43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
#include <llmr/renderer/shader-line.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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LineShader::LineShader()
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: Shader(
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shaders[LINE_SHADER].vertex,
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shaders[LINE_SHADER].fragment
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) {
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if (!valid) {
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fprintf(stderr, "invalid line 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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a_extrude = glGetAttribLocation(program, "a_extrude");
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a_linesofar = glGetAttribLocation(program, "a_linesofar");
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u_matrix = glGetUniformLocation(program, "u_matrix");
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u_exmatrix = glGetUniformLocation(program, "u_exmatrix");
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u_linewidth = glGetUniformLocation(program, "u_linewidth");
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u_color = glGetUniformLocation(program, "u_color");
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u_debug = glGetUniformLocation(program, "u_debug");
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u_ratio = glGetUniformLocation(program, "u_ratio");
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u_dasharray = glGetUniformLocation(program, "u_dasharray");
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u_point = glGetUniformLocation(program, "u_point");
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u_gamma = glGetUniformLocation(program, "u_gamma");
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}
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void LineShader::bind_vertex(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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glEnableVertexAttribArray(a_extrude);
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glVertexAttribPointer(a_extrude, 2, GL_BYTE, false, 8, offset + 6);
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glEnableVertexAttribArray(a_linesofar);
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glVertexAttribPointer(a_linesofar, 1, GL_SHORT, false, 8, offset + 4);
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} |