#pragma region Copyright (c) 2014-2016 OpenRCT2 Developers /***************************************************************************** * OpenRCT2, an open source clone of Roller Coaster Tycoon 2. * * OpenRCT2 is the work of many authors, a full list can be found in contributors.md * For more information, visit https://github.com/OpenRCT2/OpenRCT2 * * OpenRCT2 is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * A full copy of the GNU General Public License can be found in licence.txt *****************************************************************************/ #pragma endregion #ifndef DISABLE_OPENGL #include "FillRectShader.h" FillRectShader::FillRectShader() : OpenGLShaderProgram("fillrect") { GetLocations(); glGenBuffers(1, &_vbo); glGenVertexArrays(1, &_vao); vec2i vertices[] = { 0, 1, 2, 3 }; glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(_vao); glEnableVertexAttribArray(vIndex); glVertexAttribIPointer(vIndex, 1, GL_INT, 0, 0); } FillRectShader::~FillRectShader() { glDeleteBuffers(1, &_vbo); glDeleteVertexArrays(1, &_vao); glBindVertexArray(_vao); } void FillRectShader::GetLocations() { uScreenSize = GetUniformLocation("uScreenSize"); uClip = GetUniformLocation("uClip"); uBounds = GetUniformLocation("uBounds"); uFlags = GetUniformLocation("uFlags"); uColour[0] = GetUniformLocation("uColour[0]"); uColour[1] = GetUniformLocation("uColour[1]"); vIndex = GetAttributeLocation("vIndex"); } void FillRectShader::SetScreenSize(sint32 width, sint32 height) { glUniform2i(uScreenSize, width, height); } void FillRectShader::SetClip(sint32 left, sint32 top, sint32 right, sint32 bottom) { glUniform4i(uClip, left, top, right, bottom); } void FillRectShader::SetBounds(sint32 left, sint32 top, sint32 right, sint32 bottom) { glUniform4i(uBounds, left, top, right, bottom); } void FillRectShader::SetFlags(uint32 flags) { glUniform1i(uFlags, flags); } void FillRectShader::SetColour(int index, vec4f colour) { glUniform4f(uColour[index], colour.r, colour.g, colour.b, colour.a); } void FillRectShader::Draw(sint32 left, sint32 top, sint32 right, sint32 bottom) { SetBounds(left, top, right, bottom); glBindVertexArray(_vao); glDrawArrays(GL_QUADS, 0, 4); } #endif /* DISABLE_OPENGL */