420 lines
13 KiB
C
420 lines
13 KiB
C
#include "core.h"
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#include "handmade.h"
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#include "sdl_handmade.h"
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#include "handmade_intrinsics.h"
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#include <string.h> /* memset */
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static void GameOutputSound(game_state *GameState,
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game_sound_output_buffer *SoundBuffer,
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S32 ToneHz)
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{
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/*
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S16 ToneVolume, *SampleOut;
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S32 WavePeriod, SampleIndex;
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ToneVolume = 0;
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WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz;
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SampleOut = SoundBuffer->Samples;
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for(SampleIndex = 0;
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SampleIndex < SoundBuffer->SampleCount;
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SampleIndex++)
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{
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F32 SineValue;
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S16 SampleValue;
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SineValue = sinf(GameState->tSine);
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SampleValue = (S16)(SineValue * ToneVolume);
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*SampleOut++ = SampleValue;
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*SampleOut++ = SampleValue;
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GameState->tSine += 2.0f * (F32)PI * 1.0f / (F32)WavePeriod;
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if(GameState->tSine > 2.0f*(F32)PI) {
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GameState->tSine -= 2.0f*(F32)PI;
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}
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}
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*/
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}
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static void ClearBackground(game_offscreen_buffer *Buffer)
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{
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S32 Width, Height, X;
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Width = Buffer->Width;
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Height = Buffer->Height;
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for(X = 0; X < Width * Height; X++) {
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U32 *Pixel = &((U32 *)Buffer->Memory)[X];
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*Pixel = 0xFFFFFF;
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}
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}
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static void DrawRectangle(game_offscreen_buffer *Buffer,
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F32 RealMinX, F32 RealMinY,
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F32 RealMaxX, F32 RealMaxY,
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F32 R, F32 G, F32 B)
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{
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S32 MinX = RoundF32toS32(RealMinX);
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S32 MinY = RoundF32toS32(RealMinY);
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S32 MaxX = RoundF32toS32(RealMaxX);
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S32 MaxY = RoundF32toS32(RealMaxY);
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S32 Width = Buffer->Width;
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S32 Height = Buffer->Height;
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U8 *Row;
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S32 Y, X;
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U32 Color;
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if(MinX < 0)
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MinX = 0;
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if(MinY < 0)
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MinY = 0;
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if(MaxX > Width)
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MaxX = Width;
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if(MaxY > Height)
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MaxY = Height;
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Color = (U32)((RoundF32toS32(R * 255.0f) << 16) |
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(RoundF32toS32(G * 255.0f) << 8) |
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(RoundF32toS32(B * 255.0f) << 0));
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Row = ((U8 *)Buffer->Memory + MinX*Buffer->BytesPerPixel +
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MinY*Buffer->Pitch);
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for(Y = MinY; Y < MaxY; Y++) {
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U32 *Pixel = (U32 *)Row;
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for(X = MinX; X < MaxX; X++) {
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*(U32 *)Pixel = Color;
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Pixel++;
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}
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Row += Buffer->Pitch;
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}
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}
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static tile_map *GetTileMap(world *World, S32 TileMapX, S32 TileMapY)
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{
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tile_map *TileMap = NULL;
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if((TileMapX >= 0) && (TileMapX < World->TileMapCountX) &&
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(TileMapY >= 0) && (TileMapY < World->TileMapCountY))
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{
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TileMap =
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&World->TileMaps[TileMapY*World->TileMapCountX + TileMapX];
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}
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return TileMap;
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}
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static U32 GetTileValueUnchecked(world *World, tile_map *TileMap, S32 TileX, S32 TileY)
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{
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U32 TileMapValue;
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ASSERT(TileMap);
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ASSERT((TileX >= 0) && (TileX < World->CountX) &&
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(TileY >= 0) && (TileY < World->CountY));
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TileMapValue = TileMap->Tiles[TileY*World->CountX + TileX];
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return TileMapValue;
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}
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static B32 IsTileMapPointEmpty(world *World, tile_map *TileMap,
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S32 TestTileX, S32 TestTileY)
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{
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B32 Empty = FALSE;
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if(TileMap) {
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if((TestTileX >= 0) && (TestTileX < World->CountX) &&
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(TestTileY >= 0) && (TestTileY < World->CountY))
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{
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U32 TileMapValue =
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GetTileValueUnchecked(World, TileMap, TestTileX, TestTileY);
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Empty = (TileMapValue == 0);
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}
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}
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return Empty;
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}
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static void CannonicalizeCoord(world *World, S32 TileCount,
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S32 *TileMap, S32 *Tile, F32 *TileRel)
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{
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S32 Offset = FloorF32toS32(*TileRel / World->TileSideInMeters);
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*Tile += Offset;
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*TileRel -= (F32)Offset * World->TileSideInMeters;
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ASSERT(*TileRel >= 0);
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ASSERT(*TileRel < World->TileSideInMeters);
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if(*Tile < 0) {
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*Tile = TileCount + *Tile;
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(*TileMap)--;
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}
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if(*Tile >= TileCount) {
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*Tile = *Tile - TileCount;
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(*TileMap)++;
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}
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}
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static cannonical_position RecannonicalizePosition(world *World,
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cannonical_position Pos)
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{
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cannonical_position Result = Pos;
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CannonicalizeCoord(World, World->CountX,
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&Result.TileMapX, &Result.TileX, &Result.TileRelX);
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CannonicalizeCoord(World, World->CountY,
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&Result.TileMapY, &Result.TileY, &Result.TileRelY);
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return Result;
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}
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static B32 IsWorldPointEmpty(world *World, cannonical_position CanPos)
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{
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B32 Empty = FALSE;
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tile_map *TileMap = GetTileMap(World, CanPos.TileMapX, CanPos.TileMapY);
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Empty = IsTileMapPointEmpty(World, TileMap, CanPos.TileX, CanPos.TileY);
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return Empty;
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}
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void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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game_input *Input, game_offscreen_buffer *Buffer,
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game_sound_output_buffer *SoundBuffer)
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{
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#define TILEMAP_COUNT_X 17
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#define TILEMAP_COUNT_Y 9
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game_state *GameState;
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U32 ControllerIndex;
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S32 Row, Column;
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U32 Tiles00[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
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{1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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U32 Tiles01[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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U32 Tiles10[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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U32 Tiles11[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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F32 PlayerR, PlayerG, PlayerB, PlayerWidth, PlayerHeight,
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PlayerLeft, PlayerTop;
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tile_map TileMaps[2][2];
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tile_map *TileMap;
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world World;
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ASSERT((&Input->Controllers[0].u.buttons.Terminator -
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&Input->Controllers[0].u.Buttons[0]) ==
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ARRAY_SIZE(Input->Controllers[0].u.Buttons));
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ASSERT(sizeof(game_state) <= Memory->PermanentStorageSize);
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TileMaps[0][0].Tiles = (U32 *)Tiles00;
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TileMaps[0][1].Tiles = (U32 *)Tiles10;
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TileMaps[1][0].Tiles = (U32 *)Tiles01;
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TileMaps[1][1].Tiles = (U32 *)Tiles11;
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memset(&World, 0, sizeof(World));
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World.TileMapCountX = 2;
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World.TileMapCountY = 2;
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World.CountX = TILEMAP_COUNT_X;
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World.CountY = TILEMAP_COUNT_Y;
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World.TileSideInMeters = 1.4f;
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World.TileSideInPixels = 60;
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World.MetersToPixels =
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(F32)World.TileSideInPixels / World.TileSideInMeters;
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World.UpperLeftX = -((F32)World.TileSideInPixels / 2.0f);
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World.UpperLeftY = 0.0f;
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World.TileMaps = (tile_map *)TileMaps;
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PlayerHeight = 1.4f;
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PlayerWidth = 0.75f * PlayerHeight;
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GameState = (game_state *)Memory->PermanentStorage;
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if(!Memory->IsInitialized) {
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GameState->PlayerP.TileMapX = 0;
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GameState->PlayerP.TileMapY = 0;
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GameState->PlayerP.TileX = 3;
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GameState->PlayerP.TileY = 3;
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GameState->PlayerP.TileRelX = 5.0f;
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GameState->PlayerP.TileRelY = 5.0f;
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Memory->IsInitialized = TRUE;
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}
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TileMap = GetTileMap(&World, GameState->PlayerP.TileMapX,
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GameState->PlayerP.TileMapY);
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ASSERT(TileMap);
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for(ControllerIndex = 0;
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ControllerIndex < ARRAY_SIZE(Input->Controllers);
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ControllerIndex++)
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{
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game_controller_input *Controller =
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GetController(Input, ControllerIndex);
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if(Controller->IsAnalog) {
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} else {
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F32 dPlayerX = 0.0f;
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F32 dPlayerY = 0.0f;
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cannonical_position NewPlayerP, PlayerLeft, PlayerRight;
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if(Controller->u.buttons.MoveUp.EndedDown) {
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dPlayerY = -1.0f;
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}
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if(Controller->u.buttons.MoveDown.EndedDown) {
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dPlayerY = 1.0f;
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}
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if(Controller->u.buttons.MoveLeft.EndedDown) {
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dPlayerX = -1.0f;
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}
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if(Controller->u.buttons.MoveRight.EndedDown) {
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dPlayerX = 1.0f;
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}
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dPlayerX *= 5.0f;
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dPlayerY *= 5.0f;
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NewPlayerP = GameState->PlayerP;
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NewPlayerP.TileRelX += Input->dtForFrame*dPlayerX;
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NewPlayerP.TileRelY += Input->dtForFrame*dPlayerY;
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NewPlayerP = RecannonicalizePosition(&World, NewPlayerP);
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PlayerLeft = NewPlayerP;
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PlayerLeft.TileRelX -= 0.5f*PlayerWidth;
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PlayerLeft = RecannonicalizePosition(&World, PlayerLeft);
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PlayerRight = NewPlayerP;
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PlayerRight.TileRelX += 0.5f*PlayerWidth;
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PlayerRight = RecannonicalizePosition(&World, PlayerRight);
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if(IsWorldPointEmpty(&World, NewPlayerP) &&
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IsWorldPointEmpty(&World, PlayerLeft) &&
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IsWorldPointEmpty(&World, PlayerRight))
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{
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GameState->PlayerP = NewPlayerP;
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}
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}
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}
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DrawRectangle(Buffer, 0.0f, 0.0f,
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(F32)(Buffer->Width), (F32)(Buffer->Height),
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0.0f, 1.0f, 0.0f);
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for(Row = 0; Row < TILEMAP_COUNT_Y; Row++) {
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for(Column = 0; Column < TILEMAP_COUNT_X; Column++) {
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F32 MinX, MinY, MaxX, MaxY;
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U32 TileID = GetTileValueUnchecked(&World, TileMap, Column, Row);
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F32 Gray = 0.5f;
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if(TileID) {
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Gray = 1.0f;
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}
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if((Column == GameState->PlayerP.TileX) &&
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(Row == GameState->PlayerP.TileY))
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{
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Gray = 0.0f;
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}
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MinX = World.UpperLeftX +
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(F32)(Column) * (F32)World.TileSideInPixels;
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MinY =
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World.UpperLeftY + (F32)(Row) * (F32)World.TileSideInPixels;
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MaxX = MinX + (F32)World.TileSideInPixels;
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MaxY = MinY + (F32)World.TileSideInPixels;
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DrawRectangle(Buffer, MinX, MinY, MaxX, MaxY, Gray, Gray, Gray);
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}
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}
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PlayerR = 1.0f;
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PlayerG = 0.0f;
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PlayerB = 0.0f;
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PlayerLeft = World.UpperLeftX +
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(F32)World.TileSideInPixels*(F32)GameState->PlayerP.TileX +
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(F32)GameState->PlayerP.TileX +
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World.MetersToPixels*GameState->PlayerP.TileRelX -
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0.5f*World.MetersToPixels*PlayerWidth;
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PlayerTop = World.UpperLeftY +
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(F32)World.TileSideInPixels*(F32)GameState->PlayerP.TileY +
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(F32)GameState->PlayerP.TileY +
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World.MetersToPixels*GameState->PlayerP.TileRelY -
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World.MetersToPixels*PlayerHeight;
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DrawRectangle(Buffer,
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PlayerLeft, PlayerTop,
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PlayerLeft + World.MetersToPixels*PlayerWidth,
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PlayerTop + World.MetersToPixels*PlayerHeight,
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PlayerR, PlayerG, PlayerB);
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GameOutputSound(GameState, SoundBuffer, 400);
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}
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/*
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static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset,
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S32 YOffset)
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{
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S32 Width, Height, Y;
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U8 *Row;
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Width = Buffer->Width;
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Height = Buffer->Height;
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Row = (U8 *)Buffer->Memory;
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for(Y = 0; Y < Height; Y++) {
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U32 *Pixel = (U32 *)Row;
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S32 X;
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Pixel = (U32 *)Row;
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for(X = 0; X < Width; X++) {
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U8 Blue, Green;
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Blue = (U8)(X + XOffset);
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Green = (U8)(Y + YOffset);
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*Pixel = (Green << 8) | Blue;
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Pixel++;
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}
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Row += Buffer->Pitch;
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}
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}
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*/
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