2017-09-30 10:37:45 +02:00
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#include "externals.hh"
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#include "imgui_impl_sdl.h"
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#include "utilities.hh"
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2017-09-30 12:59:04 +02:00
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#include "texture.hh"
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2017-09-30 10:37:45 +02:00
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/*= T_Main ===================================================================*/
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struct T_Main
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{
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T_Main( );
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~T_Main( );
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void mainLoop( );
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private:
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const std::string projectFile;
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SDL_Window * window;
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SDL_GLContext gl;
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bool done = false;
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bool capture = false;
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ImVec2 mouseInitial;
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ImVec2 mouseMove;
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T_Camera camera;
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T_FilesWatcher watcher;
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std::unique_ptr< T_ShaderProgram > program;
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void startIteration( );
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void handleCapture( );
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void makeUI( );
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void render( );
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void initProgram( );
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};
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/*----------------------------------------------------------------------------*/
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T_Main::T_Main( )
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{
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SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER );
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// Setup window
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER , 1 );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE , 24 );
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SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE , 8 );
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION , 2 );
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION , 2 );
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SDL_DisplayMode current;
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SDL_GetCurrentDisplayMode( 0 , ¤t );
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window = SDL_CreateWindow( "DEMO",
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SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED ,
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1280 , 720 ,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE );
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gl = SDL_GL_CreateContext( window );
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glewInit();
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ImGui_ImplSdl_Init( window );
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initProgram( );
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//T_Texture textureTest( 512 , 512 , E_TexType::R8 );
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}
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void T_Main::mainLoop( )
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{
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while ( !done ) {
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startIteration( );
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if ( !done ) {
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handleCapture( );
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makeUI( );
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watcher.check( );
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render( );
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}
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}
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}
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T_Main::~T_Main( )
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{
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ImGui_ImplSdl_Shutdown( );
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SDL_GL_DeleteContext( gl );
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SDL_DestroyWindow( window );
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SDL_Quit( );
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}
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/*----------------------------------------------------------------------------*/
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void T_Main::startIteration( )
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{
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SDL_Event event;
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mouseMove = ImVec2( );
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while ( SDL_PollEvent( &event ) ) {
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ImGui_ImplSdl_ProcessEvent( &event );
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if ( event.type == SDL_QUIT ) {
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done = true;
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return;
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}
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if ( capture && event.type == SDL_MOUSEMOTION ) {
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mouseMove.x += event.motion.xrel;
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mouseMove.y += event.motion.yrel;
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}
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}
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ImGui_ImplSdl_NewFrame( window , capture , mouseInitial );
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ImGui::GetIO( ).MouseDrawCursor = true;
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}
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void T_Main::handleCapture( )
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{
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auto const& io( ImGui::GetIO( ) );
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const bool lmb( ImGui::IsMouseDown( 0 ) );
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const bool mb( lmb || ImGui::IsMouseDown( 1 ) );
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const bool appCanGrab( !( ImGui::IsMouseHoveringAnyWindow( )
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|| io.WantCaptureMouse
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|| io.WantCaptureKeyboard ) );
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const bool shift( io.KeyShift );
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const bool ctrl( io.KeyCtrl );
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if ( capture && !mb ) {
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capture = false;
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ImGui::CaptureMouseFromApp( false );
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SDL_SetRelativeMouseMode( SDL_FALSE );
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SDL_WarpMouseInWindow( window ,
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int( mouseInitial.x ) ,
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int( mouseInitial.y ) );
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ImGui::SetMouseCursor( ImGuiMouseCursor_Arrow );
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} else if ( capture ) {
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ImGui::SetMouseCursor( ImGuiMouseCursor_Move );
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camera.handleDND( mouseMove , ctrl , shift , lmb );
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} else if ( appCanGrab && mb ) {
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capture = true;
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mouseInitial = ImGui::GetMousePos( );
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ImGui::CaptureMouseFromApp( true );
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SDL_SetRelativeMouseMode( SDL_TRUE );
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ImGui::SetMouseCursor( ImGuiMouseCursor_Move );
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}
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if ( ( appCanGrab || capture ) && io.MouseWheel ) {
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camera.handleWheel( io.MouseWheel , ctrl , shift );
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}
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}
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void T_Main::makeUI( )
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{
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auto const& dspSize( ImGui::GetIO( ).DisplaySize );
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ImGui::SetNextWindowSize( ImVec2( 300 , dspSize.y ) ,
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ImGuiSetCond_Once );
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ImGui::SetNextWindowPos( ImVec2( ) , ImGuiSetCond_Once );
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ImGui::Begin( "Yay! Demo!" );
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camera.makeUI( );
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ImGui::End( );
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}
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void T_Main::render( )
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{
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auto const& dspSize( ImGui::GetIO( ).DisplaySize );
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glViewport( 0 , 0 , (int) dspSize.x, (int) dspSize.y );
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glClearColor( 1 , 0 , 1 , 1 );
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glClear( GL_COLOR_BUFFER_BIT );
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if ( program->activate( ) ) {
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enum {
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U_TIME = 0 ,
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U_RESOLUTION = 1 ,
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U_CAM_POS = 2 ,
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U_LOOK_AT = 3 ,
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U_CAM_UP = 4 ,
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U_NEAR_PLANE = 5 ,
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U_LIGHT_DIR = 6 ,
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U_RENDER = 7 ,
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};
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auto const& dspSize( ImGui::GetIO( ).DisplaySize );
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glUniform1f( U_TIME , 0 );
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glUniform2f( U_RESOLUTION , dspSize.x , dspSize.y );
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glUniform3fv( U_CAM_POS , 1 , &camera.pos.x );
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glUniform3fv( U_LOOK_AT , 1 , &camera.lookAt.x );
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glUniform3fv( U_CAM_UP , 1 , &camera.up.x );
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glUniform1f( U_NEAR_PLANE , camera.np );
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glUniform3f( U_LIGHT_DIR , 0 , 1 , 1 );
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glUniform4f( U_RENDER , 128 , 0.9 , 0.001 , 100 );
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glRectf( -1, -1 , 1 , 1 );
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}
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glUseProgram( 0 );
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ImGui::Render( );
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SDL_GL_SwapWindow( window );
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}
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void T_Main::initProgram( )
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{
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program = std::make_unique< T_ShaderProgram >(
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GL_FRAGMENT_SHADER , watcher );
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program->addFile( "raymarch-header.glsl" );
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program->addFile( "map.glsl" );
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program->addFile( "raymarcher.glsl" );
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program->load( );
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}
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/*============================================================================*/
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int main( int , char** )
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{
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T_Main m;
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m.mainLoop( );
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#if 0
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// Frame time history
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const int nFrameTimes = 200;
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float frameTimes[ nFrameTimes ];
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memset( frameTimes , 0 , sizeof( float ) * nFrameTimes );
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#endif
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#if 0
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// Update frame time history
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memmove( frameTimes , &frameTimes[ 1 ] ,
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( nFrameTimes - 1 ) * sizeof( float ) );
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frameTimes[ nFrameTimes - 1 ] = 1000.0f / ImGui::GetIO( ).Framerate;
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#endif
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return 0;
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}
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