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#pragma once
#include "Rendering/VertexArray.h"
#include "Rendering/VertexBuffer.h"
#include "Rendering/IndexBuffer.h"
#include <vector>
#include <memory>
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>& vertexBuffer) override;
virtual void SetIndexBuffer(const std::shared_ptr<IndexBuffer>& indexBuffer) override;
virtual const std::vector<std::shared_ptr<VertexBuffer>>& GetVertexBuffers() const override
{
return m_VertexBuffers;
}
virtual const std::shared_ptr<IndexBuffer>& GetIndexBuffer() const override
{
return m_IndexBuffer;
}
private:
uint32_t m_RendererID;
uint32_t m_VertexBufferIndex = 0;
std::vector<std::shared_ptr<VertexBuffer>> m_VertexBuffers;
std::shared_ptr<IndexBuffer> m_IndexBuffer;
};
};
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