//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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.Math; using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Text; namespace StgSharp.Graphics { /// /// A collecion of handle to Element Buffer Object in OpenGL. /// Each value indexed from instance of this class this /// is the only handle to one Element Buffer Object. /// public unsafe class ElementBuffer : BufferObjectBase { internal ElementBuffer(int n, Form binding) { this.binding = binding; _bufferHandle = binding.GL.GenBuffers(n); } public override sealed void Bind(int index) { binding.GL.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferHandle[index]); } public void SetValue(int index, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible { binding.GL.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferHandle[index]); binding.GL.SetBufferData(BufferType.ELEMENT_ARRAY_BUFFER, bufferArray, usage); } protected override sealed void Dispose(bool disposing) { if (disposing) { binding.GL.DeleteBuffers(_bufferHandle); _bufferHandle.Release(); } } } }