using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Net.Security;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics
{
public unsafe struct VertexBuffer : IDisposable, IBufferObject
{
internal uint[] _bufferID;
private IglFunc GL;
internal VertexBuffer(int n, IglFunc glFunc)
{
_bufferID = new uint[n];
GL = glFunc;
fixed (uint* ptr = _bufferID)
{
GL.GenBuffers(n, ptr);
}
}
public uint this[int n]
{
get { return _bufferID[n]; }
}
///
///
///
public void Unbind()
{
GL.BindBuffer(BufferType.ARRAY_BUFFER, 0);
}
public void Bind(int index)
{
GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
}
public void Dispose()
{
fixed (uint* id = _bufferID)
{
GL.DeleteBuffers(_bufferID.Length, id);
}
}
///
/// 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 SetValue(int index, T bufferData, BufferUsage usage) where T : IMat
{
GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferData, 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 SetValueArray(int index, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible
{
GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferArray, usage);
}
}
}