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237 lines
6.8 KiB
C++
237 lines
6.8 KiB
C++
/**
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* Copyright (c) 2006-2024 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#pragma once
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// LOVE
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#include "common/config.h"
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#include "common/int.h"
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#include "common/math.h"
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#include "common/StringMap.h"
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#include "common/Range.h"
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#include "Drawable.h"
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#include "Texture.h"
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#include "vertex.h"
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#include "Buffer.h"
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// C++
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#include <vector>
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#include <unordered_map>
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namespace love
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{
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namespace graphics
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{
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class Graphics;
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/**
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* Holds and draws arbitrary vertex geometry.
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* Each vertex in the Mesh has a collection of vertex attributes specified on
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* creation.
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**/
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class Mesh : public Drawable
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{
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public:
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struct BufferAttribute
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{
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std::string name;
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StrongRef<Buffer> buffer;
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StrongRef<Mesh> mesh;
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std::string nameInBuffer;
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int bindingLocationInBuffer = -1;
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int indexInBuffer = 0;
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int startArrayIndex = 0;
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AttributeStep step = STEP_PER_VERTEX;
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int bindingLocation = -1;
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bool enabled = false;
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};
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static love::Type type;
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Mesh(Graphics *gfx, const std::vector<Buffer::DataDeclaration> &vertexformat, const void *data, size_t datasize, PrimitiveType drawmode, BufferDataUsage usage);
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Mesh(Graphics *gfx, const std::vector<Buffer::DataDeclaration> &vertexformat, int vertexcount, PrimitiveType drawmode, BufferDataUsage usage);
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Mesh(const std::vector<BufferAttribute> &attributes, PrimitiveType drawmode);
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virtual ~Mesh();
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/**
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* Validates a vertex index and whether the Mesh has its own vertex buffer,
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* and returns a pointer to the vertex data at the given vertex index.
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**/
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void *checkVertexDataOffset(size_t vertindex, size_t *byteoffset);
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/**
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* Gets the total number of vertices that can be used when drawing the Mesh.
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**/
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size_t getVertexCount() const;
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/**
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* Gets the size in bytes of the start of one vertex to the start of the
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* next, in the buffer.
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**/
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size_t getVertexStride() const;
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/**
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* Gets the Buffer that holds the Mesh's vertices.
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**/
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Buffer *getVertexBuffer() const;
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/**
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* Gets the format of each vertex attribute stored in the Mesh.
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**/
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const std::vector<Buffer::DataMember> &getVertexFormat() const;
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/**
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* Sets whether a specific vertex attribute is used when drawing the Mesh.
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**/
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void setAttributeEnabled(const std::string &name, bool enable);
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bool isAttributeEnabled(const std::string &name) const;
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void setAttributeEnabled(int bindingLocation, bool enable);
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bool isAttributeEnabled(int bindingLocation) const;
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/**
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* Attaches a vertex attribute from another vertex buffer to this Mesh. The
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* attribute will be used when drawing this Mesh.
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* Attributes from other Meshes should also pass in the Mesh as an argument,
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* to make sure this Mesh knows to flush the passed in Mesh's data to its
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* buffer when drawing.
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**/
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void attachAttribute(const std::string &name, Buffer *buffer, Mesh *mesh, const std::string &attachname, int startindex = 0, AttributeStep step = STEP_PER_VERTEX);
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bool detachAttribute(const std::string &name);
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void attachAttribute(int bindingLocation, Buffer *buffer, Mesh *mesh, int attachBindingLocation, int startindex = 0, AttributeStep step = STEP_PER_VERTEX);
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bool detachAttribute(int bindingLocation);
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const std::vector<BufferAttribute> &getAttachedAttributes() const;
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void *getVertexData() const;
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void setVertexDataModified(size_t offset, size_t size);
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/**
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* Flushes all modified data to the GPU.
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**/
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void flush();
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/**
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* Sets the vertex map to use when drawing the Mesh. The vertex map
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* determines the order in which vertices are used by the draw mode.
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* A 0-element vector is equivalent to the default vertex map:
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* {0, 1, 2, 3, 4, ...}
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**/
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void setVertexMap(const std::vector<uint32> &map);
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void setVertexMap(IndexDataType datatype, const void *data, size_t datasize);
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void setVertexMap();
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/**
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* Fills the uint32 vector passed into the method with the previously set
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* vertex map (index buffer) values.
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**/
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bool getVertexMap(std::vector<uint32> &map) const;
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void setIndexBuffer(Buffer *buffer);
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Buffer *getIndexBuffer() const;
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/**
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* Gets the total number of elements in the vertex map array.
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**/
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size_t getIndexCount() const;
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/**
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* Sets the texture used when drawing the Mesh.
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**/
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void setTexture(Texture *texture);
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/**
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* Disables any texture from being used when drawing the Mesh.
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**/
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void setTexture();
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/**
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* Gets the texture used when drawing the Mesh. May return null if no
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* texture is set.
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**/
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Texture *getTexture() const;
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/**
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* Sets the draw mode used when drawing the Mesh.
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**/
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void setDrawMode(PrimitiveType mode);
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PrimitiveType getDrawMode() const;
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void setDrawRange(int start, int count);
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void setDrawRange();
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bool getDrawRange(int &start, int &count) const;
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// Implements Drawable.
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void draw(Graphics *gfx, const Matrix4 &m) override;
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void drawInstanced(Graphics *gfx, const Matrix4 &m, int instancecount);
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void drawIndirect(Graphics *gfx, const Matrix4 &m, Buffer *indirectargs, int argsindex);
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static std::vector<Buffer::DataDeclaration> getDefaultVertexFormat();
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private:
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friend class SpriteBatch;
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void setupAttachedAttributes();
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int getAttachedAttributeIndex(const std::string &name) const;
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int getAttachedAttributeIndex(int bindingLocation) const;
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void finalizeAttribute(BufferAttribute &attrib) const;
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void updateVertexAttributes(Graphics *gfx);
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void drawInternal(Graphics *gfx, const Matrix4 &m, int instancecount, Buffer *indirectargs, int argsindex);
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std::vector<Buffer::DataMember> vertexFormat;
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std::vector<BufferAttribute> attachedAttributes;
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VertexAttributesID attributesID;
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// Vertex buffer, for the vertex data.
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StrongRef<Buffer> vertexBuffer;
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uint8 *vertexData = nullptr;
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Range modifiedVertexData = Range();
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size_t vertexCount = 0;
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size_t vertexStride = 0;
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// Index buffer, for the vertex map.
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StrongRef<Buffer> indexBuffer;
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uint8 *indexData = nullptr;
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bool indexDataModified = false;
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bool useIndexBuffer = false;
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size_t indexCount = 0;
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IndexDataType indexDataType = INDEX_UINT16;
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PrimitiveType primitiveType = PRIMITIVE_TRIANGLES;
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Range drawRange = Range();
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StrongRef<Texture> texture;
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BufferBindings bufferBindings;
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}; // Mesh
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} // graphics
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} // love
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