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#include <mbgl/shader/sdf_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <cstdio>
using namespace mbgl;
SDFShader::SDFShader()
: Shader(
"sdf",
shaders[SDF_SHADER].vertex,
shaders[SDF_SHADER].fragment
) {
if (!valid) {
fprintf(stderr, "invalid sdf shader\n");
return;
}
a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
a_offset = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_offset"));
a_tex = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_tex"));
a_angle = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_angle"));
a_minzoom = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_minzoom"));
a_maxzoom = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_maxzoom"));
a_rangeend = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_rangeend"));
a_rangestart = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_rangestart"));
a_labelminzoom = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_labelminzoom"));
}
void SDFGlyphShader::bind(char *offset) {
const int stride = 16;
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_offset));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_labelminzoom));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_minzoom));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_maxzoom));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_angle));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_rangeend));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_rangestart));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_tex));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_tex, 2, GL_UNSIGNED_BYTE, false, stride, offset + 14));
}
void SDFIconShader::bind(char *offset) {
const int stride = 20;
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_offset));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_labelminzoom));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_minzoom));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_maxzoom));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_angle));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_rangeend));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_rangestart));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_tex));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16));
}
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