//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// file="VBO"
// 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.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 WriteMatrixData(int index, ref IMatrix bufferData, BufferUsage usage)
where T: unmanaged, INumber
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ArrayBuffer, bufferData.AsSpan(), usage);
}
///
/// 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);
}
}
}
}