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stgsharp/源代码/StgSharp/Graphics/GL/Buffer/VBO.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="VBO.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.GL;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Net.Security;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics.GL
{
public unsafe class VertexBuffer : BufferObjectBase
{
internal VertexBuffer(int n, glRenderStream binding)
{
this.binding = binding;
_bufferHandle = glFunc.GenBuffers(n);
}
public override sealed void Bind(int index)
{
glFunc.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
}
/// <summary>
/// Set data to current vertex buffer object
/// </summary>
/// <typeparam name="T">Type of bufferData</typeparam>
/// <param name="index">Index to find certain VBO in this instance</param>
/// <param name="bufferData">Data to write in</param>
/// <param name="usage">How OpenGL use these data, defined by <see cref="BufferUsage"/></param>
public void WriteMatrixData<T>(int index, T bufferData, BufferUsage usage)
where T : struct, IMat
{
glFunc.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
glFunc.SetBufferData(BufferType.ArrayBuffer, bufferData, usage);
}
/// <summary>
/// Set data to current vertex buffer object
/// </summary>
/// <typeparam name="T">Type of bufferData</typeparam>
/// <param name="index">Index to find certain VBO in this instance</param>
/// <param name="bufferArray">Data to write in</param>
/// <param name="usage">How OpenGL use these data, defined by <see cref="BufferUsage"/></param>
public void WriteScalerData<T>(int index, T[] bufferArray, BufferUsage usage)
where T : struct,
#if NET8_0_OR_GREATER
INumber
#else
IConvertible
#endif
{
glFunc.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
glFunc.SetBufferData(BufferType.ArrayBuffer, bufferArray, usage);
}
/// <summary>
/// Set data to current vertex buffer object
/// </summary>
/// <typeparam name="T">Type of bufferData</typeparam>
/// <param name="index">Index to find certain VBO in this instance</param>
/// <param name="scalerSpan">A <see cref="Span{T}"/> of data to write in</param>
/// <param name="usage">How OpenGL use these data, defined by <see cref="BufferUsage"/></param>
public void WriteScalerData<T>(int index, ReadOnlySpan<T> scalerSpan, BufferUsage usage)
where T : struct,
#if NET8_0_OR_GREATER
INumber
#else
IConvertible
#endif
{
glFunc.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
glFunc.SetBufferData(BufferType.ArrayBuffer, scalerSpan, usage);
}
/// <summary>
/// Set data to current vertex buffer object
/// </summary>
/// <typeparam name="T">Type of bufferData</typeparam>
/// <param name="index">Index to find certain VBO in this instance</param>
/// <param name="vectorSpan">A <see cref="Span{T}"/> of data to write in</param>
/// <param name="usage">How OpenGL use these data, defined by <see cref="BufferUsage"/></param>
public void WriteVectorData<T>(int index, ReadOnlySpan<T> vectorSpan, BufferUsage usage) where T : struct, IVector
{
glFunc.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
glFunc.SetBufferVectorData(BufferType.ArrayBuffer, vectorSpan, usage);
}
/// <summary>
/// Set data to current vertex buffer object
/// </summary>
/// <typeparam name="T">Type of bufferData</typeparam>
/// <param name="index">Index to find certain VBO in this instance</param>
/// <param name="vectorArray">A array of data to write in</param>
/// <param name="usage">How OpenGL use these data, defined by <see cref="BufferUsage"/></param>
public void WriteVectorData<T>(int index, T[] vectorArray, BufferUsage usage) where T : struct, IVector
{
glFunc.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
glFunc.SetBufferVectorData(BufferType.ArrayBuffer, vectorArray, usage);
}
/// <summary>
///
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Unbind()
{
glFunc.BindBuffer(BufferType.ArrayBuffer, glHandle.Zero);
}
protected override sealed void Dispose(bool disposing)
{
if (disposing)
{
glFunc.DeleteBuffers(_bufferHandle);
_bufferHandle.Release();
}
}
}
}