aw refactor, start writing depth buffer
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parent
cdc9337df5
commit
4c7b447a01
3 changed files with 76 additions and 28 deletions
47
engine/depth.go
Normal file
47
engine/depth.go
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@ -0,0 +1,47 @@
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package engine
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import (
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"log"
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"github.com/hajimehoshi/ebiten/v2"
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)
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const screenShaderSrc = `package main
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var ScreenSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return imageSrc0UnsafeAt(texCoord)
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}
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`
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const depthShaderSrc = `package main
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var ScreenSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return imageSrc0UnsafeAt(texCoord)
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}
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`
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var depthShader, screenShader *ebiten.Shader
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func init() {
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ds, err := ebiten.NewShader([]byte(depthShaderSrc))
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if err != nil {
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log.Fatalf("Compiling depth shader: %v", err)
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}
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depthShader = ds
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ss, err := ebiten.NewShader([]byte(screenShaderSrc))
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if err != nil {
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log.Fatalf("Compiling screen shader: %v", err)
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}
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screenShader = ss
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}
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type DepthBuffer struct {
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Buffer *ebiten.Image
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}
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55
game/aw.go
55
game/aw.go
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@ -32,7 +32,7 @@ type Awakeman struct {
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camera *engine.Camera
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toast *engine.DebugToast
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vx, vy, vz float64
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vel geom.Float3
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facingLeft bool
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coyoteTimer int
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jumpBuffer int
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@ -49,7 +49,7 @@ func (aw *Awakeman) Update() error {
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// TODO: better cheat for noclip
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if inpututil.IsKeyJustPressed(ebiten.KeyN) {
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aw.noclip = !aw.noclip
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aw.vx, aw.vy, aw.vz = 0, 0, 0
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aw.vel = geom.Float3{}
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if aw.toast != nil {
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if aw.noclip {
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aw.toast.Toast("noclip enabled")
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@ -111,6 +111,7 @@ func (aw *Awakeman) realUpdate() error {
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// Fell below some threshold?
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if aw.Sprite.Actor.Pos.Y > respawnY {
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aw.Sprite.Actor.Pos = aw.spawnPoint
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aw.vel = geom.Float3{}
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}
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// High-school physics time! Under constant acceleration:
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@ -123,24 +124,24 @@ func (aw *Awakeman) realUpdate() error {
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// and
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// s = (v_0 + v) / 2.
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// Capture current v_0 to use later.
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ux, uy, uz := aw.vx, aw.vy, aw.vz
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v0 := aw.vel
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// Has traction?
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if aw.vy >= 0 && aw.Sprite.Actor.CollidesAt(aw.Sprite.Actor.Pos.Add(geom.Pt3(0, 1, 0))) {
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if aw.vel.Y >= 0 && aw.Sprite.Actor.CollidesAt(aw.Sprite.Actor.Pos.Add(geom.Pt3(0, 1, 0))) {
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// Not falling.
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// Instantly decelerate (AW absorbs all kinetic E in legs, or something)
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if aw.jumpBuffer > 0 {
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// Tried to jump recently -- so jump
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aw.vy = jumpVelocity
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aw.vel.Y = jumpVelocity
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aw.jumpBuffer = 0
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} else {
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// Can jump now or soon.
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aw.vy = 0
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aw.vel.Y = 0
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aw.coyoteTimer = coyoteTime
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}
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} else {
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// Falling. v = v_0 + a, and a = gravity + airResistance(v_0)
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aw.vy += gravity + airResistance*aw.vy
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aw.vel.Y += gravity + airResistance*aw.vel.Y
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if aw.coyoteTimer > 0 {
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aw.coyoteTimer--
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}
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@ -156,46 +157,46 @@ func (aw *Awakeman) realUpdate() error {
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// On ground or recently on ground?
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if aw.coyoteTimer > 0 {
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// Jump. One frame of v = jumpVelocity (ignoring any gravity already applied this tick).
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aw.vy = jumpVelocity
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aw.vel.Y = jumpVelocity
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} else {
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// Buffer the jump in case aw hits the ground soon.
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aw.jumpBuffer = jumpBufferTime
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}
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}
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// Left, right, away, toward
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aw.vx, aw.vz = 0, 0
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aw.vel.X, aw.vel.Z = 0, 0
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyLeft):
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aw.vx = -runVelocity
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aw.vel.X = -runVelocity
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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aw.vx = runVelocity
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aw.vel.X = runVelocity
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}
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyUp):
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aw.vz = -runVelocity
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aw.vel.Z = -runVelocity
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case ebiten.IsKeyPressed(ebiten.KeyDown):
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aw.vz = runVelocity
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aw.vel.Z = runVelocity
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}
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// Animations and velocity correction
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switch {
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case aw.vx != 0 && aw.vz != 0: // Diagonal
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case aw.vel.X != 0 && aw.vel.Z != 0: // Diagonal
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aw.Sprite.SetAnim(aw.anims["run_vert"])
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// Pythagorean theorem; |vx| = |vz|, so the hypotenuse is √2 too big
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// if we want to run at runVelocity always
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aw.vx /= sqrt2
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aw.vz /= sqrt2
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case aw.vx == 0 && aw.vz != 0: // Vertical
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aw.vel.X /= sqrt2
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aw.vel.Z /= sqrt2
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case aw.vel.X == 0 && aw.vel.Z != 0: // Vertical
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aw.Sprite.SetAnim(aw.anims["run_vert"])
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// vz == 0 for all remaining cases
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case aw.vx < 0: // Left
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case aw.vel.X < 0: // Left
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aw.Sprite.SetAnim(aw.anims["run_left"])
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aw.facingLeft = true
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case aw.vx > 0: // Right
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case aw.vel.X > 0: // Right
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aw.Sprite.SetAnim(aw.anims["run_right"])
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aw.facingLeft = false
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default: // aw.vx == 0; Idle
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default: // aw.velocity.X == 0; Idle
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aw.Sprite.SetAnim(aw.anims["idle_right"])
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if aw.facingLeft {
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aw.Sprite.SetAnim(aw.anims["idle_left"])
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@ -203,19 +204,19 @@ func (aw *Awakeman) realUpdate() error {
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}
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// s = (v_0 + v) / 2.
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aw.Sprite.Actor.MoveX((ux+aw.vx)/2, nil)
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aw.Sprite.Actor.MoveX((v0.X+aw.vel.X)/2, nil)
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// For Y, on collision from going upwards, bounce a little bit.
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// Does not apply to X because controls override it anyway.
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aw.Sprite.Actor.MoveY((uy+aw.vy)/2, func() {
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if aw.vy > 0 {
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aw.Sprite.Actor.MoveY((v0.Y+aw.vel.Y)/2, func() {
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if aw.vel.Y > 0 {
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return
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}
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aw.vy *= restitution
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if math.Abs(aw.vy) < ε {
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aw.vy = 0
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aw.vel.Y *= restitution
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if math.Abs(aw.vel.Y) < ε {
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aw.vel.Y = 0
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}
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})
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aw.Sprite.Actor.MoveZ((uz+aw.vz)/2, nil)
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aw.Sprite.Actor.MoveZ((v0.Z+aw.vel.Z)/2, nil)
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return nil
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}
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@ -263,7 +263,7 @@ func Level1() *engine.Scene {
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Sprite: engine.Sprite{
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Actor: engine.Actor{
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CollisionDomain: "level_1",
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Pos: geom.Pt3(100, -32, 100),
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Pos: geom.Pt3(100, -64, 100),
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Size: geom.Pt3(8, 16, 2),
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},
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DrawOffset: image.Pt(-1, 0),
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