2024-07-27 12:10:19 +00:00
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/* a rendering.c mixin */
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#ifndef SPRITES_H
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#define SPRITES_H
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#include "../textures.h"
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#include "../rendering.h"
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#include "../context.h"
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#include "quad_element_buffer.h"
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#include <stb_ds.h>
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#include <stdbool.h>
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#include <stddef.h>
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/*
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* an implementation note:
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* try to avoid doing expensive work in the push functions,
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* because they will be called multiple times in the main loop
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* before anything is really rendered
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*/
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2024-07-27 12:33:48 +00:00
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/* TODO: it might make sense to infer alpha channel presence / meaningfulness for textures in atlas */
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/* so that they are rendered with no blend / batched in a way to reduce overdraw automatically */
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2024-07-27 12:10:19 +00:00
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void push_sprite(char *path, t_frect rect) {
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struct sprite_primitive sprite = {
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.rect = rect,
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.color = (t_color) { 255, 255, 255, 255 },
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.rotation = 0.0,
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.texture_key = textures_get_key(&ctx.texture_cache, path),
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.flip_x = false,
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.flip_y = false,
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.blend = true,
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};
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struct primitive_2d primitive = {
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.type = PRIMITIVE_2D_SPRITE,
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.sprite = sprite,
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};
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arrput(ctx.render_queue_2d, primitive);
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}
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void push_sprite_ex(t_frect rect, t_push_sprite_args args) {
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struct sprite_primitive sprite = {
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.rect = rect,
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.color = args.color,
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.rotation = args.rotation,
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.texture_key = textures_get_key(&ctx.texture_cache, args.path),
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.flip_x = args.flip_x,
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.flip_y = args.flip_y,
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.blend = args.blend,
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};
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struct primitive_2d primitive = {
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.type = PRIMITIVE_2D_SPRITE,
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.sprite = sprite,
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};
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arrput(ctx.render_queue_2d, primitive);
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}
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static struct sprite_batch {
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int atlas_id;
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size_t size; /* how many primitives are in current batch */
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bool blend; /* whether it's blended or not */
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} collect_sprite_batch(const struct primitive_2d *primitives, size_t len) {
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/* assumes that first primitive is already a sprite */
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struct sprite_batch result = {
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.atlas_id =
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textures_get_atlas_id(&ctx.texture_cache, primitives[0].sprite.texture_key),
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.blend = primitives[0].sprite.blend,
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};
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/* batch size is clamped so that reallocated short indices could be used */
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if (len >= QUAD_ELEMENT_BUFFER_LENGTH)
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len = QUAD_ELEMENT_BUFFER_LENGTH;
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for (size_t i = 0; i < len; ++i) {
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const struct primitive_2d *const current = &primitives[i];
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/* don't touch things other than sprites */
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if (current->type != PRIMITIVE_2D_SPRITE)
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break;
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/* only collect the same blend modes */
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if (current->sprite.blend != result.blend)
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break;
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/* only collect the same texture atlases */
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if (textures_get_atlas_id(&ctx.texture_cache, current->sprite.texture_key)
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!= result.atlas_id)
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break;
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++result.size;
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}
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return result;
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}
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/* assumes that orthogonal matrix setup is done already */
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static void render_sprites(const struct primitive_2d primitives[],
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const size_t len,
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const bool reversed)
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{
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/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
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static GLuint vertex_array = 0;
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if (vertex_array == 0)
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glGenBuffers(1, &vertex_array);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_array);
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glBufferData(GL_ARRAY_BUFFER,
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sizeof (struct sprite_primitive_payload) * len,
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NULL,
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GL_STREAM_DRAW);
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const t_rect srcrect =
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textures_get_srcrect(&ctx.texture_cache, primitives->sprite.texture_key);
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const t_rect dims =
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textures_get_dims(&ctx.texture_cache, primitives->sprite.texture_key);
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/* vertex population over a mapped buffer */
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{
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/* TODO: check errors, ensure alignment ? */
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struct sprite_primitive_payload *const payload =
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glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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for (size_t i = 0; i < len; ++i) {
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const size_t cur = reversed ? len - i - 1: i;
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const struct sprite_primitive sprite = primitives[cur].sprite;
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const float wr = (float)srcrect.w / (float)dims.w;
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const float hr = (float)srcrect.h / (float)dims.h;
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const float xr = (float)srcrect.x / (float)dims.w;
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const float yr = (float)srcrect.y / (float)dims.h;
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payload[i] = (struct sprite_primitive_payload) {
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/* upper-left */
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.v0 = {
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sprite.rect.x,
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sprite.rect.y },
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.uv0 = {
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2024-07-27 12:44:34 +00:00
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xr + wr * sprite.flip_x,
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yr + hr * sprite.flip_y, },
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2024-07-27 12:10:19 +00:00
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/* bottom-left */
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.v1 = {
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(sprite.rect.x),
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(sprite.rect.y + sprite.rect.h) },
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.uv1 = {
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2024-07-27 12:44:34 +00:00
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xr + wr * sprite.flip_x,
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yr + hr * !sprite.flip_y, },
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2024-07-27 12:10:19 +00:00
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/* bottom-right */
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.v2 = {
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(sprite.rect.x + sprite.rect.w),
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(sprite.rect.y + sprite.rect.h) },
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.uv2 = {
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2024-07-27 12:44:34 +00:00
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xr + wr * !sprite.flip_x,
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yr + hr * !sprite.flip_y, },
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2024-07-27 12:10:19 +00:00
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/* upper-right */
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.v3 = {
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(sprite.rect.x + sprite.rect.w),
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(sprite.rect.y) },
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.uv3 = {
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2024-07-27 12:44:34 +00:00
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xr + wr * !sprite.flip_x,
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yr + hr * sprite.flip_y, },
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2024-07-27 12:10:19 +00:00
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/* equal for all (flat shaded) */
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.c0 = sprite.color,
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.c1 = sprite.color,
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.c2 = sprite.color,
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.c3 = sprite.color,
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};
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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/* vertex specification */
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2,
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GL_FLOAT,
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offsetof(struct sprite_primitive_payload, v1),
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(void *)offsetof(struct sprite_primitive_payload, v0));
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2,
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GL_FLOAT,
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offsetof(struct sprite_primitive_payload, v1),
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(void *)offsetof(struct sprite_primitive_payload, uv0));
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4,
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GL_UNSIGNED_BYTE,
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offsetof(struct sprite_primitive_payload, v1),
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(void *)offsetof(struct sprite_primitive_payload, c0));
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textures_bind(&ctx.texture_cache, primitives->sprite.texture_key, GL_TEXTURE_2D);
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bind_quad_element_buffer();
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glDrawElements(GL_TRIANGLES, 6 * (GLsizei)len, GL_UNSIGNED_SHORT, NULL);
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/* clear the state */
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glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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#endif
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