/*
    Copyright 2016-2020 Arisotura

    This file is part of melonDS.

    melonDS is free software: you can redistribute it and/or modify it under
    the terms of the GNU General Public License as published by the Free
    Software Foundation, either version 3 of the License, or (at your option)
    any later version.

    melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
    WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

    You should have received a copy of the GNU General Public License along
    with melonDS. If not, see http://www.gnu.org/licenses/.
*/

#include <stdio.h>
#include <string.h>
#include "NDS.h"
#include "GPU.h"
#include "Config.h"
#include "OpenGLSupport.h"
#include "GPU3D_OpenGL_shaders.h"

namespace GPU3D
{
namespace GLRenderer
{

using namespace OpenGL;

// GL version requirements
// * texelFetch: 3.0 (GLSL 1.30)     (3.2/1.50 for MS)
// * UBO: 3.1


enum
{
    RenderFlag_WBuffer     = 0x01,
    RenderFlag_Trans       = 0x02,
    RenderFlag_ShadowMask  = 0x04,
    RenderFlag_Edge        = 0x08,
};


GLuint ClearShaderPlain[3];

GLuint RenderShader[16][3];
GLuint CurShaderID = -1;

GLuint FinalPassEdgeShader[3];
GLuint FinalPassFogShader[3];

struct
{
    float uScreenSize[2];
    u32 uDispCnt;
    u32 __pad0;
    float uToonColors[32][4];
    float uEdgeColors[8][4];
    float uFogColor[4];
    float uFogDensity[34][4];
    u32 uFogOffset;
    u32 uFogShift;

} ShaderConfig;

GLuint ShaderConfigUBO;

typedef struct
{
    Polygon* PolyData;

    u32 NumIndices;
    u32 IndicesOffset;
    GLuint PrimType;

    u32 NumEdgeIndices;
    u32 EdgeIndicesOffset;

    u32 RenderKey;

} RendererPolygon;

RendererPolygon PolygonList[2048];
int NumFinalPolys, NumOpaqueFinalPolys;

GLuint ClearVertexBufferID, ClearVertexArrayID;
GLint ClearUniformLoc[4];

// vertex buffer
// * XYZW: 4x16bit
// * RGBA: 4x8bit
// * ST: 2x16bit
// * polygon data: 3x32bit (polygon/texture attributes)
//
// polygon attributes:
// * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR
// * bit16-20: Z shift
// * bit8: front-facing (?)
// * bit9: W-buffering (?)

GLuint VertexBufferID;
u32 VertexBuffer[10240 * 7];
u32 NumVertices;

GLuint VertexArrayID;
GLuint IndexBufferID;
u16 IndexBuffer[2048 * 40];
u32 NumIndices, NumEdgeIndices;

const u32 EdgeIndicesOffset = 2048 * 30;

GLuint TexMemID;
GLuint TexPalMemID;

int ScaleFactor;
bool BetterPolygons;
int ScreenW, ScreenH;

GLuint FramebufferTex[8];
int FrontBuffer;
GLuint FramebufferID[4], PixelbufferID;
u32 Framebuffer[256*192];



bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
{
    char shadername[32];
    sprintf(shadername, "RenderShader%02X", flags);

    int headerlen = strlen(kShaderHeader);

    int vslen = strlen(vs);
    int vsclen = strlen(kRenderVSCommon);
    char* vsbuf = new char[headerlen + vsclen + vslen + 1];
    strcpy(&vsbuf[0], kShaderHeader);
    strcpy(&vsbuf[headerlen], kRenderVSCommon);
    strcpy(&vsbuf[headerlen + vsclen], vs);

    int fslen = strlen(fs);
    int fsclen = strlen(kRenderFSCommon);
    char* fsbuf = new char[headerlen + fsclen + fslen + 1];
    strcpy(&fsbuf[0], kShaderHeader);
    strcpy(&fsbuf[headerlen], kRenderFSCommon);
    strcpy(&fsbuf[headerlen + fsclen], fs);

    bool ret = OpenGL::BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername);

    delete[] vsbuf;
    delete[] fsbuf;

    if (!ret) return false;

    GLuint prog = RenderShader[flags][2];

    glBindAttribLocation(prog, 0, "vPosition");
    glBindAttribLocation(prog, 1, "vColor");
    glBindAttribLocation(prog, 2, "vTexcoord");
    glBindAttribLocation(prog, 3, "vPolygonAttr");
    glBindFragDataLocation(prog, 0, "oColor");
    glBindFragDataLocation(prog, 1, "oAttr");

    if (!OpenGL::LinkShaderProgram(RenderShader[flags]))
        return false;

    GLint uni_id = glGetUniformBlockIndex(prog, "uConfig");
    glUniformBlockBinding(prog, uni_id, 0);

    glUseProgram(prog);

    uni_id = glGetUniformLocation(prog, "TexMem");
    glUniform1i(uni_id, 0);
    uni_id = glGetUniformLocation(prog, "TexPalMem");
    glUniform1i(uni_id, 1);

    return true;
}

void UseRenderShader(u32 flags)
{
    if (CurShaderID == flags) return;
    glUseProgram(RenderShader[flags][2]);
    CurShaderID = flags;
}

void SetupDefaultTexParams(GLuint tex)
{
    glBindTexture(GL_TEXTURE_2D, tex);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}

bool Init()
{
    GLint uni_id;

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_STENCIL_TEST);

    glDepthRange(0, 1);
    glClearDepth(1.0);


    if (!OpenGL::BuildShaderProgram(kClearVS, kClearFS, ClearShaderPlain, "ClearShader"))
        return false;

    glBindAttribLocation(ClearShaderPlain[2], 0, "vPosition");
    glBindFragDataLocation(ClearShaderPlain[2], 0, "oColor");
    glBindFragDataLocation(ClearShaderPlain[2], 1, "oAttr");

    if (!OpenGL::LinkShaderProgram(ClearShaderPlain))
        return false;

    ClearUniformLoc[0] = glGetUniformLocation(ClearShaderPlain[2], "uColor");
    ClearUniformLoc[1] = glGetUniformLocation(ClearShaderPlain[2], "uDepth");
    ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyID");
    ClearUniformLoc[3] = glGetUniformLocation(ClearShaderPlain[2], "uFogFlag");

    memset(RenderShader, 0, sizeof(RenderShader));

    if (!BuildRenderShader(0,
                           kRenderVS_Z, kRenderFS_ZO)) return false;
    if (!BuildRenderShader(RenderFlag_WBuffer,
                           kRenderVS_W, kRenderFS_WO)) return false;
    if (!BuildRenderShader(RenderFlag_Edge,
                           kRenderVS_Z, kRenderFS_ZE)) return false;
    if (!BuildRenderShader(RenderFlag_Edge | RenderFlag_WBuffer,
                           kRenderVS_W, kRenderFS_WE)) return false;
    if (!BuildRenderShader(RenderFlag_Trans,
                           kRenderVS_Z, kRenderFS_ZT)) return false;
    if (!BuildRenderShader(RenderFlag_Trans | RenderFlag_WBuffer,
                           kRenderVS_W, kRenderFS_WT)) return false;
    if (!BuildRenderShader(RenderFlag_ShadowMask,
                           kRenderVS_Z, kRenderFS_ZSM)) return false;
    if (!BuildRenderShader(RenderFlag_ShadowMask | RenderFlag_WBuffer,
                           kRenderVS_W, kRenderFS_WSM)) return false;


    if (!OpenGL::BuildShaderProgram(kFinalPassVS, kFinalPassEdgeFS, FinalPassEdgeShader, "FinalPassEdgeShader"))
        return false;
    if (!OpenGL::BuildShaderProgram(kFinalPassVS, kFinalPassFogFS, FinalPassFogShader, "FinalPassFogShader"))
        return false;

    glBindAttribLocation(FinalPassEdgeShader[2], 0, "vPosition");
    glBindFragDataLocation(FinalPassEdgeShader[2], 0, "oColor");

    if (!OpenGL::LinkShaderProgram(FinalPassEdgeShader))
        return false;

    uni_id = glGetUniformBlockIndex(FinalPassEdgeShader[2], "uConfig");
    glUniformBlockBinding(FinalPassEdgeShader[2], uni_id, 0);

    glUseProgram(FinalPassEdgeShader[2]);

    uni_id = glGetUniformLocation(FinalPassEdgeShader[2], "DepthBuffer");
    glUniform1i(uni_id, 0);
    uni_id = glGetUniformLocation(FinalPassEdgeShader[2], "AttrBuffer");
    glUniform1i(uni_id, 1);

    glBindAttribLocation(FinalPassFogShader[2], 0, "vPosition");
    glBindFragDataLocation(FinalPassFogShader[2], 0, "oColor");

    if (!OpenGL::LinkShaderProgram(FinalPassFogShader))
        return false;

    uni_id = glGetUniformBlockIndex(FinalPassFogShader[2], "uConfig");
    glUniformBlockBinding(FinalPassFogShader[2], uni_id, 0);

    glUseProgram(FinalPassFogShader[2]);

    uni_id = glGetUniformLocation(FinalPassFogShader[2], "DepthBuffer");
    glUniform1i(uni_id, 0);
    uni_id = glGetUniformLocation(FinalPassFogShader[2], "AttrBuffer");
    glUniform1i(uni_id, 1);


    memset(&ShaderConfig, 0, sizeof(ShaderConfig));

    glGenBuffers(1, &ShaderConfigUBO);
    glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
    glBufferData(GL_UNIFORM_BUFFER, sizeof(ShaderConfig), &ShaderConfig, GL_STATIC_DRAW);
    glBindBufferBase(GL_UNIFORM_BUFFER, 0, ShaderConfigUBO);


    float clearvtx[6*2] =
    {
        -1.0, -1.0,
        1.0, 1.0,
        -1.0, 1.0,

        -1.0, -1.0,
        1.0, -1.0,
        1.0, 1.0
    };

    glGenBuffers(1, &ClearVertexBufferID);
    glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
    glBufferData(GL_ARRAY_BUFFER, sizeof(clearvtx), clearvtx, GL_STATIC_DRAW);

    glGenVertexArrays(1, &ClearVertexArrayID);
    glBindVertexArray(ClearVertexArrayID);
    glEnableVertexAttribArray(0); // position
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0));


    glGenBuffers(1, &VertexBufferID);
    glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
    glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBuffer), NULL, GL_DYNAMIC_DRAW);

    glGenVertexArrays(1, &VertexArrayID);
    glBindVertexArray(VertexArrayID);
    glEnableVertexAttribArray(0); // position
    glVertexAttribIPointer(0, 4, GL_UNSIGNED_SHORT, 7*4, (void*)(0));
    glEnableVertexAttribArray(1); // color
    glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 7*4, (void*)(2*4));
    glEnableVertexAttribArray(2); // texcoords
    glVertexAttribIPointer(2, 2, GL_SHORT, 7*4, (void*)(3*4));
    glEnableVertexAttribArray(3); // attrib
    glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4));

    glGenBuffers(1, &IndexBufferID);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexBufferID);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(IndexBuffer), NULL, GL_DYNAMIC_DRAW);

    glGenFramebuffers(4, &FramebufferID[0]);
    glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);

    glGenTextures(8, &FramebufferTex[0]);
    FrontBuffer = 0;

    // color buffers
    SetupDefaultTexParams(FramebufferTex[0]);
    SetupDefaultTexParams(FramebufferTex[1]);

    // depth/stencil buffer
    SetupDefaultTexParams(FramebufferTex[4]);
    SetupDefaultTexParams(FramebufferTex[6]);

    // attribute buffer
    // R: opaque polyID (for edgemarking)
    // G: edge flag
    // B: fog flag
    SetupDefaultTexParams(FramebufferTex[5]);
    SetupDefaultTexParams(FramebufferTex[7]);

    // downscale framebuffer for display capture (always 256x192)
    SetupDefaultTexParams(FramebufferTex[3]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

    glEnable(GL_BLEND);
    glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);

    glGenBuffers(1, &PixelbufferID);

    glActiveTexture(GL_TEXTURE0);
    glGenTextures(1, &TexMemID);
    glBindTexture(GL_TEXTURE_2D, TexMemID);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, 1024, 512, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);

    glActiveTexture(GL_TEXTURE1);
    glGenTextures(1, &TexPalMemID);
    glBindTexture(GL_TEXTURE_2D, TexPalMemID);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    return true;
}

void DeInit()
{
    glDeleteTextures(1, &TexMemID);
    glDeleteTextures(1, &TexPalMemID);

    glDeleteFramebuffers(4, &FramebufferID[0]);
    glDeleteTextures(8, &FramebufferTex[0]);

    glDeleteVertexArrays(1, &VertexArrayID);
    glDeleteBuffers(1, &VertexBufferID);
    glDeleteVertexArrays(1, &ClearVertexArrayID);
    glDeleteBuffers(1, &ClearVertexBufferID);

    glDeleteBuffers(1, &ShaderConfigUBO);

    for (int i = 0; i < 16; i++)
    {
        if (!RenderShader[i][2]) continue;
        OpenGL::DeleteShaderProgram(RenderShader[i]);
    }
}

void Reset()
{
}

void SetRenderSettings(GPU::RenderSettings& settings)
{
    int scale = settings.GL_ScaleFactor;

    ScaleFactor = scale;
    BetterPolygons = settings.GL_BetterPolygons;

    ScreenW = 256 * scale;
    ScreenH = 192 * scale;

    glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

    glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
    glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ScreenW, ScreenH, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);

    glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
    glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ScreenW, ScreenH, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);

    glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);

    GLenum fbassign[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};

    glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
    glDrawBuffers(2, fbassign);

    glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[1], 0);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[6], 0);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[7], 0);
    glDrawBuffers(2, fbassign);

    glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);

    glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
    glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    //glLineWidth(scale);
    //glLineWidth(1.5);
}


void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
{
    rp->PolyData = polygon;

    // render key: depending on what we're drawing
    // opaque polygons:
    // - depthfunc
    // -- alpha=0
    // regular translucent polygons:
    // - depthfunc
    // -- depthwrite
    // --- polyID
    // shadow mask polygons:
    // - depthfunc?????
    // shadow polygons:
    // - depthfunc
    // -- depthwrite
    // --- polyID

    rp->RenderKey = (polygon->Attr >> 14) & 0x1; // bit14 - depth func
    if (!polygon->IsShadowMask)
    {
        if (polygon->Translucent)
        {
            if (polygon->IsShadow) rp->RenderKey |= 0x20000;
            else                   rp->RenderKey |= 0x10000;
            rp->RenderKey |= (polygon->Attr >> 10) & 0x2; // bit11 - depth write
            rp->RenderKey |= (polygon->Attr >> 13) & 0x4; // bit15 - fog
            rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
        }
        else
        {
            if ((polygon->Attr & 0x001F0000) == 0)
                rp->RenderKey |= 0x2;
            rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
        }
    }
    else
    {
        rp->RenderKey |= 0x30000;
    }
}

u32* SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr)
{
    u32 z = poly->FinalZ[vid];
    u32 w = poly->FinalW[vid];

    u32 alpha = (poly->Attr >> 16) & 0x1F;

    // Z should always fit within 16 bits, so it's okay to do this
    u32 zshift = 0;
    while (z > 0xFFFF) { z >>= 1; zshift++; }

    u32 x, y;
    if (ScaleFactor > 1)
    {
        x = (vtx->HiresPosition[0] * ScaleFactor) >> 4;
        y = (vtx->HiresPosition[1] * ScaleFactor) >> 4;
    }
    else
    {
        x = vtx->FinalPosition[0];
        y = vtx->FinalPosition[1];
    }

    // correct nearly-vertical edges that would look vertical on the DS
    /*{
        int vtopid = vid - 1;
        if (vtopid < 0) vtopid = poly->NumVertices-1;
        Vertex* vtop = poly->Vertices[vtopid];
        if (vtop->FinalPosition[1] >= vtx->FinalPosition[1])
        {
            vtopid = vid + 1;
            if (vtopid >= poly->NumVertices) vtopid = 0;
            vtop = poly->Vertices[vtopid];
        }
        if ((vtop->FinalPosition[1] < vtx->FinalPosition[1]) &&
            (vtx->FinalPosition[0] == vtop->FinalPosition[0]-1))
        {
            if (ScaleFactor > 1)
                x = (vtop->HiresPosition[0] * ScaleFactor) >> 4;
            else
                x = vtop->FinalPosition[0];
        }
    }*/

    *vptr++ = x | (y << 16);
    *vptr++ = z | (w << 16);

    *vptr++ =  (vtx->FinalColor[0] >> 1) |
              ((vtx->FinalColor[1] >> 1) << 8) |
              ((vtx->FinalColor[2] >> 1) << 16) |
              (alpha << 24);

    *vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16);

    *vptr++ = vtxattr | (zshift << 16);
    *vptr++ = poly->TexParam;
    *vptr++ = poly->TexPalette;

    return vptr;
}

void BuildPolygons(RendererPolygon* polygons, int npolys)
{
    u32* vptr = &VertexBuffer[0];
    u32 vidx = 0;

    u32 iidx = 0;
    u32 eidx = EdgeIndicesOffset;

    for (int i = 0; i < npolys; i++)
    {
        RendererPolygon* rp = &polygons[i];
        Polygon* poly = rp->PolyData;

        rp->IndicesOffset = iidx;
        rp->NumIndices = 0;

        u32 vidx_first = vidx;

        u32 polyattr = poly->Attr;

        u32 alpha = (polyattr >> 16) & 0x1F;

        u32 vtxattr = polyattr & 0x1F00C8F0;
        if (poly->FacingView) vtxattr |= (1<<8);
        if (poly->WBuffer)    vtxattr |= (1<<9);

        // assemble vertices
        if (poly->Type == 1) // line
        {
            rp->PrimType = GL_LINES;

            u32 lastx, lasty;
            int nout = 0;
            for (int j = 0; j < poly->NumVertices; j++)
            {
                Vertex* vtx = poly->Vertices[j];

                if (j > 0)
                {
                    if (lastx == vtx->FinalPosition[0] &&
                        lasty == vtx->FinalPosition[1]) continue;
                }

                lastx = vtx->FinalPosition[0];
                lasty = vtx->FinalPosition[1];

                vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);

                IndexBuffer[iidx++] = vidx;
                rp->NumIndices++;

                vidx++;
                nout++;
                if (nout >= 2) break;
            }
        }
        else if (poly->NumVertices == 3) // regular triangle
        {
            rp->PrimType = GL_TRIANGLES;

            for (int j = 0; j < 3; j++)
            {
                Vertex* vtx = poly->Vertices[j];

                vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
                vidx++;
            }

            // build a triangle
            IndexBuffer[iidx++] = vidx_first;
            IndexBuffer[iidx++] = vidx - 2;
            IndexBuffer[iidx++] = vidx - 1;
            rp->NumIndices += 3;
        }
        else // quad, pentagon, etc
        {
            rp->PrimType = GL_TRIANGLES;

            if (!BetterPolygons)
            {
                // regular triangle-splitting

                for (int j = 0; j < poly->NumVertices; j++)
                {
                    Vertex* vtx = poly->Vertices[j];

                    vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);

                    if (j >= 2)
                    {
                        // build a triangle
                        IndexBuffer[iidx++] = vidx_first;
                        IndexBuffer[iidx++] = vidx - 1;
                        IndexBuffer[iidx++] = vidx;
                        rp->NumIndices += 3;
                    }

                    vidx++;
                }
            }
            else
            {
                // attempt at 'better' splitting
                // this doesn't get rid of the error while splitting a bigger polygon into triangles
                // but we can attempt to reduce it

                u32 cX = 0, cY = 0;
                float cZ = 0;
                float cW = 0;

                float cR = 0, cG = 0, cB = 0;
                float cS = 0, cT = 0;

                for (int j = 0; j < poly->NumVertices; j++)
                {
                    Vertex* vtx = poly->Vertices[j];

                    cX += vtx->HiresPosition[0];
                    cY += vtx->HiresPosition[1];

                    float fw = (float)poly->FinalW[j] * poly->NumVertices;
                    cW += 1.0f / fw;

                    if (poly->WBuffer) cZ += poly->FinalZ[j] / fw;
                    else               cZ += poly->FinalZ[j];

                    cR += (vtx->FinalColor[0] >> 1) / fw;
                    cG += (vtx->FinalColor[1] >> 1) / fw;
                    cB += (vtx->FinalColor[2] >> 1) / fw;

                    cS += vtx->TexCoords[0] / fw;
                    cT += vtx->TexCoords[1] / fw;
                }

                cX /= poly->NumVertices;
                cY /= poly->NumVertices;

                cW = 1.0f / cW;

                if (poly->WBuffer) cZ *= cW;
                else               cZ /= poly->NumVertices;

                cR *= cW;
                cG *= cW;
                cB *= cW;

                cS *= cW;
                cT *= cW;

                cX = (cX * ScaleFactor) >> 4;
                cY = (cY * ScaleFactor) >> 4;

                u32 w = (u32)cW;

                u32 z = (u32)cZ;
                u32 zshift = 0;
                while (z > 0xFFFF) { z >>= 1; zshift++; }

                // build center vertex
                *vptr++ = cX | (cY << 16);
                *vptr++ = z | (w << 16);

                *vptr++ =  (u32)cR |
                          ((u32)cG << 8) |
                          ((u32)cB << 16) |
                          (alpha << 24);

                *vptr++ = (u16)cS | ((u16)cT << 16);

                *vptr++ = vtxattr | (zshift << 16);
                *vptr++ = poly->TexParam;
                *vptr++ = poly->TexPalette;

                vidx++;

                // build the final polygon
                for (int j = 0; j < poly->NumVertices; j++)
                {
                    Vertex* vtx = poly->Vertices[j];

                    vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);

                    if (j >= 1)
                    {
                        // build a triangle
                        IndexBuffer[iidx++] = vidx_first;
                        IndexBuffer[iidx++] = vidx - 1;
                        IndexBuffer[iidx++] = vidx;
                        rp->NumIndices += 3;
                    }

                    vidx++;
                }

                IndexBuffer[iidx++] = vidx_first;
                IndexBuffer[iidx++] = vidx - 1;
                IndexBuffer[iidx++] = vidx_first + 1;
                rp->NumIndices += 3;
            }
        }

        rp->EdgeIndicesOffset = eidx;
        rp->NumEdgeIndices = 0;

        u32 vidx_cur = vidx_first;
        for (int j = 1; j < poly->NumVertices; j++)
        {
            IndexBuffer[eidx++] = vidx_cur;
            IndexBuffer[eidx++] = vidx_cur + 1;
            vidx_cur++;
            rp->NumEdgeIndices += 2;
        }
        IndexBuffer[eidx++] = vidx_cur;
        IndexBuffer[eidx++] = vidx_first;
        rp->NumEdgeIndices += 2;
    }

    NumVertices = vidx;
    NumIndices = iidx;
    NumEdgeIndices = eidx - EdgeIndicesOffset;
}

void RenderSinglePolygon(int i)
{
    RendererPolygon* rp = &PolygonList[i];

    glDrawElements(rp->PrimType, rp->NumIndices, GL_UNSIGNED_SHORT, (void*)(uintptr_t)(rp->IndicesOffset * 2));
}

int RenderPolygonBatch(int i)
{
    RendererPolygon* rp = &PolygonList[i];
    GLuint primtype = rp->PrimType;
    u32 key = rp->RenderKey;
    int numpolys = 0;
    u32 numindices = 0;

    for (int iend = i; iend < NumFinalPolys; iend++)
    {
        RendererPolygon* cur_rp = &PolygonList[iend];
        if (cur_rp->PrimType != primtype) break;
        if (cur_rp->RenderKey != key) break;

        numpolys++;
        numindices += cur_rp->NumIndices;
    }

    glDrawElements(primtype, numindices, GL_UNSIGNED_SHORT, (void*)(uintptr_t)(rp->IndicesOffset * 2));
    return numpolys;
}

int RenderPolygonEdgeBatch(int i)
{
    RendererPolygon* rp = &PolygonList[i];
    u32 key = rp->RenderKey;
    int numpolys = 0;
    u32 numindices = 0;

    for (int iend = i; iend < NumFinalPolys; iend++)
    {
        RendererPolygon* cur_rp = &PolygonList[iend];
        if (cur_rp->RenderKey != key) break;

        numpolys++;
        numindices += cur_rp->NumEdgeIndices;
    }

    glDrawElements(GL_LINES, numindices, GL_UNSIGNED_SHORT, (void*)(uintptr_t)(rp->EdgeIndicesOffset * 2));
    return numpolys;
}

void RenderSceneChunk(int y, int h)
{
    u32 flags = 0;
    if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;

    if (h != 192) glScissor(0, y<<ScaleFactor, 256<<ScaleFactor, h<<ScaleFactor);

    GLboolean fogenable = (RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;

    // TODO: proper 'equal' depth test!
    // (has margin of +-0x200 in Z-buffer mode, +-0xFF in W-buffer mode)
    // for now we're using GL_LEQUAL to make it work to some extent

    // pass 1: opaque pixels

    UseRenderShader(flags);
    glLineWidth(1.0);

    glColorMaski(1, GL_TRUE, GL_TRUE, fogenable, GL_FALSE);

    glDepthFunc(GL_LESS);
    glDepthMask(GL_TRUE);

    glBindVertexArray(VertexArrayID);

    for (int i = 0; i < NumFinalPolys; )
    {
        RendererPolygon* rp = &PolygonList[i];

        if (rp->PolyData->IsShadowMask) { i++; continue; }

        if (rp->PolyData->Attr & (1<<14))
            glDepthFunc(GL_LEQUAL);
        else
            glDepthFunc(GL_LESS);

        u32 polyattr = rp->PolyData->Attr;
        u32 polyid = (polyattr >> 24) & 0x3F;

        glStencilFunc(GL_ALWAYS, polyid, 0xFF);
        glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
        glStencilMask(0xFF);

        i += RenderPolygonBatch(i);
    }

    // if edge marking is enabled, mark all opaque edges
    if (RenderDispCnt & (1<<5))
    {
        UseRenderShader(flags | RenderFlag_Edge);
        glLineWidth(1.5);

        glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
        glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);

        glDepthFunc(GL_ALWAYS);
        glDepthMask(GL_FALSE);

        glStencilFunc(GL_ALWAYS, 0, 0xFF);
        glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        glStencilMask(0);

        for (int i = 0; i < NumFinalPolys; )
        {
            RendererPolygon* rp = &PolygonList[i];

            if (rp->PolyData->IsShadowMask) { i++; continue; }

            i += RenderPolygonEdgeBatch(i);
        }

        glDepthMask(GL_TRUE);
    }

    glEnable(GL_BLEND);
    glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);

    if (RenderDispCnt & (1<<3))
        glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
    else
        glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE);

    glLineWidth(1.0);

    if (NumOpaqueFinalPolys > -1)
    {
        // pass 2: if needed, render translucent pixels that are against background pixels
        // when background alpha is zero, those need to be rendered with blending disabled

        if ((RenderClearAttr1 & 0x001F0000) == 0)
        {
            glDisable(GL_BLEND);

            for (int i = 0; i < NumFinalPolys; )
            {
                RendererPolygon* rp = &PolygonList[i];

                if (rp->PolyData->IsShadowMask)
                {
                    // draw actual shadow mask

                    UseRenderShader(flags | RenderFlag_ShadowMask);

                    glDisable(GL_BLEND);
                    glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
                    glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
                    glDepthMask(GL_FALSE);

                    glDepthFunc(GL_LESS);
                    glStencilFunc(GL_EQUAL, 0xFF, 0xFF);
                    glStencilOp(GL_KEEP, GL_INVERT, GL_KEEP);
                    glStencilMask(0x01);

                    i += RenderPolygonBatch(i);
                }
                else if (rp->PolyData->Translucent)
                {
                    UseRenderShader(flags | RenderFlag_Trans);

                    if (rp->PolyData->Attr & (1<<14))
                        glDepthFunc(GL_LEQUAL);
                    else
                        glDepthFunc(GL_LESS);

                    u32 polyattr = rp->PolyData->Attr;
                    u32 polyid = (polyattr >> 24) & 0x3F;

                    GLboolean transfog;
                    if (!(polyattr & (1<<15))) transfog = fogenable;
                    else                       transfog = GL_FALSE;

                    if (rp->PolyData->IsShadow)
                    {
                        // shadow against clear-plane will only pass if its polyID matches that of the clear plane
                        u32 clrpolyid = (RenderClearAttr1 >> 24) & 0x3F;
                        if (polyid != clrpolyid) { i++; continue; }

                        glEnable(GL_BLEND);
                        glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
                        glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);

                        glStencilFunc(GL_EQUAL, 0xFE, 0xFF);
                        glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
                        glStencilMask(~(0x40|polyid)); // heheh

                        if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
                        else                    glDepthMask(GL_FALSE);

                        i += RenderPolygonBatch(i);
                    }
                    else
                    {
                        glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
                        glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);

                        glStencilFunc(GL_EQUAL, 0xFF, 0xFE);
                        glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
                        glStencilMask(~(0x40|polyid)); // heheh

                        if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
                        else                    glDepthMask(GL_FALSE);

                        i += RenderPolygonBatch(i);
                    }
                }
                else
                    i++;
            }

            glEnable(GL_BLEND);
            glStencilMask(0xFF);
        }

        // pass 3: translucent pixels

        for (int i = 0; i < NumFinalPolys; )
        {
            RendererPolygon* rp = &PolygonList[i];

            if (rp->PolyData->IsShadowMask)
            {
                // clear shadow bits in stencil buffer

                glStencilMask(0x80);
                glClear(GL_STENCIL_BUFFER_BIT);

                // draw actual shadow mask

                UseRenderShader(flags | RenderFlag_ShadowMask);

                glDisable(GL_BLEND);
                glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
                glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
                glDepthMask(GL_FALSE);

                glDepthFunc(GL_LESS);
                glStencilFunc(GL_ALWAYS, 0x80, 0x80);
                glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);

                i += RenderPolygonBatch(i);
            }
            else if (rp->PolyData->Translucent)
            {
                UseRenderShader(flags | RenderFlag_Trans);

                u32 polyattr = rp->PolyData->Attr;
                u32 polyid = (polyattr >> 24) & 0x3F;

                GLboolean transfog;
                if (!(polyattr & (1<<15))) transfog = fogenable;
                else                       transfog = GL_FALSE;

                if (rp->PolyData->Attr & (1<<14))
                    glDepthFunc(GL_LEQUAL);
                else
                    glDepthFunc(GL_LESS);

                if (rp->PolyData->IsShadow)
                {
                    glDisable(GL_BLEND);
                    glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
                    glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
                    glDepthMask(GL_FALSE);
                    glStencilFunc(GL_EQUAL, polyid, 0x3F);
                    glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
                    glStencilMask(0x80);

                    RenderSinglePolygon(i);

                    glEnable(GL_BLEND);
                    glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
                    glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);

                    glStencilFunc(GL_EQUAL, 0xC0|polyid, 0x80);
                    glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
                    glStencilMask(0x7F);

                    if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
                    else                    glDepthMask(GL_FALSE);

                    RenderSinglePolygon(i);
                    i++;
                }
                else
                {
                    glEnable(GL_BLEND);
                    glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
                    glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);

                    glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0x7F);
                    glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
                    glStencilMask(0x7F);

                    if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
                    else                    glDepthMask(GL_FALSE);

                    i += RenderPolygonBatch(i);
                }
            }
            else
                i++;
        }
    }

    glFlush();

    if (RenderDispCnt & 0x00A0) // fog/edge enabled
    {
        glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

        glEnable(GL_BLEND);
        glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);

        glDepthFunc(GL_ALWAYS);
        glDepthMask(GL_FALSE);
        glStencilFunc(GL_ALWAYS, 0, 0);
        glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        glStencilMask(0);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer ? 6 : 4]);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer ? 7 : 5]);

        glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
        glBindVertexArray(ClearVertexArrayID);

        if (RenderDispCnt & (1<<5))
        {
            // edge marking
            // TODO: depth/polyid values at screen edges

            glUseProgram(FinalPassEdgeShader[2]);

            glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);

            glDrawArrays(GL_TRIANGLES, 0, 2*3);
        }

        if (RenderDispCnt & (1<<7))
        {
            // fog

            glUseProgram(FinalPassFogShader[2]);

            if (RenderDispCnt & (1<<6))
                glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
            else
                glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);

            {
                u32 c = RenderFogColor;
                u32 r = c & 0x1F;
                u32 g = (c >> 5) & 0x1F;
                u32 b = (c >> 10) & 0x1F;
                u32 a = (c >> 16) & 0x1F;

                glBlendColor((float)b/31.0, (float)g/31.0, (float)r/31.0, (float)a/31.0);
            }

            glDrawArrays(GL_TRIANGLES, 0, 2*3);
        }

        glFlush();
    }
}


void RenderFrame()
{
    CurShaderID = -1;

    glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[FrontBuffer]);

    ShaderConfig.uScreenSize[0] = ScreenW;
    ShaderConfig.uScreenSize[1] = ScreenH;
    ShaderConfig.uDispCnt = RenderDispCnt;

    for (int i = 0; i < 32; i++)
    {
        u16 c = RenderToonTable[i];
        u32 r = c & 0x1F;
        u32 g = (c >> 5) & 0x1F;
        u32 b = (c >> 10) & 0x1F;

        ShaderConfig.uToonColors[i][0] = (float)r / 31.0;
        ShaderConfig.uToonColors[i][1] = (float)g / 31.0;
        ShaderConfig.uToonColors[i][2] = (float)b / 31.0;
    }

    for (int i = 0; i < 8; i++)
    {
        u16 c = RenderEdgeTable[i];
        u32 r = c & 0x1F;
        u32 g = (c >> 5) & 0x1F;
        u32 b = (c >> 10) & 0x1F;

        ShaderConfig.uEdgeColors[i][0] = (float)r / 31.0;
        ShaderConfig.uEdgeColors[i][1] = (float)g / 31.0;
        ShaderConfig.uEdgeColors[i][2] = (float)b / 31.0;
    }

    {
        u32 c = RenderFogColor;
        u32 r = c & 0x1F;
        u32 g = (c >> 5) & 0x1F;
        u32 b = (c >> 10) & 0x1F;
        u32 a = (c >> 16) & 0x1F;

        ShaderConfig.uFogColor[0] = (float)r / 31.0;
        ShaderConfig.uFogColor[1] = (float)g / 31.0;
        ShaderConfig.uFogColor[2] = (float)b / 31.0;
        ShaderConfig.uFogColor[3] = (float)a / 31.0;
    }

    for (int i = 0; i < 34; i++)
    {
        u8 d = RenderFogDensityTable[i];
        ShaderConfig.uFogDensity[i][0] = (float)d / 127.0;
    }

    ShaderConfig.uFogOffset = RenderFogOffset;
    ShaderConfig.uFogShift = RenderFogShift;

    glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
    void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
    if (unibuf) memcpy(unibuf, &ShaderConfig, sizeof(ShaderConfig));
    glUnmapBuffer(GL_UNIFORM_BUFFER);

    // SUCKY!!!!!!!!!!!!!!!!!!
    // TODO: detect when VRAM blocks are modified!
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, TexMemID);
    for (int i = 0; i < 4; i++)
    {
        u32 mask = GPU::VRAMMap_Texture[i];
        u8* vram;
        if (!mask) continue;
        else if (mask & (1<<0)) vram = GPU::VRAM_A;
        else if (mask & (1<<1)) vram = GPU::VRAM_B;
        else if (mask & (1<<2)) vram = GPU::VRAM_C;
        else if (mask & (1<<3)) vram = GPU::VRAM_D;

        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*128, 1024, 128, GL_RED_INTEGER, GL_UNSIGNED_BYTE, vram);
    }

    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, TexPalMemID);
    for (int i = 0; i < 6; i++)
    {
        // 6 x 16K chunks
        u32 mask = GPU::VRAMMap_TexPal[i];
        u8* vram;
        if (!mask) continue;
        else if (mask & (1<<4)) vram = &GPU::VRAM_E[(i&3)*0x4000];
        else if (mask & (1<<5)) vram = GPU::VRAM_F;
        else if (mask & (1<<6)) vram = GPU::VRAM_G;

        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*8, 1024, 8, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, vram);
    }

    glDisable(GL_SCISSOR_TEST);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_STENCIL_TEST);

    glViewport(0, 0, ScreenW, ScreenH);

    glDisable(GL_BLEND);
    glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    glDepthMask(GL_TRUE);
    glStencilMask(0xFF);

    // clear buffers
    // TODO: clear bitmap
    // TODO: check whether 'clear polygon ID' affects translucent polyID
    // (for example when alpha is 1..30)
    {
        glUseProgram(ClearShaderPlain[2]);
        glDepthFunc(GL_ALWAYS);

        u32 r = RenderClearAttr1 & 0x1F;
        u32 g = (RenderClearAttr1 >> 5) & 0x1F;
        u32 b = (RenderClearAttr1 >> 10) & 0x1F;
        u32 fog = (RenderClearAttr1 >> 15) & 0x1;
        u32 a = (RenderClearAttr1 >> 16) & 0x1F;
        u32 polyid = (RenderClearAttr1 >> 24) & 0x3F;
        u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;

        glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
        glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);

        /*if (r) r = r*2 + 1;
        if (g) g = g*2 + 1;
        if (b) b = b*2 + 1;*/

        glUniform4ui(ClearUniformLoc[0], r, g, b, a);
        glUniform1ui(ClearUniformLoc[1], z);
        glUniform1ui(ClearUniformLoc[2], polyid);
        glUniform1ui(ClearUniformLoc[3], fog);

        glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
        glBindVertexArray(ClearVertexArrayID);
        glDrawArrays(GL_TRIANGLES, 0, 2*3);
    }

    if (RenderNumPolygons)
    {
        // render shit here
        u32 flags = 0;
        if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;

        int npolys = 0;
        int firsttrans = -1;
        for (int i = 0; i < RenderNumPolygons; i++)
        {
            if (RenderPolygonRAM[i]->Degenerate) continue;

            SetupPolygon(&PolygonList[npolys], RenderPolygonRAM[i]);
            if (firsttrans < 0 && RenderPolygonRAM[i]->Translucent)
                firsttrans = npolys;

            npolys++;
        }
        NumFinalPolys = npolys;
        NumOpaqueFinalPolys = firsttrans;

        BuildPolygons(&PolygonList[0], npolys);
        glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
        glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);

        // bind to access the index buffer
        glBindVertexArray(VertexArrayID);
        glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, NumIndices * 2, IndexBuffer);
        glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, EdgeIndicesOffset * 2, NumEdgeIndices * 2, IndexBuffer + EdgeIndicesOffset);

        RenderSceneChunk(0, 192);
    }

    FrontBuffer = FrontBuffer ? 0 : 1;
}

void PrepareCaptureFrame()
{
    // TODO: make sure this picks the right buffer when doing antialiasing
    int original_fb = FrontBuffer^1;

    glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[original_fb]);
    glReadBuffer(GL_COLOR_ATTACHMENT0);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[3]);
    glDrawBuffer(GL_COLOR_ATTACHMENT0);
    glBlitFramebuffer(0, 0, ScreenW, ScreenH, 0, 0, 256, 192, GL_COLOR_BUFFER_BIT, GL_NEAREST);

    glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[3]);
    glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}

u32* GetLine(int line)
{
    int stride = 256;

    if (line == 0)
    {
        u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
        if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
        glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
    }

    u64* ptr = (u64*)&Framebuffer[stride * line];
    for (int i = 0; i < stride; i+=2)
    {
        u64 rgb = *ptr & 0x00FCFCFC00FCFCFC;
        u64 a = *ptr & 0xF8000000F8000000;

        *ptr++ = (rgb >> 2) | (a >> 3);
    }

    return &Framebuffer[stride * line];
}

void SetupAccelFrame()
{
    glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
}

}
}
