#pragma once #include "Rendering/VertexArray.h" #include "Rendering/VertexBuffer.h" #include "Rendering/IndexBuffer.h" #include #include namespace Donut { class OpenGLVertexArray : public VertexArray { public: OpenGLVertexArray(); virtual ~OpenGLVertexArray(); virtual void Bind() const override; virtual void Unbind() const override; virtual void AddVertexBuffer(const std::shared_ptr& vertexBuffer) override; virtual void SetIndexBuffer(const std::shared_ptr& indexBuffer) override; virtual const std::vector>& GetVertexBuffers() const override { return m_VertexBuffers; } virtual const std::shared_ptr& GetIndexBuffer() const override { return m_IndexBuffer; } private: uint32_t m_RendererID; uint32_t m_VertexBufferIndex = 0; std::vector> m_VertexBuffers; std::shared_ptr m_IndexBuffer; }; };