MVVM frame work done, under unit test
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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 unsafe class VertexBuffer : GlBufferObjectBase
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{
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internal VertexBuffer(int n, glRenderStream binding):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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/// 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>(int index, T bufferData, 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>(int index, T[] bufferArray, 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>(int index, ReadOnlySpan<T> scalerSpan, 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>(int index, ReadOnlySpan<T> vectorSpan, BufferUsage usage) 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>(int index, T[] vectorArray, BufferUsage usage) 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, usage);
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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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protected override sealed void Dispose(bool disposing)
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{
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if (disposing)
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{
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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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