feat: draw function
This commit is contained in:
parent
d5a89c35f1
commit
9efddf8a1a
55
game.c
55
game.c
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@ -11,11 +11,14 @@
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define CLAMP(x,a,b) (MIN(MAX(x,a),b))
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#define CLAMP(x,a,b) (MIN(MAX(x,a),b))
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int mouse_x = 0, mouse_y = 0;
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size_t mouse_x = 0, mouse_y = 0;
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int eyes_front = 0, eyes_back = 0;
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int eyes_front = 0, eyes_back = 0;
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struct bricks bricks = {0};
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struct bricks bricks = {0};
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struct brick hand[5];
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size_t hand_count = 0;
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void key_callback(int key, int scancode, int action, int mods) {
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void key_callback(int key, int scancode, int action, int mods) {
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if (action != GLFW_PRESS) return;
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if (action != GLFW_PRESS) return;
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switch (key) {
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switch (key) {
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@ -58,26 +61,48 @@ void init() {
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.back = {.x = 13, .y = 5, .val = 5},
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.back = {.x = 13, .y = 5, .val = 5},
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}
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}
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);
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);
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hand_count = 3;
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hand[0] = (struct brick) {
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.front = {.x = 12, .y = 5, .val = 2},
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.back = {.x = 13, .y = 5, .val = 5},
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};
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hand[1] = (struct brick) {
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.front = {.x = 12, .y = 5, .val = 2},
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.back = {.x = 13, .y = 5, .val = 5},
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};
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hand[2] = (struct brick) {
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.front = {.x = 12, .y = 5, .val = 2},
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.back = {.x = 13, .y = 5, .val = 5},
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};
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}
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}
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void draw_image(decoded_image img) {
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void
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for (size_t i = 0; i < img.buf_size; i++) img.buf[i] = i;
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draw(
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struct image canvas, struct image texture,
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size_t xpos, size_t ypos
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) {
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for (size_t y = 0; y < texture.height; y++) {
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for (size_t x = 0; x < texture.width; x++) {
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canvas.buf[(ypos + y) * canvas.width + xpos + x] = texture.buf[y * texture.width + x];
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}
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}
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}
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void render(struct image canvas) {
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for (size_t i = 0; i < canvas.bufsize; i++) canvas.buf[i] = i;
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// domino playground
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for (size_t i = 0; i < bricks.count; i++) {
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for (size_t i = 0; i < bricks.count; i++) {
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struct brick *b = &bricks.items.brick[i];
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struct brick *b = &bricks.items.brick[i];
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draw(canvas, domino[b->back.val][b->front.val], b->front.x * EYE_SIZE, b->front.y * EYE_SIZE);
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for (int y = 0; y < DOMINO_HEIGHT; y++) {
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for (int x = 0; x < DOMINO_WIDTH; x++) {
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img.buf[(b->front.y * EYE_SIZE + y) * img.width + b->front.x * EYE_SIZE + x] =
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(*(uint32_t*) &domino[b->back.val][b->front.val][y * DOMINO_WIDTH * BYTES_PER_PIXEL + x * BYTES_PER_PIXEL]);
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}
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}
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}
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}
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for (int y = 0; y < DOMINO_HEIGHT; y++) {
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for (size_t i = 0; i < hand_count; i++) {
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for (int x = 0; x < DOMINO_WIDTH; x++) {
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struct brick *b = &hand[i];
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img.buf[(CLAMP(mouse_y, 0, img.height) + y) * img.width + CLAMP(mouse_x, 0, img.width) + x] =
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draw(canvas, domino[b->back.val][b->front.val], (canvas.width - hand_count *(DOMINO_WIDTH + 4))/2 + i * (DOMINO_WIDTH + 4), canvas.height - DOMINO_WIDTH);
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(*(uint32_t*) &domino[eyes_front][eyes_back][y * DOMINO_WIDTH * BYTES_PER_PIXEL + x * BYTES_PER_PIXEL]);
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}
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}
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}
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draw(canvas,domino[eyes_front][eyes_back], CLAMP(mouse_x, 0, canvas.width), CLAMP(mouse_y, 0, canvas.height));
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}
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}
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14
game.h
14
game.h
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@ -5,12 +5,14 @@
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#ifndef GAME_H
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#ifndef GAME_H
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#define GAME_H
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#define GAME_H
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typedef struct decoded_image {
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struct color {
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size_t width;
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unsigned char r,g,b,a;
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size_t height;
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};
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uint32_t *buf;
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size_t buf_size;
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struct image {
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} decoded_image;
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size_t width, height, bufsize;
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union {uint32_t *buf; struct color *color;};
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};
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#endif // GAME_H
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#endif // GAME_H
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8
main.c
8
main.c
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@ -23,14 +23,14 @@ extern void key_callback(int key, int scancode, int action, int mods);
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extern void cursor_position_callback(int xpos, int ypos);
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extern void cursor_position_callback(int xpos, int ypos);
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extern void mouse_button_callback(int button, int action, int mods);
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extern void mouse_button_callback(int button, int action, int mods);
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extern void init();
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extern void init();
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extern void draw_image(decoded_image img);
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extern void render(struct image img);
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uint32_t buffer[256 * 240] = {0};
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uint32_t buffer[256 * 240] = {0};
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struct decoded_image canvas = {
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struct image canvas = {
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.width = 256,
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.width = 256,
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.height = 240,
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.height = 240,
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.buf_size = 256 * 240,
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.bufsize = 256 * 240,
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.buf = buffer,
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.buf = buffer,
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};
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};
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@ -109,7 +109,7 @@ void loop() {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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draw_image(canvas);
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render(canvas);
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// bind textures on corresponding texture units
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// bind textures on corresponding texture units
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glActiveTexture(GL_TEXTURE);
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glActiveTexture(GL_TEXTURE);
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@ -13,15 +13,22 @@
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#define START_Y 2
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#define START_Y 2
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void print_domino(unsigned char *data, int width, int n, int posx, int posy) {
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void print_domino(unsigned char *data, int width, int n, int posx, int posy) {
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printf(" {");
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printf(" {.width = %d, .height = %d, .bufsize = %d, .color = (struct color[%d]) {",
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DOMINO_WIDTH,
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DOMINO_HEIGHT,
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DOMINO_WIDTH * DOMINO_HEIGHT,
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DOMINO_WIDTH * DOMINO_HEIGHT
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);
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for (int y = 0; y < DOMINO_HEIGHT; y++) {
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for (int y = 0; y < DOMINO_HEIGHT; y++) {
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for (int x = 0; x < DOMINO_WIDTH; x++) {
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for (int x = 0; x < DOMINO_WIDTH; x++) {
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printf("{");
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for (int i = 0; i < n; i++) {
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for (int i = 0; i < n; i++) {
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printf("%3d, ", data[(y + posy) * width * n + (x + posx) * n + i]);
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printf("%3d, ", data[(y + posy) * width * n + (x + posx) * n + i]);
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}
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}
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printf("},");
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}
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}
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}
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}
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printf("},\n");
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printf("}},\n");
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}
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}
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int main(int argc, char **argv) {
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int main(int argc, char **argv) {
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@ -31,6 +38,8 @@ int main(int argc, char **argv) {
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unsigned char *data = stbi_load(argv[1], &x, &y, &n, 0);
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unsigned char *data = stbi_load(argv[1], &x, &y, &n, 0);
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// n = n < 3 ? n : 3;
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// n = n < 3 ? n : 3;
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printf("#include \"../game.h\"\n");
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printf("#define NUM_DOMINO_X %d\n", NUM_DOMINO_X );
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printf("#define NUM_DOMINO_X %d\n", NUM_DOMINO_X );
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printf("#define NUM_DOMINO_Y %d\n", NUM_DOMINO_Y );
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printf("#define NUM_DOMINO_Y %d\n", NUM_DOMINO_Y );
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printf("#define DOMINO_WIDTH %d\n", DOMINO_WIDTH );
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printf("#define DOMINO_WIDTH %d\n", DOMINO_WIDTH );
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@ -38,10 +47,9 @@ int main(int argc, char **argv) {
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printf("#define EYE_SIZE %d\n", EYE_SIZE);
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printf("#define EYE_SIZE %d\n", EYE_SIZE);
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printf("#define BYTES_PER_PIXEL %d\n", n);
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printf("#define BYTES_PER_PIXEL %d\n", n);
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printf("unsigned char domino[%d][%d][%d] = {\n",
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printf("struct image domino[%d][%d] = {\n",
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NUM_DOMINO_X,
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NUM_DOMINO_X,
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NUM_DOMINO_Y,
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NUM_DOMINO_Y
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DOMINO_WIDTH * DOMINO_HEIGHT * n
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);
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);
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for (int domino_x = 0; domino_x < NUM_DOMINO_X; domino_x++) {
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for (int domino_x = 0; domino_x < NUM_DOMINO_X; domino_x++) {
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