TINYGL: Added implementation of RasterizationDrawCall.
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2 changed files with 194 additions and 1 deletions
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@ -1,5 +1,6 @@
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#include "graphics/tinygl/zrect.h"
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#include "graphics/tinygl/zrect.h"
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#include "graphics/tinygl/zgl.h"
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#include "graphics/tinygl/zgl.h"
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#include "graphics/tinygl/gl.h"
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void tglPresentBuffer() {
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void tglPresentBuffer() {
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TinyGL::GLContext *c = TinyGL::gl_get_context();
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TinyGL::GLContext *c = TinyGL::gl_get_context();
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@ -18,11 +19,169 @@ DrawCall::DrawCall(DrawCallType type) : _type(type) {
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}
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}
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RasterizationDrawCall::RasterizationDrawCall() : DrawCall(DrawCall_Rasterization) {
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RasterizationDrawCall::RasterizationDrawCall() : DrawCall(DrawCall_Rasterization) {
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TinyGL::GLContext *c = TinyGL::gl_get_context();
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_vertexCount = c->vertex_cnt;
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_vertex = new TinyGL::GLVertex[_vertexCount];
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_drawTriangleFront = c->draw_triangle_front;
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_drawTriangleBack = c->draw_triangle_back;
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memcpy(_vertex, c->vertex, sizeof(TinyGL::GLVertex) * _vertexCount);
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_state = loadState();
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}
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}
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void RasterizationDrawCall::execute() const {
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void RasterizationDrawCall::execute() const {
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TinyGL::GLContext *c = TinyGL::gl_get_context();
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TinyGL::GLVertex *prevVertex = c->vertex;
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int prevVertexCount = c->vertex_cnt;
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RasterizationDrawCall::RasterizationState backupState = loadState();
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applyState(_state);
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c->vertex = _vertex;
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c->vertex_cnt = _vertexCount;
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c->draw_triangle_front = (TinyGL::gl_draw_triangle_func)_drawTriangleFront;
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c->draw_triangle_back = (TinyGL::gl_draw_triangle_func)_drawTriangleBack;
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int n, cnt;
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n = c->vertex_n;
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cnt = c->vertex_cnt;
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switch (c->begin_type) {
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case TGL_POINTS:
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gl_draw_point(c, &c->vertex[0]);
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n = 0;
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break;
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case TGL_LINES:
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if (n == 2) {
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gl_draw_line(c, &c->vertex[0], &c->vertex[1]);
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n = 0;
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}
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break;
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case TGL_LINE_STRIP:
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case TGL_LINE_LOOP:
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if (n == 1) {
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c->vertex[2] = c->vertex[0];
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} else if (n == 2) {
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gl_draw_line(c, &c->vertex[0], &c->vertex[1]);
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c->vertex[0] = c->vertex[1];
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n = 1;
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} else if (c->vertex_cnt >= 3) {
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gl_draw_line(c, &c->vertex[0], &c->vertex[2]);
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}
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break;
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case TGL_TRIANGLES:
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if (n == 3) {
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gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
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n = 0;
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}
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break;
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case TGL_TRIANGLE_STRIP:
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if (cnt >= 3) {
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if (n == 3)
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n = 0;
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// needed to respect triangle orientation
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switch (cnt & 1) {
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case 0:
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gl_draw_triangle(c, &c->vertex[2], &c->vertex[1], &c->vertex[0]);
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break;
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case 1:
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gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
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break;
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}
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}
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break;
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case TGL_TRIANGLE_FAN:
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if (n == 3) {
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gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
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c->vertex[1] = c->vertex[2];
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n = 2;
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}
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break;
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case TGL_QUADS:
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if (n == 4) {
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c->vertex[2].edge_flag = 0;
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gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
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c->vertex[2].edge_flag = 1;
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c->vertex[0].edge_flag = 0;
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gl_draw_triangle(c, &c->vertex[0], &c->vertex[2], &c->vertex[3]);
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n = 0;
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}
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break;
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case TGL_QUAD_STRIP:
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if (n == 4) {
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gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
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gl_draw_triangle(c, &c->vertex[1], &c->vertex[3], &c->vertex[2]);
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for (int i = 0; i < 2; i++)
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c->vertex[i] = c->vertex[i + 2];
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n = 2;
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}
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break;
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case TGL_POLYGON: {
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int i = c->vertex_cnt;
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while (i >= 3) {
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i--;
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gl_draw_triangle(c, &c->vertex[i], &c->vertex[0], &c->vertex[i - 1]);
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}
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break;
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}
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default:
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error("glBegin: type %x not handled", c->begin_type);
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}
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c->vertex = prevVertex;
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c->vertex_cnt = prevVertexCount;
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applyState(backupState);
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}
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RasterizationDrawCall::RasterizationState RasterizationDrawCall::loadState() const {
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RasterizationState state;
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TinyGL::GLContext *c = TinyGL::gl_get_context();
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state.alphaTest = c->fb->isAplhaTestEnabled();
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c->fb->getBlendingFactors(state.sfactor, state.dfactor);
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state.enableBlending = c->fb->isBlendingEnabled();
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state.alphaFunc = c->fb->getAlphaTestFunc();
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state.alphaRefValue = c->fb->getAlphaTestRefVal();
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state.cullFaceEnabled = c->cull_face_enabled;
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state.beginType = c->begin_type;
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state.colorMask = c->color_mask;
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state.currentFrontFace = c->current_front_face;
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state.currentShadeModel = c->current_shade_model;
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state.depthTest = c->depth_test;
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state.polygonModeBack = c->polygon_mode_back;
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state.polygonModeFront = c->polygon_mode_front;
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state.shadowMode = c->shadow_mode;
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state.texture2DEnabled = c->texture_2d_enabled;
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state.texture = c->current_texture;
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state.shadowMaskBuf = c->fb->shadow_mask_buf;
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return state;
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}
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void RasterizationDrawCall::applyState(const RasterizationDrawCall::RasterizationState &state) const {
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TinyGL::GLContext *c = TinyGL::gl_get_context();
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c->fb->setBlendingFactors(state.sfactor, state.dfactor);
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c->fb->enableBlending(state.enableBlending);
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c->fb->enableAlphaTest(state.alphaTest);
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c->fb->setAlphaTestFunc(state.alphaFunc, state.alphaRefValue);
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c->cull_face_enabled = state.cullFaceEnabled;
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c->begin_type = state.beginType;
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c->color_mask = state.colorMask;
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c->current_front_face = state.currentFrontFace;
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c->current_shade_model = state.currentShadeModel;
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c->depth_test = state.depthTest;
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c->polygon_mode_back = state.polygonModeBack;
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c->polygon_mode_front = state.polygonModeFront;
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c->shadow_mode = state.shadowMode;
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c->texture_2d_enabled = state.texture2DEnabled;
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c->current_texture = state.texture;
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c->fb->shadow_mask_buf = state.shadowMaskBuf;
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}
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RasterizationDrawCall::~RasterizationDrawCall() {
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delete [] _vertex;
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}
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}
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void RasterizationDrawCall::execute( const Common::Rect &clippingRectangle ) const {
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void RasterizationDrawCall::execute( const Common::Rect &clippingRectangle ) const {
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@ -25,9 +25,12 @@
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#include "common/rect.h"
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#include "common/rect.h"
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#include "graphics/tinygl/zblit.h"
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#include "graphics/tinygl/zblit.h"
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#include "common/array.h"
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namespace TinyGL {
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namespace TinyGL {
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struct GLContext;
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struct GLContext;
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struct GLVertex;
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struct GLTexture;
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}
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}
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namespace Graphics {
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namespace Graphics {
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@ -53,8 +56,39 @@ private:
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class RasterizationDrawCall : public DrawCall {
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class RasterizationDrawCall : public DrawCall {
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public:
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public:
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RasterizationDrawCall();
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RasterizationDrawCall();
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~RasterizationDrawCall();
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virtual void execute() const;
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virtual void execute() const;
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virtual void execute(const Common::Rect &clippingRectangle) const;
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virtual void execute(const Common::Rect &clippingRectangle) const;
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private:
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typedef void (*gl_draw_triangle_func_ptr)(TinyGL::GLContext *c, TinyGL::GLVertex *p0, TinyGL::GLVertex *p1, TinyGL::GLVertex *p2);
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int _vertexCount;
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TinyGL::GLVertex *_vertex;
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gl_draw_triangle_func_ptr _drawTriangleFront, _drawTriangleBack;
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struct RasterizationState {
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int beginType;
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int currentFrontFace;
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int cullFaceEnabled;
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int colorMask;
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int depthTest;
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int shadowMode;
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int texture2DEnabled;
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int currentShadeModel;
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int polygonModeBack;
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int polygonModeFront;
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bool enableBlending;
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int sfactor, dfactor;
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bool alphaTest;
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int alphaFunc, alphaRefValue;
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TinyGL::GLTexture *texture;
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unsigned char *shadowMaskBuf;
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};
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RasterizationState _state;
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RasterizationState loadState() const;
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void applyState(const RasterizationState &state) const;
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};
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};
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class BlittingDrawCall : public DrawCall {
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class BlittingDrawCall : public DrawCall {
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