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author | Lauren Budorick <lauren@mapbox.com> | 2014-07-25 18:17:37 -0700 |
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committer | John Firebaugh <john.firebaugh@gmail.com> | 2014-09-03 18:12:40 -0700 |
commit | 71c31cee2499d44fcd590136d15c5da7fbfb65ec (patch) | |
tree | bdbaf4289a156af7be552a3758e257ef25e2caf4 /src/shader/linepattern_shader.cpp | |
parent | c1280f0b380bfb21ce9e811b87bcf7d8ab380f25 (diff) | |
download | qtlocation-mapboxgl-71c31cee2499d44fcd590136d15c5da7fbfb65ec.tar.gz |
linepattern in progress
Diffstat (limited to 'src/shader/linepattern_shader.cpp')
-rw-r--r-- | src/shader/linepattern_shader.cpp | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/src/shader/linepattern_shader.cpp b/src/shader/linepattern_shader.cpp new file mode 100644 index 0000000000..ec235f648e --- /dev/null +++ b/src/shader/linepattern_shader.cpp @@ -0,0 +1,121 @@ +#include <mbgl/shader/linepattern_shader.hpp> +#include <mbgl/shader/shaders.hpp> +#include <mbgl/platform/gl.hpp> +#include <iostream> + +#include <cstdio> + +using namespace mbgl; + +LinepatternShader::LinepatternShader() + : Shader( + "linepattern", + shaders[LINEPATTERN_SHADER].vertex, + shaders[LINEPATTERN_SHADER].fragment + ) { + if (!valid) { + fprintf(stderr, "invalid line pattern shader\n"); + return; + } + + a_pos = glGetAttribLocation(program, "a_pos"); + a_extrude = glGetAttribLocation(program, "a_extrude"); + a_linesofar = glGetAttribLocation(program, "a_linesofar"); + + u_matrix = glGetUniformLocation(program, "u_matrix"); + u_exmatrix = glGetUniformLocation(program, "u_exmatrix"); + u_linewidth = glGetUniformLocation(program, "u_linewidth"); + u_ratio = glGetUniformLocation(program, "u_ratio"); + u_pattern_size = glGetUniformLocation(program, "u_pattern_size"); + + u_pattern_tl = glGetUniformLocation(program, "u_pattern_tl"); + u_pattern_br = glGetUniformLocation(program, "u_pattern_br"); + u_offset = glGetUniformLocation(program, "u_offset"); + u_gamma = glGetUniformLocation(program, "u_gamma"); + u_fade = glGetUniformLocation(program, "u_fade"); + + //fprintf(stderr, "LinepatternShader:\n"); + //fprintf(stderr, " - u_matrix: %d\n", u_matrix); + //fprintf(stderr, " - u_exmatrix: %d\n", u_exmatrix); + //fprintf(stderr, " - u_linewidth: %d\n", u_linewidth); + //fprintf(stderr, " - u_ratio: %d\n", u_ratio); + //fprintf(stderr, " - u_pattern_size: %d\n", u_pattern_size); + //fprintf(stderr, " - u_pattern_tl: %d\n", u_pattern_tl); + //fprintf(stderr, " - u_pattern_br: %d\n", u_pattern_br); + //fprintf(stderr, " - u_offset: %d\n", u_offset); + //fprintf(stderr, " - u_gamma: %d\n", u_gamma); +} + +void LinepatternShader::bind(char *offset) { + glEnableVertexAttribArray(a_pos); + glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset + 0); + + glEnableVertexAttribArray(a_extrude); + glVertexAttribPointer(a_extrude, 2, GL_BYTE, false, 8, offset + 4); + + glEnableVertexAttribArray(a_linesofar); + glVertexAttribPointer(a_linesofar, 1, GL_SHORT, false, 8, offset + 6); +} + +void LinepatternShader::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 LinepatternShader::setPatternSize(const std::array<float, 2>& new_pattern_size) { + if (pattern_size != new_pattern_size) { + glUniform2fv(u_pattern_size, 1, new_pattern_size.data()); + pattern_size = new_pattern_size; + } +} + +void LinepatternShader::setLineWidth(const std::array<float, 2>& new_linewidth) { + if (linewidth != new_linewidth) { + glUniform2fv(u_linewidth, 1, new_linewidth.data()); + linewidth = new_linewidth; + } +} + +void LinepatternShader::setRatio(float new_ratio) { + if (ratio != new_ratio) { + glUniform1f(u_ratio, new_ratio); + ratio = new_ratio; + } +} + +void LinepatternShader::setPatternTopLeft(const std::array<float, 2>& new_pattern_tl) { + if (pattern_tl != new_pattern_tl) { + glUniform2fv(u_pattern_tl, 1, new_pattern_tl.data()); + pattern_tl = new_pattern_tl; + } +} + +void LinepatternShader::setPatternBottomRight(const std::array<float, 2>& new_pattern_br) { + if (pattern_br != new_pattern_br) { + glUniform2fv(u_pattern_br, 1, new_pattern_br.data()); + pattern_br = new_pattern_br; + } +} + +void LinepatternShader::setOffset(const std::array<float, 2>& new_offset) { + if (offset != new_offset) { + glUniform2fv(u_offset, 1, new_offset.data()); + offset = new_offset; + } +} + +void LinepatternShader::setGamma(float new_gamma) { + if (gamma != new_gamma) { + glUniform1f(u_gamma, new_gamma); + gamma = new_gamma; + } +} + +void LinepatternShader::setFade(float new_fade) { + if (fade != new_fade) { + glUniform1f(u_fade, new_fade); + fade = new_fade; + } +}; |