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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 int PointLight::subdiv = 8;
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9
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10 Light::Light(const Color &col)
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11 : color(col)
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12 {
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13 intensity = 1.0;
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14 vbo = 0;
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15 num_faces = 0;
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16
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17 flicker_offset = 2.0 * (float)rand() / (float)RAND_MAX;
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18 }
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19
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20 Light::~Light() {}
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21
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22 void Light::set_intensity(float val)
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23 {
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24 intensity = val;
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25 }
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26
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27 void Light::set_color(const Color &col)
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28 {
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29 color = col;
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30 }
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31
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32 Color Light::get_color(bool with_intensity) const
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33 {
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34 return with_intensity ? color * intensity : color;
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35 }
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36
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37 void Light::use(int id) const
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38 {
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39 glLightfv(GL_LIGHT0 + id, GL_DIFFUSE, &color.x);
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40 glLightfv(GL_LIGHT0 + id, GL_SPECULAR, &color.x);
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41 }
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42
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43 void Light::draw() const
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44 {
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45 if(!vbo) {
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46 if(!((Light*)this)->create_mesh()) {
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47 return;
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48 }
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49 }
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50
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51 glEnableClientState(GL_VERTEX_ARRAY);
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52 glBindBuffer(GL_ARRAY_BUFFER, vbo);
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53 glVertexPointer(3, GL_FLOAT, 0, 0);
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54
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55 glDrawArrays(GL_TRIANGLES, 0, num_faces * 3);
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56
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57 glBindBuffer(GL_ARRAY_BUFFER, 0);
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58 glDisableClientState(GL_VERTEX_ARRAY);
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59 }
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60
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61 bool Light::create_mesh()
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62 {
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63 fprintf(stderr, "%s: undefined\n", __FUNCTION__);
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64 return false;
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65 }
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66
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67
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68 PointLight::PointLight()
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69 : Light(Color(1.0, 1.0, 1.0))
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70 {
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71 atten[0] = 1.0f;
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72 atten[1] = 0.0f;
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73 atten[2] = 0.0f;
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74 radius = 1.0;
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75 }
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76
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77 PointLight::PointLight(const Vector3 &pos, const Color &col)
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78 : Light(col)
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79 {
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80 this->pos = pos;
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81 atten[0] = 1.0f;
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82 atten[1] = 0.0f;
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83 atten[2] = 0.0f;
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84 radius = 1.0;
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85 }
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86
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87 void PointLight::set_position(const Vector3 &pos)
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88 {
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89 this->pos = pos;
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90 }
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91
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92 const Vector3 &PointLight::get_position() const
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93 {
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94 return pos;
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95 }
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96
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97 void PointLight::set_attenuation(float att_const, float att_lin, float att_quad)
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98 {
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99 atten[0] = att_const;
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100 atten[1] = att_lin;
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101 atten[2] = att_quad;
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102 }
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103
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104 void PointLight::set_radius(float rad)
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105 {
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106 radius = rad;
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107 }
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108
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109 float PointLight::get_radius() const
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110 {
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111 return radius;
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112 }
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113
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114 void PointLight::use(int id) const
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115 {
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116 float lpos[] = {pos.x, pos.y, pos.z, 1.0f};
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117 glLightfv(GL_LIGHT0 + id, GL_POSITION, lpos);
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118 glLightf(GL_LIGHT0 + id, GL_CONSTANT_ATTENUATION, atten[0]);
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119 glLightf(GL_LIGHT0 + id, GL_LINEAR_ATTENUATION, atten[1]);
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120 glLightf(GL_LIGHT0 + id, GL_QUADRATIC_ATTENUATION, atten[2]);
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121 }
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122
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123 void PointLight::draw() const
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124 {
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125 unsigned int sdr = rend->get_current_program();
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126 if(sdr) {
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127 int loc;
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128 if((loc = glGetUniformLocation(sdr, "light_radius")) != -1) {
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129 glUniform1f(loc, radius);
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130 }
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131 if((loc = glGetUniformLocation(sdr, "light_color")) != -1) {
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132 float t = get_time_msec() / 1000.0 + flicker_offset * 4.0;
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133 float intens = fbm1(t * 2.0, 2) * 0.5 + 1.0;
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134 glUniform3f(loc, color.x * intens, color.y * intens, color.z * intens);
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135 }
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136 }
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137
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138 glMatrixMode(GL_MODELVIEW);
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139 glPushMatrix();
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140 glTranslatef(pos.x, pos.y, pos.z);
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141
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142 // scale by the hypotenuse of the triangle with adjacent side: radius
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143 // and angle M_PI / subdiv
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144 float s = radius / cos(M_PI / subdiv);
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145 glScalef(s, s, s);
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146
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147 Light::draw();
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148
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149 glPopMatrix();
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150 }
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151
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152
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153
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154 Vector3 sphvertex(float u, float v)
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155 {
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156 float theta = u * M_PI * 2.0;
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157 float phi = v * M_PI;
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158
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159 Vector3 res;
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160 res.x = sin(theta) * sin(phi);
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161 res.y = cos(phi);
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162 res.z = cos(theta) * sin(phi);
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163 return res;
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164 }
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165
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166
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167 bool PointLight::create_mesh()
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168 {
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169 /*if(sph_vbo) {
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170 vbo = sph_vbo;
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171 return true;
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172 }*/
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173
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174 printf("building sphere mesh for point light drawing\n");
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175
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176 const static int udiv = subdiv;
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177 const static int vdiv = udiv / 2;
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178
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179 int nquads = udiv * vdiv;
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180 num_faces = nquads * 2;
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181 int nverts = num_faces * 3;
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182
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183 float du = 1.0 / (float)udiv;
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184 float dv = 1.0 / (float)vdiv;
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185
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186 glGenBuffers(1, &sph_vbo);
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187 glBindBuffer(GL_ARRAY_BUFFER, sph_vbo);
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188 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(Vector3), 0, GL_STATIC_DRAW);
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189
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190 Vector3 *vptr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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191
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192 for(int i=0; i<vdiv; i++) {
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193 float v = (float)i / (float)vdiv;
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194 for(int j=0; j<udiv; j++) {
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195 float u = (float)j / (float)udiv;
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196
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197 *vptr++ = sphvertex(u, v + dv);
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198 *vptr++ = sphvertex(u + du, v);
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199 *vptr++ = sphvertex(u, v);
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200
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201 *vptr++ = sphvertex(u, v + dv);
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202 *vptr++ = sphvertex(u + du, v + dv);
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203 *vptr++ = sphvertex(u + du, v);
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204 }
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205 }
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206 glUnmapBuffer(GL_ARRAY_BUFFER);
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207 glBindBuffer(GL_ARRAY_BUFFER, 0);
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208
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209 vbo = sph_vbo;
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210 return true;
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211 }
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212
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213 void set_light(int id, const Light *lt)
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214 {
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215 if(lt) {
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216 glDisable(GL_LIGHT0 + id);
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217 } else {
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218 glEnable(GL_LIGHT0 + id);
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219 lt->use(id);
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220 }
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221 }
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