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sdf_shader.hpp
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#pragma once
#include <mbgl/shader/shader.hpp>
#include <mbgl/shader/uniform.hpp>
namespace mbgl {
class SDFShader : public Shader {
public:
SDFShader(gl::ObjectStore&);
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<std::array<GLfloat, 2>> u_extrude_scale = {"u_extrude_scale", *this};
Uniform<std::array<GLfloat, 4>> u_color = {"u_color", *this};
Uniform<GLfloat> u_opacity = {"u_opacity", *this};
Uniform<std::array<GLfloat, 2>> u_texsize = {"u_texsize", *this};
Uniform<GLfloat> u_buffer = {"u_buffer", *this};
Uniform<GLfloat> u_gamma = {"u_gamma", *this};
Uniform<GLfloat> u_zoom = {"u_zoom", *this};
Uniform<GLfloat> u_pitch = {"u_pitch", *this};
Uniform<GLfloat> u_bearing = {"u_bearing", *this};
Uniform<GLfloat> u_aspect_ratio = {"u_aspect_ratio", *this};
Uniform<GLint> u_rotate_with_map = {"u_rotate_with_map",*this};
Uniform<GLint> u_pitch_with_map = {"u_pitch_with_map",*this};
Uniform<GLint> u_texture = {"u_texture", *this};
Uniform<GLint> u_fadetexture = {"u_fadetexture", *this};
protected:
GLint a_offset = -1;
GLint a_data1 = -1;
GLint a_data2 = -1;
};
class SDFGlyphShader : public SDFShader {
public:
SDFGlyphShader(gl::ObjectStore& store) : SDFShader(store) {}
void bind(GLbyte *offset) final;
};
class SDFIconShader : public SDFShader {
public:
SDFIconShader(gl::ObjectStore& store) : SDFShader(store) {}
void bind(GLbyte *offset) final;
};
} // namespace mbgl