Daily update on 20231211 by nitload youmu
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@@ -8,72 +8,72 @@ using System.Text;
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namespace StgSharp.Graphics
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{
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public partial class Form
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public unsafe struct VertexBuffer : IDisposable, IBufferObject
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{
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protected VertexBuffer CreateVertexBuffer(int n)
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internal uint[] _bufferID;
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private IglFunc GL;
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internal VertexBuffer(int n, IglFunc glFunc)
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{
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return new VertexBuffer(n, GL);
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_bufferID = new uint[n];
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GL = glFunc;
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fixed (uint* ptr = _bufferID)
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{
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GL.GenBuffers(n, ptr);
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}
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}
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protected unsafe struct VertexBuffer : IDisposable
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public uint this[int n]
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{
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internal uint[] _bufferID;
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private IglFunc GL;
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get { return _bufferID[n]; }
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}
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internal VertexBuffer(int n, IglFunc glFunc)
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/// <summary>
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///
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/// </summary>
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public void Unbind()
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{
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GL.BindBuffer(BufferType.ARRAY_BUFFER, 0);
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}
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public void Bind(int index)
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{
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GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
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}
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public void Dispose()
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{
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fixed (uint* id = _bufferID)
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{
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_bufferID = new uint[n];
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GL = glFunc;
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fixed (uint* ptr = _bufferID)
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{
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GL.GenBuffers(n, ptr);
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}
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GL.DeleteBuffers(_bufferID.Length, id);
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}
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}
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public uint this[int n]
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{
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get { return _bufferID[n]; }
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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 SetValue<T>(int index, T bufferData, BufferUsage usage) where T : IMat
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{
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GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
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GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferData, usage);
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/// <summary>
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///
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/// </summary>
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public void Unbind()
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{
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GL.BindBuffer(BufferType.ARRAY_BUFFER, 0);
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}
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}
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public void Bind(int index)
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{
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GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
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}
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public void Dispose()
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{
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fixed (uint* id = _bufferID)
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{
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GL.DeleteBuffers(_bufferID.Length, id);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="bufferData"></param>
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/// <param name="readType"></param>
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public void SetValue<T>(int index, T bufferData, BufferUsage usage) where T : IMat
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{
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GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
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GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferData, usage);
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}
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public void SetValueArray<T>(int index, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible
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{
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GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
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GL.SetBufferData(BufferType.ARRAY_BUFFER, 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="bufferArray">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 SetValueArray<T>(int index, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible
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{
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GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
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GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferArray, usage);
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}
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}
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}
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