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/*
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Fast Ray Casting Using DDA |
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"Itchy Eyes... Not blinking enough..." - javidx9 |
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Video: https://youtu.be/NbSee-XM7WA
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License (OLC-3) |
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~~~~~~~~~~~~~~~ |
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Copyright 2018 - 2021 OneLoneCoder.com |
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Redistribution and use in source and binary forms, with or without |
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modification, are permitted provided that the following conditions |
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are met: |
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1. Redistributions or derivations of source code must retain the above |
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copyright notice, this list of conditions and the following disclaimer. |
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2. Redistributions or derivative works in binary form must reproduce |
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the above copyright notice. This list of conditions and the following |
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disclaimer must be reproduced in the documentation and/or other |
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materials provided with the distribution. |
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3. Neither the name of the copyright holder nor the names of its |
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contributors may be used to endorse or promote products derived |
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from this software without specific prior written permission. |
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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Links |
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~~~~~ |
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YouTube: https://www.youtube.com/javidx9
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https://www.youtube.com/javidx9extra
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Homepage: https://www.onelonecoder.com
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Author |
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~~~~~~ |
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David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021 |
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*/ |
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#define OLC_PGE_APPLICATION |
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#include "olcPixelGameEngine.h" |
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class Example : public olc::PixelGameEngine |
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{ |
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public: |
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Example() |
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{ |
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sAppName = "RayCast With DDA Algorithm"; |
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} |
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olc::vf2d vPlayer = { 0,0 }; |
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olc::vi2d vMapSize = { 32, 30 }; |
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olc::vi2d vCellSize = { 16, 16 }; |
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std::vector<int> vecMap; |
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public: |
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bool OnUserCreate() override |
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{ |
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// Construct Map
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vecMap.resize(vMapSize.x * vMapSize.y); |
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return true; |
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} |
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bool OnUserUpdate(float fElapsedTime) override |
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{ |
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olc::vf2d vMouse = { float(GetMouseX()), float(GetMouseY()) }; |
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olc::vf2d vMouseCell = vMouse / vCellSize; |
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olc::vi2d vCell = vMouseCell; // implicit cast to integer, rounds down
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// Paint with right mouse button "solid" tiles
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if (GetMouse(1).bHeld) vecMap[vCell.y * vMapSize.x + vCell.x] = 1; |
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// Move "player" position
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if (GetKey(olc::Key::W).bHeld) vPlayer.y -= 25.0f * fElapsedTime; |
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if (GetKey(olc::Key::S).bHeld) vPlayer.y += 25.0f * fElapsedTime; |
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if (GetKey(olc::Key::A).bHeld) vPlayer.x -= 25.0f * fElapsedTime; |
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if (GetKey(olc::Key::D).bHeld) vPlayer.x += 25.0f * fElapsedTime; |
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// DDA Algorithm ==============================================
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// https://lodev.org/cgtutor/raycasting.html
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// Form ray cast from player into scene
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olc::vf2d vRayStart = vPlayer; |
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olc::vf2d vRayDir = (vMouseCell - vPlayer).norm(); |
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// Lodev.org also explains this additional optimistaion (but it's beyond scope of video)
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// olc::vf2d vRayUnitStepSize = { abs(1.0f / vRayDir.x), abs(1.0f / vRayDir.y) };
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olc::vf2d vRayUnitStepSize = { sqrt(1 + (vRayDir.y / vRayDir.x) * (vRayDir.y / vRayDir.x)), sqrt(1 + (vRayDir.x / vRayDir.y) * (vRayDir.x / vRayDir.y)) }; |
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olc::vi2d vMapCheck = vRayStart; |
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olc::vf2d vRayLength1D; |
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olc::vi2d vStep; |
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// Establish Starting Conditions
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if (vRayDir.x < 0) |
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{ |
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vStep.x = -1; |
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vRayLength1D.x = (vRayStart.x - float(vMapCheck.x)) * vRayUnitStepSize.x; |
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} |
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else |
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{ |
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vStep.x = 1; |
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vRayLength1D.x = (float(vMapCheck.x + 1) - vRayStart.x) * vRayUnitStepSize.x; |
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} |
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if (vRayDir.y < 0) |
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{ |
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vStep.y = -1; |
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vRayLength1D.y = (vRayStart.y - float(vMapCheck.y)) * vRayUnitStepSize.y; |
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} |
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else |
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{ |
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vStep.y = 1; |
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vRayLength1D.y = (float(vMapCheck.y + 1) - vRayStart.y) * vRayUnitStepSize.y; |
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} |
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// Perform "Walk" until collision or range check
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bool bTileFound = false; |
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float fMaxDistance = 100.0f; |
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float fDistance = 0.0f; |
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while (!bTileFound && fDistance < fMaxDistance) |
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{ |
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// Walk along shortest path
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if (vRayLength1D.x < vRayLength1D.y) |
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{ |
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vMapCheck.x += vStep.x; |
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fDistance = vRayLength1D.x; |
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vRayLength1D.x += vRayUnitStepSize.x; |
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} |
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else |
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{ |
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vMapCheck.y += vStep.y; |
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fDistance = vRayLength1D.y; |
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vRayLength1D.y += vRayUnitStepSize.y; |
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} |
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// Test tile at new test point
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if (vMapCheck.x >= 0 && vMapCheck.x < vMapSize.x && vMapCheck.y >= 0 && vMapCheck.y < vMapSize.y) |
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{ |
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if (vecMap[vMapCheck.y * vMapSize.x + vMapCheck.x] == 1) |
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{ |
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bTileFound = true; |
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} |
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} |
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} |
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// Calculate intersection location
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olc::vf2d vIntersection; |
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if (bTileFound) |
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{ |
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vIntersection = vRayStart + vRayDir * fDistance; |
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} |
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Clear(olc::BLACK); |
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// Draw Map
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for (int y = 0; y < vMapSize.y; y++) |
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{ |
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for (int x = 0; x < vMapSize.x; x++) |
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{ |
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int cell = vecMap[y * vMapSize.x + x]; |
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if (cell == 1) |
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FillRect(olc::vi2d(x, y) * vCellSize, vCellSize, olc::BLUE); |
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// Draw Cell border
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DrawRect(olc::vi2d(x, y) * vCellSize, vCellSize, olc::DARK_GREY); |
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} |
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} |
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// Draw ray between player and mouse if left mouse button held
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if (GetMouse(0).bHeld) |
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{ |
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DrawLine(vPlayer * vCellSize, vMouse, olc::WHITE, 0xF0F0F0F0); |
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if (bTileFound) |
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{ |
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DrawCircle(vIntersection * vCellSize, 4.0f, olc::YELLOW); |
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} |
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} |
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// Draw Player
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FillCircle(vPlayer * vCellSize, 4.0f, olc::RED); |
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// Draw Mouse
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FillCircle(vMouse, 4.0f, olc::GREEN); |
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return true; |
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} |
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}; |
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int main() |
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{ |
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Example demo; |
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if (demo.Construct(512, 480, 2, 2)) |
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demo.Start(); |
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return 0; |
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} |
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