WIP: Mapping sprite IDs (broken)
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -1,9 +1,10 @@
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import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import 'package:wolf_dart/classes/color_palette.dart';
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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import 'package:wolf_dart/classes/matrix.dart';
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import 'package:wolf_dart/features/renderer/color_palette.dart';
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import 'package:wolf_dart/classes/sprite.dart';
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class RaycasterPainter extends CustomPainter {
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final Matrix<int> map;
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@@ -12,6 +13,8 @@ class RaycasterPainter extends CustomPainter {
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final double playerAngle;
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final double fov;
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final Map<String, double> doorOffsets;
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final List<Matrix<int>> sprites;
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final List<Sprite> entities;
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RaycasterPainter({
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required this.map,
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@@ -20,6 +23,8 @@ class RaycasterPainter extends CustomPainter {
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required this.playerAngle,
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required this.fov,
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required this.doorOffsets,
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required this.sprites,
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required this.entities,
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});
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@override
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@@ -36,11 +41,15 @@ class RaycasterPainter extends CustomPainter {
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int screenWidth = size.width.toInt();
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// The 1D Z-Buffer
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List<double> zBuffer = List.filled(screenWidth, 0.0);
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double dirX = math.cos(playerAngle);
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double dirY = math.sin(playerAngle);
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double planeX = -dirY * math.tan(fov / 2);
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double planeY = dirX * math.tan(fov / 2);
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// --- 1. CAST WALLS ---
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for (int x = 0; x < screenWidth; x++) {
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double cameraX = 2 * x / screenWidth - 1.0;
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double rayDirX = dirX + planeX * cameraX;
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@@ -51,23 +60,18 @@ class RaycasterPainter extends CustomPainter {
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double sideDistX;
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double sideDistY;
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double deltaDistX = (rayDirX == 0) ? 1e30 : (1.0 / rayDirX).abs();
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double deltaDistY = (rayDirY == 0) ? 1e30 : (1.0 / rayDirY).abs();
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double perpWallDist;
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int stepX;
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int stepY;
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bool hit = false;
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bool hitOutOfBounds = false;
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int side = 0;
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int hitWallId = 0;
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double doorOffset =
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0.0; // Track the slide amount to pass to the texture drawer
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Set<String> ignoredDoors =
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{}; // Prevent the ray from checking the same door gap twice
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double doorOffset = 0.0;
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Set<String> ignoredDoors = {};
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if (rayDirX < 0) {
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stepX = -1;
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@@ -84,7 +88,6 @@ class RaycasterPainter extends CustomPainter {
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sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
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}
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// 3. The True DDA Loop
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while (!hit) {
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if (sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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@@ -103,13 +106,10 @@ class RaycasterPainter extends CustomPainter {
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hit = true;
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hitOutOfBounds = true;
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} else if (map[mapY][mapX] > 0) {
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// NEW: DOOR PASS-THROUGH LOGIC
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String doorKey = '$mapX,$mapY';
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if (map[mapY][mapX] >= 90 && !ignoredDoors.contains(doorKey)) {
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double currentOffset = doorOffsets[doorKey] ?? 0.0;
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if (currentOffset > 0.0) {
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// Calculate exactly where the ray hit the block
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double perpWallDistTemp = (side == 0)
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? (sideDistX - deltaDistX)
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: (sideDistY - deltaDistY);
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@@ -117,23 +117,18 @@ class RaycasterPainter extends CustomPainter {
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? player.y + perpWallDistTemp * rayDirY
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: player.x + perpWallDistTemp * rayDirX;
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wallXTemp -= wallXTemp.floor();
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// If the hit coordinate is less than the open amount, the ray passes through!
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if (wallXTemp < currentOffset) {
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ignoredDoors.add(doorKey);
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continue; // Skip the rest of this loop iteration and keep raycasting!
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continue;
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}
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}
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doorOffset =
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currentOffset; // Save the offset so we can slide the texture
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doorOffset = currentOffset;
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}
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hit = true;
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hitWallId = map[mapY][mapX];
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}
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}
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// If the ray escaped the map, don't draw garbage, just draw the background!
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if (hitOutOfBounds) continue;
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if (side == 0) {
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@@ -142,6 +137,9 @@ class RaycasterPainter extends CustomPainter {
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perpWallDist = (sideDistY - deltaDistY);
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}
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// STORE THE DISTANCE IN THE Z-BUFFER!
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zBuffer[x] = perpWallDist;
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double wallX;
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if (side == 0) {
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wallX = player.y + perpWallDist * rayDirY;
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@@ -162,6 +160,89 @@ class RaycasterPainter extends CustomPainter {
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doorOffset,
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);
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}
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// --- 2. DRAW SPRITES ---
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// Sort sprites from furthest to closest (Painter's Algorithm)
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List<Sprite> activeSprites = List.from(entities);
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activeSprites.sort((a, b) {
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double distA =
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math.pow(player.x - a.x, 2) + math.pow(player.y - a.y, 2).toDouble();
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double distB =
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math.pow(player.x - b.x, 2) + math.pow(player.y - b.y, 2).toDouble();
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return distB.compareTo(distA);
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});
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for (Sprite sprite in activeSprites) {
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// Translate sprite position to relative to camera
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double spriteX = sprite.x - player.x;
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double spriteY = sprite.y - player.y;
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// Inverse camera matrix (Transform to screen space)
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double invDet = 1.0 / (planeX * dirY - dirX * planeY);
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double transformX = invDet * (dirY * spriteX - dirX * spriteY);
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double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
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// print("Sprite at ${sprite.x}, ${sprite.y} transformY: $transformY");
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// Is the sprite in front of the camera?
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if (transformY > 0) {
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// print(
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// "Attempting to draw Sprite Index: ${sprite.spriteIndex} (Total Sprites Loaded: ${sprites.length})",
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// );
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int spriteScreenX = ((screenWidth / 2) * (1 + transformX / transformY))
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.toInt();
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// Calculate height and width (Sprites are 64x64 squares)
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int spriteHeight = (size.height / transformY).abs().toInt();
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int spriteWidth = spriteHeight;
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int drawStartX = -spriteWidth ~/ 2 + spriteScreenX;
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int drawEndX = spriteWidth ~/ 2 + spriteScreenX;
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// Clip to screen boundaries
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int clipStartX = math.max(0, drawStartX);
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int clipEndX = math.min(screenWidth - 1, drawEndX);
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for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
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// THE Z-BUFFER CHECK!
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// Only draw if the sprite is closer to the camera than the wall at this pixel column
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if (transformY < zBuffer[stripe]) {
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int texX = ((stripe - drawStartX) * 64 / spriteWidth).toInt().clamp(
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0,
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63,
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);
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double startY = (size.height / 2) - (spriteHeight / 2);
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double stepY = spriteHeight / 64.0;
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// Safeguard against bad sprite indices
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int safeIndex = sprite.spriteIndex.clamp(0, sprites.length - 1);
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Matrix<int> spritePixels = sprites[safeIndex];
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for (int ty = 0; ty < 64; ty++) {
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int colorByte = spritePixels[texX][ty];
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// Only draw if the pixel is NOT 255 (Magenta Transparency)
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if (colorByte != 255) {
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double endY = startY + stepY;
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if (endY > 0 && startY < size.height) {
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canvas.drawLine(
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Offset(stripe.toDouble(), startY),
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Offset(stripe.toDouble(), endY),
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Paint()
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..color = ColorPalette.vga[colorByte]
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..strokeWidth = 1.1,
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);
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}
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}
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startY += stepY;
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}
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}
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}
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}
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}
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}
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void _drawTexturedColumn(
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