refactor vao object to use acutal OpenGL IDs rather than object pointers
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46
src/geometry/vao.cpp
Normal file
46
src/geometry/vao.cpp
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@@ -0,0 +1,46 @@
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#include <mbgl/geometry/vao.hpp>
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namespace mbgl {
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#if GL_ARB_vertex_array_object
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VertexArrayObject::~VertexArrayObject() {
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if (vao) {
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glDeleteVertexArrays(1, &vao);
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}
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}
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void VertexArrayObject::bindVertexArrayObject() {
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if (!vao) {
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glGenVertexArrays(1, &vao);
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}
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glBindVertexArray(vao);
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}
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void VertexArrayObject::verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
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char *offset) {
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if (bound_shader != shader.getID()) {
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throw std::runtime_error(std::string("trying to rebind VAO to another shader from " +
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std::to_string(bound_shader) + "(" + bound_shader_name + ") to " +
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std::to_string(shader.getID()) + "(" + shader.name + ")" ));
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} else if (bound_offset != offset) {
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throw std::runtime_error("trying to bind VAO to another offset");
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} else if (bound_vertex_buffer != vertexBuffer) {
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throw std::runtime_error("trying to bind VAO to another vertex buffer");
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} else if (bound_elements_buffer != elementsBuffer) {
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throw std::runtime_error("trying to bind VAO to another elements buffer");
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}
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}
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void VertexArrayObject::storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
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char *offset) {
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bound_shader = shader.getID();
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bound_shader_name = shader.name;
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bound_offset = offset;
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bound_vertex_buffer = vertexBuffer;
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bound_elements_buffer = elementsBuffer;
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}
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#endif
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}
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@@ -26,3 +26,7 @@ void VertexBuffer::bind() {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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}
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}
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uint32_t VertexBuffer::getID() const {
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return buffer;
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}
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