277 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			277 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#define _CRT_SECURE_NO_WARNINGS 1
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#define SDL_MAIN_HANDLED
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#include "../rt_weekend.h"
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#include <windows.h>
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#include <SDL.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include <errno.h>
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#include "win32_platform.h"
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const char *WindowTitle = "Ray Tracing in a Weekend";
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const uint32_t TARGET_FRAME_RATE = 10;
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const uint32_t TICKS_PER_FRAME = 1000 / TARGET_FRAME_RATE;
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const uint32_t WINDOW_WIDTH = 500;
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const uint32_t WINDOW_HEIGHT = 250;
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global_variable bool Running = true;
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global_variable sdl_offscreen_buffer GlobalBackbuffer;
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void PluginUpdateAndRenderStub(plugin_offscreen_buffer *Buffer, plugin_input *Input)
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{
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}
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internal sdl_window_dimension
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SDLGetWindowDimension(SDL_Window *Window)
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{
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    sdl_window_dimension Result;
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    SDL_GetWindowSize(Window, &Result.Width, &Result.Height);
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    return(Result);
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}
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internal void
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SDLResizeTexture(sdl_offscreen_buffer *Buffer,
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                 SDL_Renderer *Renderer,
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                 int Width, int Height)
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{
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    const int BytesPerPixel = 4;
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    if(Buffer->Memory)
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    {
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        VirtualFree(Buffer->Memory, 0, MEM_RELEASE);
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    }
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    if(Buffer->Texture)
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    {
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        SDL_DestroyTexture(Buffer->Texture);
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    }
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    Buffer->Texture = SDL_CreateTexture(Renderer,
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                                      SDL_PIXELFORMAT_RGBA8888,
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                                      SDL_TEXTUREACCESS_STREAMING,
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                                      Width, Height);
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    Buffer->Width = Width;
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    Buffer->Height = Height;
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    Buffer->Pitch = Width * BytesPerPixel;
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    Buffer->Memory = VirtualAlloc(0, Width * Height * BytesPerPixel,
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                                  MEM_RESERVE|MEM_COMMIT, PAGE_READWRITE);
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}
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internal void
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SDLUpdateWindow(SDL_Renderer *Renderer,
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                sdl_offscreen_buffer Buffer)
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{
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    SDL_UpdateTexture(Buffer.Texture,
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                      0,
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                      Buffer.Memory,
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                      Buffer.Pitch);
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    SDL_RenderCopy(Renderer, Buffer.Texture, 0, 0);
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    SDL_RenderPresent(Renderer);
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}
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internal void
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HandleEvent(SDL_Event *Event)
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{
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    switch(Event->type)
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    {
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        case SDL_QUIT:
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        {
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            Running = false;
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        } break;
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        case SDL_WINDOWEVENT:
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        {
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            switch (Event->window.event)
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            {
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                case SDL_WINDOWEVENT_EXPOSED:
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                {
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                    SDL_Window *Window = SDL_GetWindowFromID(Event->window.windowID);
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                    SDL_Renderer *Renderer = SDL_GetRenderer(Window);
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                    SDLUpdateWindow(Renderer, GlobalBackbuffer);
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                } break;
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            }
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        }
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    }
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}
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inline FILETIME
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Win32GetLastWriteTime(char *Filename)
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{
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    FILETIME LastWriteTime = {};
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    WIN32_FILE_ATTRIBUTE_DATA Data;
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    if (GetFileAttributesEx(Filename, GetFileExInfoStandard, &Data))
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    {
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        LastWriteTime = Data.ftLastWriteTime;
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    }
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    return LastWriteTime;
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}
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internal sdl_plugin_code
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SDLLoadPluginCode(char *SourceDLLName, char *TempDLLName)
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{
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    sdl_plugin_code Result = {};
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    Result.DLLLastWriteTime = Win32GetLastWriteTime(SourceDLLName);
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    CopyFile(SourceDLLName, TempDLLName, FALSE);
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    Result.PluginCodeDLL = LoadLibraryA(TempDLLName);
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    if (Result.PluginCodeDLL)
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    {
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        Result.UpdateAndRender = (plugin_update_and_render *)
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            GetProcAddress(Result.PluginCodeDLL, "PluginUpdateAndRender");
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        Result.IsValid = Result.UpdateAndRender;
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    }
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    Assert(Result.IsValid);
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    if (!Result.IsValid)
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    {
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        Result.UpdateAndRender = 0;
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    }
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    return Result;
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}
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internal void
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SDLUnloadPluginCode(sdl_plugin_code *PluginCode)
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{
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    if (PluginCode->PluginCodeDLL)
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    {
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        FreeLibrary(PluginCode->PluginCodeDLL);
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        PluginCode->PluginCodeDLL = 0;
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    }
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    PluginCode->IsValid = false;
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    PluginCode->UpdateAndRender = 0;
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}
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int main()
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{
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    // Variables required to calculate framerate
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    #define FPS_INTERVAL 1.0
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    uint32_t LastFrameEndTime = SDL_GetTicks();
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    uint32_t CurrentFPS = 0;
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    uint32_t FramesElapsed = 0;
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    uint32_t FramesMissed = 0;
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    // Initialize SDL
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    SDL_Window *Window = NULL;
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    SDL_Renderer *Renderer = NULL;
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    if (SDL_Init(SDL_INIT_VIDEO) != 0)
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    {
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        SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
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        return 1;
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    }
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    // Create window
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    Window = SDL_CreateWindow(WindowTitle,
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                              SDL_WINDOWPOS_UNDEFINED,
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                              SDL_WINDOWPOS_UNDEFINED,
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                              WINDOW_WIDTH,
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                              WINDOW_HEIGHT,
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                              SDL_WINDOW_OPENGL);
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    if (Window == NULL)
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    {
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        printf("Could not create window: %s\n", SDL_GetError());
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        SDL_Quit();
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        return 1;
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    }
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    // Create renderer
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    Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_ACCELERATED);
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    if (Renderer == NULL)
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    {
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        printf("Could not create renderer: %s\n", SDL_GetError());
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        SDL_DestroyWindow(Window);
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        SDL_Quit();
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        return 1;
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    }
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    // Create texture
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    sdl_window_dimension Dimension = SDLGetWindowDimension(Window);
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    SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height);
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    // Load plugin code
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    sdl_plugin_code Plugin = SDLLoadPluginCode("rt_weekend.dll", "rt_weekend_temp.dll");
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    // Main loop
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    while (Running)
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    {
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        uint32_t FrameStartTime = SDL_GetTicks();
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        // Live reloading
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        FILETIME NewDLLWriteTime = Win32GetLastWriteTime("rt_weekend.dll");
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        if (CompareFileTime(&NewDLLWriteTime, &Plugin.DLLLastWriteTime) != 0)
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        {
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            SDLUnloadPluginCode(&Plugin);
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            Plugin = SDLLoadPluginCode("rt_weekend.dll", "rt_weekend_temp.dll");
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        }
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        SDL_Event Event;
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        while (SDL_PollEvent(&Event))
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        {
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            HandleEvent(&Event);
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        }
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        // Display rendering information in Window title
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        char WindowTitleBuffer[512];
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        sprintf(WindowTitleBuffer,
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                "%s - %d x %d - %u fps - %d frames missed",
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                WindowTitle,
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                WINDOW_WIDTH,
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                WINDOW_HEIGHT,
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                CurrentFPS,
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                FramesMissed);
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        SDL_SetWindowTitle(Window, WindowTitleBuffer);
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        plugin_offscreen_buffer Buffer = {};
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        Buffer.Memory = GlobalBackbuffer.Memory;
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        Buffer.Width = GlobalBackbuffer.Width;
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        Buffer.Height = GlobalBackbuffer.Height;
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        Buffer.Pitch = GlobalBackbuffer.Pitch;
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        Plugin.UpdateAndRender(&Buffer);
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        SDLUpdateWindow(Renderer, GlobalBackbuffer);
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        uint32_t FrameEndTime = SDL_GetTicks();
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        // Calculate framerate
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        if (LastFrameEndTime < FrameEndTime - FPS_INTERVAL * 1000)
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        {
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            LastFrameEndTime = FrameEndTime;
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            CurrentFPS = FramesElapsed;
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            FramesElapsed = 0;
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        }
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        FramesElapsed++;
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        // Cap framerate
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        uint32_t FrameTicks = FrameEndTime - FrameStartTime;
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        if (FrameTicks < TICKS_PER_FRAME)
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        {
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            // Wait remaining time
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            SDL_Delay(TICKS_PER_FRAME - FrameTicks);
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        }
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        else
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        {
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            FramesMissed++;
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        }
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    }
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    SDL_DestroyRenderer(Renderer);
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    SDL_DestroyWindow(Window);
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    SDL_Quit();
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    return 0;
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}
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