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Morphing Stained Glass
#1
I came up with the little program below while investigating a method of proceduraly creating landscapes. However, it is slow as heck. Setting TOTAL to anything above 25 is just painful.

I tried using a memory buffer for the Points() array ( _MEMNEW) but it made absolutely no difference in speed.

Does anyone have any ideas on how to speed this routine up?

Code: (Select All)
' Moving stained glass

OPTION _EXPLICIT '                  declare those variables!

CONST TOTAL = 25 '                  total pieces of glass

TYPE IPOINT '                       PANE CENTER POINT PROPERTIES
    x AS SINGLE '                   x location
    y AS SINGLE '                   y location
    c AS _UNSIGNED LONG '           color
    xv AS SINGLE '                  x vector
    yv AS SINGLE '                  y vector
END TYPE

DIM Points(TOTAL) AS IPOINT '       center of each glass pane
DIM sWidth AS INTEGER '             width of screen
DIM sHeight AS INTEGER '            height of screen
DIM Image AS LONG '                 stained glass output image
DIM ScreenImage AS LONG '           view screen
DIM x AS INTEGER '                  horizontal counter
DIM y AS INTEGER '                  vertical counter
DIM p AS INTEGER '                  point counter
DIM NearestDist AS _UNSIGNED LONG ' nearest distance to another point
DIM Nearest AS INTEGER '            final nearest point
DIM dx AS LONG '                    x distance
DIM dy AS LONG '                    y distance
DIM Dist AS LONG '                  x,y to dx,dy distance
DIM mScreen AS _MEM '               screen memory
DIM mImage AS _MEM '                output image memory
DIM MaxDist AS _UNSIGNED LONG '     max distance possible

sWidth = 640 '                                                                        set screen width
sHeight = 480 '                                                                       set screen height
MaxDist = sWidth * sWidth + sHeight * sHeight '                                       maximum possible distance
Image = _NEWIMAGE(sWidth, sHeight, 32) '                                              output image
mImage = _MEMIMAGE(Image) '                                                           output image memory
ScreenImage = _COPYIMAGE(Image, 32) '                                                 view screen
mScreen = _MEMIMAGE(ScreenImage) '                                                    view screen memory
SCREEN ScreenImage '                                                                  create view screen
RANDOMIZE TIMER '                                                                     seed RND generator
FOR p = 0 TO TOTAL - 1 '                                                              cycle through pane center points
    Points(p).x = RND * sWidth '                                                      random x location
    Points(p).y = RND * sHeight '                                                     random y location
    Points(p).c = _RGB32(RND * 128 + 128, RND * 128 + 128, RND * 128 + 128) '         random color above 128, 128, 128
    Points(p).xv = (RND - RND) * 3 '                                                  random x velocity
    Points(p).yv = (RND - RND) * 3 '                                                  random y velocity
NEXT p
DO '                                                                                  begin animation loop
    $CHECKING:OFF
    y = 0 '                                                                           reset vertical counter
    DO '                                                                              begin vertical loop
        x = 0 '                                                                       reset horizontal counter
        DO '                                                                          begin horizontal loop
            NearestDist = MaxDist '                                                   reset nearest distance seen
            p = 0 '                                                                   reset point counter
            DO '                                                                      begin point loop
                dx = Points(p).x - x '                                                calculate distance from x to point x
                dy = Points(p).y - y '                                                calculate distance from y to point y
                Dist = dx * dx + dy * dy '                                            calculate hypotenuse distance
                IF Dist < NearestDist THEN '                                          is this the nearest distance seen?
                    Nearest = p '                                                     yes, mark this point as nearest
                    NearestDist = Dist '                                              set new nearest distance seen
                END IF
                p = p + 1 '                                                           increment point counter
            LOOP UNTIL p = TOTAL '                                                    leave when all points checked
            _MEMPUT mImage, mImage.OFFSET + (y * sWidth + x) * 4, Points(Nearest).c ' draw pixel on output image
            x = x + 1 '                                                               increment horizontal counter
        LOOP UNTIL x = sWidth '                                                       leave when width of image reached
        y = y + 1 '                                                                   increment vertical counter
    LOOP UNTIL y = sHeight '                                                          leave when height of image reached
    _MEMCOPY mImage, mImage.OFFSET, mImage.SIZE TO mScreen, mScreen.OFFSET '          copy image to view screen
    p = 0 '                                                                           reset point counter
    DO '                                                                              begin point update loop
        dx = Points(p).x + Points(p).xv '                                             calculate new look ahead point x location
        dy = Points(p).y + Points(p).yv '                                             calculate new look ahead point y location
        IF dx < 0 OR dx > sWidth - 1 THEN Points(p).xv = -Points(p).xv '              reverse vector if left/right side of image reached
        IF dy < 0 OR dy > sHeight - 1 THEN Points(p).yv = -Points(p).yv '             reverse vector if top/bottom side of image reached
        Points(p).x = Points(p).x + Points(p).xv '                                    calculate new point x location
        Points(p).y = Points(p).y + Points(p).yv '                                    calculate new point y location
        p = p + 1 '                                                                   increment point counter
    LOOP UNTIL p = TOTAL '                                                            leave when all points updated
    $CHECKING:ON
LOOP UNTIL _KEYDOWN(27) '                                                             leave when ESC key pressed
SYSTEM '                                                                              return to operating system
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#2
Oh you are moving Voronoi Points around, nice idea!
https://en.wikipedia.org/wiki/Voronoi_di...ssellation.

Andy Amaya had posted something years back that sped up Voronoi nicely, probably in last forum?
b = b + ...
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#3
I achieved only a very slight speedup by not having the image written to the _MEM array point by point, but to the array and then putting it all at once into the MEM area at the end. I have no ideas for further acceleration because nothing can be calculated in advance and it depends on running in a loop.

Code: (Select All)

' Moving stained glass

Option _Explicit '                  declare those variables!

Const TOTAL = 25 '                  total pieces of glass

Type IPOINT '                      PANE CENTER POINT PROPERTIES
    x As Single '                  x location
    y As Single '                  y location
    c As _Unsigned Long '          color
    xv As Single '                  x vector
    yv As Single '                  y vector
End Type

Dim Points(TOTAL) As IPOINT '      center of each glass pane
Dim sWidth As Integer '            width of screen
Dim sHeight As Integer '            height of screen
Dim Image As Long '                stained glass output image
Dim ScreenImage As Long '          view screen
Dim x As Integer '                  horizontal counter
Dim y As Integer '                  vertical counter
Dim p As Integer '                  point counter
Dim NearestDist As _Unsigned Long ' nearest distance to another point
Dim Nearest As Integer '            final nearest point
Dim dx As Long '                    x distance
Dim dy As Long '                    y distance
Dim Dist As Long '                  x,y to dx,dy distance
Dim mScreen As _MEM '              screen memory
Dim mImage As _MEM '                output image memory
Dim MaxDist As _Unsigned Long '    max distance possible

sWidth = 640 '                                                                        set screen width
sHeight = 480 '                                                                      set screen height
MaxDist = sWidth * sWidth + sHeight * sHeight '                                      maximum possible distance
Image = _NewImage(sWidth, sHeight, 32) '                                              output image
mImage = _MemImage(Image) '                                                          output image memory
ScreenImage = _CopyImage(Image, 32) '                                                view screen
mScreen = _MemImage(ScreenImage) '                                                    view screen memory
Screen ScreenImage '                                                                  create view screen
Randomize Timer '                                                                    seed RND generator
For p = 0 To TOTAL - 1 '                                                              cycle through pane center points
    Points(p).x = Rnd * sWidth '                                                      random x location
    Points(p).y = Rnd * sHeight '                                                    random y location
    Points(p).c = _RGB32(Rnd * 128 + 128, Rnd * 128 + 128, Rnd * 128 + 128) '        random color above 128, 128, 128
    Points(p).xv = (Rnd - Rnd) * 3 '                                                  random x velocity
    Points(p).yv = (Rnd - Rnd) * 3 '                                                  random y velocity
Next p

Dim O(sWidth * sHeight) As _Unsigned Long
Dim Oi As Long

Do '                                                                                  begin animation loop
    $Checking:Off
    y = 0 '                                                                          reset vertical counter
    Do '                                                                              begin vertical loop
        x = 0 '                                                                      reset horizontal counter
        Do '                                                                          begin horizontal loop
            NearestDist = MaxDist '                                                  reset nearest distance seen
            p = 0 '                                                                  reset point counter

            Do '                                                                      begin point loop
                dx = Points(p).x - x '                                                calculate distance from x to point x
                dy = Points(p).y - y '                                                calculate distance from y to point y
                Dist = dx * dx + dy * dy '                                            calculate hypotenuse distance
                If Dist < NearestDist Then '                                          is this the nearest distance seen?
                    Nearest = p '                                                    yes, mark this point as nearest
                    NearestDist = Dist '                                              set new nearest distance seen
                End If
                p = p + 1 '                                                          increment point counter
            Loop Until p = TOTAL '                                                    leave when all points checked


            O(Oi) = Points(Nearest).c 'place pixels to array
            Oi = Oi + 1
            '_MemPut mImage, mImage.OFFSET + (y * sWidth + x) * 4, Points(Nearest).c ' draw pixel on output image
            x = x + 1 '                                                              increment horizontal counter
        Loop Until x = sWidth '                                                      leave when width of image reached
        y = y + 1 '                                                                  increment vertical counter
    Loop Until y = sHeight '                                                          leave when height of image reached

    Oi = 0
    _MemPut mImage, mImage.OFFSET, O() 'place all pixels to output image at once
    _MemCopy mImage, mImage.OFFSET, mImage.SIZE To mScreen, mScreen.OFFSET '          copy image to view screen
    p = 0 '                                                                          reset point counter

    Do '                                                                              begin point update loop
        dx = Points(p).x + Points(p).xv '                                            calculate new look ahead point x location
        dy = Points(p).y + Points(p).yv '                                            calculate new look ahead point y location
        If dx < 0 Or dx > sWidth - 1 Then Points(p).xv = -Points(p).xv '              reverse vector if left/right side of image reached
        If dy < 0 Or dy > sHeight - 1 Then Points(p).yv = -Points(p).yv '            reverse vector if top/bottom side of image reached
        Points(p).x = Points(p).x + Points(p).xv '                                    calculate new point x location
        Points(p).y = Points(p).y + Points(p).yv '                                    calculate new point y location
        p = p + 1 '                                                                  increment point counter
    Loop Until p = TOTAL '                                                            leave when all points updated
    $Checking:On
Loop Until _KeyDown(27) '                                                            leave when ESC key pressed
System '                                                                              return to operating system


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#4
Also - add _DontBlend before first DO


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#5
This does 12000 points in the blink of an eye!

here is bplus by Andys Voronoi:
   
25000 pts


Attached Files
.zip   Picasso Painting by Voronoi.zip (Size: 253.31 KB / Downloads: 11)
b = b + ...
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#6
(09-13-2024, 08:38 PM)bplus Wrote: Oh you are moving Voronoi Points around, nice idea!
https://en.wikipedia.org/wiki/Voronoi_di...ssellation.

Andy Amaya had posted something years back that sped up Voronoi nicely, probably in last forum?
Yes, I stumbled across a web site about Voronoi diagrams and thought I might be able to adapt that to a landscape function. I see another post of yours below. I'll check out the code.

Also, thank you @Petr for taking a look at this and your insights.
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#7
Speed the routine up? Sure, type faster!

Stupid remarks aside, I came up with the same concept as Petr, but I don't think I can see a way to apply it to reasonably speed things up anymore than what you have already accomplished.

Hey, Mark found a way to give himself 25,000 pts. I'm stuck at 97.  Best check into what he posted. 

Oh well, back to SCREEN 0.

Pete
Shoot first and shoot people who ask questions, later.
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#8
(09-13-2024, 08:45 PM)Petr Wrote: Also - add _DontBlend before first DO
Yep, your mods add a noticeable boost. Thank you. It's counterintuitive adding another array to deal with but makes perfect sense. I'm still trying to make sense of what bplus gave me to ponder over though.
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#9
(09-13-2024, 08:49 PM)bplus Wrote: This does 12000 points in the blink of an eye!

here is bplus by Andys Voronoi:

25000 pts
Ok, I found that thread on the old site: https://qb64forum.alephc.xyz/index.php?P...pic=3813.0

This code is fast! I'm picking it apart to make sense of it.
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#10
Something a bit different, I changed your rendering code into a shader. The code is a mess but it does work for me and I can get 500 points rendering at 60FPS. YMMV, I pass the points in as a uniform and that limits how many you can use, you should be able to do at least 100 though. There are better ways to do it that could support more points but this was the easiest way since I was reusing some code I already had.

The code is below, and it requires a header file to be placed next to it so it can access some functions:

Code: (Select All)
Option _Explicit

Const TOTAL = 100

Type vec2
    x As Single
    y As Single
End Type

Dim Shared points(TOTAL) As vec2
Dim Shared cols(TOTAL) As vec3
Dim Shared vectors(TOTAL) As vec2

Randomize Timer '                                                                  seed RND generator
Dim p As Long
For p = 0 To TOTAL - 1 '                                                              cycle through pane center points
    points(p).x = Rnd * 1 '                                                      random x location
    points(p).y = Rnd * 1 '                                                    random y location
    cols(p).x = Rnd * .5 + .5
    cols(p).y = Rnd * .5 + .5
    cols(p).z = Rnd * .5 + .5
    'cols(p) = _RGB32(Rnd * 128 + 128, Rnd * 128 + 128, Rnd * 128 + 128) '        random color above 128, 128, 128    vectors(p).x = (Rnd - Rnd) * .005 '                                                  random x velocity
    vectors(p).y = (Rnd - Rnd) * .005 '                                                  random y velocity
Next p

Type vec3
    x As Single
    y As Single
    z As Single
End Type

Type tri
    p1 As vec3
    p2 As vec3
    p3 As vec3
End Type

Type model
    bufId As _Unsigned Long
    vertArrId As _Unsigned Long
    pointsId As _Unsigned Long
    colorsId As _Unsigned Long

    prog As _Unsigned Long

    tris As _MEM
    triCount As _Unsigned Long
End Type

Declare Library
    Function glCreateProgram& ()
    Function glCreateShader& (ByVal flags As _Unsigned Long)
    Sub glCompileShader (ByVal shader As _Unsigned Long)
    Sub glAttachShader (ByVal prog As _Unsigned Long, Byval shader As _Unsigned Long)
    Sub glLinkProgram (ByVal prog As _Unsigned Long)
    Sub glUseProgram (ByVal prog As _Unsigned Long)


    ' Sub glGenBuffers (ByVal size As _Unsigned Long, Byval buffers As _Offset)
    Sub glBindBuffer (ByVal target As _Unsigned Long, Byval buffer As _Unsigned Long)

    ' Sub glGenVertexArrays (ByVal size As _Unsigned Long, Byval buffers As _Offset)
    Sub glBindVertexArray (ByVal array As _Unsigned Long)

    Sub glEnableVertexAttribArray (ByVal index As _Unsigned Long)
    Sub glVertexAttribPointer (ByVal index As _Unsigned Long, _
                                    Byval size As _Unsigned Long, _
                                    Byval typ As _Unsigned Long, _
                                    Byval normal As _Unsigned _Byte, _
                                    Byval stride As _Unsigned Long, _
                                    Byval pointer As _Offset)

    Function glGetUniformLocation& (ByVal prog As _Unsigned Long, nam As String)

    Sub glEnable (ByVal cap As _Unsigned Long)
    Sub glDisable (ByVal cap As _Unsigned Long)
    Sub glDepthFunc (ByVal cap As _Unsigned Long)
End Declare

Declare Library "stained_glass_help"
    Sub glShaderSource Alias "myShaderSource" (ByVal shader As _Unsigned Long, Byval count As _Unsigned Long, Byval text As _Offset, Byval length As _Offset)
    Sub glGenBuffers Alias "myGenBuffers" (ByVal size As _Unsigned Long, Byval buffers As _Offset)
    Sub glGenVertexArrays Alias "myGenVertexArrays" (ByVal size As _Unsigned Long, Byval buffers As _Offset)
    Sub glBufferData ALIAS "myBufferData" (byval target As _Unsigned Long, _
                            byval size As _offset, _
                            byval dat As _Offset, _
                            byval usage As _Unsigned Long)
    Sub glDrawArrays Alias "myDrawArrays" (ByVal mode As _Unsigned Long, Byval first As _Unsigned Long, Byval count As _Unsigned Long)
    Sub glUniformMatrix4fv ALIAS "myUniformMatrix4fv" (ByVal location As _Unsigned Long, _
                                                        ByVal count As _Unsigned Long, _
                                                        ByVal transpose As _Unsigned _Byte, _
                                                        ByVal floats As _Offset)

    sub glUniform2fv ALIAS "myUniform2fv" (BYVal location As _unsigned long, _
                                byval count as _unsigned long, _
                                byval floats as _Offset)
    sub glUniform3fv ALIAS "myUniform3fv" (BYVal location As _unsigned long, _
                                byval count as _unsigned long, _
                                byval ints as _Offset)
End Declare

Const GL_TRUE~& = 1
Const GL_FALSE~& = 0
Const GL_LESS~& = 513
Const GL_DEPTH_TEST~& = 2929
Const GL_FLOAT~& = 5126
Const GL_ARRAY_BUFFER~& = 34962
Const GL_STATIC_DRAW~& = 35044
Const GL_FRAGMENT_SHADER~& = 35632
Const GL_VERTEX_SHADER~& = 35633
Const GL_TRIANGLES~& = 4
Const GL_CULL_FACE = 2884

Dim Shared v As String, f As String

v$ = "#version 150" + Chr$(10)
v$ = v$ + "in vec3 vp;" + Chr$(10)
v$ = v$ + "out vec2 uv;" + Chr$(10)
v$ = v$ + "void main() {" + Chr$(10)
v$ = v$ + "    uv = vp.xy;" + Chr$(10)
v$ = v$ + "    gl_Position = vec4(vp.x * 2 - 1, vp.y * 2 - 1, 0, 1.0);" + Chr$(10)
v$ = v$ + "}" + Chr$(0)

f$ = "#version 150" + Chr$(10)
f$ = f$ + "in vec2 uv;" + Chr$(10)
f$ = f$ + "uniform vec2 points[" + Str$(TOTAL) + "];" + Chr$(10)
f$ = f$ + "uniform vec3 colors[" + Str$(TOTAL) + "];" + Chr$(10)
f$ = f$ + "void main() {" + Chr$(10)
f$ = f$ + "    int nearestP = 0;" + Chr$(10)
f$ = f$ + "    float nearDist = length(points[0] - uv);" + Chr$(10)
f$ = f$ + "    for (int i = 1; i < " + Str$(TOTAL) + "; i++) {" + Chr$(10)
f$ = f$ + "        float newDist = length(points[i] - uv);" + Chr$(10)
f$ = f$ + "        if (newDist < nearDist) {" + Chr$(10)
f$ = f$ + "            nearDist = newDist;" + Chr$(10)
f$ = f$ + "            nearestP = i;" + Chr$(10)
f$ = f$ + "        }" + Chr$(10)
f$ = f$ + "    }" + Chr$(10)
f$ = f$ + "    gl_FragColor = vec4(colors[nearestP], 255);" + Chr$(10)
f$ = f$ + "}" + Chr$(0)

Dim Shared square As model
loadSquareModel square

Dim Shared startGL As _Unsigned Long

Sleep 1
startGL = -1

Do
    _Limit 60

    Dim k As String

    k$ = InKey$
    If k$ = Chr$(27) Then Exit Do
Loop

End

Sub _GL
    Static initShad

    If initShad = 0 And startGL Then
        setupModel square, v$, f$

        initShad = -1
    End If
    If Not initShad Then Exit Sub

    glDisable GL_CULL_FACE
    glEnable GL_DEPTH_TEST
    glDepthFunc GL_LESS

    RenderModel square

    Dim p As Long
    p = 0
    Dim dx As Single, dy As Single

    Do '                                                                            begin point update loop
        dx = points(p).x + vectors(p).x '                                            calculate new look ahead point x location
        dy = points(p).y + vectors(p).y '                                            calculate new look ahead point y location
        If dx < 0 Or dx > 1 Then vectors(p).x = -vectors(p).x '              reverse vector if left/right side of image reached
        If dy < 0 Or dy > 1 Then vectors(p).y = -vectors(p).y '            reverse vector if top/bottom side of image reached
        points(p).x = points(p).x + vectors(p).x '                                    calculate new point x location
        points(p).y = points(p).y + vectors(p).y '                                    calculate new point y location
        p = p + 1 '                                                                  increment point counter
    Loop Until p = TOTAL '                                                            leave when all points updated
End Sub

Sub RenderModel (m As model)
    glUseProgram m.prog

    glUniform2fv m.pointsId, UBound(points), _Offset(points())
    glUniform3fv m.colorsId, UBound(cols), _Offset(cols())

    glBindVertexArray m.vertArrId
    glDrawArrays GL_TRIANGLES, 0, m.triCount * 3
End Sub

Sub loadSquareModel (m As model)
    Dim t As tri
    m.tris = _MemNew(Len(t) * 2)
    m.triCount = 2

    putTriVec m.tris, 0, 0, 0, 0, 0
    putTriVec m.tris, 0, 1, 0, 1, 0
    putTriVec m.tris, 0, 2, 1, 0, 0

    putTriVec m.tris, 1, 0, 0, 1, 0
    putTriVec m.tris, 1, 1, 1, 1, 0
    putTriVec m.tris, 1, 2, 1, 0, 0
End Sub

Sub putTriVec (m As _MEM, TriIndex As _Unsigned Long, VecIndex As _Unsigned Long, x As Single, y As Single, z As Single)
    Dim v As vec3, t As tri
    v.x = x: v.y = y: v.z = z

    _MemPut m, m.OFFSET + TriIndex * Len(t) + Len(v) * VecIndex, v
End Sub

Sub setupModel (m As model, vshad As String, fshad As String)
    Dim t As tri
    Dim vs As _Unsigned Long, fs As _Unsigned Long
    Dim o As _Offset

    vs = glCreateShader&(GL_VERTEX_SHADER)
    o = _Offset(vshad$)
    glShaderSource vs, 1, _Offset(o), 0

    glGenBuffers 1, _Offset(m.bufId)
    glBindBuffer GL_ARRAY_BUFFER, m.bufId

    glGenVertexArrays 1, _Offset(m.vertArrId)
    glBindVertexArray m.vertArrId
    glEnableVertexAttribArray 0
    glBindBuffer GL_ARRAY_BUFFER, m.bufId
    glVertexAttribPointer 0, 3, GL_FLOAT, GL_FALSE, 0, 0

    glBindBuffer GL_ARRAY_BUFFER, m.bufId
    glBufferData GL_ARRAY_BUFFER, m.triCount * Len(t), m.tris.OFFSET, GL_STATIC_DRAW

    m.prog = glCreateProgram&

    fs = glCreateShader&(GL_FRAGMENT_SHADER)
    o = _Offset(fshad$)
    glShaderSource fs, 1, _Offset(o), 0

    glCompileShader fs

    glAttachShader m.prog, vs
    glAttachShader m.prog, fs

    glLinkProgram m.prog

    m.pointsId = glGetUniformLocation(m.prog, "points")
    m.colorsId = glGetUniformLocation(m.prog, "colors")
End Sub

This is the header (name it "stained_glass_help.h" and place it next to the .bas file):

Code: (Select All)
void myShaderSource(int shad, int count, ptrszint text, ptrszint length)
{
    __glewShaderSource(shad, count, (const GLchar **)text, (const GLint *)length);
}

void myGenBuffers(int count, uintptr_t offset)
{
    __glewGenBuffers(count, (GLuint *)offset);
}

void myGenVertexArrays(int count, uintptr_t buffers)
{
    glGenVertexArrays(count, (GLuint *)buffers);
}

void myBufferData(int target, uintptr_t size, uintptr_t data, int usage)
{
    glBufferData(target, size, (GLuint *)data, usage);
}

void myDrawArrays(int mode, int first, int count)
{
    glDrawArrays(mode, first, count);
}

void myUniformMatrix4fv(int id, int count, unsigned char transpose, uintptr_t mat)
{
    glUniformMatrix4fv(id, count, transpose, (GLfloat *)mat);
}

void myUniform2fv(int id, int count, uintptr_t mat)
{
    glUniform2fv(id, count, (GLfloat *)mat);
}

void myUniform3fv(int id, int count, uintptr_t mat)
{
    glUniform3fv(id, count, (GLfloat *)mat);
}
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