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#include "GL_Testing.h"
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#ifdef linux
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#include <CL/cl.h>
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#include <CL/opencl.h>
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#elif defined _WIN32
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#include <windows.h>
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#include <CL/cl.h>
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#include <CL/opencl.h>
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#elif defined TARGET_OS_MAC
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#include <OpenGL/gl.h>
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# include <OpenGL/OpenGL.h>
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# include <OpenCL/opencl.h>
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#include <OpenCL/cl_gl_ext.h>
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#include <OpenCL/cl_ext.h>
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#endif
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#pragma once
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#include <iostream>
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#include <chrono>
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#include <fstream>
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#include <sstream>
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#include <SFML/Graphics.hpp>
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#include "Old_Map.h"
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#include "util.hpp"
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#include "RayCaster.h"
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#include "Hardware_Caster.h"
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#include "Vector4.hpp"
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#include <Camera.h>
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#include "Software_Caster.h"
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const int WINDOW_X = 1920;
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const int WINDOW_Y = 1080;
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const int WORK_SIZE = WINDOW_X * WINDOW_Y;
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const int MAP_X = 512;
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const int MAP_Y = 512;
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const int MAP_Z = 512;
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float elap_time(){
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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if (!started){
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start = std::chrono::system_clock::now();
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started = true;
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}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed_time = now - start;
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return static_cast<float>(elapsed_time.count());
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}
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sf::Sprite window_sprite;
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sf::Texture window_texture;
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// Y: -1.57 is straight up
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// Y: 1.57 is straight down
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int main() {
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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GL_Testing t;
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t.compile_shader("../shaders/passthrough.frag", GL_Testing::Shader_Type::FRAGMENT);
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t.compile_shader("../shaders/passthrough.vert", GL_Testing::Shader_Type::VERTEX);
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t.create_program();
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t.create_buffers();
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// Initialize the raycaster hardware, compat, or software
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RayCaster *rc = new Hardware_Caster();
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//RayCaster *rc = new Software_Caster();
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if (rc->init() != 1) {
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delete rc;
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// rc = new Hardware_Caster_Compat();
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// if (rc->init() != 0) {
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// delete rc;
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// rc = new Software_Caster();
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// }
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}
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// Set up the raycaster
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std::cout << "map...";
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sf::Vector3i map_dim(MAP_X, MAP_Y, MAP_Z);
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Old_Map* map = new Old_Map(map_dim);
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map->generate_terrain();
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rc->assign_map(map);
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Camera *camera = new Camera(
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sf::Vector3f(10, 11, 12),
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sf::Vector2f(0.1f, 1.00f)
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);
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rc->assign_camera(camera);
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rc->create_viewport(WINDOW_X, WINDOW_Y, 50.0f, 80.0f);
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Light l;
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l.direction_cartesian = sf::Vector3f(1.5f, 1.2f, 0.5f);
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l.position = sf::Vector3f(100.0f, 100.0f, 100.0f);
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l.rgbi = sf::Vector4f(0.3f, 0.4f, 0.3f, 1.0f);
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rc->assign_lights(std::vector<Light>{l});
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rc->validate();
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// Done setting up raycaster
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// ========== DEBUG ==========
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fps_counter fps;
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sf::Vector2f *dp = camera->get_direction_pointer();
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debug_text cam_text_x(1, 30, &dp->x, "incli: ");
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debug_text cam_text_y(2, 30, &dp->y, "asmth: ");
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// ===========================
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// 16.6 milliseconds (60FPS)
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float step_size = 0.0166f;
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double frame_time = 0.0,
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elapsed_time = 0.0,
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delta_time = 0.0,
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accumulator_time = 0.0,
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current_time = 0.0;
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// Mouse capture
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sf::Vector2i deltas;
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sf::Vector2i fixed(window.getSize());
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sf::Vector2i prev_pos;
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bool mouse_enabled = true;
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bool reset = false;
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while (window.isOpen()) {
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// Poll for events from the user
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sf::Event event;
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while (window.pollEvent(event)) {
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if (event.type == sf::Event::Closed)
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window.close();
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if (event.type == sf::Event::KeyPressed) {
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if (event.key.code == sf::Keyboard::Space) {
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if (mouse_enabled)
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mouse_enabled = false;
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else
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mouse_enabled = true;
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} if (event.key.code == sf::Keyboard::R) {
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reset = true;
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}
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}
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}
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float speed = 1.0f;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift)) {
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speed = 0.2f;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
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camera->add_relative_impulse(Camera::DIRECTION::DOWN, speed);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::E)) {
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camera->add_relative_impulse(Camera::DIRECTION::UP, speed);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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camera->add_relative_impulse(Camera::DIRECTION::FORWARD, speed);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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camera->add_relative_impulse(Camera::DIRECTION::REARWARD, speed);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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camera->add_relative_impulse(Camera::DIRECTION::LEFT, speed);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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camera->add_relative_impulse(Camera::DIRECTION::RIGHT, speed);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::T)) {
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camera->set_position(sf::Vector3f(50, 50, 50));
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}
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if (mouse_enabled) {
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if (reset) {
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reset = false;
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sf::Mouse::setPosition(sf::Vector2i(2560/2, 1080/2));
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prev_pos = sf::Vector2i(2560 / 2, 1080 / 2);
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}
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deltas = prev_pos - sf::Mouse::getPosition();
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if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
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// Mouse movement
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sf::Mouse::setPosition(fixed);
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prev_pos = sf::Mouse::getPosition();
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camera->slew_camera(sf::Vector2f(
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deltas.y / 300.0f,
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deltas.x / 300.0f
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));
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}
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}
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// Time keeping
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elapsed_time = elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.2f)
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delta_time = 0.2f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// ==== DELTA TIME LOCKED ====
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}
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// ==== FPS LOCKED ====
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camera->update(delta_time);
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window.clear(sf::Color::Black);
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// Run the raycast
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rc->compute();
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rc->draw(&window);
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window.popGLStates();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//t.rotate(delta_time);
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//t.transform();
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//t.draw();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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window.pushGLStates();
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// Give the frame counter the frame time and draw the average frame time
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fps.frame(delta_time);
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fps.draw(&window);
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cam_text_x.draw(&window);
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cam_text_y.draw(&window);
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window.display();
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}
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return 0;
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}
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