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#include <glad/glad.h>
#include "vertex_array.h"
namespace Donut
{
VertexArray::VertexArray()
{
glGenVertexArrays(1, &m_renderer_id);
}
VertexArray::~VertexArray()
{
glDeleteVertexArrays(1, &m_renderer_id);
}
auto VertexArray::bind() const -> void
{
glBindVertexArray(m_renderer_id);
}
auto VertexArray::unbind() const -> void
{
glBindVertexArray(0);
}
auto VertexArray::add_vertex_buffer(const Ref<VertexBuffer>& vertex_buffer) -> void
{
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(),
reinterpret_cast<const void*>(static_cast<uintptr_t>(element.offset)));
m_vertex_buffer_index++;
}
m_vertex_buffers.push_back(vertex_buffer);
}
auto VertexArray::set_index_buffer(const Ref<IndexBuffer>& index_buffer) -> void
{
glBindVertexArray(m_renderer_id);
index_buffer->bind();
m_index_buffer = index_buffer;
}
auto VertexArray::create() -> VertexArray*
{
return new VertexArray();
}
};
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