text: #pragma once
  
  #include "MEK/Renderer/VertexArray.h"
  
  namespace MEK {
  
  	class OpenGLVertexArray : public VertexArray
  	{
  	public:
  		OpenGLVertexArray();
  		virtual ~OpenGLVertexArray();
  
  		virtual void Bind() const override;
  		virtual void Unbind() const override;
  
  		virtual void AddVertexBuffer(const std::shared_ptr<VertexBuffer>& vertexBuffer) override;
  		virtual void SetIndexBuffer(const std::shared_ptr<IndexBuffer>& indexBuffer) override;
  
  		virtual const std::vector<std::shared_ptr<VertexBuffer>>& GetVertexBuffers() const override { return m_VertexBuffers; }
  		virtual const std::shared_ptr<IndexBuffer>& GetIndexBuffer() const override { return m_IndexBuffer; }
  
  	private:
  		uint32_t m_RendererID;
  		std::vector<std::shared_ptr<VertexBuffer>> m_VertexBuffers;
  		std::shared_ptr<IndexBuffer> m_IndexBuffer;
  
  	};
  
  }
  