Split RenderPolyScene into two to allow rendering from multiple viewpoints
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2316658dfc
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9 changed files with 364 additions and 255 deletions
196
src/r_poly.cpp
196
src/r_poly.cpp
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@ -28,21 +28,26 @@
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#include "r_poly.h"
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#include "gl/data/gl_data.h"
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CVAR(Bool, r_debug_cull, 0, 0)
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EXTERN_CVAR(Int, screenblocks)
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void InitGLRMapinfoData();
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/////////////////////////////////////////////////////////////////////////////
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RenderPolyScene *RenderPolyScene::Instance()
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{
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static RenderPolyScene scene;
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return &scene;
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}
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void RenderPolyScene::Render()
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{
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ClearBuffers();
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SetSceneViewport();
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SetupPerspectiveMatrix();
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Cull.CullScene(WorldToClip);
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RenderSectors();
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skydome.Render(WorldToClip);
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RenderTranslucent();
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MainPortal.SetViewpoint(WorldToClip, 0);
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MainPortal.Render();
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Skydome.Render(WorldToClip);
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MainPortal.RenderTranslucent();
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PlayerSprites.Render();
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DrawerCommandQueue::WaitForWorkers();
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@ -56,13 +61,8 @@ void RenderPolyScene::RenderRemainingPlayerSprites()
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void RenderPolyScene::ClearBuffers()
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{
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PolyVertexBuffer::Clear();
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SectorSpriteRanges.clear();
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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TranslucentObjects.clear();
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PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
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PolySubsectorGBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight());
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NextSubsectorDepth = 0;
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}
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void RenderPolyScene::SetSceneViewport()
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@ -116,179 +116,3 @@ void RenderPolyScene::SetupPerspectiveMatrix()
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WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
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}
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void RenderPolyScene::RenderSectors()
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{
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if (r_debug_cull)
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{
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for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
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RenderSubsector(*it);
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}
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else
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{
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for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
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RenderSubsector(*it);
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}
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}
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void RenderPolyScene::RenderSubsector(subsector_t *sub)
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{
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sector_t *frontsector = sub->sector;
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frontsector->MoreFlags |= SECF_DRAWN;
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uint32_t subsectorDepth = NextSubsectorDepth++;
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, Cull.MaxCeilingHeight, Cull.MinFloorHeight);
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}
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
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{
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RenderLine(sub, line, frontsector, subsectorDepth);
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}
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}
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bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors);
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if (mainBSP)
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{
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int subsectorIndex = (int)(sub - subsectors);
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for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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particle_t *particle = Particles + i;
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TranslucentObjects.push_back({ particle, sub, subsectorDepth });
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}
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}
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SpriteRange sprites = GetSpritesForSector(sub->sector);
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for (int i = 0; i < sprites.Count; i++)
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{
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AActor *thing = SortedSprites[sprites.Start + i].Thing;
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TranslucentObjects.push_back({ thing, sub, subsectorDepth });
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}
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TranslucentObjects.insert(TranslucentObjects.end(), SubsectorTranslucentWalls.begin(), SubsectorTranslucentWalls.end());
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SubsectorTranslucentWalls.clear();
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}
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SpriteRange RenderPolyScene::GetSpritesForSector(sector_t *sector)
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{
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if (SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
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return SpriteRange();
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auto &range = SectorSpriteRanges[sector->sectornum];
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if (range.Start == -1)
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{
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range.Start = (int)SortedSprites.size();
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range.Count = 0;
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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SortedSprites.push_back({ thing, (thing->Pos() - ViewPos).LengthSquared() });
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range.Count++;
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}
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std::stable_sort(SortedSprites.begin() + range.Start, SortedSprites.begin() + range.Start + range.Count);
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}
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return range;
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}
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void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
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{
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// Reject lines not facing viewer
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DVector2 pt1 = line->v1->fPos() - ViewPos;
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DVector2 pt2 = line->v2->fPos() - ViewPos;
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if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
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return;
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// Cull wall if not visible
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int sx1, sx2;
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bool hasSegmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
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if (!hasSegmentRange || Cull.IsSegmentCulled(sx1, sx2))
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return;
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// Tell automap we saw this
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if (!r_dontmaplines && line->linedef)
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{
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line->linedef->flags |= ML_MAPPED;
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sub->flags |= SSECF_DRAWN;
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}
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// Render 3D floor sides
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if (line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
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{
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for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (!fakeFloor->model) continue;
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RenderPolyWall::Render3DFloorLine(WorldToClip, line, frontsector, subsectorDepth, fakeFloor, SubsectorTranslucentWalls);
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}
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}
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// Render wall, and update culling info if its an occlusion blocker
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if (RenderPolyWall::RenderLine(WorldToClip, line, frontsector, subsectorDepth, SubsectorTranslucentWalls))
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{
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if (hasSegmentRange)
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Cull.MarkSegmentCulled(sx1, sx2);
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}
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}
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void RenderPolyScene::RenderTranslucent()
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{
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for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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{
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auto &obj = *it;
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if (obj.particle)
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{
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RenderPolyParticle spr;
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spr.Render(WorldToClip, obj.particle, obj.sub, obj.subsectorDepth);
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}
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else if (!obj.thing)
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{
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obj.wall.Render(WorldToClip);
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}
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else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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RenderPolyWallSprite wallspr;
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wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
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}
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else
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{
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RenderPolySprite spr;
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spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
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}
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}
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}
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RenderPolyScene *RenderPolyScene::Instance()
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{
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static RenderPolyScene scene;
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return &scene;
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}
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/////////////////////////////////////////////////////////////////////////////
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namespace
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{
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int NextBufferVertex = 0;
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}
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TriVertex *PolyVertexBuffer::GetVertices(int count)
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{
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enum { VertexBufferSize = 64 * 1024 };
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static TriVertex Vertex[VertexBufferSize];
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if (NextBufferVertex + count > VertexBufferSize)
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return nullptr;
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TriVertex *v = Vertex + NextBufferVertex;
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NextBufferVertex += count;
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return v;
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}
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void PolyVertexBuffer::Clear()
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{
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NextBufferVertex = 0;
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}
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