Daily update 2 on 20240228 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="VAO.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Text;
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namespace StgSharp.Graphics.OpenGL
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{
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public sealed unsafe class VertexArray : GlBufferObjectBase
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{
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internal VertexArray( int n, glRender binding )
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: base( binding )
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{
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_bufferHandle = GL.GenVertexArrays( n );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public override sealed void Bind( int index )
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{
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GL.BindVertexArray( _bufferHandle[ index ] );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static void BindNull()
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{
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OpenGLFunction.CurrentGL.BindVertexArray( GlHandle.Zero );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetVertexAttribute(
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uint index,
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int vertexLength,
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TypeCode dataType,
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bool isNomalized,
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uint stride,
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int pointer )
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{
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GL.SetVertexAttribute(
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index, vertexLength, dataType, isNomalized, stride, pointer );
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}
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protected override sealed void Dispose( bool disposing )
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{
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if( disposing ) {
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GL.DeleteVertexArrays( _bufferHandle );
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}
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}
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}
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}
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