--- /dev/null
+#ifndef MSP_GL_VERTEXARRAY_H_
+#define MSP_GL_VERTEXARRAY_H_
+
+#include <climits>
+#include <vector>
+#include <msp/core/refptr.h>
+#include <msp/datafile/loader.h>
+#include "bufferable.h"
+#include "datatype.h"
+#include "primitivetype.h"
+#include "vertexarraybuilder.h"
+#include "vertexformat.h"
+
+namespace Msp {
+namespace GL {
+
+class Buffer;
+
+/**
+Stores vertex data.
+
+The array's contents can be modified with the append and modify methods. To
+obtain the location of an individual component within the vertex, use
+VertexFormat::offset.
+
+A higher-level interface for filling in vertex data is available in the
+VertexArrayBuilder class.
+*/
+class VertexArray: public Bufferable
+{
+public:
+ class Loader: public DataFile::Loader, public VertexArrayBuilder
+ {
+ public:
+ Loader(VertexArray &);
+ };
+
+private:
+ VertexFormat format;
+ std::vector<float> data;
+ unsigned stride;
+
+ VertexArray(const VertexArray &);
+ VertexArray &operator=(const VertexArray &);
+public:
+ VertexArray(const VertexFormat &);
+
+ /// Resets the VertexArray to a different format. All data is cleared.
+ void reset(const VertexFormat &);
+
+ const VertexFormat &get_format() const { return format; }
+
+ /// Clears all vertices from the array.
+ void clear();
+
+ /// Reserve space for vertices.
+ void reserve(unsigned);
+
+ /// Append a new vertex at the end of the array and return its location.
+ float *append();
+
+ /// Returns the location of a vertex for modification.
+ float *modify(unsigned);
+private:
+ virtual unsigned get_data_size() const;
+ virtual const void *get_data_pointer() const { return &data[0]; }
+
+public:
+ unsigned size() const { return data.size()/stride; }
+ const std::vector<float> &get_data() const { return data; }
+ const float *operator[](unsigned i) const { return &data[0]+i*stride; }
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif