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#pragma once
#include <mbgl/shader/shader.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/vertex_buffer.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 Shader, typename T>
void bind(Shader& shader,
const gl::VertexBuffer<T>& vertexBuffer,
int8_t* offset,
gl::Context& context) {
bindVertexArrayObject(context);
if (bound_shader == 0) {
context.vertexBuffer = vertexBuffer.buffer;
shader.bind(vertexBuffer, offset);
if (vertexArray) {
storeBinding(shader, vertexBuffer.buffer, 0, offset);
}
} else {
verifyBinding(shader, vertexBuffer.buffer, 0, offset);
}
}
template <typename Shader, typename T, typename P>
void bind(Shader& shader,
const gl::VertexBuffer<T>& vertexBuffer,
const gl::IndexBuffer<P>& indexBuffer,
int8_t* offset,
gl::Context& context) {
bindVertexArrayObject(context);
if (bound_shader == 0) {
context.vertexBuffer = vertexBuffer.buffer;
context.elementBuffer = indexBuffer.buffer;
shader.bind(vertexBuffer, offset);
if (vertexArray) {
storeBinding(shader, vertexBuffer.buffer, indexBuffer.buffer, offset);
}
} else {
verifyBinding(shader, vertexBuffer.buffer, indexBuffer.buffer, offset);
}
}
gl::VertexArrayID getID() const {
return *vertexArray;
}
private:
void bindVertexArrayObject(gl::Context&);
void storeBinding(Shader& shader,
gl::BufferID vertexBuffer,
gl::BufferID elementsBuffer,
int8_t* offset);
void verifyBinding(Shader& shader,
gl::BufferID vertexBuffer,
gl::BufferID elementsBuffer,
int8_t* offset);
mbgl::optional<gl::UniqueVertexArray> vertexArray;
// For debug reasons, we're storing the bind information so that we can
// detect errors and report
gl::ProgramID bound_shader = 0;
const char* bound_shader_name = "";
gl::BufferID bound_vertex_buffer = 0;
gl::BufferID bound_elements_buffer = 0;
int8_t *bound_offset = nullptr;
};
} // namespace mbgl
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