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stgsharp/StgSharp.Common/Graphics/OpenGL/Buffer/EBO.cs
T

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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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
{
/// <summary>
/// A collection of handle to Element Buffer Object in OpenglFunc. Each <see langword="uint"
/// /> value indexed from instance of this class this is the only handle to one Element Buffer
/// Object.
/// </summary>
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<T>( int index, T[] bufferArray, BufferUsage usage )
where T: struct, INumber<T>
{
GL.BindBuffer( BufferType.ElementArrayBuffer, _bufferHandle[ index ] );
GL.SetBufferData<T>( BufferType.ElementArrayBuffer, bufferArray, usage );
}
public void SetValue<T>( int index, ReadOnlySpan<T> bufferSpan, BufferUsage usage )
where T: struct, INumber<T>
{
GL.BindBuffer( BufferType.ElementArrayBuffer, _bufferHandle[ index ] );
GL.SetBufferData<T>( BufferType.ElementArrayBuffer, bufferSpan, usage );
}
protected override sealed void Dispose( bool disposing )
{
if( disposing ) {
GL.DeleteBuffers( _bufferHandle );
}
}
}
}