+#include <msp/gl/extensions/arb_multitexture.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include "buffer.h"
+#include "error.h"
+#include "gl.h"
+#include "mesh.h"
+#include "vertexarray.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+VertexArray::VertexArray(const VertexFormat &f)
+{
+ reset(f);
+}
+
+void VertexArray::reset(const VertexFormat &f)
+{
+ clear();
+ format = f;
+ stride = get_stride(format);
+}
+
+void VertexArray::clear()
+{
+ data.clear();
+}
+
+void VertexArray::reserve(unsigned n)
+{
+ data.reserve(n*stride);
+}
+
+float *VertexArray::append()
+{
+ data.insert(data.end(), stride, 0.0f);
+ update_offset();
+ dirty = true;
+ return &*(data.end()-stride);
+}
+
+float *VertexArray::modify(unsigned i)
+{
+ dirty = true;
+ return &data[0]+i*stride;
+}
+
+unsigned VertexArray::get_data_size() const
+{
+ return data.size()*sizeof(float);
+}
+
+
+VertexArray::Loader::Loader(VertexArray &a):
+ VertexArrayBuilder(a)
+{
+ add("vertex", static_cast<void (Loader::*)(float, float)>(&Loader::vertex));
+ add("vertex", static_cast<void (Loader::*)(float, float, float)>(&Loader::vertex));
+ add("vertex", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::vertex));
+ add("normal", static_cast<void (Loader::*)(float, float, float)>(&Loader::normal));
+ add("texcoord", static_cast<void (Loader::*)(float)>(&Loader::texcoord));
+ add("texcoord", static_cast<void (Loader::*)(float, float)>(&Loader::texcoord));
+ add("texcoord", static_cast<void (Loader::*)(float, float, float)>(&Loader::texcoord));
+ add("texcoord", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::texcoord));
+ add("multitexcoord", static_cast<void (Loader::*)(unsigned, float)>(&Loader::multitexcoord));
+ add("multitexcoord", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::multitexcoord));
+ add("multitexcoord", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::multitexcoord));
+ add("multitexcoord", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::multitexcoord));
+ add("color", static_cast<void (Loader::*)(float, float, float)>(&Loader::color));
+ add("color", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::color));
+ add("attrib", static_cast<void (Loader::*)(unsigned, float)>(&Loader::attrib));
+ add("attrib", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::attrib));
+ add("attrib", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::attrib));
+ add("attrib", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::attrib));
+ add("tangent", static_cast<void (Loader::*)(float, float, float)>(&Loader::tangent));
+ add("binormal", static_cast<void (Loader::*)(float, float, float)>(&Loader::binormal));
+
+ add("vertex2", static_cast<void (Loader::*)(float, float)>(&Loader::vertex));
+ add("vertex3", static_cast<void (Loader::*)(float, float, float)>(&Loader::vertex));
+ add("vertex4", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::vertex));
+ add("normal3", static_cast<void (Loader::*)(float, float, float)>(&Loader::normal));
+ add("texcoord1", static_cast<void (Loader::*)(float)>(&Loader::texcoord));
+ add("texcoord2", static_cast<void (Loader::*)(float, float)>(&Loader::texcoord));
+ add("texcoord3", static_cast<void (Loader::*)(float, float, float)>(&Loader::texcoord));
+ add("texcoord4", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::texcoord));
+ add("multitexcoord1", static_cast<void (Loader::*)(unsigned, float)>(&Loader::multitexcoord));
+ add("multitexcoord2", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::multitexcoord));
+ add("multitexcoord3", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::multitexcoord));
+ add("multitexcoord4", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::multitexcoord));
+ add("color3", static_cast<void (Loader::*)(float, float, float)>(&Loader::color));
+ add("color4", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::color));
+ add("attrib1", static_cast<void (Loader::*)(unsigned, float)>(&Loader::attrib));
+ add("attrib2", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::attrib));
+ add("attrib3", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::attrib));
+ add("attrib4", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::attrib));
+ add("tangent3", static_cast<void (Loader::*)(float, float, float)>(&Loader::tangent));
+ add("binormal3", static_cast<void (Loader::*)(float, float, float)>(&Loader::binormal));
+}
+
+} // namespace GL
+} // namespace Msp