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1 #include <stdlib.h>
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2 #include "opengl.h"
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3 #include "light.h"
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4 #include "renderer.h"
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5 #include "timer.h"
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6
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7 unsigned int PointLight::sph_vbo = 0;
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8
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9 Light::Light(const Color &col)
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10 : color(col)
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11 {
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12 intensity = 1.0;
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13 vbo = 0;
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14 num_faces = 0;
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15
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16 flicker_offset = 2.0 * (float)rand() / (float)RAND_MAX;
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17 }
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18
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19 Light::~Light() {}
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20
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21 void Light::set_intensity(float val)
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22 {
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23 intensity = val;
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24 }
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25
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26 void Light::set_color(const Color &col)
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27 {
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28 color = col;
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29 }
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30
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31 Color Light::get_color(bool with_intensity) const
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32 {
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33 return with_intensity ? color * intensity : color;
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34 }
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35
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36 void Light::use(int id) const
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37 {
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38 glLightfv(GL_LIGHT0 + id, GL_DIFFUSE, &color.x);
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39 glLightfv(GL_LIGHT0 + id, GL_SPECULAR, &color.x);
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40 }
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41
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42 void Light::draw() const
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43 {
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44 if(!vbo) {
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45 if(!((Light*)this)->create_mesh()) {
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46 return;
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47 }
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48 }
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49
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50 glEnableClientState(GL_VERTEX_ARRAY);
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51 glBindBuffer(GL_ARRAY_BUFFER, vbo);
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52 glVertexPointer(3, GL_FLOAT, 0, 0);
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53
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54 glDrawArrays(GL_TRIANGLES, 0, num_faces * 3);
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55
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56 glBindBuffer(GL_ARRAY_BUFFER, 0);
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57 glDisableClientState(GL_VERTEX_ARRAY);
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58 }
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59
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60 bool Light::create_mesh()
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61 {
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62 fprintf(stderr, "%s: undefined\n", __FUNCTION__);
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63 return false;
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64 }
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65
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66
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67 PointLight::PointLight()
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68 : Light(Color(1.0, 1.0, 1.0))
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69 {
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70 atten[0] = 1.0f;
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71 atten[1] = 0.0f;
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72 atten[2] = 0.0f;
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73 radius = 1.0;
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74 }
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75
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76 PointLight::PointLight(const Vector3 &pos, const Color &col)
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77 : Light(col)
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78 {
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79 this->pos = pos;
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80 atten[0] = 1.0f;
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81 atten[1] = 0.0f;
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82 atten[2] = 0.0f;
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83 radius = 1.0;
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84 }
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85
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86 void PointLight::set_position(const Vector3 &pos)
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87 {
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88 this->pos = pos;
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89 }
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90
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91 const Vector3 &PointLight::get_position() const
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92 {
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93 return pos;
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94 }
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95
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96 void PointLight::set_attenuation(float att_const, float att_lin, float att_quad)
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97 {
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98 atten[0] = att_const;
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99 atten[1] = att_lin;
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100 atten[2] = att_quad;
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101 }
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102
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103 void PointLight::set_radius(float rad)
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104 {
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105 radius = rad;
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106 }
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107
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108 float PointLight::get_radius() const
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109 {
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110 return radius;
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111 }
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112
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113 void PointLight::use(int id) const
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114 {
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115 float lpos[] = {pos.x, pos.y, pos.z, 1.0f};
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116 glLightfv(GL_LIGHT0 + id, GL_POSITION, lpos);
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117 glLightf(GL_LIGHT0 + id, GL_CONSTANT_ATTENUATION, atten[0]);
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118 glLightf(GL_LIGHT0 + id, GL_LINEAR_ATTENUATION, atten[1]);
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119 glLightf(GL_LIGHT0 + id, GL_QUADRATIC_ATTENUATION, atten[2]);
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120 }
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121
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122 void PointLight::draw() const
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123 {
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124 unsigned int sdr = rend->get_current_program();
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125 if(sdr) {
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126 int loc;
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127 if((loc = glGetUniformLocation(sdr, "light_radius")) != -1) {
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128 glUniform1f(loc, radius);
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129 }
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130 if((loc = glGetUniformLocation(sdr, "light_color")) != -1) {
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131 float t = get_time_msec() / 1000.0 + flicker_offset * 4.0;
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132 float intens = fbm1(t * 2.0, 2) * 0.5 + 1.0;
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133 glUniform3f(loc, color.x * intens, color.y * intens, color.z * intens);
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134 }
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135 }
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136
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137 glMatrixMode(GL_MODELVIEW);
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138 glPushMatrix();
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139 glTranslatef(pos.x, pos.y, pos.z);
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140 glScalef(radius, radius, radius);
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141
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142 Light::draw();
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143
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144 glPopMatrix();
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145 }
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146
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147
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148
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149 Vector3 sphvertex(float u, float v)
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150 {
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151 float theta = u * M_PI * 2.0;
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152 float phi = v * M_PI;
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153
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154 Vector3 res;
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155 res.x = sin(theta) * sin(phi);
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156 res.y = cos(phi);
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157 res.z = cos(theta) * sin(phi);
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158 return res;
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159 }
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160
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161
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162 bool PointLight::create_mesh()
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163 {
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164 /*if(sph_vbo) {
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165 vbo = sph_vbo;
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166 return true;
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167 }*/
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168
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169 printf("building sphere mesh for point light drawing\n");
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170
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171 const static int udiv = 8;
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172 const static int vdiv = 4;
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173
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174 int nquads = udiv * vdiv;
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175 num_faces = nquads * 2;
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176 int nverts = num_faces * 3;
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177
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178 float du = 1.0 / (float)udiv;
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179 float dv = 1.0 / (float)vdiv;
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180
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181 glGenBuffers(1, &sph_vbo);
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182 glBindBuffer(GL_ARRAY_BUFFER, sph_vbo);
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183 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(Vector3), 0, GL_STATIC_DRAW);
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184
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185 Vector3 *vptr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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186
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187 for(int i=0; i<vdiv; i++) {
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188 float v = (float)i / (float)vdiv;
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189 for(int j=0; j<udiv; j++) {
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190 float u = (float)j / (float)udiv;
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191
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192 *vptr++ = sphvertex(u, v + dv);
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193 *vptr++ = sphvertex(u + du, v);
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194 *vptr++ = sphvertex(u, v);
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195
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196 *vptr++ = sphvertex(u, v + dv);
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197 *vptr++ = sphvertex(u + du, v + dv);
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198 *vptr++ = sphvertex(u + du, v);
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199 }
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200 }
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201 glUnmapBuffer(GL_ARRAY_BUFFER);
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202 glBindBuffer(GL_ARRAY_BUFFER, 0);
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203
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204 vbo = sph_vbo;
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205 return true;
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206 }
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207
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208 void set_light(int id, const Light *lt)
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209 {
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210 if(lt) {
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211 glDisable(GL_LIGHT0 + id);
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212 } else {
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213 glEnable(GL_LIGHT0 + id);
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214 lt->use(id);
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215 }
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216 }
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