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VAO.h
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#ifndef VAO_H
#define VAO_H
#include <GL/glew.h>
#include <vector>
#include <map>
#include "VBO.h"
#include "ShaderProgram.h"
class VAO : public IGLIdable, IGLBindable
{
private:
std::vector<const VBO*> m_vbos;
public:
VAO();
virtual ~VAO();
void BindVBO(const VBO *vbo,
GLint location,
GLint dataComponentsCount = -1,
GLenum dataType = GL_FLOAT,
GLboolean dataNormalized = GL_FALSE,
GLsizei dataStride = 0,
GLuint dataOffset = 0);
void UnBindVBO(GLint location);
void Bind() const override;
void UnBind() const override;
const VBO *GetVBOByLocation(int location) const;
int GetVBOCount() const;
};
#endif // VAO_H