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#pragma once
#include "core/memory.h"
#include "rendering/vertex_array.h"
#include "rendering/vertex_buffer.h"
#include "rendering/index_buffer.h"
#include <vector>
namespace Donut
{
class OpenGLVertexArray
: public VertexArray
{
public:
OpenGLVertexArray();
virtual ~OpenGLVertexArray();
virtual auto bind() const -> void override;
virtual auto unbind() const -> void override;
virtual auto add_vertex_buffer(const Ref<VertexBuffer>& vertex_buffer) -> void override;
virtual auto set_index_buffer(const Ref<IndexBuffer>& index_buffer) -> void override;
virtual const std::vector<Ref<VertexBuffer>>& get_vertex_buffers() const override
{
return m_vertex_buffers;
}
virtual const Ref<IndexBuffer>& get_index_buffer() const override
{
return m_index_buffer;
}
private:
uint32_t m_renderer_id;
uint32_t m_vertex_buffer_index = 0;
std::vector<Ref<VertexBuffer>> m_vertex_buffers;
Ref<IndexBuffer> m_index_buffer;
};
};
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