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use Austins QUAD to TRIANGLE_STRIP approach
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commit
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2 changed files with 14 additions and 77 deletions
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@ -1012,27 +1012,21 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
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}
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const int FLOATS_PER_VERTEX = 2; // vertices
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const int NUMBER_OF_INDICES = 6; // 1 quad = 2 triangles
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const int VERTICES = 4; // 1 quad = 4 vertices
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if (!details.isCreated) {
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details.isCreated = true;
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details.vertices = VERTICES;
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details.indices = NUMBER_OF_INDICES;
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details.vertexSize = FLOATS_PER_VERTEX;
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auto verticesBuffer = std::make_shared<gpu::Buffer>();
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auto colorBuffer = std::make_shared<gpu::Buffer>();
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auto indicesBuffer = std::make_shared<gpu::Buffer>();
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auto streamFormat = std::make_shared<gpu::Stream::Format>();
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auto stream = std::make_shared<gpu::BufferStream>();
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details.verticesBuffer = verticesBuffer;
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details.colorBuffer = colorBuffer;
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details.indicesBuffer = indicesBuffer;
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details.streamFormat = streamFormat;
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details.stream = stream;
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@ -1046,8 +1040,9 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
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float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
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minCorner.x, minCorner.y,
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maxCorner.x, minCorner.y,
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maxCorner.x, maxCorner.y,
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minCorner.x, maxCorner.y };
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minCorner.x, maxCorner.y,
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maxCorner.x, maxCorner.y
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};
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const int NUM_COLOR_SCALARS_PER_QUAD = 4;
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int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
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@ -1056,24 +1051,13 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
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((int(color.w * 255.0f) & 0xFF) << 24);
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int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
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// Sam's recommended triangle slices
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// Triangle tri1 = { v0, v1, v3 };
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// Triangle tri2 = { v1, v2, v3 };
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// NOTE: Random guy on the internet's recommended triangle slices
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// Triangle tri1 = { v0, v1, v2 };
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// Triangle tri2 = { v2, v3, v0 };
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quint16 indices[NUMBER_OF_INDICES] = { 0, 1, 3, 1, 2, 3 };
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details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
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details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
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details.indicesBuffer->append(sizeof(indices), (gpu::Byte*) indices);
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}
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batch.setInputFormat(details.streamFormat);
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batch.setInputStream(0, *details.stream);
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batch.setIndexBuffer(gpu::UINT16, details.indicesBuffer, 0);
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batch.drawIndexed(gpu::TRIANGLES, NUMBER_OF_INDICES, 0);
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batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
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}
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void GeometryCache::renderUnitCube(gpu::Batch& batch) {
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@ -1121,25 +1105,21 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
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const int VERTICES = 4; // 1 quad = 4 vertices
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const int NUM_POS_COORDS = 2;
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const int VERTEX_TEXCOORD_OFFSET = NUM_POS_COORDS * sizeof(float);
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const int NUMBER_OF_INDICES = 6; // 1 quad = 2 triangles
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if (!details.isCreated) {
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details.isCreated = true;
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details.vertices = VERTICES;
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details.indices = NUMBER_OF_INDICES;
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details.vertexSize = FLOATS_PER_VERTEX;
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auto verticesBuffer = std::make_shared<gpu::Buffer>();
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auto colorBuffer = std::make_shared<gpu::Buffer>();
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auto indicesBuffer = std::make_shared<gpu::Buffer>();
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auto streamFormat = std::make_shared<gpu::Stream::Format>();
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auto stream = std::make_shared<gpu::BufferStream>();
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details.verticesBuffer = verticesBuffer;
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details.colorBuffer = colorBuffer;
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details.indicesBuffer = indicesBuffer;
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details.streamFormat = streamFormat;
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details.stream = stream;
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@ -1155,8 +1135,9 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
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float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
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minCorner.x, minCorner.y, texCoordMinCorner.x, texCoordMinCorner.y,
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maxCorner.x, minCorner.y, texCoordMaxCorner.x, texCoordMinCorner.y,
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maxCorner.x, maxCorner.y, texCoordMaxCorner.x, texCoordMaxCorner.y,
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minCorner.x, maxCorner.y, texCoordMinCorner.x, texCoordMaxCorner.y };
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minCorner.x, maxCorner.y, texCoordMinCorner.x, texCoordMaxCorner.y,
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maxCorner.x, maxCorner.y, texCoordMaxCorner.x, texCoordMaxCorner.y
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};
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const int NUM_COLOR_SCALARS_PER_QUAD = 4;
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@ -1166,24 +1147,13 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
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((int(color.w * 255.0f) & 0xFF) << 24);
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int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
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// Sam's recommended triangle slices
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// Triangle tri1 = { v0, v1, v3 };
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// Triangle tri2 = { v1, v2, v3 };
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// NOTE: Random guy on the internet's recommended triangle slices
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// Triangle tri1 = { v0, v1, v2 };
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// Triangle tri2 = { v2, v3, v0 };
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quint16 indices[NUMBER_OF_INDICES] = { 0, 1, 3, 1, 2, 3 };
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details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
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details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
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details.indicesBuffer->append(sizeof(indices), (gpu::Byte*) indices);
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}
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batch.setInputFormat(details.streamFormat);
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batch.setInputStream(0, *details.stream);
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batch.setIndexBuffer(gpu::UINT16, details.indicesBuffer, 0);
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batch.drawIndexed(gpu::TRIANGLES, NUMBER_OF_INDICES, 0);
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batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
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}
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void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
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@ -1209,26 +1179,22 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, co
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}
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const int FLOATS_PER_VERTEX = 3; // vertices
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const int NUMBER_OF_INDICES = 6; // 1 quad = 2 triangles
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const int VERTICES = 4; // 1 quad = 4 vertices
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if (!details.isCreated) {
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details.isCreated = true;
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details.vertices = VERTICES;
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details.indices = NUMBER_OF_INDICES;
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details.vertexSize = FLOATS_PER_VERTEX;
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auto verticesBuffer = std::make_shared<gpu::Buffer>();
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auto colorBuffer = std::make_shared<gpu::Buffer>();
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auto indicesBuffer = std::make_shared<gpu::Buffer>();
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auto streamFormat = std::make_shared<gpu::Stream::Format>();
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auto stream = std::make_shared<gpu::BufferStream>();
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details.verticesBuffer = verticesBuffer;
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details.colorBuffer = colorBuffer;
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details.indicesBuffer = indicesBuffer;
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details.streamFormat = streamFormat;
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details.stream = stream;
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@ -1243,8 +1209,9 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, co
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float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
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minCorner.x, minCorner.y, minCorner.z,
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maxCorner.x, minCorner.y, minCorner.z,
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maxCorner.x, maxCorner.y, maxCorner.z,
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minCorner.x, maxCorner.y, maxCorner.z };
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minCorner.x, maxCorner.y, maxCorner.z,
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maxCorner.x, maxCorner.y, maxCorner.z
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};
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const int NUM_COLOR_SCALARS_PER_QUAD = 4;
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int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
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@ -1253,24 +1220,13 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, co
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((int(color.w * 255.0f) & 0xFF) << 24);
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int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
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// Sam's recommended triangle slices
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// Triangle tri1 = { v0, v1, v3 };
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// Triangle tri2 = { v1, v2, v3 };
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// NOTE: Random guy on the internet's recommended triangle slices
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// Triangle tri1 = { v0, v1, v2 };
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// Triangle tri2 = { v2, v3, v0 };
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quint16 indices[NUMBER_OF_INDICES] = { 0, 1, 3, 1, 2, 3 };
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details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
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details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
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details.indicesBuffer->append(sizeof(indices), (gpu::Byte*) indices);
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}
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batch.setInputFormat(details.streamFormat);
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batch.setInputStream(0, *details.stream);
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batch.setIndexBuffer(gpu::UINT16, details.indicesBuffer, 0);
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batch.drawIndexed(gpu::TRIANGLES, NUMBER_OF_INDICES, 0);
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batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
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}
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void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, const glm::vec3& bottomLeft,
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@ -1315,7 +1271,6 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, cons
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}
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const int FLOATS_PER_VERTEX = 3 + 2; // 3d vertices + text coords
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const int NUMBER_OF_INDICES = 6; // 1 quad = 2 triangles
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const int VERTICES = 4; // 1 quad = 4 vertices
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const int NUM_POS_COORDS = 3;
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const int VERTEX_TEXCOORD_OFFSET = NUM_POS_COORDS * sizeof(float);
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@ -1324,20 +1279,15 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, cons
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details.isCreated = true;
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details.vertices = VERTICES;
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details.indices = NUMBER_OF_INDICES;
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details.vertexSize = FLOATS_PER_VERTEX; // NOTE: this isn't used for BatchItemDetails maybe we can get rid of it
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auto verticesBuffer = std::make_shared<gpu::Buffer>();
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auto colorBuffer = std::make_shared<gpu::Buffer>();
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auto indicesBuffer = std::make_shared<gpu::Buffer>();
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auto streamFormat = std::make_shared<gpu::Stream::Format>();
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auto stream = std::make_shared<gpu::BufferStream>();
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details.verticesBuffer = verticesBuffer;
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details.colorBuffer = colorBuffer;
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details.indicesBuffer = indicesBuffer;
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details.streamFormat = streamFormat;
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details.stream = stream;
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@ -1350,9 +1300,9 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, cons
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float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
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topLeft.x, topLeft.y, topLeft.z, texCoordTopLeft.x, texCoordTopLeft.y,
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bottomLeft.x, bottomLeft.y, bottomLeft.z, texCoordBottomLeft.x, texCoordBottomLeft.y,
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bottomRight.x, bottomRight.y, bottomRight.z, texCoordBottomRight.x, texCoordBottomRight.y,
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topLeft.x, topLeft.y, topLeft.z, texCoordTopLeft.x, texCoordTopLeft.y,
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topRight.x, topRight.y, topRight.z, texCoordTopRight.x, texCoordTopRight.y,
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};
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@ -1363,24 +1313,13 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, cons
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((int(color.w * 255.0f) & 0xFF) << 24);
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int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
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// Sam's recommended triangle slices
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// Triangle tri1 = { v0, v1, v3 };
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// Triangle tri2 = { v1, v2, v3 };
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// NOTE: Random guy on the internet's recommended triangle slices
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// Triangle tri1 = { v0, v1, v2 };
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// Triangle tri2 = { v2, v3, v0 };
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quint16 indices[NUMBER_OF_INDICES] = { 0, 1, 3, 1, 2, 3 };
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details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
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details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
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details.indicesBuffer->append(sizeof(indices), (gpu::Byte*) indices);
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}
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batch.setInputFormat(details.streamFormat);
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batch.setInputStream(0, *details.stream);
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batch.setIndexBuffer(gpu::UINT16, details.indicesBuffer, 0);
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batch.drawIndexed(gpu::TRIANGLES, NUMBER_OF_INDICES, 0);
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batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
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}
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void GeometryCache::renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
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@ -235,12 +235,10 @@ private:
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static int population;
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gpu::BufferPointer verticesBuffer;
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gpu::BufferPointer colorBuffer;
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gpu::BufferPointer indicesBuffer;
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gpu::Stream::FormatPointer streamFormat;
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gpu::BufferStreamPointer stream;
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int vertices;
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int indices;
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int vertexSize;
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bool isCreated;
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