mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
Add a stencil buffer
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parent
b94096ffe1
commit
204d09efde
4 changed files with 141 additions and 28 deletions
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@ -922,7 +922,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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}
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}
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else
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else
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{
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{
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RenderPolyBsp bsp;
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static RenderPolyBsp bsp;
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bsp.Render();
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bsp.Render();
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}
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}
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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@ -41,15 +41,19 @@ CVAR(Bool, r_debug_cull, 0, 0)
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void RenderPolyBsp::Render()
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void RenderPolyBsp::Render()
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{
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{
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// Setup working buffers
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PolyVertexBuffer::Clear();
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PolyVertexBuffer::Clear();
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SolidSegments.clear();
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SolidSegments.clear();
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SolidSegments.reserve(MAXWIDTH / 2 + 2);
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SolidSegments.reserve(MAXWIDTH / 2 + 2);
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SolidSegments.push_back({ -0x7fff, 0 });
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SolidSegments.push_back({ -0x7fff, 0 });
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SolidSegments.push_back({ viewwidth, 0x7fff });
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SolidSegments.push_back({ viewwidth, 0x7fff });
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SectorSpriteRanges.clear();
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SectorSpriteRanges.clear();
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SectorSpriteRanges.resize(numsectors);
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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SortedSprites.clear();
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PvsSectors.clear();
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SectorSpriteRanges.clear();
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ScreenSprites.clear();
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PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0);
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// Perspective correct:
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// Perspective correct:
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float ratio = WidescreenRatio;
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float ratio = WidescreenRatio;
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@ -66,13 +70,12 @@ void RenderPolyBsp::Render()
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// Y shearing like the Doom renderer:
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// Y shearing like the Doom renderer:
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//worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView();
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//worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView();
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// Cull front to back (ok, so we dont cull yet, but we should during this!):
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// Cull front to back
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if (numnodes == 0)
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if (numnodes == 0)
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PvsSectors.push_back(subsectors); // RenderSubsector(subsectors);
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PvsSectors.push_back(subsectors); // RenderSubsector(subsectors);
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else
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else
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RenderNode(nodes + numnodes - 1); // The head node is the last node output.
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RenderNode(nodes + numnodes - 1); // The head node is the last node output.
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static PolySkyDome skydome;
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skydome.Render(worldToClip);
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skydome.Render(worldToClip);
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// Render back to front (we don't have a zbuffer at the moment, sniff!):
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// Render back to front (we don't have a zbuffer at the moment, sniff!):
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@ -227,9 +230,6 @@ void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector)
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double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
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double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
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//VisiblePlaneKey ceilingPlaneKey(frontsector->GetTexture(sector_t::ceiling), frontsector->ColorMap, frontsector->lightlevel, frontsector->ceilingplane, frontsector->planes[sector_t::ceiling].xform);
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//VisiblePlaneKey floorPlaneKey(frontsector->GetTexture(sector_t::floor), frontsector->ColorMap, frontsector->lightlevel, frontsector->floorplane, frontsector->planes[sector_t::floor].xform);
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RenderPolyWall wall;
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RenderPolyWall wall;
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wall.Line = line;
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wall.Line = line;
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wall.Colormap = frontsector->ColorMap;
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wall.Colormap = frontsector->ColorMap;
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44
src/r_poly.h
44
src/r_poly.h
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@ -69,6 +69,27 @@ public:
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int Count = 0;
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int Count = 0;
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};
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};
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class PolySkyDome
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{
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public:
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PolySkyDome() { CreateDome(); }
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void Render(const TriMatrix &worldToClip);
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private:
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TArray<TriVertex> mVertices;
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TArray<unsigned int> mPrimStart;
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int mRows, mColumns;
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void SkyVertex(int r, int c, bool yflip);
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void CreateSkyHemisphere(bool zflip);
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void CreateDome();
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void RenderRow(const TriUniforms &uniforms, FTexture *skytex, int row);
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void RenderCapColorRow(const TriUniforms &uniforms, FTexture *skytex, int row, bool bottomCap);
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TriVertex SetVertex(float xx, float yy, float zz, float uu = 0, float vv = 0);
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TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
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};
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// Renders a GL BSP tree in a scene
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// Renders a GL BSP tree in a scene
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class RenderPolyBsp
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class RenderPolyBsp
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{
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{
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@ -121,6 +142,8 @@ private:
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};
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};
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std::vector<SolidSegment> SolidSegments;
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std::vector<SolidSegment> SolidSegments;
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PolySkyDome skydome;
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};
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};
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class RenderPolyWall
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class RenderPolyWall
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@ -181,24 +204,3 @@ public:
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static TriVertex *GetVertices(int count);
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static TriVertex *GetVertices(int count);
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static void Clear();
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static void Clear();
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};
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};
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class PolySkyDome
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{
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public:
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PolySkyDome() { CreateDome(); }
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void Render(const TriMatrix &worldToClip);
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private:
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TArray<TriVertex> mVertices;
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TArray<unsigned int> mPrimStart;
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int mRows, mColumns;
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void SkyVertex(int r, int c, bool yflip);
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void CreateSkyHemisphere(bool zflip);
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void CreateDome();
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void RenderRow(const TriUniforms &uniforms, FTexture *skytex, int row);
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void RenderCapColorRow(const TriUniforms &uniforms, FTexture *skytex, int row, bool bottomCap);
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TriVertex SetVertex(float xx, float yy, float zz, float uu = 0, float vv = 0);
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TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
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};
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@ -48,6 +48,117 @@ private:
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friend class DrawPolyTrianglesCommand;
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friend class DrawPolyTrianglesCommand;
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};
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};
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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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struct ScreenPolyTriangleDrawerArgs
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struct ScreenPolyTriangleDrawerArgs
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{
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{
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uint8_t *dest;
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uint8_t *dest;
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