// -----------------------------------------------------------------------------
// file="VBO"
// Project: StgSharp
// Copyright (c) Nitload.
// SPDX-License-Identifier: MIT
// -----------------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Mathematics;
using StgSharp.Mathematics.Numeric;
using System;
using System.Collections.Generic;
using System.Net.Security;
using System.Numerics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public sealed unsafe class VertexBuffer : GlBufferObjectBase
{
internal VertexBuffer(
int n,
glRender binding
)
: base(binding)
{
_bufferHandle = GL.GenBuffers(n);
}
public sealed override void Bind(
int index
)
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
}
///
///
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Unbind()
{
GL.BindBuffer(BufferType.ArrayBuffer, GlHandle.Zero);
}
///
/// Set _data to current vertex BufferHandle object
///
///
/// Type of bufferData
///
///
/// Index to find certain VBO in this instance
///
///
/// Data to write in
///
///
/// How OpenGL use these _data, defined by
///
public void WriteScalerData(
int index,
T[] bufferArray,
BufferUsage usage
) where T : unmanaged, INumber
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ArrayBuffer, bufferArray, usage);
}
///
/// Set _data to current vertex BufferHandle object
///
///
/// Type of bufferData
///
///
/// Index to find certain VBO in this instance
///
///
/// A of _data to write in
///
///
/// How OpenGL use these _data, defined by
///
public void WriteScalerData(
int index,
ReadOnlySpan scalerSpan,
BufferUsage usage
) where T : unmanaged,INumber
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ArrayBuffer, scalerSpan, usage);
}
///
/// Set data to current vertex BufferHandle object
///
///
/// Type of bufferData
///
///
/// Index to find certain VBO in this instance
///
///
/// A of data to write in
///
///
/// How OpenGL use these data, defined by
///
public void WriteVectorData(
int index,
ReadOnlySpan vectorSpan,
BufferUsage usage
) where T : unmanaged, IUnmanagedVector
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorSpan, usage);
}
///
/// Set _data to current vertex BufferHandle object
///
///
/// Type of bufferData
///
///
/// Index to find certain VBO in this instance
///
///
/// A array of _data to write in
///
///
/// How OpenGL use these _data, defined by
///
public void WriteVectorData(
int index,
T[] vectorArray,
BufferUsage usage
) where T : unmanaged, IUnmanagedVector
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorArray, usage);
}
protected sealed override void Dispose(
bool disposing
)
{
if (disposing) {
GL.DeleteBuffers(_bufferHandle);
}
}
}
}