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#include "VertexArray.h"
#include "Renderer.h"
#include "VertexBufferLayout.h"
VertexArray::VertexArray()
{
GLCall(glGenVertexArrays(1, &m_rendererID));
}
VertexArray::~VertexArray()
{
GLCall(glDeleteVertexArrays(1, &m_rendererID));
}
void VertexArray::AddBuffer(const VertexBuffer& vb, const VertexBufferLayout& layout)
{
Bind();
vb.Bind();
const auto& elements = layout.GetElements();
unsigned int offset = 0;
for (unsigned int i = 0; i < elements.size(); ++i) {
const auto& element = elements[i];
GLCall(glEnableVertexAttribArray(i));
GLCall(glVertexAttribPointer(i, element.count, element.type, element.normalized, layout.GetStride(), (const void*)offset));
offset += element.count * VertexBufferElement::GetSizeOfType(element.type);
}
}
void VertexArray::UpdateBuffer(const VertexBuffer& vb, const void* newVBData, const unsigned int& newVBSize)
{
Bind();
vb.Bind();
vb.SetSubData(newVBData, newVBSize);
}
void VertexArray::Bind() const
{
GLCall(glBindVertexArray(m_rendererID));
}
void VertexArray::Unbind() const
{
GLCall(glBindVertexArray(0));
}
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