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#include <llmr/shader/line_shader.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");
// fprintf(stderr, "LineShader:\n");
// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
// fprintf(stderr, " - u_exmatrix: %d\n", u_exmatrix);
// fprintf(stderr, " - u_linewidth: %d\n", u_linewidth);
// fprintf(stderr, " - u_color: %d\n", u_color);
// fprintf(stderr, " - u_ratio: %d\n", u_ratio);
// fprintf(stderr, " - u_dasharray: %d\n", u_dasharray);
}
void LineShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset + 0);
glEnableVertexAttribArray(a_extrude);
glVertexAttribPointer(a_extrude, 2, GL_BYTE, false, 8, offset + 4);
glEnableVertexAttribArray(a_linesofar);
glVertexAttribPointer(a_linesofar, 1, GL_SHORT, false, 8, offset + 6);
}
void LineShader::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 LineShader::setColor(const std::array<float, 4>& new_color) {
if (color != new_color) {
glUniform4fv(u_color, 1, new_color.data());
color = new_color;
}
}
void LineShader::setLineWidth(const std::array<float, 2>& new_linewidth) {
if (linewidth != new_linewidth) {
glUniform2fv(u_linewidth, 1, new_linewidth.data());
linewidth = new_linewidth;
}
}
void LineShader::setRatio(float new_ratio) {
if (ratio != new_ratio) {
glUniform1f(u_ratio, new_ratio);
ratio = new_ratio;
}
}
void LineShader::setDashArray(const std::array<float, 2>& new_dasharray) {
if (dasharray != new_dasharray) {
glUniform2fv(u_dasharray, 1, new_dasharray.data());
dasharray = new_dasharray;
}
}
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