code: /*
   * Copyright (c) 2021 Callum Newlands
   *
   *     This program is free software: you can redistribute it and/or modify
   *     it under the terms of the GNU General Public License as published by
   *     the Free Software Foundation, either version 3 of the License, or
   *     (at your option) any later version.
   *
   *     The additional term of 7.b applies: Requiring preservation of specified
   *     reasonable legal notices or author attributions in that material or in the
   *     Appropriate Legal Notices displayed by works containing it
   *
   *     This program is distributed in the hope that it will be useful,
   *     but WITHOUT ANY WARRANTY; without even the implied warranty of
   *     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   *     GNU General Public License for more details.
   *
   *     You should have received a copy of the GNU General Public License
   *     along with this program.  If not, see <https://www.gnu.org/licenses/>.
   */
  
  package modeldata.meshdata;
  
  import java.nio.IntBuffer;
  
  import static org.lwjgl.opengl.GL15.GL_STATIC_DRAW;
  import static org.lwjgl.opengl.GL15.glBindBuffer;
  import static org.lwjgl.opengl.GL15.glGenBuffers;
  import static org.lwjgl.opengl.GL15C.GL_ELEMENT_ARRAY_BUFFER;
  import static org.lwjgl.opengl.GL15C.glBufferData;
  
  import org.lwjgl.system.MemoryUtil;
  
  /**
   * Represents and Element Buffer Object (EBO)
   * An EBO stores the indices to draw from a VBO
   */
  public class ElementBuffer {
  
  	private final int numberOfIndices;
  	private final IntBuffer buffer;
  	private final int handle;
  
  	public ElementBuffer(final int numberOfIndices) {
  		this.numberOfIndices = numberOfIndices;
  		this.buffer = MemoryUtil.memAllocInt(numberOfIndices);
  		this.handle = glGenBuffers();
  	}
  
  	public void setIndexData(final int[] indexData) {
  		buffer.put(indexData).flip();
  	}
  
  	public void bind() {
  		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle);
  		glBufferData(GL_ELEMENT_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
  	}
  
  }