#include #include #include #include using namespace llmr; OutlineShader::OutlineShader() : Shader( shaders[OUTLINE_SHADER].vertex, shaders[OUTLINE_SHADER].fragment ) { if (!valid) { fprintf(stderr, "invalid outline shader\n"); return; } a_pos = glGetAttribLocation(program, "a_pos"); u_matrix = glGetUniformLocation(program, "u_matrix"); u_color = glGetUniformLocation(program, "u_color"); u_world = glGetUniformLocation(program, "u_world"); // fprintf(stderr, "OutlineShader:\n"); // fprintf(stderr, " - u_matrix: %d\n", u_matrix); // fprintf(stderr, " - u_color: %d\n", u_color); // fprintf(stderr, " - u_world: %d\n", u_world); } void OutlineShader::bind(char *offset) { glEnableVertexAttribArray(a_pos); glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset); } void OutlineShader::setColor(const std::array& new_color) { if (color != new_color) { glUniform4fv(u_color, 1, new_color.data()); color = new_color; } } void OutlineShader::setWorld(const std::array& new_world) { if (world != new_world) { glUniform2fv(u_world, 1, new_world.data()); world = new_world; } }