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