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59
src/render/RenderBuffer.cpp
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59
src/render/RenderBuffer.cpp
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#include "common.h"
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#include "patcher.h"
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#include "RenderBuffer.h"
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int32 &TempBufferVerticesStored = *(int32*)0x8F5F78;
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int32 &TempBufferIndicesStored = *(int32*)0x8F1A4C;
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RwIm3DVertex *TempVertexBuffer = (RwIm3DVertex*)0x862330;
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RwImVertexIndex *TempBufferRenderIndexList = (RwImVertexIndex*)0x846288;
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int RenderBuffer::VerticesToBeStored;
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int RenderBuffer::IndicesToBeStored;
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void
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RenderBuffer::ClearRenderBuffer(void)
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{
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TempBufferVerticesStored = 0;
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TempBufferIndicesStored = 0;
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}
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void
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RenderBuffer::StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, RwIm3DVertex **vertexStart)
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{
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if(TempBufferIndicesStored + numIndices >= 1024)
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RenderStuffInBuffer();
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if(TempBufferVerticesStored + numVertices >= 256)
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RenderStuffInBuffer();
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*indexStart = &TempBufferRenderIndexList[TempBufferIndicesStored];
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*vertexStart = &TempVertexBuffer[TempBufferVerticesStored];
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IndicesToBeStored = numIndices;
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VerticesToBeStored = numVertices;
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}
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void
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RenderBuffer::StopStoring(void)
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{
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int i;
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for(i = TempBufferIndicesStored; i < TempBufferIndicesStored+IndicesToBeStored; i++)
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TempBufferRenderIndexList[i] += TempBufferVerticesStored;
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TempBufferIndicesStored += IndicesToBeStored;
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TempBufferVerticesStored += VerticesToBeStored;
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}
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void
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RenderBuffer::RenderStuffInBuffer(void)
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{
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if(TempBufferVerticesStored && RwIm3DTransform(TempVertexBuffer, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
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RwIm3DEnd();
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}
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ClearRenderBuffer();
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}
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STARTPATCHES
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InjectHook(0x517620, RenderBuffer::ClearRenderBuffer, PATCH_JUMP);
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InjectHook(0x517640, RenderBuffer::StartStoring, PATCH_JUMP);
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InjectHook(0x5176B0, RenderBuffer::StopStoring, PATCH_JUMP);
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InjectHook(0x5177C0, RenderBuffer::RenderStuffInBuffer, PATCH_JUMP);
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ENDPATCHES
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