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