examples: texture-light: zig fmt
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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1 changed files with 92 additions and 79 deletions
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@ -96,9 +96,7 @@ fn frame(app: *App, params: *FrameParams) !void {
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if (params.keys & FrameParams.down != 0)
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params.camera.eye -= fwd * speed;
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if (params.keys & FrameParams.right != 0) params.camera.eye += right * speed
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else if (params.keys & FrameParams.left != 0) params.camera.eye -= right * speed
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else params.camera.eye += right * (speed * @Vector(4, f32){0.5, 0.5, 0.5, 0.5});
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if (params.keys & FrameParams.right != 0) params.camera.eye += right * speed else if (params.keys & FrameParams.left != 0) params.camera.eye -= right * speed else params.camera.eye += right * (speed * @Vector(4, f32){ 0.5, 0.5, 0.5, 0.5 });
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params.camera.update(params.queue);
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@ -114,15 +112,13 @@ fn frame(app: *App, params: *FrameParams) !void {
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = gpu.Color{.r=0.0, .g=0.0, .b=0.4, .a=1.0},
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.clear_value = gpu.Color{ .r = 0.0, .g = 0.0, .b = 0.4, .a = 1.0 },
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.load_op = .clear,
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.store_op = .store,
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};
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const render_pass_descriptor = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{
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color_attachment
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},
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = &.{
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.view = params.depth.view,
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.depth_load_op = .clear,
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@ -210,7 +206,7 @@ const Camera = struct {
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};
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const buffer = .{
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.buffer = initBuffer(device, .{.uniform=true}, &@bitCast([20]f32, uniform)),
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.buffer = initBuffer(device, .{ .uniform = true }, &@bitCast([20]f32, uniform)),
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.size = @sizeOf(@TypeOf(uniform)),
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};
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@ -277,7 +273,7 @@ const Cube = struct {
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const texture = Brick.texture(device);
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// instance buffer
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var ibuf: [IPR*IPR*16]f32 = undefined;
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var ibuf: [IPR * IPR * 16]f32 = undefined;
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var z: usize = 0;
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while (z < IPR) : (z += 1) {
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@ -300,13 +296,13 @@ const Cube = struct {
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}
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}
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const instance = Buffer {
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.buffer = initBuffer(device, .{.vertex=true}, &ibuf),
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const instance = Buffer{
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.buffer = initBuffer(device, .{ .vertex = true }, &ibuf),
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.len = IPR * IPR,
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.size = @sizeOf(@TypeOf(ibuf)),
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};
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return Self {
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return Self{
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.mesh = mesh(device),
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.texture = texture,
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.instance = instance,
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@ -426,8 +422,8 @@ const Cube = struct {
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1, 0, 1, 0, -1, 0, v, 0,
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});
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return Buffer {
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.buffer = initBuffer(device, .{.vertex=true}, &buf),
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return Buffer{
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.buffer = initBuffer(device, .{ .vertex = true }, &buf),
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.size = @sizeOf(@TypeOf(buf)),
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};
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}
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@ -510,8 +506,8 @@ const Brick = struct {
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return Texture.fromData(device, W, H, slice);
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}
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fn data() [W*H*4]u8 {
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comptime var out: [W*H*4]u8 = undefined;
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fn data() [W * H * 4]u8 {
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comptime var out: [W * H * 4]u8 = undefined;
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// fill all the texture with brick color
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comptime var i = 0;
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@ -579,7 +575,7 @@ const Texture = struct {
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}
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fn fromData(device: gpu.Device, width: u32, height: u32, data: anytype) Self {
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const extent = gpu.Extent3D {
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const extent = gpu.Extent3D{
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.width = width,
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.height = height,
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};
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@ -617,9 +613,11 @@ const Texture = struct {
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});
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device.getQueue().writeTexture(
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&gpu.ImageCopyTexture{ .texture = texture, },
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&gpu.ImageCopyTexture{
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.texture = texture,
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},
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data,
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&gpu.Texture.DataLayout {
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&gpu.Texture.DataLayout{
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.bytes_per_row = 4 * width,
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.rows_per_image = height,
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},
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@ -635,7 +633,7 @@ const Texture = struct {
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},
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});
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return Self {
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return Self{
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.view = view,
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.texture = texture,
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.sampler = sampler,
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@ -644,7 +642,7 @@ const Texture = struct {
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}
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fn depth(device: gpu.Device, width: u32, height: u32) Self {
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const extent = gpu.Extent3D {
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const extent = gpu.Extent3D{
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.width = width,
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.height = height,
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};
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@ -684,7 +682,7 @@ const Texture = struct {
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.max_anisotropy = 1,
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});
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return Self {
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return Self{
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.texture = texture,
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.view = view,
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.sampler = sampler,
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@ -725,18 +723,18 @@ const Light = struct {
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};
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const buffer = .{
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.buffer = initBuffer(device, .{.uniform = true}, &@bitCast([8]f32, uniform)),
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.buffer = initBuffer(device, .{ .uniform = true }, &@bitCast([8]f32, uniform)),
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.size = @sizeOf(@TypeOf(uniform)),
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};
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const bind_group = device.createBindGroup(&gpu.BindGroup.Descriptor{
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.layout = Self.bindGroupLayout(device),
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.entries = &[_]gpu.BindGroup.Entry {
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.entries = &[_]gpu.BindGroup.Entry{
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gpu.BindGroup.Entry.buffer(0, buffer.buffer, 0, buffer.size),
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},
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});
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return Self {
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return Self{
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.buffer = buffer,
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.uniform = uniform,
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.bind_group = bind_group,
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@ -746,7 +744,7 @@ const Light = struct {
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fn update(self: *Self, queue: gpu.Queue, delta: f32) void {
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const old = self.uniform;
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const new = Light.Uniform {
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const new = Light.Uniform{
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.position = zm.qmul(zm.quatFromAxisAngle(vec3u(0, 1, 0), delta), old.position),
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.color = old.color,
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};
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@ -890,20 +888,35 @@ fn keyCallback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.A
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if (action == .press) {
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switch (key) {
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.q, .escape, .space => window.setShouldClose(true),
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.w, .up => { global_params.keys |= FrameParams.up; },
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.s, .down => { global_params.keys |= FrameParams.down; },
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.a, .left => { global_params.keys |= FrameParams.left; },
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.d, .right => { global_params.keys |= FrameParams.right; },
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.w, .up => {
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global_params.keys |= FrameParams.up;
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},
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.s, .down => {
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global_params.keys |= FrameParams.down;
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},
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.a, .left => {
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global_params.keys |= FrameParams.left;
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},
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.d, .right => {
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global_params.keys |= FrameParams.right;
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},
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else => {},
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}
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} else if (action == .release) {
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switch (key) {
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.w, .up => { global_params.keys &= ~FrameParams.up; },
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.s, .down => { global_params.keys &= ~FrameParams.down; },
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.a, .left => { global_params.keys &= ~FrameParams.left; },
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.d, .right => { global_params.keys &= ~FrameParams.right; },
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.w, .up => {
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global_params.keys &= ~FrameParams.up;
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},
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.s, .down => {
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global_params.keys &= ~FrameParams.down;
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},
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.a, .left => {
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global_params.keys &= ~FrameParams.left;
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},
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.d, .right => {
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global_params.keys &= ~FrameParams.right;
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},
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else => {},
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}
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}
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}
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