59 lines
1.5 KiB
C++
59 lines
1.5 KiB
C++
#include <mbgl/shader/dot_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 <cstdio>
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using namespace mbgl;
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DotShader::DotShader()
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: Shader(
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"dot",
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shaders[DOT_SHADER].vertex,
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shaders[DOT_SHADER].fragment
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) {
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if (!valid) {
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fprintf(stderr, "invalid dot 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_blur = glGetUniformLocation(program, "u_blur");
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// fprintf(stderr, "DotShader:\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_blur: %d\n", u_blur);
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}
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void DotShader::bind(char *offset) {
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glEnableVertexAttribArray(a_pos);
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glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset);
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}
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void DotShader::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 DotShader::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 DotShader::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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