Files
MapLibreParticleLab/src/shader/text_shader.cpp

160 lines
5.0 KiB
C++

#include <mbgl/shader/text_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <cstdio>
using namespace mbgl;
TextShader::TextShader()
: Shader(
"text",
shaders[TEXT_SHADER].vertex,
shaders[TEXT_SHADER].fragment
) {
if (!valid) {
fprintf(stderr, "invalid text shader\n");
return;
}
a_pos = glGetAttribLocation(program, "a_pos");
a_offset = glGetAttribLocation(program, "a_offset");
a_data1 = glGetAttribLocation(program, "a_data1");
a_data2 = glGetAttribLocation(program, "a_data2");
u_matrix = glGetUniformLocation(program, "u_matrix");
u_color = glGetUniformLocation(program, "u_color");
u_buffer = glGetUniformLocation(program, "u_buffer");
u_gamma = glGetUniformLocation(program, "u_gamma");
u_exmatrix = glGetUniformLocation(program, "u_exmatrix");
u_angle = glGetUniformLocation(program, "u_angle");
u_zoom = glGetUniformLocation(program, "u_zoom");
u_flip = glGetUniformLocation(program, "u_flip");
u_fadedist = glGetUniformLocation(program, "u_fadedist");
u_minfadezoom = glGetUniformLocation(program, "u_minfadezoom");
u_maxfadezoom = glGetUniformLocation(program, "u_maxfadezoom");
u_fadezoom = glGetUniformLocation(program, "u_fadezoom");
u_texsize = glGetUniformLocation(program, "u_texsize");
// fprintf(stderr, "TextShader:\n");
// fprintf(stderr, " - a_pos: %d\n", a_pos);
// fprintf(stderr, " - a_offset: %d\n", a_offset);
// fprintf(stderr, " - a_data1: %d\n", a_tex);
// fprintf(stderr, " - a_data2: %d\n", a_tex);
// fprintf(stderr, " - u_color: %d\n", u_color);
// fprintf(stderr, " - u_buffer: %d\n", u_buffer);
// fprintf(stderr, " - u_gamma: %d\n", u_gamma);
// fprintf(stderr, " - u_exmatrix: %d\n", u_exmatrix);
// fprintf(stderr, " - u_angle: %d\n", u_angle);
// fprintf(stderr, " - u_zoom: %d\n", u_zoom);
// fprintf(stderr, " - u_flip: %d\n", u_flip);
// fprintf(stderr, " - u_fadedist: %d\n", u_fadedist);
// fprintf(stderr, " - u_minfadezoom: %d\n", u_minfadezoom);
// fprintf(stderr, " - u_maxfadezoom: %d\n", u_maxfadezoom);
// fprintf(stderr, " - u_fadezoom: %d\n", u_fadezoom);
// fprintf(stderr, " - u_texsize: %d\n", u_texsize);
// fprintf(stderr, " - u_opacity: %d\n", u_opacity);
}
void TextShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 16, offset + 0);
glEnableVertexAttribArray(a_offset);
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, 16, offset + 4);
glEnableVertexAttribArray(a_data1);
glVertexAttribPointer(a_data1, 4, GL_UNSIGNED_BYTE, false, 16, offset + 8);
glEnableVertexAttribArray(a_data2);
glVertexAttribPointer(a_data2, 4, GL_UNSIGNED_BYTE, false, 16, offset + 12);
}
void TextShader::setColor(const std::array<float, 4>& new_color) {
if (color != new_color) {
glUniform4fv(u_color, 1, new_color.data());
color = new_color;
}
}
void TextShader::setColor(float r, float g, float b, float a) {
setColor({{ r, g, b, a }});
}
void TextShader::setBuffer(float new_buffer) {
if (buffer != new_buffer) {
glUniform1f(u_buffer, new_buffer);
buffer = new_buffer;
}
}
void TextShader::setGamma(float new_gamma) {
if (gamma != new_gamma) {
glUniform1f(u_gamma, new_gamma);
gamma = new_gamma;
}
}
void TextShader::setExtrudeMatrix(const std::array<float, 16> &new_exmatrix) {
if (exmatrix != new_exmatrix) {
glUniformMatrix4fv(u_exmatrix, 1, GL_FALSE, new_exmatrix.data());
exmatrix = new_exmatrix;
}
}
void TextShader::setAngle(float new_angle) {
if (angle != new_angle) {
glUniform1f(u_angle, new_angle);
angle = new_angle;
}
}
void TextShader::setZoom(float new_zoom) {
if (zoom != new_zoom) {
glUniform1f(u_zoom, new_zoom);
zoom = new_zoom;
}
}
void TextShader::setFlip(float new_flip) {
if (flip != new_flip) {
glUniform1f(u_flip, new_flip);
flip = new_flip;
}
}
void TextShader::setFadeDist(float new_fadedist) {
if (fadedist != new_fadedist) {
glUniform1f(u_fadedist, new_fadedist);
fadedist = new_fadedist;
}
}
void TextShader::setMinFadeZoom(float new_minfadezoom) {
if (minfadezoom != new_minfadezoom) {
glUniform1f(u_minfadezoom, new_minfadezoom);
minfadezoom = new_minfadezoom;
}
}
void TextShader::setMaxFadeZoom(float new_maxfadezoom) {
if (maxfadezoom != new_maxfadezoom) {
glUniform1f(u_maxfadezoom, new_maxfadezoom);
maxfadezoom = new_maxfadezoom;
}
}
void TextShader::setFadeZoom(float new_fadezoom) {
if (fadezoom != new_fadezoom) {
glUniform1f(u_fadezoom, new_fadezoom);
fadezoom = new_fadezoom;
}
}
void TextShader::setTextureSize(const std::array<float, 2> &new_texsize) {
if (texsize != new_texsize) {
glUniform2fv(u_texsize, 1, new_texsize.data());
texsize = new_texsize;
}
}