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			225 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			225 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - mesh instancing
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*
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*   This example has been created using raylib 3.7 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
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*
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*   Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#include <stdlib.h>
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#include <math.h>
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#if defined(PLATFORM_DESKTOP)
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    #define GLSL_VERSION            330
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#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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    #define GLSL_VERSION            100
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#endif
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#define MAX_INSTANCES  10000
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    const int fps = 60;
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    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
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    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
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    int speed = 30;                 // Speed of jump animation
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    int groups = 2;                 // Count of separate groups jumping around
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    float amp = 10;                 // Maximum amplitude of jump
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    float variance = 0.8f;          // Global variance in jump height
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    float loop = 0.0f;              // Individual cube's computed loop timer
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    float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops
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    // Define the camera to look into our 3d world
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    Camera camera = { 0 };
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    camera.position = (Vector3){ -125.0f, 125.0f, -125.0f };
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    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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    camera.fovy = 45.0f;
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    camera.projection = CAMERA_PERSPECTIVE;
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    Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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    Matrix *rotations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix));    // Rotation state of instances
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    Matrix *rotationsInc = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Per-frame rotation animation of instances
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    Matrix *translations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Locations of instances
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    // Scatter random cubes around
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    for (int i = 0; i < MAX_INSTANCES; i++)
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    {
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        x = GetRandomValue(-50, 50);
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        y = GetRandomValue(-50, 50);
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        z = GetRandomValue(-50, 50);
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        translations[i] = MatrixTranslate(x, y, z);
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        x = GetRandomValue(0, 360);
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        y = GetRandomValue(0, 360);
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        z = GetRandomValue(0, 360);
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        Vector3 axis = Vector3Normalize((Vector3){ x, y, z });
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        float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
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        rotationsInc[i] = MatrixRotate(axis, angle);
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        rotations[i] = MatrixIdentity();
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    }
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    Matrix *transforms = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix));   // Pre-multiplied transformations passed to rlgl
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    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
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                               TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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    // Get some shader loactions
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    shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
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    shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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    shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform");
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    // Ambient light level
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    int ambientLoc = GetShaderLocation(shader, "ambient");
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    SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
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    CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader);
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    // NOTE: We are assigning the intancing shader to material.shader
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    // to be used on mesh drawing with DrawMeshInstanced()
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    Material material = LoadMaterialDefault();
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    material.shader = shader;
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    material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
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    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
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    int textPositionY = 300;
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    int framesCounter = 0;                  // Simple frames counter to manage animation
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    SetTargetFPS(fps);                      // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())            // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        textPositionY = 300;
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        framesCounter++;
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        if (IsKeyDown(KEY_UP)) amp += 0.5f;
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        if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f);
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        if (IsKeyDown(KEY_LEFT))  variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f);
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        if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f);
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        if (IsKeyDown(KEY_ONE)) groups = 1;
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        if (IsKeyDown(KEY_TWO)) groups = 2;
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        if (IsKeyDown(KEY_THREE)) groups = 3;
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        if (IsKeyDown(KEY_FOUR)) groups = 4;
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        if (IsKeyDown(KEY_FIVE)) groups = 5;
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        if (IsKeyDown(KEY_SIX)) groups = 6;
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        if (IsKeyDown(KEY_SEVEN)) groups = 7;
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        if (IsKeyDown(KEY_EIGHT)) groups = 8;
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        if (IsKeyDown(KEY_NINE)) groups = 9;
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        if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; }
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        if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f);
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        if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f);
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        if (IsKeyDown(KEY_MINUS)) speed = fmaxf(speed*1.02f, speed + 1);
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        if (IsKeyDown(KEY_KP_SUBTRACT)) speed = fmaxf(speed*1.02f, speed + 1);
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        // Update the light shader with the camera view position
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        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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        SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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        // Apply per-instance transformations
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        for (int i = 0; i < MAX_INSTANCES; i++)
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        {
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            rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
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            transforms[i] = MatrixMultiply(rotations[i], translations[i]);
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            // Get the animation cycle's framesCounter for this instance
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            loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed;
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            // Calculate the y according to loop cycle
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            y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10)));
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            // Clamp to floor
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            y = (y < 0)? 0.0f : y;
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            transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f));
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        }
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        UpdateCamera(&camera);
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            BeginMode3D(camera);
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                //DrawMesh(cube, material, MatrixIdentity());
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                DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES);
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            EndMode3D();
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            DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
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            DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK);
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            DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK);
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            DrawText(": Number of groups", 50, textPositionY , 10, BLACK);
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            DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK);
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            DrawText("UP", 10, textPositionY += 15, 10, BLACK);
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            DrawText(": increase amplitude", 50, textPositionY, 10, BLACK);
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            DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK);
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            DrawText("DOWN", 10, textPositionY += 15, 10, BLACK);
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            DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK);
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            DrawText("LEFT", 10, textPositionY += 15, 10, BLACK);
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            DrawText(": decrease variance", 50, textPositionY, 10, BLACK);
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            DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK);
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            DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK);
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            DrawText(": increase variance", 50, textPositionY, 10, BLACK);
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            DrawText("+/=", 10, textPositionY += 15, 10, BLACK);
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            DrawText(": increase speed", 50, textPositionY, 10, BLACK);
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            DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK);
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            DrawText("-", 10, textPositionY += 15, 10, BLACK);
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            DrawText(": decrease speed", 50, textPositionY, 10, BLACK);
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            DrawText("W", 10, textPositionY += 15, 10, BLACK);
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            DrawText(": Wild setup!", 50, textPositionY, 10, BLACK);
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            DrawFPS(10, 10);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    CloseWindow();        // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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