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Add love.graphics.drawShaderVertices (name subject to change).
It draws a number of vertices, or a number of indices from an index buffer, without using any vertex data from a vertex buffer. A custom shader is required while using it. It is useful when a custom GLSL3 vertex shader which uses love_VertexID is used to pull or compute per-vertex information from other sources.
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@@ -1516,6 +1516,75 @@ void Graphics::drawInstanced(Mesh *mesh, const Matrix4 &m, int instancecount)
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mesh->drawInstanced(this, m, instancecount);
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}
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void Graphics::drawShaderVertices(PrimitiveType primtype, int vertexcount, int instancecount, Texture *maintexture)
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{
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flushBatchedDraws();
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if (!capabilities.features[FEATURE_GLSL3])
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throw love::Exception("drawShaderVertices is not supported on this system (GLSL3 support is required.)");
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if (Shader::isDefaultActive() || !Shader::current)
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throw love::Exception("drawShaderVertices can only be used with a custom shader.");
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if (vertexcount < 0 || instancecount < 0)
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throw love::Exception("drawShaderVertices vertex and instance count parameters must not be negative.");
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Shader::current->validateDrawState(PRIMITIVE_TRIANGLES, maintexture);
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VertexAttributes attributes;
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BufferBindings buffers;
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DrawCommand cmd(&attributes, &buffers);
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cmd.primitiveType = primtype;
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cmd.vertexCount = vertexcount;
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cmd.instanceCount = std::max(1, instancecount);
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cmd.texture = maintexture;
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draw(cmd);
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}
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void Graphics::drawShaderVertices(Buffer *indexbuffer, int indexcount, int instancecount, int startindex, Texture *maintexture)
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{
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flushBatchedDraws();
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if (!capabilities.features[FEATURE_GLSL3])
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throw love::Exception("drawShaderVertices is not supported on this system (GLSL3 support is required.)");
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if (!(indexbuffer->getUsageFlags() & BUFFERUSAGEFLAG_INDEX))
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throw love::Exception("The buffer passed to drawShaderVertices must be an index buffer.");
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if (startindex < 0)
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throw love::Exception("drawShaderVertices startindex parameter must not be negative.");
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if (indexcount < 0 || instancecount < 0)
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throw love::Exception("drawShaderVertices index and instance count parameters must not be negative.");
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if ((size_t)(startindex + indexcount) > indexbuffer->getArrayLength())
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throw love::Exception("drawShaderVertices startindex and index count parameters do not fit in the given index buffer.");
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if (Shader::isDefaultActive() || !Shader::current)
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throw love::Exception("drawShaderVertices can only be used with a custom shader.");
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Shader::current->validateDrawState(PRIMITIVE_TRIANGLES, maintexture);
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VertexAttributes attributes;
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BufferBindings buffers;
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DrawIndexedCommand cmd(&attributes, &buffers, indexbuffer);
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cmd.primitiveType = PRIMITIVE_TRIANGLES;
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cmd.indexCount = indexcount;
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cmd.instanceCount = std::max(1, instancecount);
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cmd.indexType = getIndexDataType(indexbuffer->getDataMember(0).decl.format);
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cmd.indexBufferOffset = startindex * getIndexDataSize(cmd.indexType);
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cmd.texture = maintexture;
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draw(cmd);
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}
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void Graphics::print(const std::vector<Font::ColoredString> &str, const Matrix4 &m)
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{
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checkSetDefaultFont();
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