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