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#pragma once
#include <mbgl/shader/shader.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/object_store.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/util/optional.hpp>
#include <stdexcept>
namespace mbgl {
class VertexArrayObject : public util::noncopyable {
public:
VertexArrayObject();
~VertexArrayObject();
template <typename VertexBuffer>
void bind(Shader& shader,
VertexBuffer& vertexBuffer,
GLbyte* offset,
gl::ObjectStore& store,
gl::Context& context) {
bindVertexArrayObject(store, context);
if (bound_shader == 0) {
vertexBuffer.bind(store, context);
shader.bind(offset);
if (vao) {
storeBinding(shader, vertexBuffer.getID(), 0, offset);
}
} else {
verifyBinding(shader, vertexBuffer.getID(), 0, offset);
}
}
template <typename VertexBuffer, typename ElementsBuffer>
void bind(Shader& shader,
VertexBuffer& vertexBuffer,
ElementsBuffer& elementsBuffer,
GLbyte* offset,
gl::ObjectStore& store,
gl::Context& context) {
bindVertexArrayObject(store, context);
if (bound_shader == 0) {
vertexBuffer.bind(store, context);
elementsBuffer.bind(store, context);
shader.bind(offset);
if (vao) {
storeBinding(shader, vertexBuffer.getID(), elementsBuffer.getID(), offset);
}
} else {
verifyBinding(shader, vertexBuffer.getID(), elementsBuffer.getID(), offset);
}
}
GLuint getID() const {
return *vao;
}
private:
void bindVertexArrayObject(gl::ObjectStore&, gl::Context&);
void storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, GLbyte *offset);
void verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, GLbyte *offset);
mbgl::optional<gl::UniqueVAO> vao;
// 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;
GLbyte *bound_offset = nullptr;
};
} // namespace mbgl
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