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#include <llmr/renderer/shader-point.hpp>
#include <llmr/shader/shaders.hpp>
#include <llmr/platform/gl.hpp>
#include <cstdio>
using namespace llmr;
PointShader::PointShader()
: Shader(
shaders[POINT_SHADER].vertex,
shaders[POINT_SHADER].fragment
) {
if (!valid) {
fprintf(stderr, "invalid point shader\n");
return;
}
a_pos = glGetAttribLocation(program, "a_pos");
u_matrix = glGetUniformLocation(program, "u_matrix");
u_color = glGetUniformLocation(program, "u_color");
u_size = glGetUniformLocation(program, "u_size");
u_point_tl = glGetUniformLocation(program, "u_tl");
u_point_br = glGetUniformLocation(program, "u_br");
// fprintf(stderr, "PointShader:\n");
// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
// fprintf(stderr, " - u_color: %d\n", u_color);
// fprintf(stderr, " - u_size: %d\n", u_size);
// fprintf(stderr, " - u_point_tl: %d\n", u_point_tl);
// fprintf(stderr, " - u_point_br: %d\n", u_point_br);
// fprintf(stderr, " - u_image: %d\n", u_image);
}
void PointShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset);
}
void PointShader::setImage(int32_t new_image) {
if (image != new_image) {
glUniform1i(u_image, new_image);
image = new_image;
}
}
void PointShader::setColor(const std::array<float, 4>& new_color) {
if (color != new_color) {
glUniform4fv(u_color, 1, new_color.data());
color = new_color;
}
}
void PointShader::setSize(float new_size) {
if (size != new_size) {
glUniform1f(u_size, new_size);
size = new_size;
}
}
void PointShader::setPointTopLeft(const std::array<float, 2>& new_point_tl) {
if (point_tl != new_point_tl) {
glUniform2fv(u_point_tl, 1, new_point_tl.data());
point_tl = new_point_tl;
}
}
void PointShader::setPointBottomRight(const std::array<float, 2>& new_point_br) {
if (point_br != new_point_br) {
glUniform2fv(u_point_br, 1, new_point_br.data());
point_br = new_point_br;
}
}
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