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#include <mbgl/shader/icon_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <cstdio>
using namespace mbgl;
IconShader::IconShader()
: Shader(
shaders[ICON_SHADER].vertex,
shaders[ICON_SHADER].fragment
) {
if (!valid) {
fprintf(stderr, "invalid icon shader\n");
return;
}
a_pos = glGetAttribLocation(program, "a_pos");
a_offset = glGetAttribLocation(program, "a_offset");
a_tex = glGetAttribLocation(program, "a_tex");
a_angle = glGetAttribLocation(program, "a_angle");
a_minzoom = glGetAttribLocation(program, "a_minzoom");
a_maxzoom = glGetAttribLocation(program, "a_maxzoom");
a_rangeend = glGetAttribLocation(program, "a_rangeend");
a_rangestart = glGetAttribLocation(program, "a_rangestart");
a_labelminzoom = glGetAttribLocation(program, "a_labelminzoom");
u_matrix = glGetUniformLocation(program, "u_matrix");
u_exmatrix = glGetUniformLocation(program, "u_exmatrix");
u_angle = glGetUniformLocation(program, "u_angle");
u_zoom = glGetUniformLocation(program, "u_zoom");
u_flip = glGetUniformLocation(program, "u_flip");
u_fadedist = glGetUniformLocation(program, "u_fadedist");
u_minfadezoom = glGetUniformLocation(program, "u_minfadezoom");
u_maxfadezoom = glGetUniformLocation(program, "u_maxfadezoom");
u_fadezoom = glGetUniformLocation(program, "u_fadezoom");
u_opacity = glGetUniformLocation(program, "u_opacity");
u_texsize = glGetUniformLocation(program, "u_texsize");
// fprintf(stderr, "IconShader:\n");
// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
// fprintf(stderr, " - u_exmatrix: %d\n", u_exmatrix);
// fprintf(stderr, " - u_angle: %d\n", u_angle);
// fprintf(stderr, " - u_zoom: %d\n", u_zoom);
// fprintf(stderr, " - u_flip: %d\n", u_flip);
// fprintf(stderr, " - u_fadedist: %d\n", u_fadedist);
// fprintf(stderr, " - u_minfadezoom: %d\n", u_minfadezoom);
// fprintf(stderr, " - u_maxfadezoom: %d\n", u_maxfadezoom);
// fprintf(stderr, " - u_fadezoom: %d\n", u_fadezoom);
// fprintf(stderr, " - u_opacity: %d\n", u_opacity);
}
void IconShader::bind(char *offset) {
const int stride = 20;
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0);
glEnableVertexAttribArray(a_offset);
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4);
glEnableVertexAttribArray(a_labelminzoom);
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8);
glEnableVertexAttribArray(a_minzoom);
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9);
glEnableVertexAttribArray(a_maxzoom);
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10);
glEnableVertexAttribArray(a_angle);
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11);
glEnableVertexAttribArray(a_rangeend);
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12);
glEnableVertexAttribArray(a_rangestart);
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13);
glEnableVertexAttribArray(a_tex);
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16);
}
void IconShader::setExtrudeMatrix(const std::array<float, 16>& new_exmatrix) {
if (exmatrix != new_exmatrix) {
glUniformMatrix4fv(u_exmatrix, 1, GL_FALSE, new_exmatrix.data());
exmatrix = new_exmatrix;
}
}
void IconShader::setAngle(float new_angle) {
if (angle != new_angle) {
glUniform1f(u_angle, new_angle);
angle = new_angle;
}
}
void IconShader::setZoom(float new_zoom) {
if (zoom != new_zoom) {
glUniform1f(u_zoom, new_zoom);
zoom = new_zoom;
}
}
void IconShader::setFlip(float new_flip) {
if (flip != new_flip) {
glUniform1f(u_flip, new_flip);
flip = new_flip;
}
}
void IconShader::setFadeDist(float new_fadedist) {
if (fadedist != new_fadedist) {
glUniform1f(u_fadedist, new_fadedist);
fadedist = new_fadedist;
}
}
void IconShader::setMinFadeZoom(float new_minfadezoom) {
if (minfadezoom != new_minfadezoom) {
glUniform1f(u_minfadezoom, new_minfadezoom);
minfadezoom = new_minfadezoom;
}
}
void IconShader::setMaxFadeZoom(float new_maxfadezoom) {
if (maxfadezoom != new_maxfadezoom) {
glUniform1f(u_maxfadezoom, new_maxfadezoom);
maxfadezoom = new_maxfadezoom;
}
}
void IconShader::setFadeZoom(float new_fadezoom) {
if (fadezoom != new_fadezoom) {
glUniform1f(u_fadezoom, new_fadezoom);
fadezoom = new_fadezoom;
}
}
void IconShader::setOpacity(float new_opacity) {
if (opacity != new_opacity) {
glUniform1f(u_opacity, new_opacity);
opacity = new_opacity;
}
}
void IconShader::setTextureSize(const std::array<float, 2> &new_texsize) {
if (texsize != new_texsize) {
glUniform2fv(u_texsize, 1, new_texsize.data());
texsize = new_texsize;
}
}
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