refactor vao object to use acutal OpenGL IDs rather than object pointers

This commit is contained in:
Konstantin Käfer
2014-08-15 13:37:19 +02:00
parent a81c2efba2
commit ba67fcd830
18 changed files with 123 additions and 77 deletions

46
src/geometry/vao.cpp Normal file
View File

@@ -0,0 +1,46 @@
#include <mbgl/geometry/vao.hpp>
namespace mbgl {
#if GL_ARB_vertex_array_object
VertexArrayObject::~VertexArrayObject() {
if (vao) {
glDeleteVertexArrays(1, &vao);
}
}
void VertexArrayObject::bindVertexArrayObject() {
if (!vao) {
glGenVertexArrays(1, &vao);
}
glBindVertexArray(vao);
}
void VertexArrayObject::verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
char *offset) {
if (bound_shader != shader.getID()) {
throw std::runtime_error(std::string("trying to rebind VAO to another shader from " +
std::to_string(bound_shader) + "(" + bound_shader_name + ") to " +
std::to_string(shader.getID()) + "(" + shader.name + ")" ));
} else if (bound_offset != offset) {
throw std::runtime_error("trying to bind VAO to another offset");
} else if (bound_vertex_buffer != vertexBuffer) {
throw std::runtime_error("trying to bind VAO to another vertex buffer");
} else if (bound_elements_buffer != elementsBuffer) {
throw std::runtime_error("trying to bind VAO to another elements buffer");
}
}
void VertexArrayObject::storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
char *offset) {
bound_shader = shader.getID();
bound_shader_name = shader.name;
bound_offset = offset;
bound_vertex_buffer = vertexBuffer;
bound_elements_buffer = elementsBuffer;
}
#endif
}

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@@ -26,3 +26,7 @@ void VertexBuffer::bind() {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
}
}
uint32_t VertexBuffer::getID() const {
return buffer;
}

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@@ -8,6 +8,7 @@ using namespace mbgl;
CompositeShader::CompositeShader()
: Shader(
"composite",
shaders[COMPOSITE_SHADER].vertex,
shaders[COMPOSITE_SHADER].fragment
) {

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@@ -8,6 +8,7 @@ using namespace mbgl;
DotShader::DotShader()
: Shader(
"dot",
shaders[DOT_SHADER].vertex,
shaders[DOT_SHADER].fragment
) {

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@@ -8,6 +8,7 @@ using namespace mbgl;
GaussianShader::GaussianShader()
: Shader(
"gaussian",
shaders[GAUSSIAN_SHADER].vertex,
shaders[GAUSSIAN_SHADER].fragment
) {

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@@ -8,6 +8,7 @@ using namespace mbgl;
IconShader::IconShader()
: Shader(
"icon",
shaders[ICON_SHADER].vertex,
shaders[ICON_SHADER].fragment
) {

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@@ -8,6 +8,7 @@ using namespace mbgl;
LineShader::LineShader()
: Shader(
"line",
shaders[LINE_SHADER].vertex,
shaders[LINE_SHADER].fragment
) {

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@@ -8,6 +8,7 @@ using namespace mbgl;
LinejoinShader::LinejoinShader()
: Shader(
"linejoin",
shaders[LINEJOIN_SHADER].vertex,
shaders[LINEJOIN_SHADER].fragment
) {

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@@ -8,6 +8,7 @@ using namespace mbgl;
OutlineShader::OutlineShader()
: Shader(
"outline",
shaders[OUTLINE_SHADER].vertex,
shaders[OUTLINE_SHADER].fragment
) {

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@@ -8,6 +8,7 @@ using namespace mbgl;
PatternShader::PatternShader()
: Shader(
"pattern",
shaders[PATTERN_SHADER].vertex,
shaders[PATTERN_SHADER].fragment
) {

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@@ -8,6 +8,7 @@ using namespace mbgl;
PlainShader::PlainShader()
: Shader(
"plain",
shaders[PLAIN_SHADER].vertex,
shaders[PLAIN_SHADER].fragment
) {

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@@ -8,6 +8,7 @@ using namespace mbgl;
RasterShader::RasterShader()
: Shader(
"raster",
shaders[RASTER_SHADER].vertex,
shaders[RASTER_SHADER].fragment
) {

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@@ -8,8 +8,9 @@
using namespace mbgl;
Shader::Shader(const GLchar *vertSource, const GLchar *fragSource)
: valid(false),
Shader::Shader(const char *name, const GLchar *vertSource, const GLchar *fragSource)
: name(name),
valid(false),
program(0) {
util::timer timer("shader compilation", Event::Shader);

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@@ -8,6 +8,7 @@ using namespace mbgl;
TextShader::TextShader()
: Shader(
"text",
shaders[TEXT_SHADER].vertex,
shaders[TEXT_SHADER].fragment
) {