3d: small tweaks
parent
3bdaa7a921
commit
49cd83fd6a
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@ -18,7 +18,7 @@ static uint16_t screenHeight = 900;
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static float target_zoom = 1.5f;
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static bool request_shutdown;
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#include "renderer_v0.c"
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#include "renderer_3d.c"
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void platform_init() {
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InitWindow(screenWidth, screenHeight, "eco2d");
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@ -88,7 +88,7 @@ void DEBUG_draw_entities_low(uint64_t key, entity_view * data) {
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void renderer_draw(void) {
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cam_zoom = zpl_lerp(cam_zoom, target_zoom, 0.18);
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cam_zoom = zpl_min(zpl_lerp(cam_zoom, target_zoom, 0.18), 9.98f);
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camera_update();
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camera game_camera = camera_get();
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@ -99,7 +99,6 @@ void renderer_draw(void) {
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UpdateCamera(&render_camera);
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#endif
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ClearBackground(GetColor(0x222034));
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BeginMode3D(render_camera);
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game_world_view_active_entity_map(DEBUG_draw_ground);
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@ -4,6 +4,7 @@
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#include "world/blocks.h"
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#include "assets.h"
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#define RAYLIB_NEW_RLGL
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#include "rlgl.h"
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static inline
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@ -150,3 +151,180 @@ void EcoDrawCube(Vector3 position, float width, float height, float length, floa
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rlEnd();
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rlPopMatrix();
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}
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// Draw codepoint at specified position in 3D space
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void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint)
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{
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// Character index position in sprite font
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// NOTE: In case a codepoint is not available in the font, index returned points to '?'
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int index = GetGlyphIndex(font, codepoint);
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float scale = fontSize/(float)font.baseSize;
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// Character destination rectangle on screen
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// NOTE: We consider charsPadding on drawing
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position.x += (float)(font.chars[index].offsetX - font.charsPadding)/(float)font.baseSize*scale;
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position.z += (float)(font.chars[index].offsetY - font.charsPadding)/(float)font.baseSize*scale;
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// Character source rectangle from font texture atlas
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// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
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Rectangle srcRec = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding,
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font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding };
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float width = (float)(font.recs[index].width + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
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float height = (float)(font.recs[index].height + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
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if (font.texture.id > 0)
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{
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const float x = 0.0f;
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const float y = 0.0f;
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const float z = 0.0f;
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// normalized texture coordinates of the glyph inside the font texture (0.0f -> 1.0f)
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const float tx = srcRec.x/font.texture.width;
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const float ty = srcRec.y/font.texture.height;
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const float tw = (srcRec.x+srcRec.width)/font.texture.width;
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const float th = (srcRec.y+srcRec.height)/font.texture.height;
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{
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#if defined(RAYLIB_NEW_RLGL)
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}
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rlCheckRenderBatchLimit(4 + 4*backface);
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rlSetTexture(font.texture.id);
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#else
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if (rlCheckBufferLimit(4 + 4*backface)) rlglDraw();
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rlEnableTexture(font.texture.id);
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#endif
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rlPushMatrix();
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rlTranslatef(position.x, position.y, position.z);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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// Front Face
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rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
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rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Left Of The Texture and Quad
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rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad
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if (backface)
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{
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// Back Face
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rlNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
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rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Right Of The Texture and Quad
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rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Left Of The Texture and Quad
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rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
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}
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rlEnd();
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rlPopMatrix();
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#if defined(RAYLIB_NEW_RLGL)
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rlSetTexture(0);
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#else
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rlDisableTexture();
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#endif
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}
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}
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void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint) {
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int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
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float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
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float textOffsetX = 0.0f; // Offset X to next character to draw
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float scale = fontSize/(float)font.baseSize;
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for (int i = 0; i < length;)
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{
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// Get next codepoint from byte string and glyph index in font
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int codepointByteCount = 0;
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int codepoint = GetCodepoint(&text[i], &codepointByteCount);
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int index = GetGlyphIndex(font, codepoint);
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// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
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// but we need to draw all of the bad bytes using the '?' symbol moving one byte
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if (codepoint == 0x3f) codepointByteCount = 1;
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if (codepoint == '\n')
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{
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// NOTE: Fixed line spacing of 1.5 line-height
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// TODO: Support custom line spacing defined by user
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textOffsetY += scale + lineSpacing/(float)font.baseSize*scale;
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textOffsetX = 0.0f;
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}
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else
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{
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if ((codepoint != ' ') && (codepoint != '\t'))
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{
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DrawTextCodepoint3D(font, codepoint, (Vector3){ position.x + textOffsetX, position.y, position.z + textOffsetY }, fontSize, backface, tint);
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}
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if (font.chars[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
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else textOffsetX += (float)(font.chars[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
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}
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i += codepointByteCount; // Move text bytes counter to next codepoint
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}
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}
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Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing) {
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int len = TextLength(text);
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int tempLen = 0; // Used to count longer text line num chars
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int lenCounter = 0;
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float tempTextWidth = 0.0f; // Used to count longer text line width
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float scale = fontSize/(float)font.baseSize;
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float textHeight = scale;
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float textWidth = 0.0f;
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int letter = 0; // Current character
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int index = 0; // Index position in sprite font
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for (int i = 0; i < len; i++)
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{
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lenCounter++;
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int next = 0;
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letter = GetCodepoint(&text[i], &next);
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index = GetGlyphIndex(font, letter);
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// NOTE: normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
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// but we need to draw all of the bad bytes using the '?' symbol so to not skip any we set next = 1
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if (letter == 0x3f) next = 1;
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i += next - 1;
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if (letter != '\n')
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{
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if (font.chars[index].advanceX != 0) textWidth += (font.chars[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
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else textWidth += (font.recs[index].width + font.chars[index].offsetX)/(float)font.baseSize*scale;
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}
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else
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{
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if (tempTextWidth < textWidth) tempTextWidth = textWidth;
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lenCounter = 0;
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textWidth = 0.0f;
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textHeight += scale + lineSpacing/(float)font.baseSize*scale;
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}
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if (tempLen < lenCounter) tempLen = lenCounter;
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}
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if (tempTextWidth < textWidth) tempTextWidth = textWidth;
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Vector3 vec = { 0 };
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vec.x = tempTextWidth + (float)((tempLen - 1)*fontSpacing/(float)font.baseSize*scale); // Adds chars spacing to measure
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vec.y = 0.25f;
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vec.z = textHeight;
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return vec;
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}
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Color GenerateRandomColor(float s, float v) {
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const float Phi = 0.618033988749895f; // Golden ratio conjugate
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float h = GetRandomValue(0, 360);
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h = fmodf((h + h*Phi), 360.0f);
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return ColorFromHSV(h, s, v);
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}
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