//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="VBO.cs" // Project: StepVisualizer // 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.Math; 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 override sealed 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 Buffer 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 WriteMatrixData( int index, T bufferData, BufferUsage usage ) where T: struct, IMatrix { GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] ); GL.SetBufferData( BufferType.ArrayBuffer, bufferData, usage ); } /// /// Set _data to current vertex Buffer 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: struct, INumber { GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] ); GL.SetBufferData( BufferType.ArrayBuffer, bufferArray, usage ); } /// /// Set _data to current vertex Buffer 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: struct,INumber { GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] ); GL.SetBufferData( BufferType.ArrayBuffer, scalerSpan, usage ); } /// /// Set data to current vertex Buffer 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: struct, IVector { GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] ); GL.SetBufferVectorData( BufferType.ArrayBuffer, vectorSpan, usage ); } /// /// Set _data to current vertex Buffer 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: struct, IVector { GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] ); GL.SetBufferVectorData( BufferType.ArrayBuffer, vectorArray, usage ); } protected override sealed void Dispose( bool disposing ) { if( disposing ) { GL.DeleteBuffers( _bufferHandle ); } } } }