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#include <glad/glad.h>
#include "opengl_vertex_array.h"
#include "rendering/vertex_buffer.h"
#include "rendering/index_buffer.h"
namespace Donut
{
OpenGLVertexArray::OpenGLVertexArray()
{
glCreateVertexArrays(1, &m_renderer_id);
}
OpenGLVertexArray::~OpenGLVertexArray()
{
glDeleteVertexArrays(1, &m_renderer_id);
}
void OpenGLVertexArray::bind() const
{
glBindVertexArray(m_renderer_id);
}
void OpenGLVertexArray::unbind() const
{
glBindVertexArray(0);
}
void OpenGLVertexArray::add_vertex_buffer(const std::shared_ptr<VertexBuffer>& vertex_buffer)
{
glBindVertexArray(m_renderer_id);
vertex_buffer->bind();
const auto& layout = vertex_buffer->get_layout();
for (const auto& element : layout.get_elements())
{
glEnableVertexAttribArray(m_vertex_buffer_index);
glVertexAttribPointer(m_vertex_buffer_index,
element.count,
element.type,
element.normalized ? GL_TRUE : GL_FALSE,
layout.get_stride(),
(const void*)element.offset);
m_vertex_buffer_index++;
}
m_vertex_buffers.push_back(vertex_buffer);
}
void OpenGLVertexArray::set_index_buffer(const std::shared_ptr<IndexBuffer>& index_buffer)
{
glBindVertexArray(m_renderer_id);
index_buffer->bind();
m_index_buffer = index_buffer;
}
};
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