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#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
namespace gl {
void bindAttributeLocation(ProgramID id, AttributeLocation location, const char* name) {
if (location >= MAX_ATTRIBUTES) {
throw gl::Error("too many vertex attributes");
}
MBGL_CHECK_ERROR(glBindAttribLocation(id, location, name));
}
std::set<std::string> getActiveAttributes(ProgramID id) {
std::set<std::string> activeAttributes;
GLint attributeCount;
MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, &attributeCount));
GLint maxAttributeLength;
MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttributeLength));
std::string attributeName;
attributeName.resize(maxAttributeLength);
GLsizei actualLength;
GLint size;
GLenum type;
for (int32_t i = 0; i < attributeCount; i++) {
MBGL_CHECK_ERROR(glGetActiveAttrib(id, i, maxAttributeLength, &actualLength, &size, &type, &attributeName[0]));
activeAttributes.emplace(std::string(attributeName, 0, actualLength));
}
return activeAttributes;
}
} // namespace gl
} // namespace mbgl
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