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