//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="EBO.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; using StgSharp.Graphics.OpenGL; using StgSharp.Internal.OpenGL; using StgSharp.Mathematics; using System; using System.Collections.Generic; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Text; namespace StgSharp.Graphics.OpenGL { /// /// A collection of handle to Element BufferHandle Object in OpenglFunc. Each value indexed from instance of this class this is the only handle to /// one Element BufferHandle Object. /// public sealed unsafe class ElementBuffer : GlBufferObjectBase { internal ElementBuffer(int n, glRender binding) : base(binding) { _bufferHandle = GL.GenBuffers(n); } public sealed override void Bind(int index) { GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]); } public void SetValue(int index, T[] bufferArray, BufferUsage usage) where T: unmanaged, INumber { GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]); GL.SetBufferData(BufferType.ElementArrayBuffer, bufferArray, usage); } public void SetValue(int index, ReadOnlySpan bufferSpan, BufferUsage usage) where T: unmanaged, INumber { GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]); GL.SetBufferData(BufferType.ElementArrayBuffer, bufferSpan, usage); } protected sealed override void Dispose(bool disposing) { if (disposing) { GL.DeleteBuffers(_bufferHandle); } } } }