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								/*
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								MIT License
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											2025-06-22 21:05:09 +02:00
										 
									 
								 
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								Copyright (c) 2024 - 2025 tobid7
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								Permission is hereby granted, free of charge, to any person obtaining a copy
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								of this software and associated documentation files (the "Software"), to deal
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								in the Software without restriction, including without limitation the rights
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								to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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								copies of the Software, and to permit persons to whom the Software is
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								furnished to do so, subject to the following conditions:
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								The above copyright notice and this permission notice shall be included in all
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								copies or substantial portions of the Software.
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								THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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								IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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								FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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								AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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								LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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								OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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								SOFTWARE.
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								 */
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								#include <pd-desktop/bknd-gfx.hpp>
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								namespace PD {
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								const char* vertex_shader = R"(
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								  #version 120
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								  attribute vec2 pos;
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								  attribute vec2 uv;
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								  attribute vec4 color;
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								  varying vec2 oUV;
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								  varying vec4 oColor;
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								  // Probably forgot about this matrix and
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								  // searched hours for why the rendering isn't working :/
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								  uniform mat4 projection;
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								  void main() {
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								      gl_Position = projection*vec4(pos, 0.0, 1.0);
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								      oUV = uv;
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								      oColor = color;
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								  }
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								  )";
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								const char* frag_shader = R"(
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								  #version 120
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								  varying vec2 oUV;
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								  varying vec4 oColor;
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								  uniform sampler2D tex;
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								  void main() {
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								      vec4 tc = texture2D(tex, oUV);
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								      gl_FragColor = tc*oColor;
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								  }
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								  )";
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								GLuint compileShader(const std::string& source, GLenum type) {
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								  GLuint shader = glCreateShader(type);
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								  const char* src = source.c_str();
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								  glShaderSource(shader, 1, &src, nullptr);
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								  glCompileShader(shader);
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								  GLint success;
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								  glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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								  if (!success) {
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								    char infoLog[512];
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								    glGetShaderInfoLog(shader, 512, nullptr, infoLog);
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								    std::cerr << "Shader Compilation Error: " << infoLog << std::endl;
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								  }
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								  return shader;
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								}
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								GLuint createShaderProgram(const std::string& vertexShaderSource,
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								                           const std::string& fragmentShaderSource) {
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								  GLuint vertexShader = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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								  GLuint fragmentShader =
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								      compileShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
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								  GLuint shaderProgram = glCreateProgram();
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								  glAttachShader(shaderProgram, vertexShader);
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								  glAttachShader(shaderProgram, fragmentShader);
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								  glLinkProgram(shaderProgram);
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								  GLint success;
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								  glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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								  if (!success) {
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								    char infoLog[512];
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								    glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
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								    std::cerr << "Shader Program Linking Error: " << infoLog << std::endl;
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								  }
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								  glDeleteShader(vertexShader);
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								  glDeleteShader(fragmentShader);
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								  return shaderProgram;
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								}
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								void SetupShaderAttribs(GLuint Shader) {
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								  GLint _pos = glGetAttribLocation(Shader, "pos");
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								  GLint _uv = glGetAttribLocation(Shader, "uv");
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								  GLint _color = glGetAttribLocation(Shader, "color");
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								  glVertexAttribPointer(_pos, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex),
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								                        (void*)offsetof(PD::Li::Vertex, Pos));
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								  glEnableVertexAttribArray(_pos);
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								  glVertexAttribPointer(_uv, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex),
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								                        (void*)offsetof(PD::Li::Vertex, UV));
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								  glEnableVertexAttribArray(_uv);
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								  glVertexAttribPointer(_color, 4, GL_UNSIGNED_BYTE, GL_TRUE,
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								                        sizeof(PD::Li::Vertex),
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								                        (void*)offsetof(PD::Li::Vertex, Color));
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								  glEnableVertexAttribArray(_color);
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								}
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								/** Actual Backend */
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								void GfxGL2::Init() {
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								  VertexBuffer.Resize(4 * 8192);
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								  IndexBuffer.Resize(6 * 8192);
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								  Shader = createShaderProgram(vertex_shader, frag_shader);
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								  glUseProgram(Shader);
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								  glGenBuffers(1, &VBO);
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								  glBindBuffer(GL_ARRAY_BUFFER, VBO);
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								  // Attribs Setup
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								  SetupShaderAttribs(Shader);
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								  glGenBuffers(1, &IBO);
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								  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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								  pLocTex = glGetUniformLocation(Shader, "tex");
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								  pLocProjection = glGetUniformLocation(Shader, "projection");
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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 GfxGL2::Deinit() {
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											2025-04-24 16:39:24 +02:00
										 
									 
								 
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								  glDeleteBuffers(1, &VBO);
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								  glDeleteBuffers(1, &IBO);
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								}
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											2025-06-22 21:05:09 +02:00
										 
									 
								 
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								void GfxGL2::NewFrame() {
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											2025-07-23 23:21:34 +02:00
										 
									 
								 
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								  /*
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											2025-04-24 16:39:24 +02:00
										 
									 
								 
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								  glViewport(0, 0, ViewPort.x, ViewPort.y);
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								  glClearColor(ClearColor.x, ClearColor.y, ClearColor.z, ClearColor.w);
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								  glClear(GL_COLOR_BUFFER_BIT);
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											2025-07-23 23:21:34 +02:00
										 
									 
								 
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								  */
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								  Projection = Mat4::Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, -1.f, 1.f);
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								  glUseProgram(Shader);
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								  glUniformMatrix4fv(pLocProjection, 1, GL_FALSE, Projection.m.data());
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								  glEnable(GL_BLEND);
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								  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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								  FrameCounter++;
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											2025-08-14 20:37:55 +02:00
										 
									 
								 
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								  VertexCounter = CurrentVertex;
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								  IndexCounter = CurrentIndex;
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								  CurrentVertex = 0;
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								  CurrentIndex = 0;
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											2025-04-24 16:39:24 +02:00
										 
									 
								 
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								}
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								void GfxGL2::BindTex(PD::Li::TexAddress addr) {
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											2025-04-24 16:39:24 +02:00
										 
									 
								 
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								  // Actually not using the Address as Address
							 | 
						
					
						
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								  glActiveTexture(GL_TEXTURE0);
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								  glBindTexture(GL_TEXTURE_2D, (GLuint)addr);
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								  glUniform1i(pLocTex, 0);
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								}
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											2025-06-22 21:05:09 +02:00
										 
									 
								 
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								void GfxGL2::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
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											2025-04-24 16:39:24 +02:00
										 
									 
								 
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								  size_t index = 0;
							 | 
						
					
						
							
								
									
										
										
										
											2025-06-22 21:05:09 +02:00
										 
									 
								 
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								  while (index < Commands.size()) {
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							 | 
							
							
								    PD::Li::Texture::Ref Tex = Commands[index]->Tex;
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
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								    if (!Tex) {
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								      index++;
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								      continue;
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								    }
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								    size_t StartIndex = CurrentIndex;
							 | 
						
					
						
							
								
									
										
										
										
											2025-06-22 21:05:09 +02:00
										 
									 
								 
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								    bool ScissorOn = Commands[index]->ScissorOn;
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
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								    ivec4 ScissorRect = Commands[index]->ScissorRect;
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								    while (index < Commands.size() && Commands[index]->Tex == Tex &&
							 | 
						
					
						
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							 | 
							
							
								           Commands[index]->ScissorOn == ScissorOn &&
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											2025-04-24 16:39:24 +02:00
										 
									 
								 
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							 | 
							
							
								           Commands[index]->ScissorRect == ScissorRect) {
							 | 
						
					
						
							
								
									
										
										
										
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								      auto c = Commands[index].get();
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
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								      for (size_t i = 0; i < c->IndexBuffer.Size(); i++) {
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								        IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.At(i);
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								      }
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								      for (size_t i = 0; i < c->VertexBuffer.Size(); i++) {
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								        VertexBuffer[CurrentVertex++] = c->VertexBuffer.At(i);
							 | 
						
					
						
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								      }
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								      index++;
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								    }
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											2025-06-22 21:05:09 +02:00
										 
									 
								 
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								    if (ScissorOn) {
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
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							 | 
							
							
								      glScissor(ScissorRect.x, ViewPort.y - (ScissorRect.y + ScissorRect.w),
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								                ScissorRect.z, ScissorRect.w);
							 | 
						
					
						
							| 
								
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								      glEnable(GL_SCISSOR_TEST);
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								    } else {
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								      glDisable(GL_SCISSOR_TEST);
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								    }
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											2025-06-22 21:05:09 +02:00
										 
									 
								 
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								    BindTex(Tex->Address);
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
								    glBindBuffer(GL_ARRAY_BUFFER, VBO);
							 | 
						
					
						
							
								
									
										
										
										
											2025-06-22 21:05:09 +02:00
										 
									 
								 
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							 | 
							
							
								    glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex),
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                 &VertexBuffer[0], GL_DYNAMIC_DRAW);
							 | 
						
					
						
							
								
									
										
										
										
											2025-07-23 23:21:34 +02:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
								    // For some reason we need to set these every frame for every buffer
							 | 
						
					
						
							| 
								
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							 | 
							
							
								    // Found that out when creating My 3d Engine
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								    SetupShaderAttribs(Shader);
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
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							 | 
							
							
								    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                 &IndexBuffer[0], GL_DYNAMIC_DRAW);
							 | 
						
					
						
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							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								    glDrawElements(GL_TRIANGLES, CurrentIndex - StartIndex, GL_UNSIGNED_SHORT,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                   (void*)(StartIndex * sizeof(PD::u16)));
							 | 
						
					
						
							| 
								
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							| 
								
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							 | 
							
								
							 | 
							
							
								    glBindBuffer(GL_ARRAY_BUFFER, 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
							 | 
						
					
						
							
								
									
										
										
										
											2025-06-22 21:05:09 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    BindTex(0);
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
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											2025-06-22 21:05:09 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								PD::Li::Texture::Ref GfxGL2::LoadTex(const std::vector<PD::u8>& pixels, int w,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                     int h, PD::Li::Texture::Type type,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                     PD::Li::Texture::Filter filter) {
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  GLuint texID;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glGenTextures(1, &texID);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glBindTexture(GL_TEXTURE_2D, texID);
							 | 
						
					
						
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							 | 
							
								
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							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  // Set base format (Always using RGBA as base)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  GLenum fmt = GL_RGBA;
							 | 
						
					
						
							
								
									
										
										
										
											2025-06-22 21:05:09 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (type == PD::Li::Texture::Type::RGB24) {
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    fmt = GL_RGB;
							 | 
						
					
						
							
								
									
										
										
										
											2025-06-22 21:05:09 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  } else if (type == PD::Li::Texture::Type::A8) {
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    fmt = GL_ALPHA;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glTexImage2D(GL_TEXTURE_2D, 0, fmt, w, h, 0, fmt, GL_UNSIGNED_BYTE,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								               pixels.data());
							 | 
						
					
						
							
								
									
										
										
										
											2025-06-22 21:05:09 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (filter == PD::Li::Texture::Filter::LINEAR) {
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
							 | 
						
					
						
							
								
									
										
										
										
											2025-06-22 21:05:09 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  } else if (filter == PD::Li::Texture::Filter::NEAREST) {
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glBindTexture(GL_TEXTURE_2D, 0);
							 | 
						
					
						
							
								
									
										
										
										
											2025-06-22 21:05:09 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  auto res = PD::Li::Texture::New(texID, PD::ivec2(w, h));
							 | 
						
					
						
							
								
									
										
										
										
											2025-04-24 16:39:24 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return res;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}  // namespace PD
							 |