mirror of
https://github.com/open-goal/jak-project
synced 2026-07-04 05:20:56 -04:00
d3cc739e43
This attempts to get into master whatever work was done in this PR / it's earlier PR https://github.com/open-goal/jak-project/pull/3965 I don't want this work to be lost / floating around in massive PRs. However the changes are: - switch to ntsc_v1 instead of PAL as the development target, as we have done for all other games - remove most of the copied-from-jak2/3 changes as they need to be confirmed during the decompilation process not just assumed - avoids committing any changes to `game/kernel/common` as it was not clear to me if these were changes made in jak x's kernel that were not properly broken out into it's own functions. We don't want to accidentally introduce bugs into jak1-3's kernel code. - in other words, if the change in the kernel only happens in jak x...it should likely be specific to jak x's kernel, not common. --------- Co-authored-by: VodBox <dillon@vodbox.io> Co-authored-by: yodah <greenboyyodah@gmail.com>
441 lines
16 KiB
C++
441 lines
16 KiB
C++
#include "OceanTexture.h"
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#include "game/graphics/opengl_renderer/AdgifHandler.h"
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#include "third-party/imgui/imgui.h"
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constexpr int OCEAN_TEX_TBP_JAK1 = 8160; // todo
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constexpr int OCEAN_TEX_TBP_JAK2 = 672;
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OceanTexture::OceanTexture(bool generate_mipmaps)
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: m_generate_mipmaps(generate_mipmaps),
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m_result_texture(TEX0_SIZE,
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TEX0_SIZE,
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GL_UNSIGNED_INT_8_8_8_8_REV,
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m_generate_mipmaps ? NUM_MIPS : 1),
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m_temp_texture(TEX0_SIZE, TEX0_SIZE, GL_UNSIGNED_INT_8_8_8_8_REV) {
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m_dbuf_x = m_dbuf_a;
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m_dbuf_y = m_dbuf_b;
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m_tbuf_x = m_tbuf_a;
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m_tbuf_y = m_tbuf_b;
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init_pc();
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// initialize the mipmap drawing
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glGenVertexArrays(1, &m_mipmap.vao);
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glBindVertexArray(m_mipmap.vao);
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glGenBuffers(1, &m_mipmap.vtx_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_mipmap.vtx_buffer);
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std::vector<MipMap::Vertex> vertices = {
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{-1, -1, 0, 0}, {-1, 1, 0, 1}, {1, -1, 1, 0}, {1, 1, 1, 1}};
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glBufferData(GL_ARRAY_BUFFER, sizeof(MipMap::Vertex) * 4, vertices.data(), GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(
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0, // location 0 in the shader
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2, // 4 color components
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GL_FLOAT, // floats
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GL_FALSE, // normalized, ignored,
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sizeof(MipMap::Vertex), //
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(void*)offsetof(MipMap::Vertex, x) // offset in array (why is this a pointer...)
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);
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glVertexAttribPointer(
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1, // location 0 in the shader
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2, // 4 color components
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GL_FLOAT, // floats
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GL_FALSE, // normalized, ignored,
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sizeof(MipMap::Vertex), //
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(void*)offsetof(MipMap::Vertex, s) // offset in array (why is this a pointer...)
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);
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glBindVertexArray(0);
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}
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OceanTexture::~OceanTexture() {
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destroy_pc();
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}
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void OceanTexture::init_textures(TexturePool& pool, GameVersion version) {
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TextureInput in;
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in.gpu_texture = m_result_texture.texture();
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in.w = TEX0_SIZE;
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in.h = TEX0_SIZE;
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in.debug_page_name = "PC-OCEAN";
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in.debug_name = fmt::format("pc-ocean-mip-{}", m_generate_mipmaps);
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in.id = pool.allocate_pc_port_texture(version);
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switch (version) {
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case GameVersion::Jak1:
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m_tex0_gpu = pool.give_texture_and_load_to_vram(in, OCEAN_TEX_TBP_JAK1);
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break;
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case GameVersion::Jak2:
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case GameVersion::Jak3:
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case GameVersion::JakX:
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m_tex0_gpu = pool.give_texture_and_load_to_vram(in, OCEAN_TEX_TBP_JAK2);
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break;
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}
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}
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void OceanTexture::draw_debug_window() {
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if (m_tex0_gpu) {
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ImGui::Image((ImTextureID)(intptr_t)m_tex0_gpu->gpu_textures.at(0).gl,
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ImVec2(m_tex0_gpu->w, m_tex0_gpu->h));
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}
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}
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void OceanTexture::handle_ocean_texture_jak1(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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// if we're doing mipmaps, render to temp.
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// otherwise, render directly to target.
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FramebufferTexturePairContext ctxt(m_generate_mipmaps ? m_temp_texture : m_result_texture);
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// render to the first texture
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{
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// (set-display-gs-state arg0 ocean-tex-page-0 128 128 0 0)
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auto data = dma.read_and_advance();
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(void)data;
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}
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// set up VIF
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{
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// (new 'static 'vif-tag :cmd (vif-cmd base))
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// (new 'static 'vif-tag :imm #xc0 :cmd (vif-cmd offset))
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == 0);
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ASSERT(data.vifcode0().kind == VifCode::Kind::BASE);
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ASSERT(data.vifcode1().kind == VifCode::Kind::OFFSET);
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ASSERT(data.vifcode0().immediate == 0);
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ASSERT(data.vifcode1().immediate == 0xc0);
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}
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// load texture constants
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{
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// (ocean-texture-add-constants arg0)
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == sizeof(OceanTextureConstants));
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ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
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ASSERT(data.vifcode0().immediate == 0x404);
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ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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ASSERT(data.vifcode1().num == data.size_bytes / 16);
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ASSERT(data.vifcode1().immediate == TexVu1Data::CONSTANTS);
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memcpy(&m_texture_constants, data.data, sizeof(OceanTextureConstants));
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}
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// set up GS for envmap texture drawing
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{
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// (ocean-texture-add-envmap arg0)
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == sizeof(AdGifData) + 16); // 16 for the giftag.
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ASSERT(data.vifcode0().kind == VifCode::Kind::NOP);
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ASSERT(data.vifcode1().kind == VifCode::Kind::DIRECT);
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memcpy(&m_envmap_adgif, data.data + 16, sizeof(AdGifData));
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// HACK
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setup_renderer();
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}
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// vertices are uploaded double buffered
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m_texture_vertices_loading = m_texture_vertices_a;
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m_texture_vertices_drawing = m_texture_vertices_b;
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// add first group of vertices
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{
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// (ocean-texture-add-verts arg0 sv-16)
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == sizeof(m_texture_vertices_a));
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ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
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ASSERT(data.vifcode0().immediate == 0x404);
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ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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ASSERT(data.vifcode1().num == data.size_bytes / 16);
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VifCodeUnpack up(data.vifcode1());
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ASSERT(up.addr_qw == 0);
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ASSERT(up.use_tops_flag == true);
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memcpy(m_texture_vertices_loading, data.data, sizeof(m_texture_vertices_a));
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}
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// first call
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{
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == 0);
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ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
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ASSERT(data.vifcode0().immediate == TexVu1Prog::START);
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ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
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run_L1_PC();
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}
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// loop over vertex groups
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for (int i = 0; i < NUM_FRAG_LOOPS; i++) {
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auto verts = dma.read_and_advance();
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ASSERT(verts.size_bytes == sizeof(m_texture_vertices_a));
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ASSERT(verts.vifcode0().kind == VifCode::Kind::STCYCL);
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ASSERT(verts.vifcode0().immediate == 0x404);
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ASSERT(verts.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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ASSERT(verts.vifcode1().num == verts.size_bytes / 16);
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VifCodeUnpack up(verts.vifcode1());
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ASSERT(up.addr_qw == 0);
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ASSERT(up.use_tops_flag == true);
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memcpy(m_texture_vertices_loading, verts.data, sizeof(m_texture_vertices_a));
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auto call = dma.read_and_advance();
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ASSERT(call.size_bytes == 0);
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ASSERT(call.vifcode0().kind == VifCode::Kind::MSCALF);
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ASSERT(call.vifcode0().immediate == TexVu1Prog::REST);
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ASSERT(call.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
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run_L2_PC();
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}
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// last upload does something weird...
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{
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// (ocean-texture-add-verts-last arg0 (the-as (inline-array vector) sv-48) sv-64)
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auto data0 = dma.read_and_advance();
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ASSERT(data0.size_bytes == 128 * 16);
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ASSERT(data0.vifcode0().kind == VifCode::Kind::STCYCL);
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ASSERT(data0.vifcode0().immediate == 0x404);
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ASSERT(data0.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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ASSERT(data0.vifcode1().num == data0.size_bytes / 16);
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VifCodeUnpack up0(data0.vifcode1());
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ASSERT(up0.addr_qw == 0);
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ASSERT(up0.use_tops_flag == true);
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memcpy(m_texture_vertices_loading, data0.data, 128 * 16);
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auto data1 = dma.read_and_advance();
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ASSERT(data1.size_bytes == 64 * 16);
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ASSERT(data1.vifcode0().kind == VifCode::Kind::STCYCL);
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ASSERT(data1.vifcode0().immediate == 0x404);
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ASSERT(data1.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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ASSERT(data1.vifcode1().num == data1.size_bytes / 16);
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VifCodeUnpack up1(data1.vifcode1());
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ASSERT(up1.addr_qw == 128);
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ASSERT(up1.use_tops_flag == true);
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memcpy(m_texture_vertices_loading + 128, data1.data, 64 * 16);
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}
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// last rest call
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{
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == 0);
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ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
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ASSERT(data.vifcode0().immediate == TexVu1Prog::REST);
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ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
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run_L2_PC();
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}
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// last call
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{
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == 0);
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ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
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ASSERT(data.vifcode0().immediate == TexVu1Prog::DONE);
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ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
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// this program does nothing.
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}
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flush(render_state, prof);
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if (m_generate_mipmaps) {
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// if we did mipmaps, the above code rendered to temp, and now we need to generate mipmaps
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// in the real output
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make_texture_with_mipmaps(render_state, prof);
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}
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// give to gpu!
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render_state->texture_pool->move_existing_to_vram(m_tex0_gpu, OCEAN_TEX_TBP_JAK1);
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}
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void OceanTexture::handle_ocean_texture_jak2(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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// if we're doing mipmaps, render to temp.
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// otherwise, render directly to target.
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FramebufferTexturePairContext ctxt(m_generate_mipmaps ? m_temp_texture : m_result_texture);
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// render to the first texture
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{
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// (set-display-gs-state arg0 21 128 128 0 0)
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auto data = dma.read_and_advance();
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(void)data;
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}
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// set up GS for envmap texture drawing
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{
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// (ocean-texture-add-envmap arg0)
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == sizeof(AdGifData) + 16); // 16 for the giftag.
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ASSERT(data.vifcode0().kind == VifCode::Kind::NOP);
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ASSERT(data.vifcode1().kind == VifCode::Kind::DIRECT);
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memcpy(&m_envmap_adgif, data.data + 16, sizeof(AdGifData));
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// HACK
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setup_renderer();
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}
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// set up VIF
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{
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// (new 'static 'vif-tag)
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// (new 'static 'vif-tag :imm #x4 :cmd (vif-cmd offset))
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == 64);
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ASSERT(data.vifcode0().kind == VifCode::Kind::NOP);
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ASSERT(data.vifcode1().kind == VifCode::Kind::DIRECT);
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ASSERT(data.vifcode0().immediate == 0);
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ASSERT(data.vifcode1().immediate == 0x4);
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}
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// (dma-buffer-add-vu-function arg0 ocean-texture-vu1-block 1)
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dma.read_and_advance();
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{
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// (ocean-texture-add-constants obj arg0)
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == sizeof(OceanTextureConstants));
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ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
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ASSERT(data.vifcode0().immediate == 0x404);
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ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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ASSERT(data.vifcode1().num == data.size_bytes / 16);
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ASSERT(data.vifcode1().immediate == TexVu1Data::CONSTANTS);
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memcpy(&m_texture_constants, data.data, sizeof(OceanTextureConstants));
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}
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// vertices are uploaded double buffered
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m_texture_vertices_loading = m_texture_vertices_a;
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m_texture_vertices_drawing = m_texture_vertices_b;
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// add first group of vertices
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{
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// (ocean-texture-add-verts arg0 sv-16)
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == sizeof(m_texture_vertices_a));
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ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
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ASSERT(data.vifcode0().immediate == 0x404);
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ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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ASSERT(data.vifcode1().num == data.size_bytes / 16);
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VifCodeUnpack up(data.vifcode1());
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ASSERT(up.addr_qw == 0);
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ASSERT(up.use_tops_flag == true);
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memcpy(m_texture_vertices_loading, data.data, sizeof(m_texture_vertices_a));
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}
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// first call
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{
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == 0);
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ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
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ASSERT(data.vifcode0().immediate == TexVu1Prog::START);
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ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
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run_L1_PC_jak2();
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}
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// loop over vertex groups
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for (int i = 0; i < NUM_FRAG_LOOPS; i++) {
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auto verts = dma.read_and_advance();
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ASSERT(verts.size_bytes == sizeof(m_texture_vertices_a));
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ASSERT(verts.vifcode0().kind == VifCode::Kind::STCYCL);
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ASSERT(verts.vifcode0().immediate == 0x404);
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ASSERT(verts.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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ASSERT(verts.vifcode1().num == verts.size_bytes / 16);
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VifCodeUnpack up(verts.vifcode1());
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ASSERT(up.addr_qw == 0);
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ASSERT(up.use_tops_flag == true);
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memcpy(m_texture_vertices_loading, verts.data, sizeof(m_texture_vertices_a));
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auto call = dma.read_and_advance();
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ASSERT(call.size_bytes == 0);
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ASSERT(call.vifcode0().kind == VifCode::Kind::MSCALF);
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ASSERT(call.vifcode0().immediate == TexVu1Prog::REST);
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ASSERT(call.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
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run_L2_PC_jak2();
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}
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// last upload does something weird...
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{
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// (ocean-texture-add-verts-last arg0 (the-as (inline-array vector) sv-48) sv-64)
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auto data0 = dma.read_and_advance();
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ASSERT(data0.size_bytes == 128 * 16);
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ASSERT(data0.vifcode0().kind == VifCode::Kind::STCYCL);
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ASSERT(data0.vifcode0().immediate == 0x404);
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ASSERT(data0.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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ASSERT(data0.vifcode1().num == data0.size_bytes / 16);
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VifCodeUnpack up0(data0.vifcode1());
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ASSERT(up0.addr_qw == 0);
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ASSERT(up0.use_tops_flag == true);
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memcpy(m_texture_vertices_loading, data0.data, 128 * 16);
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auto data1 = dma.read_and_advance();
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ASSERT(data1.size_bytes == 64 * 16);
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ASSERT(data1.vifcode0().kind == VifCode::Kind::STCYCL);
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ASSERT(data1.vifcode0().immediate == 0x404);
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ASSERT(data1.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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ASSERT(data1.vifcode1().num == data1.size_bytes / 16);
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VifCodeUnpack up1(data1.vifcode1());
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ASSERT(up1.addr_qw == 128);
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ASSERT(up1.use_tops_flag == true);
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memcpy(m_texture_vertices_loading + 128, data1.data, 64 * 16);
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}
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// last rest call
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{
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == 0);
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ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
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ASSERT(data.vifcode0().immediate == TexVu1Prog::REST);
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ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
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run_L2_PC_jak2();
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}
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// last call
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{
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auto data = dma.read_and_advance();
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ASSERT(data.size_bytes == 0);
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ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
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ASSERT(data.vifcode0().immediate == TexVu1Prog::DONE);
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ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
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// this program does nothing.
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}
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flush(render_state, prof);
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if (m_generate_mipmaps) {
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// if we did mipmaps, the above code rendered to temp, and now we need to generate mipmaps
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// in the real output
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make_texture_with_mipmaps(render_state, prof);
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}
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|
// (reset-display-gs-state *display* arg0)
|
|
// dma.read_and_advance();
|
|
|
|
// give to gpu!
|
|
render_state->texture_pool->move_existing_to_vram(m_tex0_gpu, OCEAN_TEX_TBP_JAK2);
|
|
}
|
|
|
|
/*!
|
|
* Generate mipmaps for the ocean texture.
|
|
* There's a trick here - we reduce the intensity of alpha on the lower lods. This lets texture
|
|
* filtering slowly fade the alpha value out to 0 with distance.
|
|
*/
|
|
void OceanTexture::make_texture_with_mipmaps(SharedRenderState* render_state,
|
|
ScopedProfilerNode& prof) {
|
|
glBindVertexArray(m_mipmap.vao);
|
|
render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].activate();
|
|
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(),
|
|
"alpha_intensity"),
|
|
1.0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, m_temp_texture.texture());
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_BLEND);
|
|
glUniform1i(
|
|
glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(), "tex_T0"),
|
|
0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_mipmap.vtx_buffer);
|
|
|
|
for (int i = 0; i < NUM_MIPS; i++) {
|
|
FramebufferTexturePairContext ctxt(m_result_texture, i);
|
|
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(),
|
|
"alpha_intensity"),
|
|
std::max(0.f, 1.f - 0.51f * i));
|
|
glUniform1f(
|
|
glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(), "scale"),
|
|
1.f / (1 << i));
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
prof.add_draw_call();
|
|
prof.add_tri(2);
|
|
}
|
|
glBindVertexArray(0);
|
|
}
|