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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="EBO"
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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 StgSharp.Graphics.OpenGL;
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using StgSharp.Mathematics;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace StgSharp.Graphics.OpenGL
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{
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/// <summary>
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/// A collection of handle to Element BufferHandle Object in OpenglFunc. Each <see
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/// langword="uint" /> value indexed from instance of this class this is the only handle to
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/// one Element BufferHandle Object.
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/// </summary>
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public sealed unsafe class ElementBuffer : GlBufferObjectBase
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{
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internal ElementBuffer(int n, glRender binding)
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: base(binding)
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{
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_bufferHandle = GL.GenBuffers(n);
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}
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public sealed override void Bind(int index)
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{
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GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
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}
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public void SetValue<T>(int index, T[] bufferArray, BufferUsage usage) where T: unmanaged, INumber<T>
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{
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GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
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GL.SetBufferData<T>(BufferType.ElementArrayBuffer, bufferArray, usage);
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}
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public void SetValue<T>(int index, ReadOnlySpan<T> bufferSpan, BufferUsage usage) where T: unmanaged, INumber<T>
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{
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GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
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GL.SetBufferData<T>(BufferType.ElementArrayBuffer, bufferSpan, usage);
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}
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protected sealed override void Dispose(bool disposing)
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{
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if (disposing) {
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GL.DeleteBuffers(_bufferHandle);
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}
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}
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}
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}
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