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use proper index buffers
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@ -74,11 +74,11 @@ typedef struct
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Polygon* PolyData;
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u32 NumIndices;
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u16* Indices;
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u32 IndicesOffset;
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GLuint PrimType;
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u32 NumEdgeIndices;
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u16* EdgeIndices;
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u32 EdgeIndicesOffset;
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u32 RenderKey;
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@ -107,7 +107,11 @@ u32 VertexBuffer[10240 * 7];
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u32 NumVertices;
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GLuint VertexArrayID;
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GLuint IndexBufferID;
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u16 IndexBuffer[2048 * 40];
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u32 NumIndices, NumEdgeIndices;
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const u32 EdgeIndicesOffset = 2048 * 30;
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GLuint TexMemID;
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GLuint TexPalMemID;
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@ -320,6 +324,9 @@ bool Init()
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glEnableVertexAttribArray(3); // attrib
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glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4));
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glGenBuffers(1, &IndexBufferID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexBufferID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(IndexBuffer), NULL, GL_DYNAMIC_DRAW);
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glGenFramebuffers(4, &FramebufferID[0]);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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@ -563,15 +570,15 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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u32* vptr = &VertexBuffer[0];
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u32 vidx = 0;
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u16* iptr = &IndexBuffer[0];
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u16* eiptr = &IndexBuffer[2048*30];
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u32 iidx = 0;
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u32 eidx = EdgeIndicesOffset;
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for (int i = 0; i < npolys; i++)
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{
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RendererPolygon* rp = &polygons[i];
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Polygon* poly = rp->PolyData;
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rp->Indices = iptr;
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rp->IndicesOffset = iidx;
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rp->NumIndices = 0;
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u32 vidx_first = vidx;
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@ -606,7 +613,7 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
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*iptr++ = vidx;
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IndexBuffer[iidx++] = vidx;
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rp->NumIndices++;
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vidx++;
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@ -627,9 +634,9 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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}
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// build a triangle
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*iptr++ = vidx_first;
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*iptr++ = vidx - 2;
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*iptr++ = vidx - 1;
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IndexBuffer[iidx++] = vidx_first;
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IndexBuffer[iidx++] = vidx - 2;
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IndexBuffer[iidx++] = vidx - 1;
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rp->NumIndices += 3;
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}
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else // quad, pentagon, etc
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@ -649,9 +656,9 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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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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IndexBuffer[iidx++] = vidx_first;
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IndexBuffer[iidx++] = vidx - 1;
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IndexBuffer[iidx++] = vidx;
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rp->NumIndices += 3;
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}
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@ -743,46 +750,48 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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if (j >= 1)
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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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IndexBuffer[iidx++] = vidx_first;
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IndexBuffer[iidx++] = vidx - 1;
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IndexBuffer[iidx++] = 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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*iptr++ = vidx_first;
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*iptr++ = vidx - 1;
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*iptr++ = vidx_first + 1;
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IndexBuffer[iidx++] = vidx_first;
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IndexBuffer[iidx++] = vidx - 1;
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IndexBuffer[iidx++] = vidx_first + 1;
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rp->NumIndices += 3;
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}
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}
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rp->EdgeIndices = eiptr;
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rp->EdgeIndicesOffset = eidx;
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rp->NumEdgeIndices = 0;
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u32 vidx_cur = vidx_first;
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for (int j = 1; j < poly->NumVertices; j++)
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{
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*eiptr++ = vidx_cur;
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*eiptr++ = vidx_cur + 1;
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IndexBuffer[eidx++] = vidx_cur;
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IndexBuffer[eidx++] = vidx_cur + 1;
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vidx_cur++;
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rp->NumEdgeIndices += 2;
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}
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*eiptr++ = vidx_cur;
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*eiptr++ = vidx_first;
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IndexBuffer[eidx++] = vidx_cur;
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IndexBuffer[eidx++] = vidx_first;
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rp->NumEdgeIndices += 2;
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}
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NumVertices = vidx;
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NumIndices = iidx;
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NumEdgeIndices = eidx;
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}
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void RenderSinglePolygon(int i)
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{
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RendererPolygon* rp = &PolygonList[i];
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glDrawElements(rp->PrimType, rp->NumIndices, GL_UNSIGNED_SHORT, rp->Indices);
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glDrawElements(rp->PrimType, rp->NumIndices, GL_UNSIGNED_SHORT, (void*)(uintptr_t)(rp->IndicesOffset * 2));
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}
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int RenderPolygonBatch(int i)
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@ -803,7 +812,7 @@ int RenderPolygonBatch(int i)
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numindices += cur_rp->NumIndices;
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}
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glDrawElements(primtype, numindices, GL_UNSIGNED_SHORT, rp->Indices);
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glDrawElements(primtype, numindices, GL_UNSIGNED_SHORT, (void*)(uintptr_t)(rp->IndicesOffset * 2));
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return numpolys;
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}
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@ -823,7 +832,7 @@ int RenderPolygonEdgeBatch(int i)
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numindices += cur_rp->NumEdgeIndices;
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}
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glDrawElements(GL_LINES, numindices, GL_UNSIGNED_SHORT, rp->EdgeIndices);
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glDrawElements(GL_LINES, numindices, GL_UNSIGNED_SHORT, (void*)(uintptr_t)(rp->EdgeIndicesOffset * 2));
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return numpolys;
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}
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@ -1320,6 +1329,11 @@ void RenderFrame()
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glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
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glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
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// bind to access the index buffer
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glBindVertexArray(VertexArrayID);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, NumIndices * 2, IndexBuffer);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, EdgeIndicesOffset * 2, NumEdgeIndices * 2, IndexBuffer + EdgeIndicesOffset);
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RenderSceneChunk(0, 192);
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}
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