#include "gx/Buffer.hpp" #include "gx/Draw.hpp" #include "gx/Device.hpp" #include void GxDraw(CGxBatch* batch, int32_t indexed) { g_theGxDevicePtr->Draw(batch, indexed); } void GxDrawLockedElements(EGxPrim primType, uint32_t indexCount, const uint16_t* indices) { if (Buffer::s_lockVertexCount == 0) { return; } GxPrimIndexPtr(indexCount, indices); CGxBatch batch; batch.m_primType = primType; batch.m_minIndex = 0; batch.m_maxIndex = Buffer::s_lockVertexCount - 1; batch.m_start = 0; batch.m_count = indexCount; BLIZZARD_ASSERT(batch.m_count > 0); g_theGxDevicePtr->Draw(&batch, 1); } void GxSceneClear(uint32_t mask, CImVector color) { g_theGxDevicePtr->SceneClear(mask, color); } void GxScenePresent(uint32_t a2) { g_theGxDevicePtr->ScenePresent(); } void GxSub682A00() { C3Vector v2 = { 0.0f, 0.0f, 0.0f }; GxuFlushDrawList(GxuCat_2, v2); GxScenePresent(0); } void GxuFlushDrawList(EGxuDrawListCategory a1, const C3Vector& a2) { // TODO }