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#include <mbgl/shader/pattern_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <cstdio>
using namespace mbgl;
PatternShader::PatternShader()
: Shader(
shaders[PATTERN_SHADER].vertex,
shaders[PATTERN_SHADER].fragment
) {
if (!valid) {
fprintf(stderr, "invalid pattern shader\n");
return;
}
a_pos = glGetAttribLocation(program, "a_pos");
u_matrix = glGetUniformLocation(program, "u_matrix");
u_color = glGetUniformLocation(program, "u_color");
u_offset = glGetUniformLocation(program, "u_offset");
u_pattern_size = glGetUniformLocation(program, "u_pattern_size");
u_pattern_tl = glGetUniformLocation(program, "u_pattern_tl");
u_pattern_br = glGetUniformLocation(program, "u_pattern_br");
u_mix = glGetUniformLocation(program, "u_mix");
// fprintf(stderr, "PatternShader:\n");
// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
// fprintf(stderr, " - u_color: %d\n", u_color);
// fprintf(stderr, " - u_offset: %d\n", u_offset);
// fprintf(stderr, " - u_pattern_size: %d\n", u_pattern_size);
// fprintf(stderr, " - u_pattern_tl: %d\n", u_pattern_tl);
// fprintf(stderr, " - u_pattern_br: %d\n", u_pattern_br);
// fprintf(stderr, " - u_mix: %d\n", u_mix);
}
void PatternShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset);
}
void PatternShader::setColor(const std::array<float, 4>& new_color) {
if (color != new_color) {
glUniform4fv(u_color, 1, new_color.data());
color = new_color;
}
}
void PatternShader::setOffset(const std::array<float, 2>& new_offset) {
if (offset != new_offset) {
glUniform2fv(u_offset, 1, new_offset.data());
offset = new_offset;
}
}
void PatternShader::setPatternSize(const std::array<float, 2>& new_pattern_size) {
if (pattern_size != new_pattern_size) {
glUniform2fv(u_pattern_size, 1, new_pattern_size.data());
pattern_size = new_pattern_size;
}
}
void PatternShader::setPatternTopLeft(const std::array<float, 2>& new_pattern_tl) {
if (pattern_tl != new_pattern_tl) {
glUniform2fv(u_pattern_tl, 1, new_pattern_tl.data());
pattern_tl = new_pattern_tl;
}
}
void PatternShader::setPatternBottomRight(const std::array<float, 2>& new_pattern_br) {
if (pattern_br != new_pattern_br) {
glUniform2fv(u_pattern_br, 1, new_pattern_br.data());
pattern_br = new_pattern_br;
}
}
void PatternShader::setMix(float new_mix) {
if (mix != new_mix) {
glUniform1f(u_mix, new_mix);
mix = new_mix;
}
}
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