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#include <glad/glad.h>
#include "OpenGLVertexArray.h"
#include "Rendering/VertexBuffer.h"
#include "Rendering/IndexBuffer.h"
namespace Donut
{
OpenGLVertexArray::OpenGLVertexArray()
{
glCreateVertexArrays(1, &m_RendererID);
}
OpenGLVertexArray::~OpenGLVertexArray()
{
glDeleteVertexArrays(1, &m_RendererID);
}
void OpenGLVertexArray::Bind() const
{
glBindVertexArray(m_RendererID);
}
void OpenGLVertexArray::Unbind() const
{
glBindVertexArray(0);
}
void OpenGLVertexArray::AddVertexBuffer(const Ref<VertexBuffer>& vertexBuffer)
{
glBindVertexArray(m_RendererID);
vertexBuffer->Bind();
const auto& layout = vertexBuffer->GetLayout();
for (const auto& element : layout.GetElements())
{
glEnableVertexAttribArray(m_VertexBufferIndex);
glVertexAttribPointer(m_VertexBufferIndex,
element.count,
element.type,
element.normalized ? GL_TRUE : GL_FALSE,
layout.GetStride(),
reinterpret_cast<const void*>(static_cast<uintptr_t>(element.offset)));
m_VertexBufferIndex++;
}
m_VertexBuffers.push_back(vertexBuffer);
}
void OpenGLVertexArray::SetIndexBuffer(const Ref<IndexBuffer>& indexBuffer)
{
glBindVertexArray(m_RendererID);
indexBuffer->Bind();
m_IndexBuffer = indexBuffer;
}
};
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