Support multiple sample2D on batch drawing #1333
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4 changed files with 146 additions and 9 deletions
21
examples/shaders/resources/shaders/glsl100/color_mix.fs
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examples/shaders/resources/shaders/glsl100/color_mix.fs
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform vec4 colDiffuse;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor0 = texture2D(texture0, fragTexCoord);
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vec4 texelColor1 = texture2D(texture1, fragTexCoord);
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gl_FragColor = (texelColor0 + texelColor1)*0.5f;
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}
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22
examples/shaders/resources/shaders/glsl330/color_mix.fs
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examples/shaders/resources/shaders/glsl330/color_mix.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 vertexPos;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform vec4 colDiffuse;
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out vec4 finalColor;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor0 = texture(texture0, fragTexCoord);
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vec4 texelColor1 = texture(texture1, fragTexCoord);
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finalColor = (texelColor0 + texelColor1)*0.5f;
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}
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89
examples/shaders/shaders_multi_sample2d.c
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examples/shaders/shaders_multi_sample2d.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - Multiple sample2D with default batch system
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2020 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
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Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
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Texture texRed = LoadTextureFromImage(imRed);
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UnloadImage(imRed);
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Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 });
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Texture texBlue = LoadTextureFromImage(imBlue);
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UnloadImage(imBlue);
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
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// Set an additional sampler2D, using another texture1
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// NOTE: Additional samplers are enabled for all batch calls
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SetShaderValueTexture(shader, GetShaderLocation(shader, "texture1"), texBlue);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(shader);
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// We are drawing texture using default sampler2D but
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// but additional texture units will be also enabled
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DrawTexture(texRed, 0, 0, WHITE);
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EndShaderMode();
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadTexture(texRed); // Unload texture
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UnloadTexture(texBlue); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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23
src/rlgl.h
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src/rlgl.h
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@ -3356,12 +3356,14 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
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glUseProgram(shader.id);
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glUseProgram(shader.id);
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// Register a new active texture for the internal batch system
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// Register a new active texture for the internal batch system
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// NOTE: Default texture is always activated as GL_TEXTURE0
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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if (RLGL.State.activeTextureId[i] == 0)
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if (RLGL.State.activeTextureId[i] == 0)
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{
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{
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glUniform1i(uniformLoc, i + 1); // Activate new texture unit (0 is used by default texture)
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glUniform1i(uniformLoc, 1 + i); // Activate new texture unit
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RLGL.State.activeTextureId[i] = texture.id; // Save texture id for binding on drawing
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RLGL.State.activeTextureId[i] = texture.id; // Save texture id for binding on drawing
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break;
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}
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}
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}
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}
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@ -4461,9 +4463,10 @@ static void DrawRenderBatch(RenderBatch *batch)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
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}
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}
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glActiveTexture(GL_TEXTURE0); // One texture is always active for default shader
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// Setup some default shader values
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glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active texture 0
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glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
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// Activate additional sampler textures
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// Activate additional sampler textures
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// Those additional textures will be common for all draw calls of the batch
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// Those additional textures will be common for all draw calls of the batch
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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@ -4474,13 +4477,15 @@ static void DrawRenderBatch(RenderBatch *batch)
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glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
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glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
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}
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}
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}
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}
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// Setup some default shader values
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// Activate default sampler texture (one texture is always active for default shader)
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glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
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// NOTE: Batch system accumulates calls by texture0 changes,
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// additional textures are enabled for all the draw calls
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glActiveTexture(GL_TEXTURE0);
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for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
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for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
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{
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{
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// Texture 0 is always active by default, bind the texture for current draw call
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// Texture0 is always active by default, bind the texture for current draw call
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glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
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glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
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if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
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if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
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