daily update on 20240202 by nitload youmu, keep on writing xpree[D[D[D[D[De[C[C[Css compiler
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="VBO.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Net.Security;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace StgSharp.Graphics.OpenGL
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{
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public sealed unsafe class VertexBuffer : GlBufferObjectBase
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{
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internal VertexBuffer( int n, glRender binding )
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: base( binding )
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{
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_bufferHandle = GL.GenBuffers( n );
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}
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public override sealed void Bind( int index )
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{
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GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
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}
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/// <summary>
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///
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/// </summary>
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void Unbind()
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{
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GL.BindBuffer( BufferType.ArrayBuffer, GlHandle.Zero );
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}
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/// <summary>
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/// Set _data to current vertex buffer object
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/// </summary>
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/// <typeparam _name="T"> Type of bufferData </typeparam>
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/// <param _name="index"> Index to find certain VBO in this instance </param>
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/// <param _name="bufferData"> Data to write in </param>
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/// <param _name="usage"> How OpenGL use these _data, defined by <see cref="BufferUsage" /></param>
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public void WriteMatrixData<T>(
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int index,
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T bufferData,
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BufferUsage usage )
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where T: struct, IMat
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{
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GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
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GL.SetBufferData( BufferType.ArrayBuffer, bufferData, usage );
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}
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/// <summary>
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/// Set _data to current vertex buffer object
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/// </summary>
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/// <typeparam _name="T"> Type of bufferData </typeparam>
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/// <param _name="index"> Index to find certain VBO in this instance </param>
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/// <param _name="bufferArray"> Data to write in </param>
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/// <param _name="usage"> How OpenGL use these _data, defined by <see cref="BufferUsage" /></param>
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public void WriteScalerData<T>(
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int index,
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T[] bufferArray,
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BufferUsage usage )
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where T: struct,
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#if NET8_0_OR_GREATER
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INumber
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#else
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IConvertible
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#endif
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{
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GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
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GL.SetBufferData( BufferType.ArrayBuffer, bufferArray, usage );
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}
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/// <summary>
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/// Set _data to current vertex buffer object
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/// </summary>
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/// <typeparam _name="T"> Type of bufferData </typeparam>
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/// <param _name="index"> Index to find certain VBO in this instance </param>
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/// <param _name="scalerSpan"> A <see cref="Span{T}" /> of _data to write in </param>
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/// <param _name="usage"> How OpenGL use these _data, defined by <see cref="BufferUsage" /></param>
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public void WriteScalerData<T>(
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int index,
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ReadOnlySpan<T> scalerSpan,
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BufferUsage usage )
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where T: struct,
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#if NET8_0_OR_GREATER
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INumber
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#else
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IConvertible
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#endif
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{
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GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
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GL.SetBufferData( BufferType.ArrayBuffer, scalerSpan, usage );
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}
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/// <summary>
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/// Set _data to current vertex buffer object
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/// </summary>
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/// <typeparam _name="T"> Type of bufferData </typeparam>
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/// <param _name="index"> Index to find certain VBO in this instance </param>
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/// <param _name="vectorSpan"> A <see cref="Span{T}" /> of _data to write in </param>
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/// <param _name="usage"> How OpenGL use these _data, defined by <see cref="BufferUsage" /></param>
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public void WriteVectorData<T>(
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int index,
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ReadOnlySpan<T> vectorSpan,
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BufferUsage usage )
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where T: struct, IVector
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{
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GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
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GL.SetBufferVectorData( BufferType.ArrayBuffer, vectorSpan, usage );
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}
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/// <summary>
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/// Set _data to current vertex buffer object
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/// </summary>
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/// <typeparam _name="T"> Type of bufferData </typeparam>
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/// <param _name="index"> Index to find certain VBO in this instance </param>
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/// <param _name="vectorArray"> A array of _data to write in </param>
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/// <param _name="usage"> How OpenGL use these _data, defined by <see cref="BufferUsage" /></param>
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public void WriteVectorData<T>(
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int index,
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T[] vectorArray,
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BufferUsage usage )
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where T: struct, IVector
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{
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GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
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GL.SetBufferVectorData( BufferType.ArrayBuffer, vectorArray,
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usage );
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}
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protected override sealed void Dispose( bool disposing )
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{
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if( disposing ) {
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GL.DeleteBuffers( _bufferHandle );
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}
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}
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}
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}
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