text: /*=========================================================================
  
    Program:   Visualization Toolkit
    Module:    vtkOpenGLTexture.h
  
    Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
    All rights reserved.
    See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
  
       This software is distributed WITHOUT ANY WARRANTY; without even
       the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
       PURPOSE.  See the above copyright notice for more information.
  
  =========================================================================*/
  /**
   * @class   vtkOpenGLVertexBufferObjectCache
   * @brief   manage vertex buffer objects shared within a context
   *
   * This class allows mappers to share VBOs. Specifically it
   * is used by the V..B..O..Group to see if a VBO already exists
   * for a given vtkDataArray.
   *
   *
   *
  */
  
  #ifndef vtkOpenGLVertexBufferObjectCache_h
  #define vtkOpenGLVertexBufferObjectCache_h
  
  #include "vtkRenderingOpenGL2Module.h" // For export macro
  #include "vtkObject.h"
  #include <map> // for methods
  
  class vtkOpenGLVertexBufferObject;
  class vtkDataArray;
  class vtkTimeStamp;
  
  class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLVertexBufferObjectCache : public vtkObject
  {
  public:
    static vtkOpenGLVertexBufferObjectCache *New();
    vtkTypeMacro(vtkOpenGLVertexBufferObjectCache, vtkObject);
    void PrintSelf(ostream& os, vtkIndent indent) override;
  
    /**
     * Returns the vertex buffer object which holds the
     * data array's data. If such a VBO does not exist
     * a new empty VBO will be created you need to append to.
     * The return value has been registered, you are responsible
     * for deleting it. The data array pointers are also registered.
     */
    vtkOpenGLVertexBufferObject* GetVBO(
      vtkDataArray *array,
      int destType);
  
    /**
     * Removes all references to a given vertex buffer
     * object.
     */
    void RemoveVBO(vtkOpenGLVertexBufferObject *vbo);
  
    typedef std::map<vtkDataArray*, vtkOpenGLVertexBufferObject *> VBOMap;
  
  protected:
    vtkOpenGLVertexBufferObjectCache();
    ~vtkOpenGLVertexBufferObjectCache() override;
  
    VBOMap MappedVBOs;
  
  private:
    vtkOpenGLVertexBufferObjectCache(const vtkOpenGLVertexBufferObjectCache&) = delete;
    void operator=(const vtkOpenGLVertexBufferObjectCache&) = delete;
  
  };
  
  #endif
  