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#include <llmr/renderer/shader-line.hpp>
#include <llmr/shader/shaders.hpp>
#include <llmr/platform/gl.hpp>
#include <cstdio>
using namespace llmr;
LineShader::LineShader()
: Shader(
shaders[LINE_SHADER].vertex,
shaders[LINE_SHADER].fragment
) {
if (!valid) {
fprintf(stderr, "invalid line shader\n");
return;
}
a_pos = glGetAttribLocation(program, "a_pos");
a_extrude = glGetAttribLocation(program, "a_extrude");
a_linesofar = glGetAttribLocation(program, "a_linesofar");
u_matrix = glGetUniformLocation(program, "u_matrix");
u_exmatrix = glGetUniformLocation(program, "u_exmatrix");
u_linewidth = glGetUniformLocation(program, "u_linewidth");
u_color = glGetUniformLocation(program, "u_color");
u_ratio = glGetUniformLocation(program, "u_ratio");
u_dasharray = glGetUniformLocation(program, "u_dasharray");
u_debug = glGetUniformLocation(program, "u_debug");
}
void LineShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset);
glEnableVertexAttribArray(a_linesofar);
glVertexAttribPointer(a_linesofar, 1, GL_SHORT, false, 8, offset + 4);
glEnableVertexAttribArray(a_extrude);
glVertexAttribPointer(a_extrude, 2, GL_BYTE, false, 8, offset + 6);
}
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