51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
#include <llmr/shader/gaussian_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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GaussianShader::GaussianShader()
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: Shader(
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shaders[GAUSSIAN_SHADER].vertex,
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shaders[GAUSSIAN_SHADER].fragment
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) {
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if (!valid) {
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#if defined(DEBUG)
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fprintf(stderr, "invalid raster shader\n");
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#endif
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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_image = glGetUniformLocation(program, "u_image");
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u_offset = glGetUniformLocation(program, "u_offset");
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// fprintf(stderr, "GaussianShader:\n");
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// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
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// fprintf(stderr, " - u_image: %d\n", u_image);
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// fprintf(stderr, " - u_gaussian: %f\n", u_gaussian);
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}
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void GaussianShader::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 GaussianShader::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 GaussianShader::setOffset(const std::array<float, 2>& new_offset) {
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if (offset != new_offset) {
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glUniform2fv(u_offset, 1, new_offset.data());
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offset = new_offset;
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}
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}
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