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//
// 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"
#include <vector>
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[0]; }
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<VertexAttribute> mVertexAttributes;
BindingPointer<Buffer> mElementArrayBuffer;
};
}
#endif // LIBGLESV2_VERTEXARRAY_H_