PortableVertexFormat: add a struct which hold all needed information for every vertex and use this for position
atm, position attribute is hardcoded both in VertexLoader and in backends. v2: fix coding style + cleanup lookup table
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02d1d8e6a0
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210f4f3e55
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@ -32,33 +32,27 @@ NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
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return new D3DVertexFormat();
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return new D3DVertexFormat();
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}
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}
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DXGI_FORMAT VarToD3D(VarType t, int size)
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static const DXGI_FORMAT d3d_format_lookup[5*4*2] =
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{
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{
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DXGI_FORMAT retval = DXGI_FORMAT_UNKNOWN;
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// float formats
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static const DXGI_FORMAT lookup1[5] = {
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DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R32_FLOAT,
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DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R32_FLOAT
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DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R32G32_FLOAT,
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};
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DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT,
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static const DXGI_FORMAT lookup2[5] = {
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DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R32G32_FLOAT
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};
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static const DXGI_FORMAT lookup3[5] = {
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DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT
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};
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static const DXGI_FORMAT lookup4[5] = {
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DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R32G32B32A32_FLOAT
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};
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switch (size)
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// integer formats
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{
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DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN,
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case 1: retval = lookup1[t]; break;
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DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN,
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case 2: retval = lookup2[t]; break;
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DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
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case 3: retval = lookup3[t]; break;
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DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN,
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case 4: retval = lookup4[t]; break;
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};
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default: break;
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}
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DXGI_FORMAT VarToD3D(VarType t, int size, bool integer)
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{
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DXGI_FORMAT retval = d3d_format_lookup[(int)t + 5*(size-1) + 5*4*(int)integer];
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if (retval == DXGI_FORMAT_UNKNOWN)
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if (retval == DXGI_FORMAT_UNKNOWN)
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{
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{
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PanicAlert("VarToD3D: Invalid type/size combo %i , %i", (int)t, size);
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PanicAlert("VarToD3D: Invalid type/size combo %i , %i, %i", (int)t, size, (int)integer);
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}
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}
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return retval;
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return retval;
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}
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}
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@ -67,12 +61,16 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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{
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{
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vertex_stride = _vtx_decl.stride;
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vertex_stride = _vtx_decl.stride;
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memset(m_elems, 0, sizeof(m_elems));
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memset(m_elems, 0, sizeof(m_elems));
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const AttributeFormat* format = &_vtx_decl.position;
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m_elems[m_num_elems].SemanticName = "POSITION";
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if (format->enable)
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m_elems[m_num_elems].AlignedByteOffset = 0;
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{
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m_elems[m_num_elems].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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m_elems[m_num_elems].SemanticName = "POSITION";
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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++m_num_elems;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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}
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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{
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{
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@ -81,7 +79,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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m_elems[m_num_elems].SemanticName = "NORMAL";
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m_elems[m_num_elems].SemanticName = "NORMAL";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.normal_offset[i];
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.normal_offset[i];
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size);
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size, false);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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++m_num_elems;
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}
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}
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@ -94,7 +92,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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m_elems[m_num_elems].SemanticName = "COLOR";
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m_elems[m_num_elems].SemanticName = "COLOR";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.color_offset[i];
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.color_offset[i];
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.color_gl_type, 4);
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.color_gl_type, 4, false);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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++m_num_elems;
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}
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}
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@ -107,7 +105,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.texcoord_offset[i];
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.texcoord_offset[i];
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i]);
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i], false);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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++m_num_elems;
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}
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}
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@ -42,6 +42,18 @@ inline GLuint VarToGL(VarType t)
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return lookup[t];
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return lookup[t];
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}
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}
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static void SetPointer(u32 attrib, u32 stride, const AttributeFormat &format)
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{
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if (!format.enable)
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return;
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glEnableVertexAttribArray(attrib);
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if (format.integer)
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glVertexAttribIPointer(attrib, format.components, VarToGL(format.type), stride, (u8*)NULL + format.offset);
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else
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glVertexAttribPointer(attrib, format.components, VarToGL(format.type), true, stride, (u8*)NULL + format.offset);
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}
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void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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{
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{
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this->vtx_decl = _vtx_decl;
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this->vtx_decl = _vtx_decl;
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@ -60,8 +72,7 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, vtx_decl.position);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 3, GL_FLOAT, GL_FALSE, vtx_decl.stride, (u8*)NULL);
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for (int i = 0; i < 3; i++) {
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for (int i = 0; i < 3; i++) {
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if (vtx_decl.num_normals > i) {
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if (vtx_decl.num_normals > i) {
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@ -72,10 +72,21 @@ enum VarType
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VAR_FLOAT, // GX_F32 = 4
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VAR_FLOAT, // GX_F32 = 4
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};
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};
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struct AttributeFormat
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{
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VarType type;
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int components;
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int offset;
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bool enable;
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bool integer;
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};
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struct PortableVertexDeclaration
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struct PortableVertexDeclaration
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{
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{
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int stride;
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int stride;
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AttributeFormat position;
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int num_normals;
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int num_normals;
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int normal_offset[3];
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int normal_offset[3];
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VarType normal_gl_type;
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VarType normal_gl_type;
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@ -587,6 +587,11 @@ void VertexLoader::CompileVertexTranslator()
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}
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}
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m_VertexSize += VertexLoader_Position::GetSize(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements);
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m_VertexSize += VertexLoader_Position::GetSize(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements);
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nat_offset += 12;
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nat_offset += 12;
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vtx_decl.position.components = 3;
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vtx_decl.position.enable = true;
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vtx_decl.position.offset = 0;
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vtx_decl.position.type = VAR_FLOAT;
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vtx_decl.position.integer = false;
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// Normals
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// Normals
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vtx_decl.num_normals = 0;
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vtx_decl.num_normals = 0;
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