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#pragma once
#ifndef VPVL2_EXTENSIONS_GL_VERTEXBUNDLELAYOUT_H_
#define VPVL2_EXTENSIONS_GL_VERTEXBUNDLELAYOUT_H_

#include <vpvl2/Common.h>
#include <vpvl2/extensions/gl/CommonMacros.h>

namespace vpvl2
{
namespace extensions
{
namespace gl
{

class VertexBundleLayout {
public:
    static bool allocateVertexArrayObjects(GLuint *vao, size_t size) {
        if (GLEW_ARB_vertex_array_object) {
            glGenVertexArrays(size, vao);
            return true;
        }
        else if (GLEW_APPLE_vertex_array_object) {
            glGenVertexArraysAPPLE(size, vao);
            return true;
        }
        return false;
    }
    static bool releaseVertexArrayObjects(GLuint *vao, size_t size) {
        if (GLEW_ARB_vertex_array_object) {
            glDeleteVertexArrays(size, vao);
            return true;
        }
        else if (GLEW_APPLE_vertex_array_object) {
            glDeleteVertexArraysAPPLE(size, vao);
            return true;
        }
        return false;
    }
    static bool bindVertexArrayObject(GLuint vao) {
        if (GLEW_ARB_vertex_array_object) {
            glBindVertexArray(vao);
            return true;
        }
        else if (GLEW_APPLE_vertex_array_object) {
            glBindVertexArrayAPPLE(vao);
            return true;
        }
        return false;
    }
    static bool unbindVertexArrayObject() {
        if (GLEW_ARB_vertex_array_object) {
            glBindVertexArray(0);
            return true;
        }
        else if (GLEW_APPLE_vertex_array_object) {
            glBindVertexArrayAPPLE(0);
            return true;
        }
        return false;
    }

    VertexBundleLayout()
        : m_name(0)
    {
    }
    ~VertexBundleLayout() {
        release();
    }

    bool create() {
        return allocateVertexArrayObjects(&m_name, 1);
    }
    bool release() {
        return releaseVertexArrayObjects(&m_name, 1);
    }
    bool bind() {
        return bindVertexArrayObject(m_name);
    }
    bool unbind() {
        return unbindVertexArrayObject();
    }

private:
    GLuint m_name;

    VPVL2_DISABLE_COPY_AND_ASSIGN(VertexBundleLayout)
};

} /* namespace gl */
} /* namespace extensions */
} /* namespace vpvl2 */

#endif
