//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="BufferObjectBase.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. All rights reserved. // // Permission is hereby granted, free of charge, to any person // obtaining a copy of this software and associated documentation // files (the “Software”), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and // this permission notice shall be included in all copies // or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED “AS IS”, // WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH // THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // //----------------------------------------------------------------------- //----------------------------------------------------------------------- using StgSharp.Graphics.OpenGL; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace StgSharp.Graphics { /// /// Interface of all kinds OpenGL Buffer objects /// public abstract class BufferObjectBase : IDisposable { protected GlHandle[] _bufferHandle; protected RenderStream binding; /// /// Get the only handle to one of the Object instance /// /// /// /// /// /// /// public GlHandle this[ int index ] => _bufferHandle[ index ]; /// /// Bind a Buffer instance to OpenGL /// /// /// Index of handle of the object in this instance to be bind /// public abstract void Bind( int index ); public void Dispose() { Dispose( disposing: true ); GC.SuppressFinalize( this ); } /// public override string ToString() { return $"This is a {GetType().FullName}, containing {_bufferHandle.Length} buffer handles: {_bufferHandle.ToString()}."; } protected abstract void Dispose( bool disposing ); ~BufferObjectBase() { Dispose( disposing: false ); } } }