// // 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; } namespace gl { class Buffer; class VertexArray : public RefCountObject { public: VertexArray(rx::Renderer *renderer, GLuint id); ~VertexArray(); const VertexAttribute& getVertexAttribute(unsigned int 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; } Buffer *getElementArrayBuffer() const { return mElementArrayBuffer.get(); } void setElementArrayBuffer(Buffer *elementArrayBuffer) { mElementArrayBuffer.set(elementArrayBuffer); } GLuint getElementArrayBufferId() const { return mElementArrayBuffer.id(); } private: VertexAttribute mVertexAttributes[MAX_VERTEX_ATTRIBS]; BindingPointer<Buffer> mElementArrayBuffer; }; } #endif // LIBGLESV2_VERTEXARRAY_H_