re3/src/render/RenderBuffer.cpp

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#include "common.h"
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#include "RenderBuffer.h"
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int32 TempBufferVerticesStored;
int32 TempBufferIndicesStored;
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RwIm3DVertex TempBufferRenderVertices[TEMPBUFFERVERTSIZE];
RwIm2DVertex *TempVertexBuffer = (RwIm2DVertex*)TempBufferRenderVertices;
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RwImVertexIndex TempBufferRenderIndexList[TEMPBUFFERINDEXSIZE];
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int RenderBuffer::VerticesToBeStored;
int RenderBuffer::IndicesToBeStored;
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void
RenderBuffer::ClearRenderBuffer(void)
{
TempBufferVerticesStored = 0;
TempBufferIndicesStored = 0;
}
void
RenderBuffer::StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, RwIm3DVertex **vertexStart)
{
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if(TempBufferIndicesStored + numIndices >= TEMPBUFFERINDEXSIZE)
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RenderStuffInBuffer();
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if(TempBufferVerticesStored + numVertices >= TEMPBUFFERVERTSIZE)
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RenderStuffInBuffer();
*indexStart = &TempBufferRenderIndexList[TempBufferIndicesStored];
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*vertexStart = &TempBufferRenderVertices[TempBufferVerticesStored];
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IndicesToBeStored = numIndices;
VerticesToBeStored = numVertices;
}
void
RenderBuffer::StopStoring(void)
{
int i;
for(i = TempBufferIndicesStored; i < TempBufferIndicesStored+IndicesToBeStored; i++)
TempBufferRenderIndexList[i] += TempBufferVerticesStored;
TempBufferIndicesStored += IndicesToBeStored;
TempBufferVerticesStored += VerticesToBeStored;
}
void
RenderBuffer::RenderStuffInBuffer(void)
{
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if(TempBufferVerticesStored && RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
RwIm3DEnd();
}
ClearRenderBuffer();
}