- hook up main.vp and the data it uses for input
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10 changed files with 412 additions and 231 deletions
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@ -83,29 +83,14 @@ void PolyVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t
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mStride = stride;
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}
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ShadedTriVertex PolyVertexBuffer::Shade(PolyTriangleThreadData *thread, const PolyDrawArgs &drawargs, const void *vertices, int index)
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void PolyVertexBuffer::Load(PolyTriangleThreadData *thread, const void *vertices, int index)
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{
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const uint8_t *vertex = static_cast<const uint8_t*>(vertices) + mStride * index;
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const float *attrVertex = reinterpret_cast<const float*>(vertex + mOffsets[VATTR_VERTEX]);
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const float *attrTexcoord = reinterpret_cast<const float*>(vertex + mOffsets[VATTR_TEXCOORD]);
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Vec4f objpos = Vec4f(attrVertex[0], attrVertex[1], attrVertex[2], 1.0f);
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Vec4f clippos = (*thread->objectToClip) * objpos;
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ShadedTriVertex sv;
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sv.u = attrTexcoord[1];
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sv.v = attrTexcoord[0];
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sv.x = clippos.X;
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sv.y = clippos.Y;
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sv.z = clippos.Z;
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sv.w = clippos.W;
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sv.worldX = objpos.X;
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sv.worldY = objpos.Y;
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sv.worldZ = objpos.Z;
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sv.clipDistance[0] = 1.0f;
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sv.clipDistance[1] = 1.0f;
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sv.clipDistance[2] = 1.0f;
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return sv;
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thread->mainVertexShader.aPosition = { attrVertex[0], attrVertex[1], attrVertex[2], 1.0f };
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thread->mainVertexShader.aTexCoord = { attrTexcoord[0], attrTexcoord[1] };
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}
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/////////////////////////////////////////////////////////////////////////////
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