86 lines
2.7 KiB
C++
86 lines
2.7 KiB
C++
#include <llmr/renderer/shader-pattern.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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PatternShader::PatternShader()
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: Shader(
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shaders[PATTERN_SHADER].vertex,
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shaders[PATTERN_SHADER].fragment
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) {
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if (!valid) {
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fprintf(stderr, "invalid 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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u_matrix = glGetUniformLocation(program, "u_matrix");
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u_color = glGetUniformLocation(program, "u_color");
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u_offset = glGetUniformLocation(program, "u_offset");
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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_mix = glGetUniformLocation(program, "u_mix");
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// fprintf(stderr, "PatternShader:\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_offset: %d\n", u_offset);
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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_mix: %d\n", u_mix);
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}
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void PatternShader::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 PatternShader::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 PatternShader::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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void PatternShader::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 PatternShader::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 PatternShader::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 PatternShader::setMix(float new_mix) {
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if (mix != new_mix) {
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glUniform1f(u_mix, new_mix);
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mix = new_mix;
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}
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}
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