+#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/arb_vertex_buffer_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include "buffer.h"
+#include "gl.h"
+#include "vertexarray.h"
+#include "vertexsetup.h"
+
+namespace Msp {
+namespace GL {
+
+VertexSetup::VertexSetup():
+ dirty(false),
+ array(0),
+ index_buffer(0)
+{
+ static Require req(ARB_vertex_array_object);
+ glGenVertexArrays(1, &id);
+}
+
+VertexSetup::~VertexSetup()
+{
+ if(current()==this)
+ unbind();
+ glDeleteVertexArrays(1, &id);
+}
+
+void VertexSetup::set_vertex_array(const VertexArray &a)
+{
+ array = &a;
+ update();
+}
+
+void VertexSetup::set_index_buffer(const Buffer &ibuf)
+{
+ index_buffer = &ibuf;
+ update();
+}
+
+void VertexSetup::update() const
+{
+ if(current()!=this)
+ {
+ dirty = true;
+ return;
+ }
+
+ Bind bind_vbuf(array->get_buffer(), ARRAY_BUFFER);
+
+ const VertexFormat &fmt = array->get_format();
+ unsigned stride = get_stride(fmt)*sizeof(float);
+ float *ptr = 0;
+ for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
+ {
+ unsigned t = get_component_type(*c);
+ if(t>=get_component_type(ATTRIB1))
+ t -= get_component_type(ATTRIB1);
+ unsigned sz = get_component_size(*c);
+ if(*c==COLOR4_UBYTE)
+ glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
+ else
+ glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
+ glEnableVertexAttribArray(t);
+ ptr += sz;
+ }
+
+ glBindBuffer(ELEMENT_ARRAY_BUFFER, index_buffer->get_id());
+}
+
+void VertexSetup::bind() const
+{
+ if(set_current(this))
+ {
+ glBindVertexArray(id);
+ if(dirty)
+ {
+ update();
+ dirty = false;
+ }
+ }
+}
+
+void VertexSetup::unbind()
+{
+ if(set_current(0))
+ glBindVertexArray(0);
+}
+
+} // namespace GL
+} // namespace Msp