#include #include namespace mbgl { VertexArrayObject::~VertexArrayObject() { if (!gl::DeleteVertexArrays) return; if (vao) { gl::DeleteVertexArrays(1, &vao); } } void VertexArrayObject::bindVertexArrayObject() { if (!gl::GenVertexArrays || !gl::BindVertexArray) { static bool reported = false; if (!reported) { Log::Warning(Event::OpenGL, "Not using Vertex Array Objects"); reported = true; } return; } if (!vao) { gl::GenVertexArrays(1, &vao); } gl::BindVertexArray(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; } }