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path: root/src/mbgl/shader/sdf_shader.hpp
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#pragma once

#include <mbgl/shader/shader.hpp>
#include <mbgl/shader/uniform.hpp>
#include <mbgl/util/color.hpp>

namespace mbgl {

class SDFShader : public Shader {
public:
    SDFShader(gl::ObjectStore&);

    UniformMatrix<4>                u_matrix        = {"u_matrix",        *this};
    Uniform<std::array<GLfloat, 2>> u_extrude_scale = {"u_extrude_scale", *this};
    Uniform<Color>                  u_color         = {"u_color",         *this};
    Uniform<GLfloat>                u_opacity       = {"u_opacity",       *this};
    Uniform<std::array<GLfloat, 2>> u_texsize       = {"u_texsize",       *this};
    Uniform<GLfloat>                u_buffer        = {"u_buffer",        *this};
    Uniform<GLfloat>                u_gamma         = {"u_gamma",         *this};
    Uniform<GLfloat>                u_zoom          = {"u_zoom",          *this};
    Uniform<GLfloat>                u_pitch         = {"u_pitch",         *this};
    Uniform<GLfloat>                u_bearing       = {"u_bearing",       *this};
    Uniform<GLfloat>                u_aspect_ratio  = {"u_aspect_ratio",  *this};
    Uniform<GLint>                  u_rotate_with_map = {"u_rotate_with_map",*this};
    Uniform<GLint>                  u_pitch_with_map = {"u_pitch_with_map",*this};
    Uniform<GLint>                  u_texture       = {"u_texture",       *this};
    Uniform<GLint>                  u_fadetexture   = {"u_fadetexture",   *this};

protected:
    GLint a_offset = -1;
    GLint a_data1 = -1;
    GLint a_data2 = -1;
};

class SDFGlyphShader : public SDFShader {
public:
    SDFGlyphShader(gl::ObjectStore& store) : SDFShader(store) {}
    void bind(GLbyte *offset) final;
};

class SDFIconShader : public SDFShader {
public:
    SDFIconShader(gl::ObjectStore& store) : SDFShader(store) {}
    void bind(GLbyte *offset) final;
};

} // namespace mbgl