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-rw-r--r--src/mbgl/geometry/vao.hpp73
1 files changed, 73 insertions, 0 deletions
diff --git a/src/mbgl/geometry/vao.hpp b/src/mbgl/geometry/vao.hpp
new file mode 100644
index 0000000000..2ecba731f7
--- /dev/null
+++ b/src/mbgl/geometry/vao.hpp
@@ -0,0 +1,73 @@
+#ifndef MBGL_GEOMETRY_VAO
+#define MBGL_GEOMETRY_VAO
+
+#include <mbgl/shader/shader.hpp>
+#include <mbgl/platform/gl.hpp>
+#include <mbgl/util/noncopyable.hpp>
+
+#include <stdexcept>
+
+namespace mbgl {
+
+class VertexArrayObject : public util::noncopyable {
+public:
+ inline VertexArrayObject() {};
+
+ inline VertexArrayObject(VertexArrayObject &&rhs) noexcept
+ : vao(rhs.vao),
+ bound_shader(rhs.bound_shader),
+ bound_shader_name(rhs.bound_shader_name),
+ bound_vertex_buffer(rhs.bound_vertex_buffer),
+ bound_elements_buffer(rhs.bound_elements_buffer),
+ bound_offset(rhs.bound_offset) {};
+
+ template <typename Shader, typename VertexBuffer>
+ inline void bind(Shader& shader, VertexBuffer &vertexBuffer, char *offset) {
+ bindVertexArrayObject();
+ if (bound_shader == 0) {
+ vertexBuffer.bind();
+ shader.bind(offset);
+ if (vao) {
+ storeBinding(shader, vertexBuffer.getID(), 0, offset);
+ }
+ } else {
+ verifyBinding(shader, vertexBuffer.getID(), 0, offset);
+ }
+ }
+
+ template <typename Shader, typename VertexBuffer, typename ElementsBuffer>
+ inline void bind(Shader& shader, VertexBuffer &vertexBuffer, ElementsBuffer &elementsBuffer, char *offset) {
+ bindVertexArrayObject();
+ if (bound_shader == 0) {
+ vertexBuffer.bind();
+ elementsBuffer.bind();
+ shader.bind(offset);
+ if (vao) {
+ storeBinding(shader, vertexBuffer.getID(), elementsBuffer.getID(), offset);
+ }
+ } else {
+ verifyBinding(shader, vertexBuffer.getID(), elementsBuffer.getID(), offset);
+ }
+ }
+
+ ~VertexArrayObject();
+
+private:
+ void bindVertexArrayObject();
+ void storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, char *offset);
+ void verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, char *offset);
+
+ GLuint vao = 0;
+
+ // For debug reasons, we're storing the bind information so that we can
+ // detect errors and report
+ GLuint bound_shader = 0;
+ const char *bound_shader_name = "";
+ GLuint bound_vertex_buffer = 0;
+ GLuint bound_elements_buffer = 0;
+ char *bound_offset = 0;
+};
+
+}
+
+#endif