arrange of proj structure
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="VBO"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Mathematics;
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using StgSharp.Mathematics.Numeric;
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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.Numerics;
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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(
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int n,
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glRender binding
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)
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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 sealed override void Bind(
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int index
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)
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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 BufferHandle object
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/// </summary>
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/// <typeparam _label="TItem">
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/// Type of bufferData
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/// </typeparam>
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/// <param _label="index">
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/// Index to find certain VBO in this instance
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/// </param>
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/// <param _label="bufferArray">
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/// Data to write in
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/// </param>
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/// <param _label="usage">
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/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
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/// </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 : unmanaged, INumber<T>
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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 BufferHandle object
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/// </summary>
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/// <typeparam _label="TItem">
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/// Type of bufferData
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/// </typeparam>
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/// <param _label="index">
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/// Index to find certain VBO in this instance
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/// </param>
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/// <param _label="scalerSpan">
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/// A <see cref="Span{T}" /> of _data to write in
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/// </param>
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/// <param _label="usage">
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/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
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/// </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 : unmanaged,INumber<T>
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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 BufferHandle object
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/// </summary>
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/// <typeparam _label="TItem">
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/// Type of bufferData
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/// </typeparam>
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/// <param _label="index">
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/// Index to find certain VBO in this instance
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/// </param>
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/// <param _label="vectorSpan">
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/// A <see cref="Span{T}" /> of data to write in
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/// </param>
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/// <param _label="usage">
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/// How OpenGL use these data, defined by <see cref="BufferUsage" />
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/// </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 : unmanaged, IUnmanagedVector<T>
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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 BufferHandle object
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/// </summary>
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/// <typeparam _label="TItem">
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/// Type of bufferData
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/// </typeparam>
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/// <param _label="index">
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/// Index to find certain VBO in this instance
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/// </param>
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/// <param _label="vectorArray">
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/// A array of _data to write in
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/// </param>
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/// <param _label="usage">
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/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
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/// </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 : unmanaged, IUnmanagedVector<T>
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{
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GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
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GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorArray, usage);
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}
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protected sealed override void Dispose(
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bool disposing
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)
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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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