75 lines
2.1 KiB
C++
75 lines
2.1 KiB
C++
#include <llmr/renderer/shader-point.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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PointShader::PointShader()
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: Shader(
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shaders[POINT_SHADER].vertex,
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shaders[POINT_SHADER].fragment
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) {
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if (!valid) {
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fprintf(stderr, "invalid point 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_size = glGetUniformLocation(program, "u_size");
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u_point_tl = glGetUniformLocation(program, "u_tl");
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u_point_br = glGetUniformLocation(program, "u_br");
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// fprintf(stderr, "PointShader:\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_size: %d\n", u_size);
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// fprintf(stderr, " - u_point_tl: %d\n", u_point_tl);
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// fprintf(stderr, " - u_point_br: %d\n", u_point_br);
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// fprintf(stderr, " - u_image: %d\n", u_image);
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}
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void PointShader::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 PointShader::setImage(int32_t new_image) {
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if (image != new_image) {
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glUniform1i(u_image, new_image);
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image = new_image;
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}
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}
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void PointShader::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 PointShader::setSize(float new_size) {
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if (size != new_size) {
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glUniform1f(u_size, new_size);
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size = new_size;
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}
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}
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void PointShader::setPointTopLeft(const std::array<float, 2>& new_point_tl) {
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if (point_tl != new_point_tl) {
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glUniform2fv(u_point_tl, 1, new_point_tl.data());
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point_tl = new_point_tl;
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}
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}
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void PointShader::setPointBottomRight(const std::array<float, 2>& new_point_br) {
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if (point_br != new_point_br) {
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glUniform2fv(u_point_br, 1, new_point_br.data());
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point_br = new_point_br;
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}
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}
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