// ----------------------------------------------------------------------------- // 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); } } } }