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path: root/src/shader/dot_shader.cpp
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#include <mbgl/shader/dot_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>

#include <cstdio>

using namespace mbgl;

DotShader::DotShader()
: Shader(
         shaders[DOT_SHADER].vertex,
         shaders[DOT_SHADER].fragment
         ) {
    if (!valid) {
        fprintf(stderr, "invalid dot 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_blur = glGetUniformLocation(program, "u_blur");

    // fprintf(stderr, "DotShader:\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_blur: %d\n", u_blur);
}

void DotShader::bind(char *offset) {
    glEnableVertexAttribArray(a_pos);
    glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset);
}

void DotShader::setColor(const std::array<float, 4>& new_color) {
    if (color != new_color) {
        glUniform4fv(u_color, 1, new_color.data());
        color = new_color;
    }
}

void DotShader::setSize(float new_size) {
    if (size != new_size) {
        glUniform1f(u_size, new_size);
        size = new_size;
    }
}

void DotShader::setBlur(float new_blur) {
    if (blur != new_blur) {
        glUniform1f(u_blur, new_blur);
        blur = new_blur;
    }
}