#include #include #include #include using namespace llmr; DotShader::DotShader() : Shader( shaders[DOT_SHADER].vertex, shaders[DOT_SHADER].fragment ) { if (!valid) { fprintf(stderr, "invalid dot shader\n"); return; } a_pos = glGetAttribLocation(program, "a_pos"); u_matrix = glGetUniformLocation(program, "u_matrix"); u_color = glGetUniformLocation(program, "u_color"); u_size = glGetUniformLocation(program, "u_size"); u_blur = glGetUniformLocation(program, "u_blur"); // fprintf(stderr, "DotShader:\n"); // fprintf(stderr, " - u_matrix: %d\n", u_matrix); // fprintf(stderr, " - u_color: %d\n", u_color); // fprintf(stderr, " - u_size: %d\n", u_size); // fprintf(stderr, " - u_blur: %d\n", u_blur); } void DotShader::bind(char *offset) { glEnableVertexAttribArray(a_pos); glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset); } void DotShader::setColor(const std::array& new_color) { if (color != new_color) { glUniform4fv(u_color, 1, new_color.data()); color = new_color; } } void DotShader::setSize(float new_size) { if (size != new_size) { glUniform1f(u_size, new_size); size = new_size; } } void DotShader::setBlur(float new_blur) { if (blur != new_blur) { glUniform1f(u_blur, new_blur); blur = new_blur; } }