//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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.Math; 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 Buffer Object in OpenglFunc. Each /// value indexed from instance of this class this is the only handle to one Element Buffer /// Object. /// public sealed unsafe class ElementBuffer : GlBufferObjectBase { internal ElementBuffer( int n, glRender binding ) : base( binding ) { _bufferHandle = GL.GenBuffers( n ); } public override sealed void Bind( int index ) { GL.BindBuffer( BufferType.ElementArrayBuffer, _bufferHandle[ index ] ); } public void SetValue( int index, T[] bufferArray, BufferUsage usage ) where T: struct, INumber { GL.BindBuffer( BufferType.ElementArrayBuffer, _bufferHandle[ index ] ); GL.SetBufferData( BufferType.ElementArrayBuffer, bufferArray, usage ); } public void SetValue( int index, ReadOnlySpan bufferSpan, BufferUsage usage ) where T: struct, INumber { GL.BindBuffer( BufferType.ElementArrayBuffer, _bufferHandle[ index ] ); GL.SetBufferData( BufferType.ElementArrayBuffer, bufferSpan, usage ); } protected override sealed void Dispose( bool disposing ) { if( disposing ) { GL.DeleteBuffers( _bufferHandle ); } } } }