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vao.cpp
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vao.cpp
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#include <mbgl/geometry/vao.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/util/gl_object_store.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/thread_context.hpp>
namespace mbgl {
static gl::ExtensionFunction<
void (GLuint array)>
BindVertexArray({
{"GL_ARB_vertex_array_object", "glBindVertexArray"},
{"GL_OES_vertex_array_object", "glBindVertexArrayOES"},
{"GL_APPLE_vertex_array_object", "glBindVertexArrayAPPLE"}
});
static gl::ExtensionFunction<
void (GLsizei n,
const GLuint* arrays)>
DeleteVertexArrays({
{"GL_ARB_vertex_array_object", "glDeleteVertexArrays"},
{"GL_OES_vertex_array_object", "glDeleteVertexArraysOES"},
{"GL_APPLE_vertex_array_object", "glDeleteVertexArraysAPPLE"}
});
static gl::ExtensionFunction<
void (GLsizei n,
GLuint* arrays)>
GenVertexArrays({
{"GL_ARB_vertex_array_object", "glGenVertexArrays"},
{"GL_OES_vertex_array_object", "glGenVertexArraysOES"},
{"GL_APPLE_vertex_array_object", "glGenVertexArraysAPPLE"}
});
void VertexArrayObject::Unbind() {
if (!BindVertexArray) return;
MBGL_CHECK_ERROR(BindVertexArray(0));
}
void VertexArrayObject::Delete(GLsizei n, const GLuint* arrays) {
MBGL_CHECK_ERROR(DeleteVertexArrays(n, arrays));
}
VertexArrayObject::VertexArrayObject() {
}
VertexArrayObject::~VertexArrayObject() {
if (!DeleteVertexArrays) return;
if (vao) {
util::ThreadContext::getGLObjectStore()->abandonVAO(vao);
}
}
void VertexArrayObject::bindVertexArrayObject() {
if (!GenVertexArrays || !BindVertexArray) {
static bool reported = false;
if (!reported) {
Log::Warning(Event::OpenGL, "Not using Vertex Array Objects");
reported = true;
}
return;
}
if (!vao) {
MBGL_CHECK_ERROR(GenVertexArrays(1, &vao));
}
MBGL_CHECK_ERROR(BindVertexArray(vao));
}
void VertexArrayObject::verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
GLbyte *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,
GLbyte *offset) {
bound_shader = shader.getID();
bound_shader_name = shader.name;
bound_offset = offset;
bound_vertex_buffer = vertexBuffer;
bound_elements_buffer = elementsBuffer;
}
}