248 lines
7.1 KiB
C++
248 lines
7.1 KiB
C++
#define _CRT_SECURE_NO_WARNINGS 1 // for fopen
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <stddef.h>
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#include <string.h>
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#include <sys/time.h>
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#include <unistd.h>
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#include <pthread.h>
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#include "../src/libsm64.h"
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extern "C"
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{
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#define SDL_MAIN_HANDLED
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#include "level.h"
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#include "context.h"
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#include "renderer.h"
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#include "gl33core/gl33core_renderer.h"
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#include "gl20/gl20_renderer.h"
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}
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#include "audio.h"
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uint8_t *utils_read_file_alloc(const char *path, size_t *fileLength)
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{
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FILE *f = fopen(path, "rb");
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if (!f) return nullptr;
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fseek(f, 0, SEEK_END);
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size_t length = (size_t)ftell(f);
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rewind(f);
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uint8_t *buffer = (uint8_t *)malloc(length + 1);
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fread(buffer, 1, length, f);
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buffer[length] = 0;
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fclose(f);
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if (fileLength) *fileLength = length;
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return buffer;
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}
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static float read_axis(int16_t val)
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{
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float result = (float)val / 32767.0f;
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if (result < 0.2f && result > -0.2f)
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return 0.0f;
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return result > 0.0f ? (result - 0.2f) / 0.8f : (result + 0.2f) / 0.8f;
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}
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float lerp(float a, float b, float amount)
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{
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return a + (b - a) * amount;
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}
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static void DebugPrint(const char *message)
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{
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if (message == nullptr)
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{
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return;
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}
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printf("[SM64] %s\n", message);
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fflush(stdout);
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}
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int main(void)
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{
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size_t romSize;
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uint8_t *rom = utils_read_file_alloc("baserom.us.z64", &romSize);
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if (rom == nullptr)
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{
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printf("\nFailed to read ROM file \"baserom.us.z64\"\n\n");
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return 1;
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}
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uint8_t *texture = (uint8_t *)malloc(4 * SM64_TEXTURE_WIDTH * SM64_TEXTURE_HEIGHT);
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sm64_global_terminate();
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sm64_global_init(rom, texture);
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sm64_audio_init(rom);
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// sm64_register_debug_print_function(DebugPrint);
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sm64_static_surfaces_load(surfaces, surfaces_count);
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int32_t marioId = sm64_mario_create(0, 1000, 0);
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printf("MarioID: %i\n", marioId);
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free(rom);
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RenderState renderState;
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renderState.mario.index = nullptr;
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vec3 cameraPos = {0, 0, 0};
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float cameraRot = 0.0f;
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struct Renderer *renderer;
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int major, minor;
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#ifdef GL33_CORE
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major = 3; minor = 3;
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renderer = &gl33core_renderer;
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#else
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major = 2;
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minor = 0;
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renderer = &gl20_renderer;
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#endif
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context_init("libsm64", 1280, 720, major, minor);
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renderer->init(&renderState, texture);
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struct SM64MarioInputs marioInputs;
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struct SM64MarioState marioState;
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struct SM64MarioGeometryBuffers marioGeometry;
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// interpolation
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float lastPos[3], currPos[3];
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float lastGeoPos[9 * SM64_GEO_MAX_TRIANGLES], currGeoPos[9 * SM64_GEO_MAX_TRIANGLES];
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marioGeometry.position = (float *)malloc(sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES);
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marioGeometry.color = (float *)malloc(sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES);
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marioGeometry.normal = (float *)malloc(sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES);
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marioGeometry.uv = (float *)malloc(sizeof(float) * 6 * SM64_GEO_MAX_TRIANGLES);
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marioGeometry.numTrianglesUsed = 0;
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float tick = 0;
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uint32_t lastTicks = SDL_GetTicks();
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audio_init();
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sm64_play_music(0, 0x05 | 0x80, 0); // from decomp/include/seq_ids.h: SEQ_LEVEL_WATER | SEQ_VARIATION
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do
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{
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float dt = (SDL_GetTicks() - lastTicks) / 1000.f;
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lastTicks = SDL_GetTicks();
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tick += dt;
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SDL_GameController *controller = context_get_controller();
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float x_axis, y_axis, x0_axis;
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if (!controller) // keyboard
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{
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const Uint8 *state = SDL_GetKeyboardState(nullptr);
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float dir;
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float spd = 0;
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if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_RIGHT])
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{
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dir = -M_PI * 0.25f;
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spd = 1;
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}
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else if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_LEFT])
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{
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dir = -M_PI * 0.75f;
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spd = 1;
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}
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else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_RIGHT])
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{
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dir = M_PI * 0.25f;
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spd = 1;
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}
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else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_LEFT])
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{
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dir = M_PI * 0.75f;
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spd = 1;
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}
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else if (state[SDL_SCANCODE_UP])
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{
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dir = -M_PI * 0.5f;
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spd = 1;
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}
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else if (state[SDL_SCANCODE_DOWN])
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{
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dir = M_PI * 0.5f;
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spd = 1;
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}
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else if (state[SDL_SCANCODE_LEFT])
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{
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dir = M_PI;
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spd = 1;
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}
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else if (state[SDL_SCANCODE_RIGHT])
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{
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dir = 0;
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spd = 1;
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}
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x_axis = cosf(dir) * spd;
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y_axis = sinf(dir) * spd;
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x0_axis = state[SDL_SCANCODE_LSHIFT] ? 1 : state[SDL_SCANCODE_RSHIFT] ? -1 : 0;
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marioInputs.buttonA = state[SDL_SCANCODE_X];
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marioInputs.buttonB = state[SDL_SCANCODE_C];
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marioInputs.buttonZ = state[SDL_SCANCODE_Z];
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}
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else
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{
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x_axis = read_axis(SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTX));
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y_axis = read_axis(SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTY));
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x0_axis = read_axis(SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX));
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marioInputs.buttonA = SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_A);
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marioInputs.buttonB = SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_X);
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marioInputs.buttonZ = SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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}
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cameraRot += x0_axis * dt * 2;
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cameraPos[0] = marioState.position[0] + 1000.0f * cosf(cameraRot);
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cameraPos[1] = marioState.position[1] + 200.0f;
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cameraPos[2] = marioState.position[2] + 1000.0f * sinf(cameraRot);
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marioInputs.camLookX = marioState.position[0] - cameraPos[0];
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marioInputs.camLookZ = marioState.position[2] - cameraPos[2];
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marioInputs.stickX = x_axis;
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marioInputs.stickY = y_axis;
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while (tick >= 1.f / 30)
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{
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memcpy(lastPos, currPos, sizeof(currPos));
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memcpy(lastGeoPos, currGeoPos, sizeof(currGeoPos));
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tick -= 1.f / 30;
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sm64_mario_tick(marioId, &marioInputs, &marioState, &marioGeometry);
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memcpy(currPos, marioState.position, sizeof(currPos));
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memcpy(currGeoPos, marioGeometry.position, sizeof(currGeoPos));
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}
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for (int i = 0; i < 3; i++) marioState.position[i] = lerp(lastPos[i], currPos[i], tick / (1.f / 30));
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for (int i = 0; i < marioGeometry.numTrianglesUsed * 9; i++) marioGeometry.position[i] = lerp(lastGeoPos[i], currGeoPos[i], tick / (1.f / 30));
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renderer->draw(&renderState, cameraPos, &marioState, &marioGeometry);
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}
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while (context_flip_frame_poll_events());
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sm64_stop_background_music(sm64_get_current_background_music());
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sm64_global_terminate();
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context_terminate();
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return 0;
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}
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