freelist
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source/engine/freelist.h
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60
source/engine/freelist.h
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@ -0,0 +1,60 @@
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#ifndef FREELIST_H
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#define FREELIST_H
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/* Given a pointer to a struct, create a free list
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Struct must have a 'next' field
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*/
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struct freelistheader
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{
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unsigned int first;
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unsigned int len;
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};
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#define freelist_header(p) ((struct freelistheader*)p-1)
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static inline void *freelist_make(struct freelistheader *list, size_t elemsize, unsigned int n)
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{
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list = malloc(elemsize*n*sizeof(struct freelistheader));
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list->first = 0;
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list->len = n;
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return list+1;
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}
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static inline unsigned int freelist_check(struct freelistheader *h, void *data, size_t elemsize)
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{
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if (h->first > h->len) return -1;
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unsigned int id = h->first;
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return id;
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}
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#define freelist_size(p,l) do{p = freelist_make(p,sizeof(*p),l); for(int i = 0; i < l; i++) { p[i].next = i+1; }}while(0)
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#define freelist_len(p) (freelist_header(p)->len)
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#define freelist_first(p) (freelist_header(p)->first)
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#define freelist_grab(i,p) do{i=freelist_header(p)->first; freelist_header(p)->first = p[i].next; p[i].next = -1;}while(0)
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#define freelist_kill(p,i) do{p[i].next = freelist_first(p);freelist_first(p)=i;}while(0)
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#define freelist_free(p) (free(freelist_header(p)))
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struct link_header
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{
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int len;
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void *head;
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void *last;
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};
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static inline void *add_link(struct link_header *h, size_t size)
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{
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void *n = malloc(size);
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return n;
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}
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#define link_header(p) ((struct link_header*)p-1)
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#define link_head(p) (link_header(p)->head)
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#define link_last(p) (link_header(p)->last)
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#define link_add(p,v) do{
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#define link_each(p,fn) do {void *f = p; while (link_header(p)->head != NULL) { fn(p); p = p->next; }; p = f; }while(0)
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#define link_e(p,i) (
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#define stack_size(p,n) (p = malloc(sizeof(p)*n))
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#define stack_push(p,v) ()
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#define stack_pop(p) ()
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#endif
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@ -1,20 +1,10 @@
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#include "particle.h"
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#include "stb_ds.h"
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#include "freelist.h"
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struct emitter make_emitter() {
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struct emitter e = {0};
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return e;
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}
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struct emitter set_emitter(struct emitter e) {
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arrsetlen(e.particles, e.max);
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e.first = &e.particles[0];
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for (int i = 0; i < arrlen(e.particles) - 1; i++) {
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e.particles[i].next = &e.particles[i + 1];
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}
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arrsetcap(e.particles, 200);
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return e;
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}
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@ -23,26 +13,24 @@ void free_emitter(struct emitter e) {
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}
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void start_emitter(struct emitter e) {
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}
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void pause_emitter(struct emitter e) {
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}
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void stop_emitter(struct emitter e) {
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}
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void emitter_step(struct emitter e, double dt) {
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for (int i = 0; i < arrlen(e.particles); i++) {
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if (e.particles[i].life <= 0)
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continue;
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e.particles[i].pos = HMM_AddV3(e.particles[i].pos, HMM_MulV3F(e.particles[i].v, dt));
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e.particles[i].angle = HMM_MulQ(e.particles[i].angle, HMM_MulQF(e.particles[i].angle, dt));
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e.particles[i].life -= dt;
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e.particles[i].pos = cpvadd(e.particles[i].pos, cpvmult(e.particles[i].v, dt));
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e.particles[i].angle += e.particles[i].av * dt;
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e.particles[i].life -= dt;
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if (e.particles[i].life <= 0) {
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e.particles[i].next = e.first;
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e.first = &e.particles[i];
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}
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if (e.particles[i].life <= 0)
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arrdelswap(e.particles, i);
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}
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}
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@ -1,27 +1,25 @@
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#ifndef PARTICLE_H
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#define PARTICLE_H
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#include <chipmunk/chipmunk.h>
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#include "HandmadeMath.h"
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struct particle {
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cpVect pos;
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cpVect v; /* velocity */
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double angle;
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double av; /* angular velocity */
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HMM_Vec3 pos;
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HMM_Vec3 v; /* velocity */
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HMM_Quat angle;
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HMM_Quat av; /* angular velocity */
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union {
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double life;
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struct particle *next;
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};
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union {
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double life;
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unsigned int next;
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};
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};
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struct emitter {
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struct particle *particles;
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struct particle *first;
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int max;
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double life;
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void (*seeder)(struct particle *p); /* Called to initialize each particle */
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struct particle *particles;
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int max;
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double life;
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void (*seeder)(struct particle *p); /* Called to initialize each particle */
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};
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struct emitter make_emitter();
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void emitter_step(struct emitter e, double dt);
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#endif
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#endif
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@ -13,14 +13,14 @@
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#include <ctype.h>
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#include <limits.h>
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#include "HandmadeMath.h"
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#include "freelist.h"
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#include "sprite.sglsl.h"
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#include "9slice.sglsl.h"
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struct TextureOptions TEX_SPRITE = {1, 0, 0};
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static struct sprite *sprites;
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static int first = -1;
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static struct sprite *sprites = NULL;
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static sg_shader shader_sprite;
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static sg_pipeline pip_sprite;
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.size = {1.f, 1.f},
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.tex = texture_loadfromfile(NULL),
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.go = go,
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.next = -1,
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.layer = 0,
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.next = -1,
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.enabled = 1};
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int slot = 0;
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if (first < 0) {
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arrput(sprites, sprite);
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slot = arrlen(sprites)-1;
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} else {
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slot = first;
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first = id2sprite(first)->next;
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*id2sprite(slot) = sprite;
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}
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return slot;
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int id;
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freelist_grab(id, sprites);
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sprites[id] = sprite;
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return id;
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}
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void sprite_delete(int id) {
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struct sprite *sp = id2sprite(id);
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sp->go = -1;
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sp->enabled = 0;
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sp->next = first;
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first = id;
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freelist_kill(sprites,id);
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}
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void sprite_enabled(int id, int e) {
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static int *layers;
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if (layers) arrfree(layers);
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for (int i = 0; i < arrlen(sprites); i++)
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if (sprites[i].go >= 0 && sprites[i].enabled) arrpush(layers, i);
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for (int i = 0; i < freelist_len(sprites); i++)
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if (sprites[i].next == -1 && sprites[i].go >= 0 && sprites[i].enabled)
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arrpush(layers, i);
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if (arrlen(layers) == 0) return;
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if (arrlen(layers) > 1)
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}
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void sprite_loadtex(struct sprite *sprite, const char *path, struct glrect frame) {
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if (!sprite) {
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YughWarn("NO SPRITE!");
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return;
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}
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sprite->tex = texture_loadfromfile(path);
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sprite_setframe(sprite, &frame);
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}
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}
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void sprite_initialize() {
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freelist_size(sprites, 500);
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shader_sprite = sg_make_shader(sprite_shader_desc(sg_query_backend()));
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pip_sprite = sg_make_pipeline(&(sg_pipeline_desc){
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