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#include <mbgl/shader/outline_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <cstdio>
using namespace mbgl;
OutlineShader::OutlineShader()
: Shader(
shaders[OUTLINE_SHADER].vertex,
shaders[OUTLINE_SHADER].fragment
) {
if (!valid) {
fprintf(stderr, "invalid outline shader\n");
return;
}
a_pos = glGetAttribLocation(program, "a_pos");
u_matrix = glGetUniformLocation(program, "u_matrix");
u_color = glGetUniformLocation(program, "u_color");
u_world = glGetUniformLocation(program, "u_world");
// fprintf(stderr, "OutlineShader:\n");
// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
// fprintf(stderr, " - u_color: %d\n", u_color);
// fprintf(stderr, " - u_world: %d\n", u_world);
}
void OutlineShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset);
}
void OutlineShader::setColor(const std::array<float, 4>& new_color) {
if (color != new_color) {
glUniform4fv(u_color, 1, new_color.data());
color = new_color;
}
}
void OutlineShader::setWorld(const std::array<float, 2>& new_world) {
if (world != new_world) {
glUniform2fv(u_world, 1, new_world.data());
world = new_world;
}
}
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