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/*
THIS WORK, INCLUDING THE SOURCE CODE, DOCUMENTATION
AND RELATED MEDIA AND DATA, IS PLACED INTO THE PUBLIC DOMAIN.
THE ORIGINAL AUTHOR IS KYLE FOLEY.
THIS SOFTWARE IS PROVIDED AS-IS WITHOUT WARRANTY
OF ANY KIND, NOT EVEN THE IMPLIED WARRANTY OF
MERCHANTABILITY. THE AUTHOR OF THIS SOFTWARE,
ASSUMES _NO_ RESPONSIBILITY FOR ANY CONSEQUENCE
RESULTING FROM THE USE, MODIFICATION, OR
REDISTRIBUTION OF THIS SOFTWARE.
*/
#if !EMSCRIPTEN
#define USE_GLEW 1
#endif
#if USE_GLEW
#include "GL/glew.h"
#endif
#include "SDL/SDL.h"
#if !USE_GLEW
#include "SDL/SDL_opengl.h"
#endif
#include <stdio.h>
#include <string.h>
#include <assert.h>
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays_ = NULL;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray_ = NULL;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays_ = NULL;
void verify() {
int width = 640, height = 480;
unsigned char *data = (unsigned char*)malloc(width*height*4);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
int sum = 0;
for (int x = 0; x < width*height*4; x++) {
if (x % 4 != 3) sum += x * data[x];
}
#if EMSCRIPTEN
int result = sum;
REPORT_RESULT();
#endif
}
int main(int argc, char *argv[])
{
SDL_Surface *screen;
if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
screen = SDL_SetVideoMode( 640, 480, 24, SDL_OPENGL );
if ( !screen ) {
printf("Unable to set video mode: %s\n", SDL_GetError());
return 1;
}
glClearColor( 0, 0, 0, 0 );
glClear( GL_COLOR_BUFFER_BIT );
glGenVertexArrays_ = (PFNGLGENVERTEXARRAYSPROC) SDL_GL_GetProcAddress("glGenVertexArrays");
assert(glGenVertexArrays_);
glBindVertexArray_ = (PFNGLBINDVERTEXARRAYPROC) SDL_GL_GetProcAddress("glBindVertexArray");
assert(glBindVertexArray_);
glDeleteVertexArrays_ = (PFNGLDELETEVERTEXARRAYSPROC) SDL_GL_GetProcAddress("glDeleteVertexArrays");
assert(glDeleteVertexArrays_);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // enabling it *before* the vao does nothing, the vao should wipe it out!
// Generate a VAO
GLuint vao;
glGenVertexArrays_(1, &vao);
glBindVertexArray_(vao);
// Create a texture
GLuint texture;
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
GLubyte textureData[16*16*4];
for (int x = 0; x < 16; x++) {
for (int y = 0; y < 16; y++) {
*((int*)&textureData[(x*16 + y) * 4]) = x*16 + ((y*16) << 8);
}
}
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0,
GL_RGBA, GL_UNSIGNED_BYTE, textureData );
// Create a second texture
GLuint texture2;
glGenTextures( 1, &texture2 );
glBindTexture( GL_TEXTURE_2D, texture2 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
GLubyte texture2Data[] = { 0xff, 0, 0, 0xff,
0, 0xff, 0, 0xaa,
0, 0, 0xff, 0x55,
0x80, 0x90, 0x70, 0 };
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texture2Data );
// BEGIN
#if USE_GLEW
glewInit();
#endif
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// original: glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048);
//glFrustum(-0.6435469817188064, 0.1435469817188064 ,-0.48266022190470925, 0.88266022190470925 ,0.5400000214576721, 2048);
GLfloat pm[] = { 1.372136116027832, 0, 0, 0, 0, 0.7910231351852417, 0, 0, -0.6352481842041016, 0.29297152161598206, -1.0005275011062622, -1, 0, 0, -1.080284833908081, 0 };
glLoadMatrixf(pm);
glMatrixMode(GL_MODELVIEW);
GLfloat matrixData[] = { -1, 0, 0, 0,
0, 0,-1, 0,
0, 1, 0, 0,
0, 0, 0, 1 };
glLoadMatrixf(matrixData);
//glTranslated(-512,-512,-527); // XXX this should be uncommented, but if it is then nothing is shown
// glEnable(GL_CULL_FACE);
// glEnable(GL_DEPTH_TEST);
//glClear(GL_DEPTH_BUFFER_BIT);
// glEnableClientState(GL_NORMAL_ARRAY);
// glEnableClientState(GL_COLOR_ARRAY);
glActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_VERTEX_ARRAY);
GLuint arrayBuffer, elementBuffer;
glGenBuffers(1, &arrayBuffer);
glGenBuffers(1, &elementBuffer);
GLubyte arrayData[] = {
/*
[0, 0, 0, 67] ==> 128 float
[0, 0, 128, 67] ==> 256 float
[0, 0, 0, 68] ==> 512 float
[0, 0, 128, 68] ==> 1024 float
[vertex x ] [vertex y ] [vertex z ] [nr] [texture u ] [texture v ] [lm u ] [lm v ] [color r,g,b,a ] */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 0
0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 1
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 2
0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 3
0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 4
0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 5
0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 6
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 7
0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 8
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 9
0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 10
0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 11
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 12
0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 13
0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 14
0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 15
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128
};
assert(sizeof(arrayData) == 1408);
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(arrayData), arrayData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLushort elementData[] = { 1, 2, 0, 2, 3, 0, 5, 6, 4, 6, 7, 4, 9, 10, 8, 10, 11, 8, 13, 14, 12, 14, 15, 12 };
assert(sizeof(elementData) == 48);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elementData), elementData, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
// sauer vertex data is apparently 0-12: V3F, 12: N1B, 16-24: T2F, 24-28: T2S, 28-32: C4B
glVertexPointer(3, GL_FLOAT, 32, (void*)0); // all these apply to the ARRAY_BUFFER that is bound
glTexCoordPointer(2, GL_FLOAT, 32, (void*)16);
// glClientActiveTexture(GL_TEXTURE1); // XXX seems to be ignored in native build
// glTexCoordPointer(2, GL_SHORT, 32, (void*)24);
// glClientActiveTexture(GL_TEXTURE0); // likely not needed, it is a cleanup
// glNormalPointer(GL_BYTE, 32, (void*)12);
// glColorPointer(4, GL_UNSIGNED_BYTE, 32, (void*)28);
glBindTexture(GL_TEXTURE_2D, texture); // diffuse?
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2); // lightmap?
glActiveTexture(GL_TEXTURE0);
GLint ok;
const char *vertexShader = "uniform mat4 u_modelView;\n"
"uniform mat4 u_projection;\n"
"varying vec4 v_texCoord0;\n"
"void main(void)\n"
"{\n" // (gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex)
// (u_projection * u_modelView * a_position)
" gl_Position = (u_projection * u_modelView * gl_Vertex) + vec4(200, 0, 0, 0);\n"
" v_texCoord0.xy = gl_MultiTexCoord0.xy/20.0;\n" // added /100 here
"}\n";
const char *fragmentShader = "uniform sampler2D diffusemap;\n"
"varying vec4 v_texCoord0;\n"
"void main(void)\n"
"{\n"
" vec4 diffuse = texture2D(diffusemap, v_texCoord0.xy);\n"
" gl_FragColor = diffuse;\n"
"}\n";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertexShader, NULL);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &ok);
if (!ok) {
printf("Shader compilation error with vertex\n");
GLint infoLen = 0;
glGetShaderiv (vs, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1)
{
char* infoLog = (char *)malloc(sizeof(char) * infoLen+1);
glGetShaderInfoLog(vs, infoLen, NULL, infoLog);
printf("Error compiling shader:\n%s\n", infoLog);
}
}
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragmentShader, NULL);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &ok);
if (!ok) {
printf("Shader compilation error with fragment\n");
GLint infoLen = 0;
glGetShaderiv (vs, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1)
{
char* infoLog = (char *)malloc(sizeof(char) * infoLen+1);
glGetShaderInfoLog(vs, infoLen, NULL, infoLog);
printf("Error compiling shader:\n%s\n", infoLog);
}
}
GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &ok);
assert(ok);
glUseProgram(program);
//GLint lightmapLocation = glGetUniformLocation(program, "lightmap");
//assert(lightmapLocation >= 0);
//glUniform1i(lightmapLocation, 1); // sampler2D? Is it the texture unit?
GLint diffusemapLocation = glGetUniformLocation(program, "diffusemap");
assert(diffusemapLocation >= 0);
glUniform1i(diffusemapLocation, 0);
//GLint texgenscrollLocation = glGetUniformLocation(program, "texgenscroll");
//assert(texgenscrollLocation >= 0);
//GLint colorparamsLocation = glGetUniformLocation(program, "colorparams");
//assert(colorparamsLocation >= 0);
//GLfloat texgenscrollData[] = { 0, 0, 0, 0 };
//glUniform4fv(texgenscrollLocation, 1, texgenscrollData);
//GLfloat colorparamsData[] = { 2, 2, 2, 1 };
//glUniform4fv(colorparamsLocation, 1, colorparamsData);
{
GLfloat data[16];
glGetFloatv(GL_MODELVIEW_MATRIX, data);
printf("Modelview: ");
for (int i = 0; i < 16; i++) printf("%.3f, ", data[i]);
printf("\n");
//memset(data, 0, 16*4);
GLint modelViewLocation = glGetUniformLocation(program, "u_modelView");
assert(modelViewLocation >= 0);
glUniformMatrix4fv(modelViewLocation, 1, GL_FALSE, data);
}
{
GLfloat data[16];
glGetFloatv(GL_PROJECTION_MATRIX, data);
printf("Projection: ");
for (int i = 0; i < 16; i++) printf("%.3f, ", data[i]);
printf("\n");
//memset(data, 0, 16*4);
GLint projectionLocation = glGetUniformLocation(program, "u_projection");
assert(projectionLocation >= 0);
glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, data);
}
/*
glBindAttribLocation(program, 0, "a_position");
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 32, (void*)0);
glEnableVertexAttribArray(0);
glBindAttribLocation(program, 1, "v_texCoord0");
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 32, (void*)16);
glEnableVertexAttribArray(1);
*/
// stop recording in the VAO
glBindVertexArray_(0);
// unbind all the stuff the VAO would save for us, so this is a valid test
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
// draw with VAO
glBindVertexArray_(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)12);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*) 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)24);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)36);
// END
SDL_GL_SwapBuffers();
verify();
#if !EMSCRIPTEN
SDL_Delay(1500);
#endif
// SDL_Quit();
return 0;
}
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