// // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // This class contains prototypes for representing GLES 3 Vertex Array Objects: // // The buffer objects that are to be used by the vertex stage of the GL are collected // together to form a vertex array object. All state related to the definition of data used // by the vertex processor is encapsulated in a vertex array object. // #ifndef LIBGLESV2_VERTEXARRAY_H_ #define LIBGLESV2_VERTEXARRAY_H_ #include "common/RefCountObject.h" #include "libGLESv2/constants.h" #include "libGLESv2/VertexAttribute.h" namespace rx { class Renderer; class VertexArrayImpl; } namespace gl { class Buffer; class VertexArray { public: VertexArray(rx::VertexArrayImpl *impl, GLuint id, size_t maxAttribs); ~VertexArray(); GLuint id() const; const VertexAttribute& getVertexAttribute(size_t attributeIndex) const; void detachBuffer(GLuint bufferName); void setVertexAttribDivisor(GLuint index, GLuint divisor); void enableAttribute(unsigned int attributeIndex, bool enabledState); void setAttributeState(unsigned int attributeIndex, gl::Buffer *boundBuffer, GLint size, GLenum type, bool normalized, bool pureInteger, GLsizei stride, const void *pointer); const VertexAttribute* getVertexAttributes() const { return mVertexAttributes.data(); } Buffer *getElementArrayBuffer() const { return mElementArrayBuffer.get(); } void setElementArrayBuffer(Buffer *buffer); GLuint getElementArrayBufferId() const { return mElementArrayBuffer.id(); } size_t getMaxAttribs() const { return mVertexAttributes.size(); } private: GLuint mId; rx::VertexArrayImpl *mVertexArray; std::vector mVertexAttributes; BindingPointer mElementArrayBuffer; }; } #endif // LIBGLESV2_VERTEXARRAY_H_