude");
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a_linesofar = glGetAttribLocation(program, "a_linesofar");
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u_matrix = glGetUniformLocation(program, "u_posmatrix");
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u_exmatrix = glGetUniformLocation(program, "u_exmatrix");
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u_linewidth = glGetUniformLocation(program, "u_linewidth");
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u_ratio = glGetUniformLocation(program, "u_ratio");
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u_pattern_size = glGetUniformLocation(program, "u_pattern_size");
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u_pattern_tl = glGetUniformLocation(program, "u_pattern_tl");
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u_pattern_br = glGetUniformLocation(program, "u_pattern_br");
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u_point = glGetUniformLocation(program, "u_point");
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u_blur = glGetUniformLocation(program, "u_blur");
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u_fade = glGetUniformLocation(program, "u_fade");
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//fprintf(stderr, "LinepatternShader:\n");
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//fprintf(stderr, " - u_matrix: %d\n", u_matrix);
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//fprintf(stderr, " - u_exmatrix: %d\n", u_exmatrix);
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//fprintf(stderr, " - u_linewidth: %d\n", u_linewidth);
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//fprintf(stderr, " - u_ratio: %d\n", u_ratio);
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//fprintf(stderr, " - u_pattern_size: %d\n", u_pattern_size);
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//fprintf(stderr, " - u_pattern_tl: %d\n", u_pattern_tl);
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//fprintf(stderr, " - u_pattern_br: %d\n", u_pattern_br);
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//fprintf(stderr, " - u_point: %d\n", u_point);
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//fprintf(stderr, " - u_blur: %d\n", u_blur);
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//fprintf(stderr, " - u_fade: %d\n", u_fade);
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}
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void LinepatternShader::bind(char *offset) {
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glEnableVertexAttribArray(a_pos);
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glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset + 0);
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glEnableVertexAttribArray(a_extrude);
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glVertexAttribPointer(a_extrude, 2, GL_BYTE, false, 8, offset + 4);
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glEnableVertexAttribArray(a_linesofar);
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glVertexAttribPointer(a_linesofar, 1, GL_SHORT, false, 8, offset + 6);
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}
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void LinepatternShader::setExtrudeMatrix(const std::array<float, 16>& new_exmatrix) {
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if (exmatrix != new_exmatrix) {
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glUniformMatrix4fv(u_exmatrix, 1, GL_FALSE, new_exmatrix.data());
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exmatrix = new_exmatrix;
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}
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}
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void LinepatternShader::setPatternSize(const std::array<float, 2>& new_pattern_size) {
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if (pattern_size != new_pattern_size) {
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glUniform2fv(u_pattern_size, 1, new_pattern_size.data());
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pattern_size = new_pattern_size;
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}
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}
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void LinepatternShader::setLineWidth(const std::array<float, 2>& new_linewidth) {
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if (linewidth != new_linewidth) {
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glUniform2fv(u_linewidth, 1, new_linewidth.data());
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linewidth = new_linewidth;
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}
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}
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void LinepatternShader::setRatio(float new_ratio) {
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if (ratio != new_ratio) {
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glUniform1f(u_ratio, new_ratio);
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ratio = new_ratio;
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}
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}
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void LinepatternShader::setPatternTopLeft(const std::array<float, 2>& new_pattern_tl) {
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if (pattern_tl != new_pattern_tl) {
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glUniform2fv(u_pattern_tl, 1, new_pattern_tl.data());
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pattern_tl = new_pattern_tl;
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}
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}
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void LinepatternShader::setPatternBottomRight(const std::array<float, 2>& new_pattern_br) {
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if (pattern_br != new_pattern_br) {
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glUniform2fv(u_pattern_br, 1, new_pattern_br.data());
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pattern_br = new_pattern_br;
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}
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}
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void LinepatternShader::setPoint(float new_point) {
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if (point != new_point) {
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glUniform1f(u_point, new_point);
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point = new_point;
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}
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}
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void LinepatternShader::setBlur(float new_blur) {
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if (blur != new_blur) {
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glUniform1f(u_blur, new_blur);
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blur = new_blur;
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}
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}
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void LinepatternShader::setFade(float new_fade) {
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if (fade != new_fade) {
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glUniform1f(u_fade, new_fade);
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fade = new_fade;
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}
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};
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