Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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|
deef204bd3 |
+1
-17
@@ -11,7 +11,7 @@ Vertex :: struct {
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}
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SPRITE_VERT_COUNT :: 6
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MAX_SPRITES :: 1012 // 1000 game sprites + FPS overlay glyphs
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MAX_SPRITES :: 128
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SPRITE_VERTS_SIZE :: SPRITE_VERT_COUNT * size_of(Vertex)
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VERTEX_BUFFER_SIZE :: MAX_SPRITES * SPRITE_VERTS_SIZE
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@@ -36,12 +36,6 @@ App :: struct {
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draw_list: [dynamic]Queued_Sprite,
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clear_color: sdl.FColor,
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camera: Camera,
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show_fps: bool,
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fps_texture: ^sdl.GPUTexture,
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fps_smooth: f32,
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fps_display: int,
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fps_last_time: f64,
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fps_update_accum: f32,
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}
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Shader_Backend :: enum {
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@@ -146,10 +140,6 @@ init :: proc(app: ^App, title: cstring, width, height: i32) -> bool {
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app.camera = camera_default()
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if !fps_overlay_init(app) {
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fmt.eprintfln("fps overlay init failed; continuing without on-screen FPS")
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}
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return true
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}
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@@ -162,8 +152,6 @@ shutdown :: proc(app: ^App) {
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fmt.eprintfln("WaitForGPUIdle failed")
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}
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fps_overlay_shutdown(app)
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if app.transfer_buffer != nil {
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sdl.ReleaseGPUTransferBuffer(app.device, app.transfer_buffer)
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}
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@@ -207,8 +195,6 @@ events :: proc() -> bool {
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}
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begin_frame :: proc(app: ^App, clear_color: sdl.FColor = {0.12, 0.12, 0.16, 1}) {
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fps_overlay_begin_frame(app)
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clear(&app.draw_list)
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app.clear_color = clear_color
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app.render_pass = nil
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@@ -255,8 +241,6 @@ end_frame :: proc(app: ^App) {
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return
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}
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fps_overlay_queue(app)
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n := len(app.draw_list)
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if n > 0 {
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map_ptr := sdl.MapGPUTransferBuffer(app.device, app.transfer_buffer, false)
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@@ -1,279 +0,0 @@
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package engine
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import "core:fmt"
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import "core:mem"
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import sdl "vendor:sdl3"
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// Enough for an 8-digit rate plus " FPS".
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FPS_OVERLAY_MAX_GLYPHS :: 12
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FPS_GLYPH_W :: 5
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FPS_GLYPH_H :: 7
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FPS_CELL_W :: 6
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FPS_CELL_H :: 8
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FPS_ATLAS_COLS :: 16
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FPS_SCALE :: 2
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FPS_MARGIN :: 8
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FPS_UPDATE_INTERVAL :: 0.25
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// Glyph indices in the debug atlas.
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FPS_GLYPH_DIGIT_0 :: 0
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FPS_GLYPH_F :: 10
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FPS_GLYPH_P :: 11
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FPS_GLYPH_S :: 12
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FPS_GLYPH_SPACE :: 13
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// 5x7 bitmaps (MSB = left). Digits 0-9, then F/P/S/space.
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@(private)
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fps_glyph_rows := [14][7]u8 {
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{0x0E, 0x11, 0x13, 0x15, 0x19, 0x11, 0x0E}, // 0
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{0x04, 0x0C, 0x04, 0x04, 0x04, 0x04, 0x0E}, // 1
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{0x0E, 0x11, 0x01, 0x06, 0x08, 0x10, 0x1F}, // 2
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{0x0E, 0x11, 0x01, 0x06, 0x01, 0x11, 0x0E}, // 3
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{0x02, 0x06, 0x0A, 0x12, 0x1F, 0x02, 0x02}, // 4
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{0x1F, 0x10, 0x1E, 0x01, 0x01, 0x11, 0x0E}, // 5
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{0x06, 0x08, 0x10, 0x1E, 0x11, 0x11, 0x0E}, // 6
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{0x1F, 0x01, 0x02, 0x04, 0x08, 0x08, 0x08}, // 7
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{0x0E, 0x11, 0x11, 0x0E, 0x11, 0x11, 0x0E}, // 8
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{0x0E, 0x11, 0x11, 0x0F, 0x01, 0x02, 0x0C}, // 9
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{0x1F, 0x10, 0x10, 0x1E, 0x10, 0x10, 0x10}, // F
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{0x1E, 0x11, 0x11, 0x1E, 0x10, 0x10, 0x10}, // P
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{0x0F, 0x10, 0x10, 0x0E, 0x01, 0x01, 0x1E}, // S
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}, // space
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}
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set_show_fps :: proc(app: ^App, enabled: bool) {
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if app == nil do return
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app.show_fps = enabled
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}
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@(private)
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fps_overlay_init :: proc(app: ^App) -> bool {
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app.show_fps = true
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app.fps_smooth = 0
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app.fps_display = 0
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app.fps_last_time = 0
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app.fps_update_accum = 0
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app.fps_texture = nil
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atlas_w := FPS_ATLAS_COLS * FPS_CELL_W
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atlas_h := FPS_CELL_H
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pixels := make([]u8, atlas_w * atlas_h * 4)
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defer delete(pixels)
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for gi in 0 ..< len(fps_glyph_rows) {
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gx := gi * FPS_CELL_W
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rows := fps_glyph_rows[gi]
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for row in 0 ..< FPS_GLYPH_H {
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bits := rows[row]
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for col in 0 ..< FPS_GLYPH_W {
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on := (bits >> u8(FPS_GLYPH_W - 1 - col)) & 1 == 1
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px := gx + col
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py := row
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i := (py * atlas_w + px) * 4
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if on {
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pixels[i + 0] = 255
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pixels[i + 1] = 255
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pixels[i + 2] = 255
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pixels[i + 3] = 255
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}
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}
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}
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}
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app.fps_texture = sdl.CreateGPUTexture(
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app.device,
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{
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type = .D2,
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format = .R8G8B8A8_UNORM,
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usage = {.SAMPLER},
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width = u32(atlas_w),
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height = u32(atlas_h),
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layer_count_or_depth = 1,
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num_levels = 1,
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sample_count = ._1,
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},
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)
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if app.fps_texture == nil {
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fmt.eprintfln("FPS overlay CreateGPUTexture failed: %s", sdl.GetError())
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return false
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}
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upload_size := atlas_w * atlas_h * 4
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tbuf := sdl.CreateGPUTransferBuffer(app.device, {usage = .UPLOAD, size = u32(upload_size)})
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if tbuf == nil {
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fmt.eprintfln("FPS overlay CreateGPUTransferBuffer failed: %s", sdl.GetError())
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sdl.ReleaseGPUTexture(app.device, app.fps_texture)
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app.fps_texture = nil
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return false
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}
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defer sdl.ReleaseGPUTransferBuffer(app.device, tbuf)
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map_ptr := sdl.MapGPUTransferBuffer(app.device, tbuf, false)
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if map_ptr == nil {
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fmt.eprintfln("FPS overlay MapGPUTransferBuffer failed: %s", sdl.GetError())
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sdl.ReleaseGPUTexture(app.device, app.fps_texture)
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app.fps_texture = nil
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return false
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}
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mem.copy(map_ptr, raw_data(pixels), upload_size)
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sdl.UnmapGPUTransferBuffer(app.device, tbuf)
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cmd := sdl.AcquireGPUCommandBuffer(app.device)
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if cmd == nil {
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fmt.eprintfln("FPS overlay AcquireGPUCommandBuffer failed: %s", sdl.GetError())
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sdl.ReleaseGPUTexture(app.device, app.fps_texture)
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app.fps_texture = nil
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return false
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}
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copy_pass := sdl.BeginGPUCopyPass(cmd)
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transfer := sdl.GPUTextureTransferInfo {
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transfer_buffer = tbuf,
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offset = 0,
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pixels_per_row = u32(atlas_w),
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rows_per_layer = u32(atlas_h),
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}
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region := sdl.GPUTextureRegion {
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texture = app.fps_texture,
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w = u32(atlas_w),
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h = u32(atlas_h),
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d = 1,
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}
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sdl.UploadToGPUTexture(copy_pass, transfer, region, false)
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sdl.EndGPUCopyPass(copy_pass)
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fence := sdl.SubmitGPUCommandBufferAndAcquireFence(cmd)
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if fence == nil {
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fmt.eprintfln("FPS overlay texture upload submit failed: %s", sdl.GetError())
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sdl.ReleaseGPUTexture(app.device, app.fps_texture)
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app.fps_texture = nil
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return false
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}
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defer sdl.ReleaseGPUFence(app.device, fence)
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if !sdl.WaitForGPUFences(app.device, true, &fence, 1) {
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fmt.eprintfln("FPS overlay WaitForGPUFences failed: %s", sdl.GetError())
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sdl.ReleaseGPUTexture(app.device, app.fps_texture)
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app.fps_texture = nil
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return false
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}
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return true
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}
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@(private)
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fps_overlay_shutdown :: proc(app: ^App) {
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if app.device != nil && app.fps_texture != nil {
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sdl.ReleaseGPUTexture(app.device, app.fps_texture)
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}
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app.fps_texture = nil
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}
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@(private)
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fps_overlay_begin_frame :: proc(app: ^App) {
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now := now_seconds()
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if app.fps_last_time > 0 {
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dt := now - app.fps_last_time
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if dt > 0 {
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instant := f32(1.0 / dt)
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if app.fps_smooth <= 0 {
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app.fps_smooth = instant
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} else {
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app.fps_smooth = app.fps_smooth * 0.9 + instant * 0.1
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}
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app.fps_update_accum += f32(dt)
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if app.fps_display == 0 || app.fps_update_accum >= FPS_UPDATE_INTERVAL {
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app.fps_display = int(app.fps_smooth + 0.5)
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app.fps_update_accum = 0
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}
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}
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}
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app.fps_last_time = now
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}
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@(private)
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fps_overlay_queue :: proc(app: ^App) {
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if !app.show_fps || app.fps_texture == nil do return
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if app.cmd == nil || app.swapchain_texture == nil do return
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if app.swapchain_w == 0 || app.swapchain_h == 0 do return
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fps := app.fps_display
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if fps < 0 do fps = 0
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// Build "N… FPS" with the full measured rate (no artificial cap).
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glyphs: [FPS_OVERLAY_MAX_GLYPHS]int
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count := 0
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digits: [8]int
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dcount := 0
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if fps == 0 {
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digits[0] = 0
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dcount = 1
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} else {
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v := fps
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for v > 0 && dcount < len(digits) {
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digits[dcount] = v % 10
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dcount += 1
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v /= 10
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}
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for i in 0 ..< dcount / 2 {
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digits[i], digits[dcount - 1 - i] = digits[dcount - 1 - i], digits[i]
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}
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}
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for i in 0 ..< dcount {
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if count >= FPS_OVERLAY_MAX_GLYPHS do break
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glyphs[count] = FPS_GLYPH_DIGIT_0 + digits[i]
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count += 1
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}
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if count + 4 <= FPS_OVERLAY_MAX_GLYPHS {
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glyphs[count] = FPS_GLYPH_SPACE
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count += 1
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glyphs[count] = FPS_GLYPH_F
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count += 1
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glyphs[count] = FPS_GLYPH_P
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count += 1
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glyphs[count] = FPS_GLYPH_S
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count += 1
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}
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sw := f32(app.swapchain_w)
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sh := f32(app.swapchain_h)
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atlas_w := f32(FPS_ATLAS_COLS * FPS_CELL_W)
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atlas_h := f32(FPS_CELL_H)
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gw := f32(FPS_GLYPH_W * FPS_SCALE)
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gh := f32(FPS_GLYPH_H * FPS_SCALE)
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advance := f32(FPS_CELL_W * FPS_SCALE)
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x := f32(FPS_MARGIN)
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y := f32(FPS_MARGIN)
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for i in 0 ..< count {
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if len(app.draw_list) >= MAX_SPRITES do break
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gi := glyphs[i]
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u0 := f32(gi * FPS_CELL_W) / atlas_w
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v0 := f32(0)
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u1 := f32(gi * FPS_CELL_W + FPS_GLYPH_W) / atlas_w
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v1 := f32(FPS_GLYPH_H) / atlas_h
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x0 := x + f32(i) * advance
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y0 := y
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x1 := x0 + gw
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y1 := y0 + gh
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p0 := to_clip(x0, y0, sw, sh)
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p1 := to_clip(x1, y0, sw, sh)
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p2 := to_clip(x1, y1, sw, sh)
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p3 := to_clip(x0, y1, sw, sh)
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verts := [SPRITE_VERT_COUNT]Vertex {
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{pos = p0, uv = {u0, v0}},
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{pos = p1, uv = {u1, v0}},
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{pos = p2, uv = {u1, v1}},
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{pos = p0, uv = {u0, v0}},
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{pos = p2, uv = {u1, v1}},
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{pos = p3, uv = {u0, v1}},
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}
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append(&app.draw_list, Queued_Sprite{texture = app.fps_texture, verts = verts})
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}
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}
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@@ -27,6 +27,15 @@ choose_shader_runtime_prefers_msl :: proc(t: ^testing.T) {
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testing.expect_value(t, rt.format, sdl.GPUShaderFormat{.MSL})
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}
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@(test)
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choose_shader_runtime_prefers_dxil_without_msl :: proc(t: ^testing.T) {
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rt, ok := choose_shader_runtime_from_formats({.DXIL, .SPIRV})
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testing.expect(t, ok, "should pick a runtime when DXIL is available")
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testing.expect_value(t, rt.backend, Shader_Backend.DSD12_DXIL)
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testing.expect_value(t, rt.shader_dir, "shaders/d3d12")
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testing.expect_value(t, rt.format, sdl.GPUShaderFormat{.DXIL})
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}
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@(test)
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choose_shader_runtime_spirv_only :: proc(t: ^testing.T) {
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rt, ok := choose_shader_runtime_from_formats({.SPIRV})
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+1
-6
@@ -89,12 +89,7 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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if sprite == nil || sprite.data == nil || sprite.data.texture == nil {
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return
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}
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// Reserve room for the engine FPS overlay glyphs when enabled.
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max_game := MAX_SPRITES
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if app.show_fps && app.fps_texture != nil {
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max_game -= FPS_OVERLAY_MAX_GLYPHS
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}
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if len(app.draw_list) >= max_game {
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if len(app.draw_list) >= MAX_SPRITES {
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return
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}
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@@ -3,12 +3,7 @@ package main
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import eng "pkg:engine"
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// Many sprites sharing one Character_Data (Flyweight) — good batching demo.
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COUNT :: 1000
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COLS :: 40
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CELL_W :: 20
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CELL_H :: 24
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ORIGIN_X :: 20
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ORIGIN_Y :: 40
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COUNT :: 24
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main :: proc() {
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app: eng.App
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@@ -21,22 +16,18 @@ main :: proc() {
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sprites: [COUNT]eng.Sprite
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for i in 0 ..< COUNT {
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col := i % COLS
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row := i / COLS
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col := i % 8
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row := i / 8
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pos := eng.Vec2 {
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f32(ORIGIN_X + col * CELL_W),
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f32(ORIGIN_Y + row * CELL_H),
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f32(120 + col * 80),
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f32(280 + row * 120),
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}
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clip := "idle" if (i % 2) == 0 else "walk"
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sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5)
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}
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// Look at the middle of the grid
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rows := (COUNT + COLS - 1) / COLS
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app.camera.position = {
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f32(ORIGIN_X + (COLS - 1) * CELL_W / 2),
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f32(ORIGIN_Y + (rows - 1) * CELL_H / 2),
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}
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app.camera.position = {400, 400}
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last := eng.now_seconds()
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Reference in New Issue
Block a user