Another restructure with code updates.
Updated RectTextrue.cs, VertexInformation.cs, and IDrawable.cs to properly pass indice information.
This commit is contained in:
12
RecrownedGTK/Graphics/Render/IDrawable.cs
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12
RecrownedGTK/Graphics/Render/IDrawable.cs
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using OpenTK;
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namespace RecrownedGTK.Graphics.Render {
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public interface IDrawable
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{
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/// <summary>
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/// Fills the parameters with the information needed to draw this texture.
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/// </summary>
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/// <param name="vertices">The vertices in pairs of 3 normalized in the order x, y, and z.</param>
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/// <param name="textureData">The texture data to be used. Can be null.</param>
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void Draw(out VertexInformation[] vertices, out uint[] indices, out TextureData textureData);
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}
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}
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70
RecrownedGTK/Graphics/Render/RectTexture.cs
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70
RecrownedGTK/Graphics/Render/RectTexture.cs
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using RecrownedGTK.Types;
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using OpenTK.Graphics;
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namespace RecrownedGTK.Graphics.Render {
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public class RectTexture : Rectangle, IDrawable {
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private uint[] indices;
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private VertexInformation[] vertices;
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private TextureData textureData;
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public Color4 Color {
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get {
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return vertices[0].color;
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}
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set {
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for (int vert = 0; vert < vertices.Length; vert++) {
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vertices[vert].color = value;
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}
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}
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}
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public override float Width {
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get {
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return vertices[1].coords.X - vertices[0].coords.X;
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}
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set {
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vertices[1].coords.X = vertices[0].coords.X + value;
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vertices[2].coords.X = vertices[3].coords.X + value;
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}
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}
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public override float Height {
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set {
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vertices[3].coords.Y = vertices[0].coords.Y + value;
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vertices[2].coords.Y = vertices[1].coords.Y + value;
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}
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get {
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return vertices[3].coords.Y - vertices[0].coords.Y;
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}
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}
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public override float X {
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set {
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float width = Width;
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vertices[0].coords.X = value;
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Width = width;
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}
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get {
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return vertices[0].coords.X;
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}
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}
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public override float Y {
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set {
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float height = Height;
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vertices[0].coords.Y = value;
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Height = height;
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}
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get {
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return vertices[0].coords.Y;
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}
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}
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public RectTexture(TextureData textureData) {
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this.textureData = textureData;
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vertices = new VertexInformation[4];
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indices = new uint[] {0, 1, 3,
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1, 2, 3};
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}
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public void Draw(out VertexInformation[] vertices, out uint[] indices, out TextureData textureData) {
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indices = this.indices;
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vertices = this.vertices;
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textureData = this.textureData;
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}
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}
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}
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89
RecrownedGTK/Graphics/Render/Shaders/Shader.cs
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89
RecrownedGTK/Graphics/Render/Shaders/Shader.cs
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using System;
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using System.IO;
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using System.Text;
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using OpenTK.Graphics.OpenGL;
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namespace RecrownedGTK.Graphics.Render.Shaders {
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public class Shader : IDisposable {
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int handle;
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public bool IsDisposed {
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get;
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private set;
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}
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public Shader(string vertexPath, string fragmentPath) {
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IsDisposed = false;
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int vertShader = 0;
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int fragShader = 0;
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string vertShaderSource;
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string fragShaderSource;
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using (StreamReader stream = new StreamReader(vertexPath, Encoding.UTF8)) {
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vertShaderSource = stream.ReadToEnd();
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}
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using (StreamReader stream = new StreamReader(fragmentPath, Encoding.UTF8)) {
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fragShaderSource = stream.ReadToEnd();
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}
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vertShader = GL.CreateShader(ShaderType.VertexShader);
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GL.ShaderSource(vertShader, vertShaderSource);
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fragShader = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(fragShader, fragShaderSource);
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string log;
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GL.CompileShader(vertShader);
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if ((log = GL.GetShaderInfoLog(vertShader)) == "") {
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throw new ArgumentException("Error while compiling vertex shader: " + log, "vertexPath");
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}
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GL.CompileShader(fragShader);
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if ((log = GL.GetShaderInfoLog(fragShader)) == "") {
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throw new ArgumentException("Error while compiling fragment shader: " + log, "fragmentPath");
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}
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//Creates the shader program.
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handle = GL.CreateProgram();
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//Attaches shader to program and links it.
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GL.AttachShader(handle, vertShader);
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GL.AttachShader(handle, fragShader);
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GL.LinkProgram(handle);
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GL.DetachShader(handle, vertShader);
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GL.DetachShader(handle, fragShader);
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GL.DeleteShader(vertShader);
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GL.DeleteShader(fragShader);
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}
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public void Use() {
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GL.UseProgram(handle);
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}
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public int GetAttribLocation(string attributeName) {
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return GL.GetAttribLocation(handle, attributeName);
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}
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protected virtual void Dispose(bool disposing) {
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if (IsDisposed) {
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return;
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}
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if (disposing) {
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}
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GL.DeleteProgram(handle);
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IsDisposed = true;
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}
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public void Dispose() {
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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~Shader() {
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Dispose(false);
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}
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public static Shader CreateBasicShader() {
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Shader shader = new Shader("Graphics/Render/Shader/default.vert", "Graphics/Render/Shader/default.frag");
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return shader;
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}
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}
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}
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10
RecrownedGTK/Graphics/Render/Shaders/default.frag
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10
RecrownedGTK/Graphics/Render/Shaders/default.frag
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out vec4 outputColor;
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in vec2 texCoord;
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in vec4 color;
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uniform sampler2D texture0;
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void main()
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{
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outputColor = texture(texture0, texCoord) * color;
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}
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15
RecrownedGTK/Graphics/Render/Shaders/default.vert
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15
RecrownedGTK/Graphics/Render/Shaders/default.vert
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@@ -0,0 +1,15 @@
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#version 330 core
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in vec3 aPosition;
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in vec2 aTexCoord;
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in vec4 aColor;
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uniform mat4 transform;
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out vec2 texCoord;
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out vec4 color;
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void main()
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{
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texCoord = aTexCoord;
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color = aColor;
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gl_Position = vec4(aPosition, 1.0f) * transform;
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}
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34
RecrownedGTK/Graphics/Render/TextureBatch.cs
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34
RecrownedGTK/Graphics/Render/TextureBatch.cs
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@@ -0,0 +1,34 @@
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using System;
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namespace RecrownedGTK.Graphics.Render {
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public class TextureBatch : IDisposable {
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private bool disposed;
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private bool begun;
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public TextureBatch() {
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//TODO: Finish this class.
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}
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public void Begin() {
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if (begun) throw new InvalidOperationException("This TextureBatch has already been started.");
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begun = true;
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}
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public void End() {
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if (!begun) throw new InvalidOperationException("The TextureBatch has not begun.");
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begun = false;
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}
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protected virtual void Dispose(bool disposing) {
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if (disposed) return;
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if (disposing) {
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}
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disposed = true;
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}
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public void Dispose() {
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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~TextureBatch() {
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Dispose(false);
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}
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}
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}
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