namespace Msp {
namespace GL {
-enum VertexFormat
+enum VertexComponent
{
- NODATA=0,
VERTEX2=1,
VERTEX3,
VERTEX4,
COLOR4_UBYTE=12,
COLOR3_FLOAT=14,
COLOR4_FLOAT,
+ ATTRIB1=16,
+ ATTRIB2,
+ ATTRIB3,
+ ATTRIB4
};
-inline VertexFormat operator,(VertexFormat a, VertexFormat b) { return VertexFormat(a<<4 | b); }
-uint get_stride(VertexFormat);
+struct VertexFormat
+{
+ unsigned char *data;
+
+ VertexFormat();
+ VertexFormat(VertexComponent);
+ VertexFormat(const VertexFormat &);
+ VertexFormat &operator=(const VertexFormat &);
+ ~VertexFormat();
+
+ bool empty() const { return !data || !data[0]; }
+ const unsigned char *begin() const { return data ? data+1 : 0; }
+ const unsigned char *end() const { return data ? data+1+data[0] : 0; }
+};
+
+VertexFormat operator,(const VertexFormat &f, VertexComponent c);
+inline VertexFormat operator,(VertexComponent c1, VertexComponent c2)
+{ return (VertexFormat(c1), c2); }
+
+VertexFormat operator,(const VertexFormat &f, unsigned i);
+inline VertexFormat operator,(VertexComponent c, unsigned i)
+{ return (VertexFormat(c), i); }
+
+uint get_stride(const VertexFormat &);
std::istream &operator>>(std::istream &, VertexFormat &);
} // namespace GL