mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-04-07 23:27:12 +00:00
deduplicate CurrentRender and SteamRender into QuadSegmentRender
This commit is contained in:
parent
ecc03ca14b
commit
7dda47101e
10 changed files with 130 additions and 201 deletions
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@ -17,7 +17,6 @@ SET(AQUARIA_SRCS
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Continuity.cpp
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Continuity.h
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Credits.cpp
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CurrentRender.cpp
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custom-fields.h
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Damage.h
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DSQ.cpp
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@ -64,6 +63,8 @@ SET(AQUARIA_SRCS
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PathFinding.cpp
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PathFinding.h
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PathRender.cpp
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QuadSegmentRender.cpp
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QuadSegmentRender.h
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RecipeMenuEntry.cpp
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RecipeMenuEntry.h
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SceneEditor.cpp
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@ -87,7 +88,6 @@ SET(AQUARIA_SRCS
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States.h
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StatsAndAchievements.cpp
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StatsAndAchievements.h
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SteamRender.cpp
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StringBank_gen.h
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SubtitlePlayer.cpp
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SubtitlePlayer.h
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@ -34,6 +34,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "RenderBase.h"
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#include "GridRender.h"
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#include "QuadSegmentRender.h"
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#include "WaterSurfaceRender.h"
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#include "ScriptedEntity.h"
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#include "FlockEntity.h"
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@ -478,5 +478,38 @@ enum BounceType
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BOUNCE_REAL = 1
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};
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enum PathType
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{
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PATH_NONE = 0,
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PATH_CURRENT = 1,
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PATH_STEAM = 2,
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PATH_LI = 3,
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PATH_SAVEPOINT = 4,
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PATH_WARP = 5,
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PATH_SPIRITPORTAL = 6,
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PATH_BGSFXLOOP = 7,
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PATH_RADARHIDE = 8,
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PATH_COOK = 9,
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PATH_WATERBUBBLE = 10,
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PATH_GEM = 11,
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PATH_SETING = 12,
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PATH_SETENT = 13,
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PATH_ZOOM = 14,
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PATH_MAX
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};
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enum LocalWarpType
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{
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LOCALWARP_NONE = 0,
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LOCALWARP_IN = 1,
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LOCALWARP_OUT = 2
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};
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enum PathShape
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{
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PATHSHAPE_RECT = 0,
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PATHSHAPE_CIRCLE = 1
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};
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#endif
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@ -112,28 +112,6 @@ protected:
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std::vector<DrawCallParams> drawcalls;
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};
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class CurrentRender : public RenderObject
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{
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public:
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CurrentRender();
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protected:
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float rippleDelay;
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void onRender(const RenderState& rs) const OVERRIDE;
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void onUpdate(float dt) OVERRIDE;
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size_t writeVBOData(float *p);
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DynamicGPUBuffer vbo;
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size_t _verticesToRender;
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};
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class SteamRender : public RenderObject
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{
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public:
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SteamRender();
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protected:
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float rippleDelay;
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void onRender(const RenderState& rs) const OVERRIDE;
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};
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struct SongLinePoint
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{
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Vector color;
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@ -387,6 +387,8 @@ void Path::refreshScript()
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is >> v;
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if (v != 0)
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currentMod = v;
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amount = 1; // Used to modulate alpha when rendering -> always visible
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}
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else if (label == "warpnode")
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{
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@ -26,6 +26,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "../BBGE/ScriptObject.h"
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#include "Rect.h"
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#include "Scriptable.h"
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#include "GameEnums.h"
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#undef PATH_MAX // May be set by a system header.
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@ -40,39 +41,6 @@ public:
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int maxSpeed;
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};
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enum PathType
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{
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PATH_NONE = 0,
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PATH_CURRENT = 1,
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PATH_STEAM = 2,
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PATH_LI = 3,
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PATH_SAVEPOINT = 4,
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PATH_WARP = 5,
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PATH_SPIRITPORTAL = 6,
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PATH_BGSFXLOOP = 7,
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PATH_RADARHIDE = 8,
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PATH_COOK = 9,
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PATH_WATERBUBBLE = 10,
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PATH_GEM = 11,
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PATH_SETING = 12,
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PATH_SETENT = 13,
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PATH_ZOOM = 14,
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PATH_MAX
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};
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enum LocalWarpType
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{
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LOCALWARP_NONE = 0,
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LOCALWARP_IN = 1,
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LOCALWARP_OUT = 2
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};
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enum PathShape
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{
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PATHSHAPE_RECT = 0,
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PATHSHAPE_CIRCLE = 1
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};
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class Path : public ScriptObject, public Scriptable
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{
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public:
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@ -18,26 +18,51 @@ You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "GridRender.h"
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#include "QuadSegmentRender.h"
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#include "RenderBase.h"
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#include "Path.h"
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#include "Game.h"
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#include "../BBGE/AfterEffect.h"
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CurrentRender::CurrentRender()
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: RenderObject()
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, vbo(GPUBUF_VERTEXBUF | GPUBUF_DYNAMIC)
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: QuadSegmentRender(PATH_CURRENT, true)
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{
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cull = false;
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setTexture("Particles/Current");
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repeatTexture = true;
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rippleDelay = 2;
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_verticesToRender = 0;
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setTexture("particles/current");
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}
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void CurrentRender::onRender(const RenderState& rs) const
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CurrentRender::~CurrentRender()
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{
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}
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SteamRender::SteamRender()
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: QuadSegmentRender(PATH_STEAM, false)
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{
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setTexture("particles/steam");
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alpha = 0.7f;
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setBlendType(BLEND_ADD);
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}
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SteamRender::~SteamRender()
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{
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}
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QuadSegmentRender::QuadSegmentRender(PathType pt, bool shortenSegs)
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: RenderObject()
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, vbo(GPUBUF_VERTEXBUF | GPUBUF_DYNAMIC)
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, _verticesToRender(0)
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, pathtype(pt)
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, _shortenSegs(shortenSegs)
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{
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cull = false;
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repeatTexture = true;
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}
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QuadSegmentRender::~QuadSegmentRender()
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{
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}
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void QuadSegmentRender::onRender(const RenderState& rs) const
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{
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if(const size_t N = _verticesToRender)
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{
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@ -49,14 +74,14 @@ void CurrentRender::onRender(const RenderState& rs) const
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}
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}
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void CurrentRender::onUpdate(float dt)
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void QuadSegmentRender::onUpdate(float dt)
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{
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// Ideally we wouldn't have to update this per-frame.
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// With a specialized shader and a uniform texcoordOffset variable the actual vertex data
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// could be map-static and this would all be so much simpler...
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size_t num = 0;
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for (const Path *P = game->getFirstPathOfType(PATH_CURRENT); P; P = P->nextOfType)
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for (const Path *P = game->getFirstPathOfType(pathtype); P; P = P->nextOfType)
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{
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if (!P->active)
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continue;
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@ -84,17 +109,20 @@ void CurrentRender::onUpdate(float dt)
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_verticesToRender = verts;
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}
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size_t CurrentRender::writeVBOData(float *p)
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size_t QuadSegmentRender::writeVBOData(float *p)
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{
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size_t ret = 0;
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const bool shorten = _shortenSegs;
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for (const Path *P = game->getFirstPathOfType(PATH_CURRENT); P; P = P->nextOfType)
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for (const Path *P = game->getFirstPathOfType(pathtype); P; P = P->nextOfType)
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{
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if (!P->active)
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continue;
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const float w = P->rect.getWidth();
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const float w2 = w * 0.5f;
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const float ao = P->animOffset;
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const float a = P->amount * alpha.x;
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size_t sz = P->nodes.size()-1;
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for (size_t n = 0; n < sz; n++)
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@ -104,10 +132,13 @@ size_t CurrentRender::writeVBOData(float *p)
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Vector p1 = n1->position;
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Vector p2 = n2->position;
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Vector diff = p2-p1;
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Vector d = diff;
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d.setLength2D(w);
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p1 -= d*0.75f;
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p2 += d*0.75f;
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if(shorten)
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{
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Vector d = diff;
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d.setLength2D(w);
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p1 -= d*0.75f;
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p2 += d*0.75f;
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}
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diff = p2 - p1;
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if (diff.isZero())
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@ -131,8 +162,6 @@ size_t CurrentRender::writeVBOData(float *p)
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Vector r7 = p2+pl;
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Vector r8 = p2+pr;
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const float ao = P->animOffset;
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const float a = P->amount;
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const float len = diff.getLength2D();
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const float texScale = len/256.0f;
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39
Aquaria/QuadSegmentRender.h
Normal file
39
Aquaria/QuadSegmentRender.h
Normal file
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@ -0,0 +1,39 @@
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#ifndef QUADSEGMENTRENDER_H
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#define QUADSEGMENTRENDER_H
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#include "RenderObject.h"
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#include "VertexBuffer.h"
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#include "GameEnums.h"
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class QuadSegmentRender : public RenderObject
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{
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public:
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QuadSegmentRender(PathType pt, bool shortenSegs);
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virtual ~QuadSegmentRender();
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protected:
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void onRender(const RenderState& rs) const OVERRIDE;
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void onUpdate(float dt) OVERRIDE;
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size_t writeVBOData(float *p);
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DynamicGPUBuffer vbo;
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size_t _verticesToRender;
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const PathType pathtype;
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const bool _shortenSegs;
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};
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class CurrentRender : public QuadSegmentRender
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{
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public:
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CurrentRender();
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virtual ~CurrentRender();
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};
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class SteamRender : public QuadSegmentRender
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{
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public:
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SteamRender();
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virtual ~SteamRender();
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};
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#endif
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@ -1,121 +0,0 @@
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "GridRender.h"
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#include "RenderBase.h"
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#include "../BBGE/AfterEffect.h"
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#include "Game.h"
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SteamRender::SteamRender() : RenderObject()
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{
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cull = false;
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alpha = 0.7f;
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setTexture("Particles/Steam");
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repeatTexture = true;
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rippleDelay = 2;
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setBlendType(BLEND_ADD);
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}
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void SteamRender::onRender(const RenderState& rs) const
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{
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if(!game) return;
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for (Path *p = game->getFirstPathOfType(PATH_STEAM); p; p = p->nextOfType)
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{
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if (p->active)
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{
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const float w2 = p->rect.getWidth()/2;
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if (true)
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{
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const size_t sz = p->nodes.size()-1;
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for (size_t n = 0; n < sz; n++)
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{
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const PathNode *n1 = &p->nodes[n];
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const PathNode *n2 = &p->nodes[n+1];
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const Vector p1 = n1->position;
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const Vector p2 = n2->position;
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Vector diff = p2-p1;
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if (!diff.isZero())
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{
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Vector pl = diff.getPerpendicularLeft();
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Vector pr = diff.getPerpendicularRight();
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pl.setLength2D(w2);
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pr.setLength2D(w2);
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if (isTouchingLine(p1, p2, dsq->screenCenter, dsq->cullRadius + p->rect.getWidth()/2.0f))
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{
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const Vector p15 = n1->position + diff * 0.25f;
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const Vector p25 = n2->position - diff * 0.25f;
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const Vector r1 = p1+pl;
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const Vector r2 = p1+pr;
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const Vector r3 = p15+pl;
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const Vector r4 = p15+pr;
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const Vector r5 = p25+pl;
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const Vector r6 = p25+pr;
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const Vector r7 = p2+pl;
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const Vector r8 = p2+pr;
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const float len = diff.getLength2D();
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const float texScale = len/256.0f;
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glBegin(GL_QUAD_STRIP);
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glColor4f(1,1,1,0);
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glTexCoord2f((0)*texScale+p->animOffset, 0);
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glVertex2f(r1.x, r1.y);
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glTexCoord2f((0)*texScale+p->animOffset, 1);
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glVertex2f(r2.x, r2.y);
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glColor4f(1,1,1,alpha.x);
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glTexCoord2f((0+0.25f)*texScale+p->animOffset, 0);
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glVertex2f(r3.x, r3.y);
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glTexCoord2f((0+0.25f)*texScale+p->animOffset, 1);
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glVertex2f(r4.x, r4.y);
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glColor4f(1,1,1,alpha.x);
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glTexCoord2f((1-0.25f)*texScale+p->animOffset, 0);
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glVertex2f(r5.x, r5.y);
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glTexCoord2f((1-0.25f)*texScale+p->animOffset, 1);
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glVertex2f(r6.x, r6.y);
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glColor4f(1,1,1,0);
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glTexCoord2f((1)*texScale+p->animOffset, 0);
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glVertex2f(r7.x, r7.y);
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glTexCoord2f((1)*texScale+p->animOffset, 1);
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glVertex2f(r8.x, r8.y);
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glEnd();
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}
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}
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}
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}
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}
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}
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}
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@ -207,7 +207,7 @@ void DynamicGPUBuffer::updatePartial(size_t offset, const void * data, size_t si
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if(_h_data)
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{
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assert(offset + size <= _h_cap);
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memcpy((char*)_h_data + offset, data, size);
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memcpy((char*)_h_data + offset, data, size);
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}
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}
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