2016-11-08 13:28:58 +00:00
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/*
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** Triangle drawers
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#ifndef __R_POLY_TRIANGLE__
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#define __R_POLY_TRIANGLE__
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#include "r_triangle.h"
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struct ScreenPolyTriangleDrawerArgs;
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class PolyTriangleDrawer
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{
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public:
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2016-11-08 15:16:24 +00:00
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static void draw(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, FTexture *texture);
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static void fill(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int solidcolor);
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2016-11-08 13:28:58 +00:00
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private:
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2016-11-08 15:16:24 +00:00
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static TriVertex shade_vertex(const TriUniforms &uniforms, TriVertex v);
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static void draw_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *));
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2016-11-08 13:28:58 +00:00
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static void draw_shaded_triangle(const TriVertex *vertices, bool ccw, ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *));
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static bool cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2);
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2016-11-08 22:08:25 +00:00
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static void clipedge(const TriVertex *verts, TriVertex *clippedvert, int &numclipvert);
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2016-11-08 13:28:58 +00:00
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2016-11-08 15:16:24 +00:00
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static void queue_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor);
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2016-11-08 13:28:58 +00:00
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2016-11-10 04:30:33 +00:00
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enum { max_additional_vertices = 16 };
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2016-11-08 13:28:58 +00:00
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friend class DrawPolyTrianglesCommand;
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};
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2016-11-10 07:08:37 +00:00
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// 8x8 block of stencil values, plus a mask indicating if values are the same for early out stencil testing
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class PolyStencilBlock
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{
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public:
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PolyStencilBlock(int block, uint8_t *values, uint32_t *masks) : Values(values + block * 64), ValueMask(masks[block])
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{
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}
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void Set(int x, int y, uint8_t value)
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{
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if (ValueMask == 0xffffffff)
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{
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if (Values[0] == value)
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return;
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for (int i = 1; i < 8 * 8 + 4 * 4 + 2 * 2 + 1; i++)
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Values[i] = Values[0];
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}
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if (Values[x + y * 8] == value)
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return;
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Values[x + y * 8] = value;
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int leveloffset = 0;
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for (int i = 1; i < 4; i++)
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{
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int iy = i + 3;
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x >>= 1;
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y >>= 1;
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bool same =
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Values[(x << i) + (y << iy)] != value ||
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Values[((x + 1) << i) + (y << iy)] != value ||
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Values[(x << i) + ((y + 1) << iy)] != value ||
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Values[((x + 1) << i) + ((y + 1) << iy)] != value;
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int levelbit = 1 << (leveloffset + x + y * (8 >> i));
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if (same)
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ValueMask = ValueMask & ~levelbit;
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else
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ValueMask = ValueMask | levelbit;
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}
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if (Values[0] != value || Values[4] != value || Values[4 * 8] != value || Values[4 * 8 + 4] != value)
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ValueMask = ValueMask & ~(1 << 22);
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else
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ValueMask = ValueMask | (1 << 22);
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}
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uint8_t Get(int x, int y) const
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{
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if (ValueMask == 0xffffffff)
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return Values[0];
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else
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return Values[x + y * 8];
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}
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void Clear(uint8_t value)
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{
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Values[0] = value;
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ValueMask = 0xffffffff;
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}
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private:
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uint8_t *Values; // [8 * 8];
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uint32_t &ValueMask; // 4 * 4 + 2 * 2 + 1 bits indicating is Values are the same
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};
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class PolyStencilBuffer
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{
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public:
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static PolyStencilBuffer *Instance()
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{
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static PolyStencilBuffer buffer;
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return &buffer;
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}
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void Clear(int newwidth, int newheight, uint8_t stencil_value = 0)
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{
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width = newwidth;
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height = newheight;
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int count = BlockWidth() * BlockHeight();
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values.resize(count * 64);
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masks.resize(count);
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uint8_t *v = Values();
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uint32_t *m = Masks();
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for (int i = 0; i < count; i++)
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{
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PolyStencilBlock block(i, v, m);
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block.Clear(stencil_value);
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}
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}
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int Width() const { return width; }
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int Height() const { return height; }
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int BlockWidth() const { return (width + 7) / 8; }
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int BlockHeight() const { return (height + 7) / 8; }
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uint8_t *Values() { return values.data(); }
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uint32_t *Masks() { return masks.data(); }
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private:
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int width;
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int height;
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std::vector<uint8_t> values;
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std::vector<uint32_t> masks;
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};
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2016-11-08 13:28:58 +00:00
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struct ScreenPolyTriangleDrawerArgs
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{
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uint8_t *dest;
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int pitch;
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TriVertex *v1;
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TriVertex *v2;
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TriVertex *v3;
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int clipleft;
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int clipright;
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int cliptop;
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int clipbottom;
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const uint8_t *texturePixels;
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int textureWidth;
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int textureHeight;
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int solidcolor;
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2016-11-08 15:16:24 +00:00
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const TriUniforms *uniforms;
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};
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class ScreenPolyTriangleDrawer
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{
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public:
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static void draw(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
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static void fill(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
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static void draw32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
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static void fill32(const ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread);
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private:
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static float gradx(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2);
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static float grady(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2);
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};
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class DrawPolyTrianglesCommand : public DrawerCommand
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{
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public:
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2016-11-08 15:16:24 +00:00
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DrawPolyTrianglesCommand(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor);
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2016-11-08 13:28:58 +00:00
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void Execute(DrawerThread *thread) override;
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FString DebugInfo() override;
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private:
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2016-11-08 15:16:24 +00:00
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TriUniforms uniforms;
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2016-11-08 13:28:58 +00:00
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const TriVertex *vinput;
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int vcount;
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TriangleDrawMode mode;
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bool ccw;
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int clipleft;
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int clipright;
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int cliptop;
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int clipbottom;
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const uint8_t *texturePixels;
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int textureWidth;
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int textureHeight;
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int solidcolor;
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};
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#endif
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