#include #include #include #include namespace mbgl { void VertexArrayObject::Unbind() { if (!gl::BindVertexArray) return; MBGL_CHECK_ERROR(gl::BindVertexArray(0)); } VertexArrayObject::VertexArrayObject() { } VertexArrayObject::~VertexArrayObject() = default; void VertexArrayObject::bindVertexArrayObject(gl::ObjectStore& store) { 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) { vao = store.createVAO(); } MBGL_CHECK_ERROR(gl::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; } } // namespace mbgl