228 lines
5.9 KiB
C++
228 lines
5.9 KiB
C++
//#define NOMUSICTIMING
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#define MULTISHADER
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#include <time.h>
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#include <io.h>
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#include <process.h>
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#include "Shaders.h"
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#include "synth.h"
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#include "4klang.h"
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#define HALF_FAC 2
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static const int gi_ScreenWidth = 1280/HALF_FAC;
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static const int gi_ScreenHeight = 720/HALF_FAC;
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static const char* glUniform4f = "glUniform4f";
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HANDLE gh_ShaderCompileEvent;
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static char** gs_LastShader_;
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static __time64_t gi_ShaderChangedDate;
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static unsigned int gi_ShaderProgram;
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static unsigned int gi_LastShaderProgram;
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static const char* gs_ShaderFile = "mark.fs";
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static const PIXELFORMATDESCRIPTOR pfd={
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0, 1, PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 8
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};
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static DEVMODE dmScreenSettings={
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0,0,0,sizeof(dmScreenSettings),0,DM_PELSWIDTH|DM_PELSHEIGHT,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,gi_ScreenWidth,gi_ScreenHeight
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};
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DWORD WINAPI filemon(void* args)
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{
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while (true)
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{
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_finddata_t fdata;
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long hfile = _findfirst(gs_ShaderFile, &fdata);
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if (hfile != -1)
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{
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if (fdata.time_write != gi_ShaderChangedDate)
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{
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gi_ShaderChangedDate = fdata.time_write;
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::SetEvent(gh_ShaderCompileEvent);
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std::cout << "Shader loaded." << std::endl;
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}
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_findclose(hfile);
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}
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::Sleep(100);
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}
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return 0;
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}
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bool g_bForceCompile= true;
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LRESULT MessageCallback(HWND ar_Handle, UINT aw_Message, WPARAM aw_Param, LPARAM al_Param)
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{
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return DefWindowProc(ar_Handle, aw_Message, aw_Param, al_Param);
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}
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int gCurScene= 0;
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int gCurSceneStart= 0;
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/*int g_SceneLength[]=
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{
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16, 16, 16,
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16, 16, 16,
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16, 32, 16,
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16, 16, 16,
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0x80000000
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};
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int g_SceneShader[]=
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{
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0,0,0,
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1,1,1,
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2,2,2,
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3,3,3,
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};
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float g_SceneFactor[]=
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{
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0, 0, 0,
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0, 0, 1.0f,
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0, 0, 1.0f,
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0, 1.0f, 1.0f,
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0,
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};*/
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void _cdecl main()
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{
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//ChangeDisplaySettings (&dmScreenSettings,CDS_FULLSCREEN);
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//HDC hDC = GetDC(CreateWindow("edit", 0, WS_POPUP | WS_VISIBLE | WS_MAXIMIZE, 0, 0, 0, 0, 0, 0, 0, 0));
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//HWND hWnd = CreateWindow("MDICLIENT", "Test", WS_OVERLAPPED | WS_VISIBLE | WS_SYSMENU, 0, 0, gi_ScreenWidth, gi_ScreenHeight, 0, 0, 0, 0);
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WNDCLASSEX wndclass;
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wndclass.cbSize = sizeof (wndclass) ;
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wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
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wndclass.lpfnWndProc = (WNDPROC)MessageCallback ;
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wndclass.cbClsExtra = 0 ;
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wndclass.cbWndExtra = 0 ;
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wndclass.hInstance = NULL ;
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wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION) ;
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wndclass.hCursor = LoadCursor (NULL, IDC_ARROW) ;
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wndclass.hbrBackground = (HBRUSH) GetStockObject (DKGRAY_BRUSH) ;
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wndclass.lpszMenuName = NULL;
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wndclass.lpszClassName = "Window" ;
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wndclass.hIconSm = LoadIcon (NULL, IDI_APPLICATION) ;
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RegisterClassEx(&wndclass);
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HWND hWnd = CreateWindow(
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"Window", /* Classname */
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"Title", /* Title Text */
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WS_EX_APPWINDOW, /* default window */
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10, /* Windows decides the position */
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30, /* where the window ends up on the screen */
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gi_ScreenWidth, /* The programs width */
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gi_ScreenHeight, /* and height in pixels */
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NULL, /* The window is a child-window to desktop */
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NULL, /* No menu */
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GetModuleHandle(NULL), //GetModuleHandle(NULL), /* Program Instance handler */
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NULL /* No Window Creation data */
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);
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HDC hDC = GetDC(hWnd);
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SetPixelFormat(hDC, ChoosePixelFormat(hDC, &pfd), &pfd);
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wglMakeCurrent(hDC, wglCreateContext(hDC));
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initShaders();
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gh_ShaderCompileEvent = ::CreateEvent(NULL, FALSE, FALSE, TEXT("WriteEvent"));
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SetThreadPriority((HANDLE)CreateThread(0, 0, &filemon, 0, 0, 0), THREAD_PRIORITY_BELOW_NORMAL);
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ShowWindow (hWnd , SW_NORMAL );
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LARGE_INTEGER li_OldTime = { 0 };
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#ifdef NOMUSICTIMING
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int iStartTick= timeGetTime();
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#endif
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float lf_Time= 0.0f;
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do
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{
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MSG msg;
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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return;
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else
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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}
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if (::WaitForSingleObject(gh_ShaderCompileEvent, 0) == WAIT_OBJECT_0 || g_bForceCompile)
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{
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::Sleep(50);
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gi_ShaderProgram = createFragmentProgram(gs_ShaderFile, g_ShaderID, g_ShaderDebug);
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PrintErrors();
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g_bForceCompile= false;
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}
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get_Sample();
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int Sample= MMTime.u.sample - gCurSceneStart;
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int SceneEnd = 8 * SAMPLES_PER_TICK * 8;//samples per tick
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#ifdef NOMUSICTIMING
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lf_Time = ( timeGetTime() - iStartTick ) * 0.001f / 16.0f;
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#endif
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glLoadIdentity();
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LARGE_INTEGER li_CurrentTime, li_CurrentFrequency;
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QueryPerformanceCounter(&li_CurrentTime);
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QueryPerformanceFrequency(&li_CurrentFrequency);
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//lf_Time = (float)li_CurrentTime.QuadPart / (float)li_CurrentFrequency.QuadPart;
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float lf_DiffTime = (float)(li_CurrentTime.QuadPart - li_OldTime.QuadPart) / (float)li_CurrentFrequency.QuadPart;
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char windowText[255];
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sprintf_s(
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windowText,
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"Shader: %d Scene: %d AnimFac: %2.2f FPS: %.2f, Render time: %.4fms",
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g_ShaderID,
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g_SceneID,
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g_fSqrAnimFac,
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1.0f / lf_DiffTime,
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lf_DiffTime );
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::SetWindowTextA(hWnd, windowText);
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li_OldTime = li_CurrentTime;
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lf_Time+= lf_DiffTime * 145.0f / 60.0f / g_fSpeedFac;
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if( lf_Time > 1.0f )
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{
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lf_Time= 0.0f;
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if (g_fSqrAnimFac < 0.0)
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{
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g_SceneID = (g_SceneID + 1) % 16;
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}
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}
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if( lf_Time < 0.0f )
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{
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lf_Time = 0.0f;
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}
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if (g_fSqrAnimFac == 0)
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{
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lf_Time = 0.0f;
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}
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((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))(gi_ShaderProgram);
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((PFNGLUNIFORM4FPROC)wglGetProcAddress(glUniform4f))(0, (float)g_SceneID + lf_Time, (GLfloat)gi_ScreenHeight, (GLfloat)0.375f, 0.0f);
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MoveCam( lf_Time );
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float fDebugData[ 16 ];
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fDebugData[ 0 ]= g_DebugCamPos[ 0 ];
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fDebugData[ 1 ]= g_DebugCamPos[ 1 ];
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fDebugData[ 2 ]= g_DebugCamPos[ 2 ];
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fDebugData[ 4 ]= g_DebugCamRot[ 0 ];
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fDebugData[ 5 ]= g_DebugCamRot[ 1 ];
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf((GLfloat*)&fDebugData);
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glRects(-1, -1, 1, 1);
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SwapBuffers(hDC);
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}
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while ( !GetAsyncKeyState(VK_ESCAPE) );
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ExitProcess(0);
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}
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