56 lines
1.9 KiB
C++
56 lines
1.9 KiB
C++
#include <mbgl/geometry/vao.hpp>
|
|
#include <mbgl/platform/log.hpp>
|
|
#include <mbgl/util/string.hpp>
|
|
|
|
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 " +
|
|
util::toString(bound_shader) + "(" + bound_shader_name + ") to " +
|
|
util::toString(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;
|
|
}
|
|
|
|
}
|