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#include <mbgl/shader/box_shader.hpp>
#include <mbgl/shader/box.vertex.hpp>
#include <mbgl/shader/box.fragment.hpp>
#include <mbgl/gl/gl.hpp>
#include <cstdio>
using namespace mbgl;
CollisionBoxShader::CollisionBoxShader(gl::GLObjectStore& glObjectStore)
: Shader("collisionbox", shaders::box::vertex, shaders::box::fragment, glObjectStore) {
a_extrude = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_extrude"));
a_data = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"));
}
void CollisionBoxShader::bind(GLbyte *offset) {
const GLint stride = 12;
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_extrude));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_extrude, 2, GL_SHORT, false, stride, offset + 4));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_data));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_data, 2, GL_UNSIGNED_BYTE, false, stride, offset + 8));
}
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