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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_data1 = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_data1"));
a_data2 = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_data2"));
}
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_data1));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_data1, 4, GL_UNSIGNED_BYTE, false, stride, offset + 8));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_data2));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_data2, 4, GL_UNSIGNED_BYTE, false, stride, offset + 12));
}
void SDFIconShader::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_data1));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_data1, 4, GL_UNSIGNED_BYTE, false, stride, offset + 8));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_data2));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_data2, 4, GL_UNSIGNED_BYTE, false, stride, offset + 12));
}
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