//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="VBO" // Project: StgSharp // AuthorGroup: Nitload // Copyright (c) Nitload. 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.Mathematics; using StgSharp.Mathematics.Numeric; 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 sealed override 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 BufferHandle 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 : unmanaged, INumber { GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]); GL.SetBufferData(BufferType.ArrayBuffer, bufferArray, usage); } /// /// Set _data to current vertex BufferHandle 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 : unmanaged,INumber { GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]); GL.SetBufferData(BufferType.ArrayBuffer, scalerSpan, usage); } /// /// Set data to current vertex BufferHandle 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 : unmanaged, IUnmanagedVector { GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]); GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorSpan, usage); } /// /// Set _data to current vertex BufferHandle 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 : unmanaged, IUnmanagedVector { GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]); GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorArray, usage); } protected sealed override void Dispose( bool disposing ) { if (disposing) { GL.DeleteBuffers(_bufferHandle); } } } }