basic patterns for incenter
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@ -241,13 +241,13 @@ ed_sculpture_updated(App_State* state, r32 scale, r32 led_size)
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r32 texel_x_min = (r32)pixel_x / (r32)pixels_dim;
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r32 texel_y_min = (r32)pixel_y / (r32)pixels_dim;
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r32 texel_x_max = texel_x_min + texel_dim;
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r32 texel_y_max = texel_y_min + texel_dim;
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r32 texel_x_max = texel_x_min + (texel_dim / 2);
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r32 texel_y_max = texel_y_min + (texel_dim / 2);
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v2 t0 = (v2){texel_x_min, texel_y_min};
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v2 t1 = (v2){texel_x_max, texel_y_min};
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v2 t0 = (v2){texel_x_max, texel_y_max};
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v2 t1 = (v2){texel_x_max, texel_y_max};
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v2 t2 = (v2){texel_x_max, texel_y_max};
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v2 t3 = (v2){texel_x_min, texel_y_max};
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v2 t3 = (v2){texel_x_max, texel_y_max};
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v3 p0 = HMM_AddVec3(c, (v3){ -r, -r, 0 });
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v3 p1 = HMM_AddVec3(c, (v3){ r, -r, 0 });
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@ -282,7 +282,16 @@ ed_sculpture_updated(App_State* state, r32 scale, r32 led_size)
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}
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u8* pixels = ed_leds_to_texture(state, &scratch, pixels_dim);
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ed->sculpture_tex = texture_create(texture_desc_default(pixels_dim, pixels_dim), pixels);
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Texture_Desc pixel_texture_desc = {
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.w = pixels_dim,
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.h = pixels_dim,
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.s = pixels_dim,
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.min_filter = GL_NEAREST,
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.mag_filter = GL_NEAREST,
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.fmt_internal = GL_RGBA,
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.fmt_data = GL_RGBA
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};
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ed->sculpture_tex = texture_create(pixel_texture_desc, pixels);
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scratch_release(scratch);
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lumenarium_env_validate();
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@ -85,11 +85,14 @@ ed_sculpture_visualizer(App_State* state)
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{
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Editor* ed = state->editor;
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#define SCULPTURE_VIZ_BLOOM 0
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#if SCULPTURE_VIZ_BLOOM
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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os_gl_no_error();
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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#endif
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// Set the viewport to the current layout's region so that the sculpture
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// never overlaps any other ui elements
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@ -108,10 +111,11 @@ ed_sculpture_visualizer(App_State* state)
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// TODO(PS): TEMPORARY CAMERA CODE
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cam_theta += 0.01f;
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r32 cam_r = 100;
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v3 camera_pos = (v3){sinf(cam_theta) * cam_r, 25, cosf(cam_theta) * cam_r};
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r32 cam_r = 50;
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//v3 camera_pos = (v3){sinf(cam_theta) * cam_r, 25, cosf(cam_theta) * cam_r};
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v3 camera_pos = (v3){ 0, -4.9, -cam_r };
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r32 aspect = view_dim.x / view_dim.y;
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m44 proj = HMM_Perspective(45.0, aspect, 0.01f, 500);
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m44 proj = HMM_Perspective(72.0, aspect, 0.01f, 500);
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m44 view = HMM_LookAt(camera_pos, (v3){0,0,0}, (v3){0,1,0});
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shader_bind(ed->sculpture_shd);
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@ -126,7 +130,9 @@ ed_sculpture_visualizer(App_State* state)
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geometry_drawi(ed->sculpture_geo, k, 0);
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// reset the viewport for all other rendering
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#if SCULPTURE_VIZ_BLOOM
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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v2 wds = HMM_MultiplyVec2(ed->window_dim, ed->content_scale);
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glViewport(0, 0, (s32)wds.x, (s32)wds.y);
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@ -141,4 +147,5 @@ ed_sculpture_visualizer(App_State* state)
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texture_bind(fbo_tex_c);
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geometry_bind(fs_quad);
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geometry_drawi(fs_quad, 6, 0);
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#endif // SCULPTURE_VIZ_BLOOM
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}
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@ -22,6 +22,92 @@ en_frame_prepare(App_State* state)
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global r32 tt = 0;
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r32
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curve_ease_in_out(r32 t)
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{
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r32 tc = clamp(0, t, 1);
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r32 theta = (tc * r32_pi) - (r32_pi / 2.0f);
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r32 s = sinf(theta);
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r32 result = 0.5f + (s / 2.0f);
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return result;
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}
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#define incenter_pos_to_unit(p) (v4){ ((p.x / 6.0f) + 0.5f), ((p.y / 6.0f) + 0.5f), ((p.z / 6.0f) + 0.5f), 1.0f }
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void
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test_pattern(Assembly_Pixel_Buffer pixels)
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{
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for (u32 j = 0; j < pixels.len; j++)
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{
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v4 p = pixels.positions[j];
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pixels.pixels[j].r = (u8)(((sinf((5 * tt) + (p.x * 10)) + 1) * 0.5f) * 255);
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pixels.pixels[j].b = (u8)(((sinf((5 * tt) + (p.z * 10)) + 1) * 0.5f) * 255);
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}
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}
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void
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pattern_debug(Assembly_Pixel_Buffer pixels)
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{
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r32 scale = 6;
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r32 offset = 0;
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for (u32 j = 0; j < pixels.len; j++)
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{
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v4 p = pixels.positions[j];
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v4 pp = incenter_pos_to_unit(p);
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pixels.pixels[j].r = pp.x * 255;
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pixels.pixels[j].g = pp.y * 255;
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pixels.pixels[j].b = pp.z * 255;
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}
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}
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void
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grow_pattern_sphere_function(Assembly_Pixel_Buffer pixels, v4 center, r32 radius, r32 falloff)
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{
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for (u32 j = 0; j < pixels.len; j++)
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{
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v4 p = incenter_pos_to_unit(pixels.positions[j]);
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r32 d0 = HMM_LengthVec4(HMM_SubtractVec4(p, center));
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r32 d1 = falloff - fabsf(d0 - radius);
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r32 b = d1 / falloff;
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v3 color = {
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.x = 0.5f + 0.5f * sinf(p.x * r32_tau * 4.313f + tt * 0.53f),
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.y = 0.5f + 0.5f * cosf(0.2314f + p.y * r32_tau * 3.915f + tt * 0.5f),
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.z = 0.2f + 0.8f * p.z,
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};
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v3 color_b = HMM_MultiplyVec3f(color, b);
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pixels.pixels[j].r = color_b.x * 255;
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pixels.pixels[j].g = color_b.y * 255;
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pixels.pixels[j].b = color_b.z * 255;
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}
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}
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void
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grow_pattern(Assembly_Pixel_Buffer pixels)
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{
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v4 center = (v4){};
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r32 radius = 0;
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r32 falloff = 0;
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//phase 1 - light up to center
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if (tt < 8)
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{
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r32 height = -0.2f + curve_ease_in_out(tt / 6) * 0.5f;
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center = (v4){ 0.5f, 0.2f + height, 0.5f, 1 };
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radius = 0.1f;
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falloff = 0.2f;
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}
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else if (tt >= 8)
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{
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r32 t = (tt - 8) / 5;
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center = (v4){ 0.5f, 0.5f, 0.5f, 1 };
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radius = 0.1f + curve_ease_in_out(t) * 0.27f;
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falloff = 0.2 - (curve_ease_in_out(t) * 0.1f);
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}
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grow_pattern_sphere_function(pixels, center, radius, falloff);
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}
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internal void
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en_frame(App_State* state)
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{
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@ -34,18 +120,14 @@ en_frame(App_State* state)
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// Temp Pattern Simulation
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tt += 1.0f / 60.0f;
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if (tt > 50) tt = 0;
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r32 hrange = 1;
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r32 range = hrange * 2;
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for (u32 i = 0; i < assemblies.len; i++)
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{
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Assembly_Pixel_Buffer pixels = assemblies.pixel_buffers[i];
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for (u32 j = 0; j < pixels.len; j++)
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{
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v4 p = pixels.positions[j];
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pixels.pixels[j].r = (u8)(((sinf((5 * tt) + (p.x * 10)) + 1) * 0.5f) * 255);
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pixels.pixels[j].b = (u8)(((sinf((5 * tt) + (p.z * 10)) + 1) * 0.5f) * 255);
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}
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grow_pattern(pixels);
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}
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///////////////////////////////////////
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@ -18,6 +18,7 @@ incenter_init(App_State* state)
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{
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// create a fake sculpture
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Assembly_Handle ah = assembly_add(&state->assemblies, lit_str("test"), 5043, 41);
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//Assembly_Handle ah = assembly_add(&state->assemblies, lit_str("test"), 20000, 150);
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scratch_get(scratch);
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Allocator* s = scratch.a;
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