288 lines
7.7 KiB
C++
288 lines
7.7 KiB
C++
/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "rsContext.h"
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using namespace android;
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using namespace android::renderscript;
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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TriangleMesh::TriangleMesh()
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{
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mVertexElement = NULL;
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mIndexElement = NULL;
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mVertexData = NULL;
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mIndexData = NULL;
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mTriangleCount = 0;
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mVertexDataSize = 0;
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mIndexDataSize = 0;
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mBufferObjects[0] = 0;
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mBufferObjects[1] = 0;
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mOffsetCoord = 0;
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mOffsetTex = 0;
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mOffsetNorm = 0;
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mSizeCoord = 0;
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mSizeTex = 0;
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mSizeNorm = 0;
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}
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TriangleMesh::~TriangleMesh()
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{
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free(mVertexData);
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free(mIndexData);
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}
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TriangleMeshContext::TriangleMeshContext()
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{
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clear();
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}
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TriangleMeshContext::~TriangleMeshContext()
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{
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}
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void TriangleMeshContext::clear()
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{
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mVertexElement = NULL;
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mVertexSizeBits = 0;
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mIndexElement = NULL;
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mIndexSizeBits = 0;
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mTriangleCount = 0;
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mVertexData.clear();
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mIndexData.clear();
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}
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void TriangleMesh::analyzeElement()
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{
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for (uint32_t ct=0; ct < mVertexElement->getComponentCount(); ct++) {
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const Component *c = mVertexElement->getComponent(ct);
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if (c->getKind() == Component::X) {
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rsAssert(mSizeCoord == 0);
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mSizeCoord = 1;
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mOffsetCoord = ct;
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}
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if (c->getKind() == Component::Y) {
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rsAssert(mSizeCoord == 1);
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mSizeCoord = 2;
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}
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if (c->getKind() == Component::Z) {
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rsAssert(mSizeCoord == 2);
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mSizeCoord = 3;
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}
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if (c->getKind() == Component::W) {
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rsAssert(mSizeCoord == 4);
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mSizeCoord = 4;
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}
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if (c->getKind() == Component::NX) {
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rsAssert(mSizeNorm == 0);
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mSizeNorm = 1;
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mOffsetNorm = ct;
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}
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if (c->getKind() == Component::NY) {
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rsAssert(mSizeNorm == 1);
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mSizeNorm = 2;
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}
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if (c->getKind() == Component::NZ) {
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rsAssert(mSizeNorm == 2);
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mSizeNorm = 3;
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}
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if (c->getKind() == Component::S) {
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rsAssert(mSizeTex == 0);
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mSizeTex = 1;
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mOffsetTex = ct;
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}
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if (c->getKind() == Component::T) {
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rsAssert(mSizeTex == 1);
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mSizeTex = 2;
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}
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}
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LOGV("TriangleMesh %i,%i %i,%i %i,%i", mSizeCoord, mOffsetCoord, mSizeNorm, mOffsetNorm, mSizeTex, mOffsetTex);
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}
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namespace android {
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namespace renderscript {
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void rsi_TriangleMeshBegin(Context *rsc, RsElement vertex, RsElement index)
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{
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TriangleMeshContext *tmc = &rsc->mStateTriangleMesh;
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tmc->clear();
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tmc->mVertexElement = static_cast<Element *>(vertex);
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tmc->mVertexSizeBits = tmc->mVertexElement->getSizeBits();
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tmc->mIndexElement = static_cast<Element *>(index);
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tmc->mIndexSizeBits = tmc->mIndexElement->getSizeBits();
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assert(!(tmc->mVertexSizeBits & 0x7));
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assert(!(tmc->mIndexSizeBits & 0x7));
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}
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void rsi_TriangleMeshAddVertex(Context *rsc, const void *data)
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{
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TriangleMeshContext *tmc = &rsc->mStateTriangleMesh;
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// todo: Make this efficient.
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for (uint32_t ct = 0; (ct * 8) < tmc->mVertexSizeBits; ct++) {
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tmc->mVertexData.add(static_cast<const uint8_t *>(data) [ct]);
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}
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}
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void rsi_TriangleMeshAddTriangle(Context *rsc, uint32_t idx1, uint32_t idx2, uint32_t idx3)
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{
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TriangleMeshContext *tmc = &rsc->mStateTriangleMesh;
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// todo: Make this efficient.
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switch(tmc->mIndexSizeBits) {
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case 16:
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tmc->mIndexData.add(idx1);
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tmc->mIndexData.add(idx2);
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tmc->mIndexData.add(idx3);
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break;
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default:
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assert(0);
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}
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tmc->mTriangleCount++;
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}
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RsTriangleMesh rsi_TriangleMeshCreate(Context *rsc)
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{
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TriangleMeshContext *tmc = &rsc->mStateTriangleMesh;
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TriangleMesh * tm = new TriangleMesh();
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if (!tm) {
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LOGE("rsTriangleMeshCreate: Error OUT OF MEMORY");
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// error
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return 0;
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}
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tm->mTriangleCount = tmc->mTriangleCount;
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tm->mIndexDataSize = tmc->mIndexData.size() * tmc->mIndexSizeBits >> 3;
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tm->mVertexDataSize = tmc->mVertexData.size();
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tm->mIndexElement = tmc->mIndexElement;
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tm->mVertexElement = tmc->mVertexElement;
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tm->mIndexData = malloc(tm->mIndexDataSize);
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tm->mVertexData = malloc(tm->mVertexDataSize);
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if (!tm->mIndexData || !tm->mVertexData) {
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LOGE("rsTriangleMeshCreate: Error OUT OF MEMORY");
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delete tm;
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return 0;
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}
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memcpy(tm->mVertexData, tmc->mVertexData.array(), tm->mVertexDataSize);
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memcpy(tm->mIndexData, tmc->mIndexData.array(), tm->mIndexDataSize);
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tm->analyzeElement();
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tm->incUserRef();
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return tm;
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}
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void rsi_TriangleMeshDestroy(Context *rsc, RsTriangleMesh vtm)
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{
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TriangleMeshContext *tmc = &rsc->mStateTriangleMesh;
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TriangleMesh * tm = static_cast<TriangleMesh *>(vtm);
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free(tm->mIndexData);
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free(tm->mVertexData);
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delete tm;
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}
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void rsi_TriangleMeshRenderRange(Context *rsc, RsTriangleMesh vtm, uint32_t first, uint32_t count)
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{
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TriangleMesh * tm = static_cast<TriangleMesh *>(vtm);
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rsc->setupCheck();
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if (!tm->mBufferObjects[0]) {
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glGenBuffers(2, &tm->mBufferObjects[0]);
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glBindBuffer(GL_ARRAY_BUFFER, tm->mBufferObjects[0]);
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glBufferData(GL_ARRAY_BUFFER, tm->mVertexDataSize, tm->mVertexData, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, tm->mIndexDataSize, tm->mIndexData, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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if (first >= tm->mTriangleCount) {
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return;
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}
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if (count >= (tm->mTriangleCount - first)) {
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count = tm->mTriangleCount - first;
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}
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if (!count) {
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return;
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}
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const float *f = (const float *)tm->mVertexData;
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glBindBuffer(GL_ARRAY_BUFFER, tm->mBufferObjects[0]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(tm->mSizeCoord,
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GL_FLOAT,
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tm->mVertexElement->getSizeBytes(),
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(void *)tm->mVertexElement->getComponentOffsetBytes(tm->mOffsetCoord));
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if (tm->mSizeTex) {
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(tm->mSizeTex,
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GL_FLOAT,
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tm->mVertexElement->getSizeBytes(),
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(void *)tm->mVertexElement->getComponentOffsetBytes(tm->mOffsetTex));
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} else {
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if (tm->mSizeNorm) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT,
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tm->mVertexElement->getSizeBytes(),
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(void *)tm->mVertexElement->getComponentOffsetBytes(tm->mOffsetNorm));
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} else {
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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glDrawElements(GL_TRIANGLES, count * 3, GL_UNSIGNED_SHORT, (GLvoid *)(first * 3 * 2));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void rsi_TriangleMeshRender(Context *rsc, RsTriangleMesh vtm)
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{
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rsi_TriangleMeshRenderRange(rsc, vtm, 0, 0xffffff);
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}
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}}
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