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#pragma once
#include <mbgl/gl/vao.hpp>
#include <mbgl/renderer/render_pass.hpp>
namespace mbgl {
template <class... Shaders>
struct ElementGroup {
template <class Shader>
struct VAOs {
gl::VertexArrayObject normalVAO;
gl::VertexArrayObject overdrawVAO;
};
std::tuple<VAOs<Shaders>...> vaos;
template <class Shader>
gl::VertexArrayObject& getVAO(const Shader&, PaintMode paintMode) {
auto& vao = std::get<VAOs<Shader>>(vaos);
return paintMode == PaintMode::Overdraw ? vao.overdrawVAO : vao.normalVAO;
}
std::size_t vertexLength = 0;
std::size_t indexLength = 0;
};
} // namespace mbgl
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