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#include <llmr/shader/raster_shader.hpp>
#include <llmr/shader/shaders.hpp>
#include <llmr/platform/gl.hpp>
#include <cstdio>
using namespace llmr;
RasterShader::RasterShader()
: Shader(
shaders[RASTER_SHADER].vertex,
shaders[RASTER_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_opacity = glGetUniformLocation(program, "u_opacity");
u_buffer = glGetUniformLocation(program, "u_buffer");
// fprintf(stderr, "RasterShader:\n");
// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
// fprintf(stderr, " - u_image: %d\n", u_image);
// fprintf(stderr, " - u_opacity: %f\n", u_opacity);
// fprintf(stderr, " - u_buffer: %f\n", u_buffer);
}
void RasterShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset);
}
void RasterShader::setImage(int32_t new_image) {
if (image != new_image) {
glUniform1i(u_image, new_image);
image = new_image;
}
}
void RasterShader::setOpacity(float new_opacity) {
if (opacity != new_opacity) {
glUniform1f(u_opacity, new_opacity);
opacity = new_opacity;
}
}
void RasterShader::setBuffer(float new_buffer) {
if (buffer != new_buffer) {
glUniform1f(u_buffer, new_buffer);
buffer = new_buffer;
}
}
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