hack so that the GL renderer can render lines
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4553da720c
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27f758d353
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@ -539,6 +539,11 @@ void DoSavestate(Savestate* file)
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file->Var32((u32*)&poly->IsShadowMask);
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file->Var32((u32*)&poly->IsShadow);
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if (file->IsAtleastVersion(4, 1))
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file->Var32((u32*)&poly->Type);
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else
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poly->Type = 0;
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file->Var32(&poly->VTop);
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file->Var32(&poly->VBottom);
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file->Var32((u32*)&poly->YTop);
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@ -1017,6 +1022,14 @@ int ClipPolygon(Vertex* vertices, int nverts, int clipstart)
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return nverts;
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}
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bool ClipCoordsEqual(Vertex* a, Vertex* b)
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{
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return a->Position[0] == b->Position[0] &&
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a->Position[1] == b->Position[1] &&
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a->Position[2] == b->Position[2] &&
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a->Position[3] == b->Position[3];
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}
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void SubmitPolygon()
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{
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Vertex clippedvertices[10];
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@ -1038,13 +1051,15 @@ void SubmitPolygon()
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// TODO: work out how it works on the real thing
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// the normalization part is a wild guess
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Vertex *v0, *v1, *v2;
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Vertex *v0, *v1, *v2, *v3;
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s64 normalX, normalY, normalZ;
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s64 dot;
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v0 = &TempVertexBuffer[0];
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v1 = &TempVertexBuffer[1];
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v2 = &TempVertexBuffer[2];
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v3 = &TempVertexBuffer[3];
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normalX = ((s64)(v0->Position[1]-v1->Position[1]) * (v2->Position[3]-v1->Position[3]))
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- ((s64)(v0->Position[3]-v1->Position[3]) * (v2->Position[1]-v1->Position[1]));
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normalY = ((s64)(v0->Position[3]-v1->Position[3]) * (v2->Position[0]-v1->Position[0]))
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@ -1170,6 +1185,7 @@ void SubmitPolygon()
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poly->TexPalette = TexPalette;
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poly->Degenerate = false;
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poly->Type = 0;
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poly->FacingView = facingview;
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@ -1182,6 +1198,22 @@ void SubmitPolygon()
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if (!poly->Translucent) NumOpaquePolygons++;
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if (ClipCoordsEqual(v0, v1) ||
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ClipCoordsEqual(v0, v2) ||
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ClipCoordsEqual(v1, v2))
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{
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poly->Type = 1;
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}
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else if (nverts == 4)
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{
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if (ClipCoordsEqual(v0, v3) ||
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ClipCoordsEqual(v1, v3) ||
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ClipCoordsEqual(v2, v3))
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{
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poly->Type = 1;
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}
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}
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if (LastStripPolygon && clipstart > 0)
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{
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if (nverts == lastpolyverts)
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@ -66,7 +66,7 @@ typedef struct
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bool IsShadowMask;
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bool IsShadow;
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int Type; // 0=polygon 1=horizontal line 2=vertical line 3=diagonal line 4=point
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int Type; // 0=regular 1=line
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u32 VTop, VBottom; // vertex indices
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s32 YTop, YBottom; // Y coords
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@ -73,6 +73,8 @@ typedef struct
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u32 NumIndices;
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u16* Indices;
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GLuint PrimType;
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u32 NumEdgeIndices;
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u16* EdgeIndices;
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@ -104,7 +106,6 @@ u32 NumVertices;
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GLuint VertexArrayID;
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u16 IndexBuffer[2048 * 40];
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u32 NumTriangles;
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GLuint TexMemID;
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GLuint TexPalMemID;
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@ -532,7 +533,6 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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u16* iptr = &IndexBuffer[0];
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u16* eiptr = &IndexBuffer[2048*30];
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u32 numtriangles = 0;
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for (int i = 0; i < npolys; i++)
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{
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@ -553,54 +553,111 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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if (poly->WBuffer) vtxattr |= (1<<9);
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// assemble vertices
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for (int j = 0; j < poly->NumVertices; j++)
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if (poly->Type == 1) // line
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{
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Vertex* vtx = poly->Vertices[j];
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rp->PrimType = GL_LINES;
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u32 z = poly->FinalZ[j];
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u32 w = poly->FinalW[j];
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// Z should always fit within 16 bits, so it's okay to do this
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u32 zshift = 0;
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while (z > 0xFFFF) { z >>= 1; zshift++; }
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u32 x, y;
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if (ScaleFactor > 1)
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u32 lastx, lasty;
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int nout = 0;
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for (int j = 0; j < poly->NumVertices; j++)
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{
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x = (vtx->HiresPosition[0] * ScaleFactor) >> 4;
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y = (vtx->HiresPosition[1] * ScaleFactor) >> 4;
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}
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else
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{
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x = vtx->FinalPosition[0];
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y = vtx->FinalPosition[1];
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}
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Vertex* vtx = poly->Vertices[j];
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*vptr++ = x | (y << 16);
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*vptr++ = z | (w << 16);
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u32 z = poly->FinalZ[j];
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u32 w = poly->FinalW[j];
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*vptr++ = (vtx->FinalColor[0] >> 1) |
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((vtx->FinalColor[1] >> 1) << 8) |
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((vtx->FinalColor[2] >> 1) << 16) |
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(alpha << 24);
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// Z should always fit within 16 bits, so it's okay to do this
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u32 zshift = 0;
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while (z > 0xFFFF) { z >>= 1; zshift++; }
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*vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16);
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u32 x, y;
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if (ScaleFactor > 1)
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{
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x = (vtx->HiresPosition[0] * ScaleFactor) >> 4;
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y = (vtx->HiresPosition[1] * ScaleFactor) >> 4;
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}
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else
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{
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x = vtx->FinalPosition[0];
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y = vtx->FinalPosition[1];
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}
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*vptr++ = vtxattr | (zshift << 16);
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*vptr++ = poly->TexParam;
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*vptr++ = poly->TexPalette;
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if (lastx == x && lasty == y) continue;
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*vptr++ = x | (y << 16);
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*vptr++ = z | (w << 16);
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*vptr++ = (vtx->FinalColor[0] >> 1) |
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((vtx->FinalColor[1] >> 1) << 8) |
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((vtx->FinalColor[2] >> 1) << 16) |
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(alpha << 24);
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*vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16);
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*vptr++ = vtxattr | (zshift << 16);
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*vptr++ = poly->TexParam;
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*vptr++ = poly->TexPalette;
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if (j >= 2)
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{
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// build a triangle
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*iptr++ = vidx_first;
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*iptr++ = vidx - 1;
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*iptr++ = vidx;
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numtriangles++;
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rp->NumIndices += 3;
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}
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rp->NumIndices++;
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vidx++;
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vidx++;
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nout++;
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if (nout >= 2) break;
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}
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}
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else
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{
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rp->PrimType = GL_TRIANGLES;
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for (int j = 0; j < poly->NumVertices; j++)
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{
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Vertex* vtx = poly->Vertices[j];
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u32 z = poly->FinalZ[j];
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u32 w = poly->FinalW[j];
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// Z should always fit within 16 bits, so it's okay to do this
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u32 zshift = 0;
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while (z > 0xFFFF) { z >>= 1; zshift++; }
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u32 x, y;
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if (ScaleFactor > 1)
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{
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x = (vtx->HiresPosition[0] * ScaleFactor) >> 4;
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y = (vtx->HiresPosition[1] * ScaleFactor) >> 4;
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}
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else
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{
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x = vtx->FinalPosition[0];
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y = vtx->FinalPosition[1];
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}
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*vptr++ = x | (y << 16);
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*vptr++ = z | (w << 16);
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*vptr++ = (vtx->FinalColor[0] >> 1) |
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((vtx->FinalColor[1] >> 1) << 8) |
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((vtx->FinalColor[2] >> 1) << 16) |
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(alpha << 24);
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*vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16);
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*vptr++ = vtxattr | (zshift << 16);
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*vptr++ = poly->TexParam;
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*vptr++ = poly->TexPalette;
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if (j >= 2)
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{
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// build a triangle
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*iptr++ = vidx_first;
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*iptr++ = vidx - 1;
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*iptr++ = vidx;
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rp->NumIndices += 3;
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}
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vidx++;
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}
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}
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rp->EdgeIndices = eiptr;
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@ -619,7 +676,6 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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rp->NumEdgeIndices += 2;
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}
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NumTriangles = numtriangles;
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NumVertices = vidx;
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}
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@ -627,12 +683,13 @@ void RenderSinglePolygon(int i)
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{
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RendererPolygon* rp = &PolygonList[i];
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glDrawElements(GL_TRIANGLES, rp->NumIndices, GL_UNSIGNED_SHORT, rp->Indices);
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glDrawElements(rp->PrimType, rp->NumIndices, GL_UNSIGNED_SHORT, rp->Indices);
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}
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int RenderPolygonBatch(int i)
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{
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RendererPolygon* rp = &PolygonList[i];
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GLuint primtype = rp->PrimType;
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u32 key = rp->RenderKey;
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int numpolys = 0;
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u32 numindices = 0;
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@ -640,13 +697,14 @@ int RenderPolygonBatch(int i)
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for (int iend = i; iend < NumFinalPolys; iend++)
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{
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RendererPolygon* cur_rp = &PolygonList[iend];
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if (cur_rp->PrimType != primtype) break;
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if (cur_rp->RenderKey != key) break;
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numpolys++;
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numindices += cur_rp->NumIndices;
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}
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glDrawElements(GL_TRIANGLES, numindices, GL_UNSIGNED_SHORT, rp->Indices);
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glDrawElements(primtype, numindices, GL_UNSIGNED_SHORT, rp->Indices);
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return numpolys;
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}
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@ -23,7 +23,7 @@
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#include "types.h"
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#define SAVESTATE_MAJOR 4
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#define SAVESTATE_MINOR 0
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#define SAVESTATE_MINOR 1
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class Savestate
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{
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