1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
|
#include <mbgl/shader/gaussian_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <cstdio>
using namespace mbgl;
GaussianShader::GaussianShader()
: Shader(
shaders[GAUSSIAN_SHADER].vertex,
shaders[GAUSSIAN_SHADER].fragment
) {
if (!valid) {
#if defined(DEBUG)
fprintf(stderr, "invalid raster shader\n");
#endif
return;
}
a_pos = glGetAttribLocation(program, "a_pos");
u_matrix = glGetUniformLocation(program, "u_matrix");
u_image = glGetUniformLocation(program, "u_image");
u_offset = glGetUniformLocation(program, "u_offset");
// fprintf(stderr, "GaussianShader:\n");
// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
// fprintf(stderr, " - u_image: %d\n", u_image);
// fprintf(stderr, " - u_gaussian: %f\n", u_gaussian);
}
void GaussianShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset);
}
void GaussianShader::setImage(int32_t new_image) {
if (image != new_image) {
glUniform1i(u_image, new_image);
image = new_image;
}
}
void GaussianShader::setOffset(const std::array<float, 2>& new_offset) {
if (offset != new_offset) {
glUniform2fv(u_offset, 1, new_offset.data());
offset = new_offset;
}
}
|