added shaders, but ran into performance issues. will need refactor
This commit is contained in:
@@ -1,5 +1,5 @@
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CC ?= gcc
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CC ?= gcc
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CFLAGS := -Wall -Wextra -O2 $(shell pkg-config --cflags wayland-client 2>/dev/null)
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CFLAGS := -Wall -Wextra -O3 $(shell pkg-config --cflags wayland-client 2>/dev/null)
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LDFLAGS := $(shell pkg-config --libs wayland-client 2>/dev/null)
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LDFLAGS := $(shell pkg-config --libs wayland-client 2>/dev/null)
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# Fallback if pkg-config is unavailable or returns nothing.
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# Fallback if pkg-config is unavailable or returns nothing.
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@@ -1,4 +1,5 @@
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[ ] write a monolithic header file
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[ ] write a monolithic header file
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[x] refactor example code using composition
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[x] refactor example code using composition
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[x] remove draw class entirely
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[x] remove draw class entirely
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[ ] create shader classes with polymorphism
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[x] create shader classes with polymorphism
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[ ] optimize shader/primative performance (repeat myself!)
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+29
-25
@@ -6,7 +6,9 @@
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#include "helpers.cpp"
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#include "helpers.cpp"
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#include "shaders/shader.cpp"
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#include "shaders/shader.cpp"
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#include "shaders/colorshader.cpp"
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#include "shaders/colorshader.cpp"
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#include "shaders/gradientshader.cpp"
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// #include "shaders/gradientshader.cpp"
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#include "shaders/hgradientshader.cpp"
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#include "shaders/vgradientshader.cpp"
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namespace UwU {
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namespace UwU {
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// Buffer object - can be a wayland surface or a virtual buffer
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// Buffer object - can be a wayland surface or a virtual buffer
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@@ -32,34 +34,36 @@ namespace UwU {
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uint16_t stride;
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uint16_t stride;
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void drawPixel(Coord2 coord, Color color) {
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void drawPixel(Coord2 coord, Color color) {
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if (color.a == 0) {return;}
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size_t i = (size_t)coord.y * stride + (size_t)coord.x * 4;
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size_t i = (size_t)coord.y * stride + (size_t)coord.x * 4;
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uint8_t b0 = pixels[i + 0];
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// uint8_t b0 = pixels[i + 0];
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uint8_t g0 = pixels[i + 1];
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// uint8_t g0 = pixels[i + 1];
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uint8_t r0 = pixels[i + 2];
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// uint8_t r0 = pixels[i + 2];
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uint8_t b = Helpers::lerp8(b0, color.b, color.a);
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// uint8_t b = Helpers::lerp8(b0, color.b, color.a);
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uint8_t g = Helpers::lerp8(g0, color.g, color.a);
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// uint8_t g = Helpers::lerp8(g0, color.g, color.a);
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uint8_t r = Helpers::lerp8(r0, color.r, color.a);
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// uint8_t r = Helpers::lerp8(r0, color.r, color.a);
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pixels[i + 0] = b; // B
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pixels[i + 0] = color.b; // B
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pixels[i + 1] = g; // G
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pixels[i + 1] = color.g; // G
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pixels[i + 2] = r; // R
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pixels[i + 2] = color.r; // R
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pixels[i + 3] = 0xff; // A
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pixels[i + 3] = 0xff; // A
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return;
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return;
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}
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}
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void drawPixelShader(uint16_t x, uint16_t y, uint16_t u, uint16_t v, Shader& shader) {
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// void drawPixelShader(uint16_t x, uint16_t y, Shader& shader) {
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size_t i = (size_t)y * stride + (size_t)x * 4;
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// Color newColor = shader.color(x, y);
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uint8_t b0 = pixels[i + 0];
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// if (newColor.a == 0) {return;}
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uint8_t g0 = pixels[i + 1];
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// size_t i = (size_t)y * stride + (size_t)x * 4;
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uint8_t r0 = pixels[i + 2];
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// // uint8_t b0 = pixels[i + 0];
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Color newColor = shader.color(u, v);
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// // uint8_t g0 = pixels[i + 1];
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uint8_t b = Helpers::lerp8(b0, newColor.b, newColor.a);
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// // uint8_t r0 = pixels[i + 2];
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uint8_t g = Helpers::lerp8(g0, newColor.g, newColor.a);
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// // uint8_t b = Helpers::lerp8(b0, newColor.b, newColor.a);
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uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a);
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// // uint8_t g = Helpers::lerp8(g0, newColor.g, newColor.a);
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pixels[i + 0] = b; // B
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// // uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a);
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pixels[i + 1] = g; // G
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// pixels[i + 0] = newColor.b; // B
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pixels[i + 2] = r; // R
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// pixels[i + 1] = newColor.g; // G
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pixels[i + 3] = 0xff; // A
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// pixels[i + 2] = newColor.r; // R
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return;
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// pixels[i + 3] = 0xff; // A
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}
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// return;
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// }
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};
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};
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}
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}
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+27
-12
@@ -19,8 +19,12 @@
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// #include "draw.cpp"
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// #include "draw.cpp"
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#include "shaders/shader.cpp"
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#include "shaders/shader.cpp"
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#include "shaders/colorshader.cpp"
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#include "shaders/colorshader.cpp"
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#include "shaders/gradientshader.cpp"
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// #include "shaders/gradientshader.cpp"
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#include "mapper.cpp"
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#include "shaders/hgradientshader.cpp"
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#include "shaders/vgradientshader.cpp"
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// #include "mapper.cpp"
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#include <time.h>
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static void onKey(void *user, uint32_t keycode, uint32_t state) {
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static void onKey(void *user, uint32_t keycode, uint32_t state) {
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if (keycode == 1) {
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if (keycode == 1) {
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@@ -34,26 +38,36 @@ static void onKey(void *user, uint32_t keycode, uint32_t state) {
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int main(void) {
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int main(void) {
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uint16_t w = 800, h = 480;
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uint16_t w = 800, h = 480;
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UwU::GradientShader fuchsia = UwU::GradientShader(UwU::Color(0xb00b69ff), UwU::Color(0xb00b6940));
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// UwU::GradientShader fuchsia = UwU::GradientShader(UwU::Color(0xb00b69ff), UwU::Color(0xb00b6940));
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// UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff));
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UwU::VGradientShader fuchsia = UwU::VGradientShader(69, UwU::Color(0xb00b69ff), 420, UwU::Color(0x00000000));
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int32_t rectScale = (255 * 65536) / 351;
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int32_t rectScale = (255 * 65536) / 351;
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UwU::Mapper rectMapper = UwU::Mapper(UwU::Vec2(-69, 0), UwU::Vec2(69, 0), UwU::Matrix4(rectScale, 0, 0, 1));
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// rectScale = 41233; //-23806
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// UwU::Mapper rectMapper = UwU::Mapper(UwU::Vec2(0, 0), UwU::Vec2(0, 0), UwU::Matrix4(0, 0, 0, 0));
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UwU::Color red = UwU::Color(0xff000080);
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UwU::Color red = UwU::Color(0xff000080);
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UwU::Color green = UwU::Color(0x00ff00ff);
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UwU::Color green = UwU::Color(0x00ff00ff);
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UwU::Color blue = UwU::Color(0x0000ff80);
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UwU::Color blue = UwU::Color(0x0000ff80);
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// UwU::Color alpha = UwU::Color(0x00000000);
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// UwU::Color alpha = UwU::Color(0x00000000);
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UwU::Surface surface = UwU::Surface(w, h, onKey);
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UwU::Surface surface = UwU::Surface(w, h, onKey);
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// UwU::Buffer buffer = UwU::Buffer(surface.getWidth(), surface.getHeight());
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// draw.rainbow();
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UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420);
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rectangle.draw(surface.buffer, rectMapper, fuchsia);
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// draw.rainbow();
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// draw.rectangleGradient(UwU::Coord2(200, 200), UwU::Coord2(600, 400), red, blue, alpha, red);
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// draw.rectangleGradient(UwU::Coord2(200, 200), UwU::Coord2(600, 400), red, blue, alpha, red);
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struct timespec start, end;
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clock_gettime(CLOCK_MONOTONIC, &start);
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rectangle.draw(surface.buffer, fuchsia);
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clock_gettime(CLOCK_MONOTONIC, &end);
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long elapsed_ns = (end.tv_sec - start.tv_sec) * 1000000000L +
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(end.tv_nsec - start.tv_nsec);
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printf("Elapsed: %ld ns\n", elapsed_ns);
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480);
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trapezoid.draw(surface.buffer, red);
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trapezoid.draw(surface.buffer, red);
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UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300);
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UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300);
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triangle.draw(surface.buffer, blue);
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triangle.draw(surface.buffer, blue);
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@@ -75,6 +89,7 @@ int main(void) {
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lines[i].draw(surface.buffer, green);
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lines[i].draw(surface.buffer, green);
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}
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}
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surface.present();
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surface.present();
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while (!surface.shouldClose()) {}
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while (!surface.shouldClose()) {}
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+1
-1
@@ -31,7 +31,7 @@ namespace UwU {
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y1 = y1 / 65536;
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y1 = y1 / 65536;
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y1 += origin.y;
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y1 += origin.y;
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y1 += offset.y;
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y1 += offset.y;
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return Coord2((uint16_t)x1, (uint16_t)y1);
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return Coord2((uint16_t)x1, (uint16_t)0);
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}
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}
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};
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};
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}
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}
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@@ -7,8 +7,10 @@
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#include "../buffer.cpp"
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#include "../buffer.cpp"
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#include "../shaders/shader.cpp"
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#include "../shaders/shader.cpp"
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#include "../shaders/colorshader.cpp"
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#include "../shaders/colorshader.cpp"
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#include "../shaders/gradientshader.cpp"
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// #include "../shaders/gradientshader.cpp"
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#include "../mapper.cpp"
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#include "../shaders/hgradientshader.cpp"
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#include "../shaders/vgradientshader.cpp"
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// #include "../mapper.cpp"
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namespace UwU {
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namespace UwU {
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// rectangle
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// rectangle
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@@ -27,14 +29,16 @@ namespace UwU {
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uint16_t y1;
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uint16_t y1;
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// Draw a rectangle
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// Draw a rectangle
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void draw (Buffer buffer, Mapper mapper, Shader& shader) {
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template<typename ShaderType>
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void draw (Buffer buffer, ShaderType& shader) {
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// printf("color: %u, %u, %u, %u", shader.color().r, shader.color().g, shader.color().b, shader.color().a);
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// printf("color: %u, %u, %u, %u", shader.color().r, shader.color().g, shader.color().b, shader.color().a);
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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Coord2 uv = Coord2();
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// Coord2 uv = Coord2();
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for (uint16_t y = y0; y < y1; y++) {
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for (uint16_t y = y0; y < y1; y++) {
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for (uint16_t x = x0; x < x1; x++) {
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for (uint16_t x = x0; x < x1; x++) {
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uv = mapper.map(Coord2(x, y));
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// uv = mapper.map(Coord2(x, y));
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buffer.drawPixelShader(x, y, uv.x, uv.y, shader);
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Color c = shader.color(x, y);
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buffer.drawPixel(Coord2(x, y), c);
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}
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}
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}
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}
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return;
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return;
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@@ -8,7 +8,7 @@
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#include "shader.cpp"
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#include "shader.cpp"
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namespace UwU {
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namespace UwU {
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class ColorShader : public Shader {
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class ColorShader {
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public:
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public:
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ColorShader(Color color) {
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ColorShader(Color color) {
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this->shaderColor = color;
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this->shaderColor = color;
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@@ -16,7 +16,7 @@ namespace UwU {
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Color shaderColor;
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Color shaderColor;
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Color color(uint16_t u, uint16_t v) override {
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Color color(uint16_t u, uint16_t v) {
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(void)u;
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(void)u;
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(void)v;
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(void)v;
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return shaderColor;
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return shaderColor;
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@@ -1,29 +0,0 @@
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#pragma once
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#include <stdint.h>
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "shader.cpp"
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namespace UwU {
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class GradientShader : public Shader {
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public:
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GradientShader(Color color0, Color color1) {
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// this->x0 = x0;
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this->shaderColor0 = color0;
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// this->x1 = x1;
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this->shaderColor1 = color1;
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}
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// uint16_t x0;
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Color shaderColor0;
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// uint16_t x1;
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Color shaderColor1;
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Color color(uint16_t u, uint16_t v) override {
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(void)v;
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return Helpers::lerpColor(shaderColor0, shaderColor1, u);
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}
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};
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}
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@@ -0,0 +1,33 @@
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#pragma once
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#include <stdint.h>
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "shader.cpp"
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namespace UwU {
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class HGradientShader{
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public:
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HGradientShader(uint16_t x0, Color color0, uint16_t x1, Color color1) {
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this->x0 = x0;
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this->shaderColor0 = color0;
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this->scale = 0xffffffff / (1 + (uint32_t)x1 - (uint32_t)x0);
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this->shaderColor1 = color1;
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}
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uint16_t x0;
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Color shaderColor0;
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uint32_t scale;
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Color shaderColor1;
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Color color(uint16_t u, uint16_t v) {
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(void)v;
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uint32_t t = (((uint32_t)u - (uint32_t)x0) * scale) / 0x01000000;
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// if (v == 42) {
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// printf("(%u, %u)\n", u, t);
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// }
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return Helpers::lerpColor(shaderColor0, shaderColor1, (uint8_t)t);
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}
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};
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}
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+1
-1
@@ -12,7 +12,7 @@ namespace UwU {
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public:
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public:
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Shader() {}
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Shader() {}
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virtual Color color(uint16_t u, uint16_t v) {
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Color color(uint16_t u, uint16_t v) {
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(void)u;
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(void)u;
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(void)v;
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(void)v;
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return Color();
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return Color();
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@@ -0,0 +1,33 @@
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#pragma once
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#include <stdint.h>
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#include "../datatypes.cpp"
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#include "../helpers.cpp"
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#include "../buffer.cpp"
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#include "shader.cpp"
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namespace UwU {
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class VGradientShader {
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public:
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VGradientShader(uint16_t y0, Color color0, uint16_t y1, Color color1) {
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this->y0 = y0;
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this->shaderColor0 = color0;
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this->scale = 0xffffffff / (1 + (uint32_t)y1 - (uint32_t)y0);
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this->shaderColor1 = color1;
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}
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uint16_t y0;
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Color shaderColor0;
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uint32_t scale;
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Color shaderColor1;
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Color color(uint16_t u, uint16_t v) {
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(void)u;
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uint32_t t = (((uint32_t)v - (uint32_t)y0) * scale) / 0x01000000;
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// if (v == 42) {
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// printf("(%u, %u)\n", u, t);
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// }
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return Helpers::lerpColor(shaderColor0, shaderColor1, (uint8_t)t);
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}
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};
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}
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Reference in New Issue
Block a user