mirror of
https://github.com/Kugelschieber/go-game.git
synced 2026-01-18 14:50:28 +00:00
251 lines
5.9 KiB
Go
251 lines
5.9 KiB
Go
package goga
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import (
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"github.com/go-gl/gl/v3.2-core/gl"
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)
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const (
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keyframe_sprite_renderer_name = "keyframeRenderer"
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)
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// A single keyframe within a keyframe set.
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type Keyframe struct {
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texCoord *VBO
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Min, Max Vec2
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}
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// A set of keyframes making up an animation.
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type KeyframeSet struct {
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Keyframes []Keyframe
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}
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// Keyframe animation component.
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// It has a start and an end frame, a play speed and option to loop.
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type KeyframeAnimation struct {
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Start, End int
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Loop bool
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Speed float64
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Current int
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Interpolation float64
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}
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// An animated sprite is a sprite with keyframe animation information.
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// It will be updated and rendered by the KeyframeRenderer.
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type AnimatedSprite struct {
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*Actor
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*Pos2D
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*Tex
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*KeyframeSet
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*KeyframeAnimation
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}
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// The keyframe renderer renders animated sprites.
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// It has a 2D position component, to move all sprites at once.
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type KeyframeRenderer struct {
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Pos2D
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Shader *Shader
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Camera *Camera
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sprites []AnimatedSprite
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index, vertex *VBO
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vao *VAO
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}
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// Creates a new single keyframe with texture VBO.
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func NewKeyframe(min, max Vec2) *Keyframe {
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keyframe := &Keyframe{Min: min, Max: max}
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texData := make([]float32, 8)
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texData = []float32{float32(min.X),
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float32(max.Y),
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float32(max.X),
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float32(max.Y),
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float32(min.X),
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float32(min.Y),
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float32(max.X),
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float32(min.Y)}
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keyframe.texCoord = NewVBO(gl.ARRAY_BUFFER)
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keyframe.texCoord.Fill(gl.Ptr(texData), 4, 8, gl.STATIC_DRAW)
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CheckGLError()
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return keyframe
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}
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// Creates a new empty keyframe set with given size.
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func NewKeyframeSet() *KeyframeSet {
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set := &KeyframeSet{}
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set.Keyframes = make([]Keyframe, 0)
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return set
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}
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// Adds a new keyframe to set and returns new length.
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func (s *KeyframeSet) Add(frame *Keyframe) int {
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s.Keyframes = append(s.Keyframes, *frame)
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return len(s.Keyframes)
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}
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// Creates a new keyframe animation with given start, end and loop.
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func NewKeyframeAnimation(start, end int, loop bool, speed float64) *KeyframeAnimation {
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return &KeyframeAnimation{start, end, loop, speed, 0, 0}
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}
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// Creates a new animated sprite.
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func NewAnimatedSprite(tex *Tex, set *KeyframeSet, width, height int) *AnimatedSprite {
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sprite := &AnimatedSprite{}
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sprite.Actor = NewActor()
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sprite.Pos2D = NewPos2D()
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sprite.Tex = tex
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sprite.KeyframeSet = set
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sprite.Scale = Vec2{1, 1}
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sprite.Visible = true
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if width > 0 && height > 0 {
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sprite.Size = Vec2{float64(width), float64(height)}
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} else {
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sprite.Size = Vec2{tex.GetSize().X, tex.GetSize().Y}
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}
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CheckGLError()
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return sprite
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}
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// Creates a new keyframe renderer using given shader and camera.
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// If shader and/or camera are nil, the default one will be used.
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func NewKeyframeRenderer(shader *Shader, camera *Camera) *KeyframeRenderer {
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if shader == nil {
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shader = Default2DShader
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}
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if camera == nil {
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camera = DefaultCamera
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}
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var tc *VBO
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renderer := &KeyframeRenderer{}
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renderer.Shader = shader
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renderer.Camera = camera
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renderer.sprites = make([]AnimatedSprite, 0)
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renderer.index, renderer.vertex, tc = CreateRectMesh(false)
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tc.Drop() // we don't need that VBO
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renderer.Size = Vec2{1, 1}
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renderer.Scale = Vec2{1, 1}
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renderer.vao = NewVAO()
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renderer.vao.Bind()
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renderer.Shader.EnableVertexAttribArrays()
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renderer.index.Bind()
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renderer.vertex.Bind()
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renderer.vertex.AttribPointer(shader.GetAttribLocation(Default_shader_2D_vertex_attrib), 2, gl.FLOAT, false, 0)
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renderer.vao.Unbind()
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CheckGLError()
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return renderer
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}
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// Frees recources created by keyframe renderer.
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// This is called automatically when system gets removed.
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func (s *KeyframeRenderer) Cleanup() {
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s.index.Drop()
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s.vertex.Drop()
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s.vao.Drop()
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}
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// Adds animated sprite to the renderer.
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func (s *KeyframeRenderer) Add(actor *Actor, pos *Pos2D, tex *Tex, set *KeyframeSet, animation *KeyframeAnimation) bool {
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id := actor.GetId()
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for _, sprite := range s.sprites {
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if id == sprite.Actor.GetId() {
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return false
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}
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}
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s.sprites = append(s.sprites, AnimatedSprite{actor, pos, tex, set, animation})
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return true
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}
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// Removes animated sprite from renderer.
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func (s *KeyframeRenderer) Remove(actor *Actor) bool {
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return s.RemoveById(actor.GetId())
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}
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// Removes sprite from renderer by ID.
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func (s *KeyframeRenderer) RemoveById(id ActorId) bool {
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for i, sprite := range s.sprites {
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if sprite.Actor.GetId() == id {
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s.sprites = append(s.sprites[:i], s.sprites[i+1:]...)
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return true
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}
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}
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return false
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}
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// Removes all animated sprites.
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func (s *KeyframeRenderer) RemoveAll() {
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s.sprites = make([]AnimatedSprite, 0)
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}
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// Returns number of sprites.
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func (s *KeyframeRenderer) Len() int {
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return len(s.sprites)
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}
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func (s *KeyframeRenderer) GetName() string {
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return keyframe_sprite_renderer_name
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}
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// Updates animation state and renders sprites.
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func (s *KeyframeRenderer) Update(delta float64) {
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// update animation state
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for i := range s.sprites {
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if s.sprites[i].KeyframeAnimation == nil {
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continue
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}
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s.sprites[i].Interpolation += delta * s.sprites[i].KeyframeAnimation.Speed
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if s.sprites[i].Interpolation > 1 {
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s.sprites[i].Interpolation = 0
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s.sprites[i].Current++
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if s.sprites[i].Current > s.sprites[i].KeyframeAnimation.End {
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if s.sprites[i].KeyframeAnimation.Loop {
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s.sprites[i].Current = s.sprites[i].KeyframeAnimation.Start
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} else {
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s.sprites[i].Current = s.sprites[i].KeyframeAnimation.End
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}
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}
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}
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}
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// render
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s.Shader.Bind()
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s.Shader.SendMat3(Default_shader_2D_ortho, *MultMat3(s.Camera.CalcOrtho(), s.CalcModel()))
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s.Shader.SendUniform1i(Default_shader_2D_tex, 0)
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s.vao.Bind()
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for i := range s.sprites {
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if !s.sprites[i].Visible {
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continue
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}
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texCoord := s.sprites[i].KeyframeSet.Keyframes[s.sprites[i].Current].texCoord
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texCoord.Bind()
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texCoord.AttribPointer(s.Shader.GetAttribLocation(Default_shader_2D_texcoord_attrib), 2, gl.FLOAT, false, 0)
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s.Shader.SendMat3(Default_shader_2D_model, *s.sprites[i].CalcModel())
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s.sprites[i].Tex.Bind()
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gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil)
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}
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}
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