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@ -66,78 +66,46 @@ sf::Texture window_texture;
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int main() {
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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// It looks like I got the bulk of the stuff moved over to hardware caster.
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// The lights still need work. Adding them to a map and checking for collisions
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// will probably be the route I take.
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// Need to hook up the assignment of kernel args
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// Also need to hook up the rendering with the draw function.
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RayCaster rc = new Hardware_Caster()
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CL_Wrapper c;
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if (c.compile_kernel("../kernels/ray_caster_kernel.cl", true, "min_kern") < 0) {
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std::cin.get();
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return -1;
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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// Initialize the raycaster hardware, compat, or software
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RayCaster *rc = new Hardware_Caster();
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if (rc->init() != 0) {
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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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// This will be removed
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CL_Wrapper c;
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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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Old_Map* map = new Old_Map(map_dim);
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map->generate_terrain();
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c.create_buffer("map_buffer", sizeof(char) * map_dim.x * map_dim.y * map_dim.z, map->get_voxel_data());
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c.create_buffer("dim_buffer", sizeof(int) * 3, &map_dim);
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sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
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c.create_buffer("res_buffer", sizeof(int) * 2, &view_res);
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double y_increment_radians = DegreesToRadians(50.0f / view_res.y);
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double x_increment_radians = DegreesToRadians(80.0f / view_res.x);
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std::cout << "view matrix...";
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sf::Vector4f* view_matrix = new sf::Vector4f[WINDOW_X * WINDOW_Y * 4];
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for (int y = -view_res.y / 2; y < view_res.y / 2; y++) {
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for (int x = -view_res.x / 2; x < view_res.x / 2; x++) {
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// The base ray direction to slew from
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sf::Vector3f ray(1, 0, 0);
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// Y axis, pitch
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ray = sf::Vector3f(
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static_cast<float>(ray.z * sin(y_increment_radians * y) + ray.x * cos(y_increment_radians * y)),
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static_cast<float>(ray.y),
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static_cast<float>(ray.z * cos(y_increment_radians * y) - ray.x * sin(y_increment_radians * y))
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);
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// Z axis, yaw
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ray = sf::Vector3f(
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static_cast<float>(ray.x * cos(x_increment_radians * x) - ray.y * sin(x_increment_radians * x)),
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static_cast<float>(ray.x * sin(x_increment_radians * x) + ray.y * cos(x_increment_radians * x)),
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static_cast<float>(ray.z)
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);
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int index = (x + view_res.x / 2) + view_res.x * (y + view_res.y / 2);
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ray = Normalize(ray);
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view_matrix[index] = sf::Vector4f(
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ray.x,
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ray.y,
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ray.z,
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0
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);
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}
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}
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c.create_buffer("view_matrix_buffer", sizeof(float) * 4 * view_res.x * view_res.y, view_matrix);
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rc->assign_map(map);
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Camera camera(
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Camera *camera = new Camera(
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sf::Vector3f(0, 0, 0),
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sf::Vector2f(0.0f, 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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c.create_buffer("cam_dir_buffer", sizeof(float) * 4, (void*)camera.get_direction_pointer(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
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c.create_buffer("cam_pos_buffer", sizeof(float) * 4, (void*)camera.get_position_pointer(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
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int light_count = 2;
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c.create_buffer("light_count_buffer", sizeof(int), &light_count);
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@ -148,31 +116,7 @@ int main() {
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0.4f, 0.8f, 0.1f, 1.0f, 50.0f, 50.0f, 50.0f, v2.x, v2.y, v2.z};
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c.create_buffer("light_buffer", sizeof(float) * 10 * light_count, light, CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
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// The drawing canvas
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unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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for (int i = 0; i < WINDOW_X * WINDOW_Y * 4; i += 4) {
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pixel_array[i] = 255; // R?
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pixel_array[i + 1] = 255; // G?
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pixel_array[i + 2] = 255; // B?
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pixel_array[i + 3] = 100; // A?
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}
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sf::Texture t;
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t.create(WINDOW_X, WINDOW_Y);
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t.update(pixel_array);
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int error;
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cl_mem image_buff = clCreateFromGLTexture(
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c.getContext(), CL_MEM_WRITE_ONLY, GL_TEXTURE_2D,
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0, t.getNativeHandle(), &error);
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if (c.assert(error, "clCreateFromGLTexture"))
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return -1;
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c.store_buffer(image_buff, "image_buffer");
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c.set_kernel_arg("min_kern", 0, "map_buffer");
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c.set_kernel_arg("min_kern", 1, "dim_buffer");
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c.set_kernel_arg("min_kern", 2, "res_buffer");
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@ -183,10 +127,7 @@ int main() {
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c.set_kernel_arg("min_kern", 7, "light_count_buffer");
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c.set_kernel_arg("min_kern", 8, "image_buffer");
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sf::Sprite s;
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s.setTexture(t);
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s.setPosition(0, 0);
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// The step size in milliseconds between calls to Update()
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// Lets set it to 16.6 milliseonds (60FPS)
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float step_size = 0.0166f;
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@ -212,11 +153,11 @@ int main() {
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//RayCaster ray_caster(map, map_dim, view_res);
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sf::Vector2f *dp = camera.get_direction_pointer();
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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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sf::Vector3f *mp = camera.get_movement_pointer();
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sf::Vector3f *mp = camera->get_movement_pointer();
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debug_text cam_text_mov_x(4, 30, &mp->x, "X: ");
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debug_text cam_text_mov_y(5, 30, &mp->y, "Y: ");
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debug_text cam_text_mov_z(6, 30, &mp->y, "Z: ");
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@ -263,28 +204,28 @@ int main() {
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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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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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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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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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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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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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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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camera->set_position(sf::Vector3f(50, 50, 50));
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}
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camera.add_static_impulse(cam_vec);
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camera->add_static_impulse(cam_vec);
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if (mouse_enabled) {
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deltas = fixed - sf::Mouse::getPosition();
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@ -292,7 +233,7 @@ int main() {
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// Mouse movement
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sf::Mouse::setPosition(fixed);
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camera.slew_camera(sf::Vector2f(
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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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@ -329,10 +270,11 @@ int main() {
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light[9] = l[2];
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// ==== FPS LOCKED ====
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camera.update(delta_time);
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camera->update(delta_time);
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// Run the raycast
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c.run_kernel("min_kern", WORK_SIZE);
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rc->draw(&window);
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//c.run_kernel("min_kern", WORK_SIZE);
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// ==== RENDER ====
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