297 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
			
		
		
	
	
			297 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
| package kha.graphics1;
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| 
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| import kha.arrays.Float32Array;
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| import kha.arrays.Int32Array;
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| import kha.Blob;
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| import kha.Color;
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| import kha.FastFloat;
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| import kha.Image;
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| import kha.graphics4.ConstantLocation;
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| import kha.graphics4.IndexBuffer;
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| import kha.graphics4.MipMapFilter;
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| import kha.graphics4.PipelineState;
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| import kha.graphics4.TextureFilter;
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| import kha.graphics4.TextureAddressing;
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| import kha.graphics4.TextureUnit;
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| import kha.graphics4.VertexBuffer;
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| import kha.graphics4.VertexData;
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| import kha.math.FastMatrix3;
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| import kha.math.FastMatrix4;
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| import kha.math.FastVector2;
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| import kha.math.FastVector3;
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| import kha.math.FastVector4;
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| import kha.Video;
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| 
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| class Graphics4 implements kha.graphics4.Graphics {
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| 	var canvas: Canvas;
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| 	var g1: kha.graphics1.Graphics;
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| 	var indexBuffer: IndexBuffer;
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| 	var vertexBuffer: VertexBuffer;
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| 	var pipeline: PipelineState;
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| 
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| 	public function new(canvas: Canvas) {
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| 		this.canvas = canvas;
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| 	}
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| 
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| 	public function begin(additionalRenderTargets: Array<Canvas> = null): Void {
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| 		this.g1 = canvas.g1;
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| 		g1.begin();
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| 	}
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| 
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| 	public function beginFace(face: Int): Void {}
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| 
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| 	public function beginEye(eye: Int): Void {}
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| 
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| 	public function end(): Void {
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| 		g1.end();
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| 	}
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| 
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| 	public function vsynced(): Bool {
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| 		return true;
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| 	}
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| 
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| 	public function refreshRate(): Int {
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| 		return 60;
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| 	}
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| 
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| 	public function clear(?color: Color, ?depth: Float, ?stencil: Int): Void {}
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| 
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| 	public function viewport(x: Int, y: Int, width: Int, height: Int): Void {}
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| 
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| 	public function scissor(x: Int, y: Int, width: Int, height: Int): Void {}
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| 
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| 	public function disableScissor(): Void {}
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| 
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| 	public function setVertexBuffer(vertexBuffer: VertexBuffer): Void {
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| 		this.vertexBuffer = vertexBuffer;
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| 	}
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| 
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| 	public function setVertexBuffers(vertexBuffers: Array<kha.graphics4.VertexBuffer>): Void {}
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| 
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| 	public function setIndexBuffer(indexBuffer: IndexBuffer): Void {
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| 		this.indexBuffer = indexBuffer;
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| 	}
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| 
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| 	public function setTexture(unit: TextureUnit, texture: Image): Void {}
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| 
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| 	public function setTextureDepth(unit: TextureUnit, texture: Image): Void {}
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| 
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| 	public function setTextureArray(unit: TextureUnit, texture: Image): Void {}
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| 
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| 	public function setVideoTexture(unit: TextureUnit, texture: Video): Void {}
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| 
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| 	public function setImageTexture(unit: TextureUnit, texture: Image): Void {}
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| 
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| 	public function setTextureParameters(texunit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
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| 		minificationFilter: TextureFilter, magnificationFilter: TextureFilter, mipmapFilter: MipMapFilter): Void {}
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| 
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| 	public function setTexture3DParameters(texunit: TextureUnit, uAddressing: TextureAddressing, vAddressing: TextureAddressing,
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| 		wAddressing: TextureAddressing, minificationFilter: TextureFilter, magnificationFilter: TextureFilter, mipmapFilter: MipMapFilter): Void {}
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| 
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| 	public function setTextureCompareMode(texunit: TextureUnit, enabled: Bool): Void {}
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| 
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| 	public function setCubeMapCompareMode(texunit: TextureUnit, enabled: Bool): Void {}
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| 
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| 	public function setCubeMap(stage: kha.graphics4.TextureUnit, cubeMap: kha.graphics4.CubeMap): Void {}
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| 
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| 	public function setCubeMapDepth(stage: kha.graphics4.TextureUnit, cubeMap: kha.graphics4.CubeMap): Void {}
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| 
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| 	public function renderTargetsInvertedY(): Bool {
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| 		return false;
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| 	}
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| 
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| 	public function instancedRenderingAvailable(): Bool {
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| 		return false;
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| 	}
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| 
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| 	public function setPipeline(pipeline: PipelineState): Void {
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| 		this.pipeline = pipeline;
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| 	}
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| 
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| 	public function setStencilReferenceValue(value: Int): Void {}
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| 
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| 	public function setBool(location: ConstantLocation, value: Bool): Void {}
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| 
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| 	public function setInt(location: ConstantLocation, value: Int): Void {}
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| 
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| 	public function setInt2(location: ConstantLocation, value1: Int, value2: Int): Void {}
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| 
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| 	public function setInt3(location: ConstantLocation, value1: Int, value2: Int, value3: Int): Void {}
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| 
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| 	public function setInt4(location: ConstantLocation, value1: Int, value2: Int, value3: Int, value4: Int): Void {}
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| 
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| 	public function setInts(location: ConstantLocation, ints: Int32Array): Void {}
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| 
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| 	public function setFloat(location: ConstantLocation, value: FastFloat): Void {}
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| 
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| 	public function setFloat2(location: ConstantLocation, value1: FastFloat, value2: FastFloat): Void {}
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| 
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| 	public function setFloat3(location: ConstantLocation, value1: FastFloat, value2: FastFloat, value3: FastFloat): Void {}
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| 
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| 	public function setFloat4(location: ConstantLocation, value1: FastFloat, value2: FastFloat, value3: FastFloat, value4: FastFloat): Void {}
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| 
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| 	public function setFloats(location: ConstantLocation, floats: Float32Array): Void {}
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| 
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| 	public function setFloat4s(location: ConstantLocation, float4s: Float32Array): Void {}
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| 
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| 	public function setVector2(location: ConstantLocation, value: FastVector2): Void {}
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| 
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| 	public function setVector3(location: ConstantLocation, value: FastVector3): Void {}
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| 
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| 	public function setVector4(location: ConstantLocation, value: FastVector4): Void {}
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| 
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| 	public function setMatrix(location: ConstantLocation, value: FastMatrix4): Void {}
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| 
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| 	public function setMatrix3(location: ConstantLocation, value: FastMatrix3): Void {}
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| 
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| 	static inline function min(a: FastFloat, b: FastFloat, c: FastFloat): FastFloat {
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| 		var min1 = a < b ? a : b;
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| 		return min1 < c ? min1 : c;
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| 	}
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| 
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| 	static inline function max(a: FastFloat, b: FastFloat, c: FastFloat): FastFloat {
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| 		var max1 = a > b ? a : b;
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| 		return max1 > c ? max1 : c;
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| 	}
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| 
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| 	inline function xtopixel(x: FastFloat): Int {
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| 		return Std.int((x + 1) / 2 * canvas.width);
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| 	}
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| 
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| 	inline function ytopixel(y: FastFloat): Int {
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| 		return Std.int((y + 1) / 2 * canvas.height);
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| 	}
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| 
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| 	public function drawIndexedVertices(start: Int = 0, count: Int = -1): Void {
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| 		#if js
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| 		// var vertexShaderSource = "output.gl_Position = new vec4(input.pos.x,input.pos.y,0.5,1.0);";
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| 		// var vertexShader = untyped __js__("new Function([\"input\", \"output\", \"vec4\"], vertexShaderSource)");
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| 		// var vertexShader = untyped __js__("window[this.pipeline.vertexShader.name]");
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| 		var vertexShader = untyped __js__("shader_vert");
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| 
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| 		// var fragmentShaderSource = "output.gl_FragColor = new vec4(1.0, 0.0, 0.0, 1.0);";
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| 		// var fragmentShader = untyped __js__("new Function([\"input\", \"output\", \"vec4\"], fragmentShaderSource)");
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| 		// var fragmentShader = untyped __js__("window[this.pipeline.fragmentShader.name]");
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| 		var fragmentShader = untyped __js__("shader_frag");
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| 
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| 		var index = 0;
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| 		while (index < indexBuffer._data.length) {
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| 			var indices = [
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| 				indexBuffer._data[index + 0],
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| 				indexBuffer._data[index + 1],
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| 				indexBuffer._data[index + 2]
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| 			];
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| 
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| 			var layout = pipeline.inputLayout[0];
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| 
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| 			var vertexStride = Std.int(layout.byteSize() / 4);
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| 			var offsets = [indices[0] * vertexStride, indices[1] * vertexStride, indices[2] * vertexStride];
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| 
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| 			var vsinputs = new Array<Dynamic>();
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| 			for (index in 0...3) {
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| 				var vsinput: Dynamic = {};
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| 				var vindex = 0;
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| 				for (element in layout.elements) {
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| 					switch (element.data) {
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| 						case VertexData.Float1:
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| 							var data1 = vertexBuffer._data.get(offsets[index] + vindex + 0);
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| 							untyped vsinput[element.name] = data1;
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| 							vindex += 1;
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| 						case VertexData.Float2:
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| 							var data2 = [
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| 								vertexBuffer._data.get(offsets[index] + vindex + 0),
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| 								vertexBuffer._data.get(offsets[index] + vindex + 1)
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| 							];
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| 							untyped vsinput[element.name] = data2;
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| 							vindex += 2;
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| 						case VertexData.Float3:
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| 							var data3 = [
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| 								vertexBuffer._data.get(offsets[index] + vindex + 0),
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| 								vertexBuffer._data.get(offsets[index] + vindex + 1),
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| 								vertexBuffer._data.get(offsets[index] + vindex + 2)
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| 							];
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| 							untyped vsinput[element.name] = data3;
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| 							vindex += 3;
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| 						case VertexData.Float4:
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| 							var data4 = [
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| 								vertexBuffer._data.get(offsets[index] + vindex + 0),
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| 								vertexBuffer._data.get(offsets[index] + vindex + 1),
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| 								vertexBuffer._data.get(offsets[index] + vindex + 2),
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| 								vertexBuffer._data.get(offsets[index] + vindex + 3)
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| 							];
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| 							untyped vsinput[element.name] = data4;
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| 							vindex += 4;
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| 						case VertexData.Float4x4:
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| 						case Short2Norm:
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| 						case Short4Norm:
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| 					}
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| 				}
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| 				vsinputs.push(vsinput);
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| 			}
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| 
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| 			var vsoutputs: Array<Dynamic> = [{}, {}, {}, {}];
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| 			for (i in 0...3)
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| 				vertexShader(vsinputs[i], vsoutputs[i], vec2, vec3, vec4, mat4);
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| 			var positions: Array<Array<FastFloat>> = [vsoutputs[0].gl_Position, vsoutputs[1].gl_Position, vsoutputs[2].gl_Position];
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| 
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| 			var minx = min(positions[0][0], positions[1][0], positions[2][0]);
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| 			var maxx = max(positions[0][0], positions[1][0], positions[2][0]);
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| 			var miny = min(positions[0][1], positions[1][1], positions[2][1]);
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| 			var maxy = max(positions[0][1], positions[1][1], positions[2][1]);
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| 
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| 			var minxp = xtopixel(minx);
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| 			var maxxp = xtopixel(maxx);
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| 			var minyp = ytopixel(miny);
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| 			var maxyp = ytopixel(maxy);
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| 
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| 			for (y in minyp...maxyp)
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| 				for (x in minxp...maxxp) {
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| 					var bc_screen: FastVector3 = barycentric(xtopixel(positions[0][0]), ytopixel(positions[0][1]), xtopixel(positions[1][0]),
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| 						ytopixel(positions[1][1]), xtopixel(positions[2][0]), ytopixel(positions[2][1]), x, y);
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| 					if (bc_screen.x < 0 || bc_screen.y < 0 || bc_screen.z < 0)
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| 						continue;
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| 					var fsoutput: Dynamic = {};
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| 					fragmentShader({}, fsoutput, vec2, vec3, vec4, mat4);
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| 					var color: Array<FastFloat> = fsoutput.gl_FragColor;
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| 					g1.setPixel(x, y, Color.fromFloats(color[2], color[1], color[0], color[3]));
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| 				}
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| 
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| 			index += 3;
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| 		}
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| 		#end
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| 	}
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| 
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| 	static function vec2(x: FastFloat, y: FastFloat): Array<FastFloat> {
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| 		return [x, y];
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| 	}
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| 
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| 	static function vec3(x: FastFloat, y: FastFloat, z: FastFloat): Array<FastFloat> {
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| 		return [x, y, z];
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| 	}
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| 
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| 	static function vec4(x: FastFloat, y: FastFloat, z: FastFloat, w: FastFloat): Array<FastFloat> {
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| 		return [x, y, z, w];
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| 	}
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| 
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| 	static function mat4(x: FastFloat, y: FastFloat): Array<FastFloat> {
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| 		return [x, y];
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| 	}
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| 
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| 	static inline function barycentric(_1x: Int, _1y: Int, _2x: Int, _2y: Int, _3x: Int, _3y: Int, x: Int, y: Int): FastVector3 {
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| 		var a = new FastVector3(_3x - _1x, _2x - _1x, _1x - x);
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| 		var b = new FastVector3(_3y - _1y, _2y - _1y, _1y - y);
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| 		var u: FastVector3 = a.cross(b);
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| 		if (Math.abs(u.z) < 1)
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| 			return new FastVector3(-1, 1, 1); // degenerate
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| 		return new FastVector3(1.0 - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z);
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| 	}
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| 
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| 	public function drawIndexedVerticesInstanced(instanceCount: Int, start: Int = 0, count: Int = -1): Void {}
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| 
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| 	public function flush(): Void {}
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| 
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| 	public function maxBoundTextures(): Int {
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| 		return 16;
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| 	}
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| }
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