namespace Msp {
namespace GL {
-class VertexBuffer;
+class Buffer;
class VertexArray
{
VertexFormat format;
std::vector<float> data;
uint stride;
- VertexBuffer *vbuf;
+ Buffer *vbuf;
bool own_vbuf;
VertexArray(const VertexArray &);
VertexArray &operator=(const VertexArray &);
public:
- VertexArray(VertexFormat);
+ VertexArray(const VertexFormat &);
~VertexArray();
- VertexFormat get_format() const { return format; }
+ const VertexFormat &get_format() const { return format; }
const std::vector<float> &get_data() const { return data; }
void use_vertex_buffer();
- void use_vertex_buffer(VertexBuffer *);
+ void use_vertex_buffer(Buffer *);
void reserve(unsigned);
unsigned size() const { return data.size()/stride; }
void clear();
- void reset(VertexFormat);
+ void reset(const VertexFormat &);
void apply() const;
void update_data();
float *append();
float *operator[](unsigned i) { return &data[0]+i*stride; }
const float *operator[](unsigned i) const { return &data[0]+i*stride; }
private:
- void set_array(unsigned, unsigned, unsigned) const;
+ void set_array(unsigned, bool, unsigned) const;
static unsigned enabled_arrays;
};