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#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
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