361 lines
9.1 KiB
C++
361 lines
9.1 KiB
C++
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#include "main.h"
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#include "3dutils.h"
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#include <math.h>
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#include "utils.h"
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#include "mesh.h"
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#include "vector.h"
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#include "texture.h"
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#include "glapi.h"
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int SKYBOX = -1;
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/*
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* Luo py<EFBFBD>r<EFBFBD>hdyskappaleen y-akselin ymp<EFBFBD>ri annetuista pisteist<EFBFBD>
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* Parametrina taulukollinen pisteit<EFBFBD>,
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* pisteidein m<EFBFBD><EFBFBD>r<EFBFBD>,
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* jakojen m<EFBFBD><EFBFBD>r<EFBFBD> py<EFBFBD>r<EFBFBD>hdyssuunnassa,
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* jakojen m<EFBFBD><EFBFBD>r<EFBFBD> "pysty"suunnassa
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* Jos viimeinen parametri on sama kuin pisteiden m<EFBFBD><EFBFBD>r<EFBFBD>,
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* niin py<EFBFBD>r<EFBFBD>hdyskappale vastaa suoraan annettujen pisteiden
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* py<EFBFBD>r<EFBFBD>hdyskappaletta. Muulloin pisteet lasketaan kuutiollisella
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* interpoloinnilla annettujen pisteiden v<EFBFBD>lill<EFBFBD>.
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*/
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void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks){
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int i, j;
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point2d *h1, *h2;
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point2d *derivates;
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if (pointderivates == NULL) derivates = new point2d[count];
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else derivates = pointderivates;
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//Derivaatta pisteess<73> i on (points[i+1]-points[i-1])/2 alkua ja loppua lukuunottamatta
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for (i = 0; i < count; i++){
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if (pointderivates == NULL || (derivates[i].x == 0 && derivates[i].y == 0)){
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if (i == 0) h1 = &points[0];
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else h1 = &points[i-1];
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if (i == count-1) h2 = &points[count-1];
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else h2 = &points[i+1];
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float dx,dy;
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dx = (h2->x - h1->x);
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dy = (h2->y - h1->y);
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if (i > 0 && i < count){
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dx /= 2;
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dy /= 2;
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}
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derivates[i].x = dx;
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derivates[i].y = dy;
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}
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}
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float sif;
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int si;
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point2d newpoint, oldpoint;
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point2d derivate;
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point2d newnormal, oldnormal;
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point2d A, B, C, D;
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oldpoint.x = points[0].x;
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oldpoint.y = points[0].y;
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oldnormal.x = derivates[0].y;
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oldnormal.y = -derivates[0].x;
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point2d *p1, *p2, *d1, *d2;
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int i1, i2;
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float t;
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float x1, y1, z1, x2, y2, z2, nx1, ny1, nz1, nx2, ny2, nz2;
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for (i = 1; i <= stacks-(stacks/count); i++){
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sif = (float)i*count/stacks;
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si = (int)sif;
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t = sif-si;
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i1 = si;
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i2 = si+1;
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if (i2 >= count) i2 = count-1;
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p1 = &points[i1];
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p2 = &points[i2];
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d1 = &derivates[i1];
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d2 = &derivates[i2];
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//Hermite-k<>yr<79> A*t^3 + B*t^2 + C*t + D
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//Hermite-k<>yr<79>n derivaatta 3*A*t^2 + 2*B*t + C
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//Vakiot A,B,C ja D ovat laskettu siten, ett<74>:
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//1. H(0)=p1;
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//2. H(1)=p2;
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//3. H'(0)=d1;
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//4. H'(1)=d2;
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//
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//A = d2 - 2*p2 + d1 + 2*p1
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//B = -d2 + 3*p2 - 2*d1 - 3*p1
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//C = d1
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//D = p1
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A.x = d2->x - 2*p2->x + d1->x + 2*p1->x;
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A.y = d2->y - 2*p2->y + d1->y + 2*p1->y;
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B.x = - d2->x + 3*p2->x - 2*d1->x - 3*p1->x;
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B.y = - d2->y + 3*p2->y - 2*d1->y - 3*p1->y;
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C.x = d1->x;
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C.y = d1->y;
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D.x = p1->x;
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D.y = p1->y;
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newpoint.x = A.x*t*t*t + B.x*t*t + C.x*t + D.x;
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newpoint.y = A.y*t*t*t + B.y*t*t + C.y*t + D.y;
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derivate.x = 3*A.x*t*t + 2*B.x*t + C.x;
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derivate.y = 3*A.y*t*t + 2*B.y*t + C.y;
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newnormal.x = derivate.y;
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newnormal.y = -derivate.x;
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glBegin(GL_QUAD_STRIP);
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for (j = 0; j <= slices; j++){
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float angle = j*2*PI/slices;
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nx2 = sin(angle)*newnormal.x;
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ny2 = newnormal.y;
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nz2 = cos(angle)*newnormal.x;
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glNormal3f(nx2, ny2, nz2);
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x2 = sin(angle)*newpoint.x;
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y2 = newpoint.y;
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z2 = cos(angle)*newpoint.x;
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glTexCoord2f(j*1.0/slices,1.0-(i*1.0/(stacks-1)));
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glVertex3f(x2, y2, z2);
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nx1 = sin(angle)*oldnormal.x;
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ny1 = oldnormal.y;
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nz1 = cos(angle)*oldnormal.x;
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glNormal3f(nx1, ny1, nz1);
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x1 = sin(angle)*oldpoint.x;
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y1 = oldpoint.y;
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z1 = cos(angle)*oldpoint.x;
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glTexCoord2f(j*1.0/slices,1.0-((i-1)*1.0/(stacks-1)));
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glVertex3f(x1, y1, z1);
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}
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glEnd();
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oldpoint.x = newpoint.x;
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oldpoint.y = newpoint.y;
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oldnormal.x = newnormal.x;
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oldnormal.y = newnormal.y;
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}
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}
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GLUquadricObj *spherequadric = gluNewQuadric();
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void createSphere(float r, int slices, int stacks){
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/*float phi, theta;
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int x, y;
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for (y = 0; y < stacks; y++){
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for (x = 0; x < slices; x++){
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}
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}*/
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gluSphere(spherequadric, r, slices, stacks);
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}
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#define DEFAULTSLICES 20
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#define DEFAULTSTACKS 10
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void createSphere(float r){
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createSphere(r, DEFAULTSLICES, DEFAULTSTACKS);
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}
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bool solvePointInTriangle(float *position, float *normal,
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Vertex *v1, Vertex *v2, Vertex *v3,
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float *t, float *u, float *v){
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float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
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float det,inv_det;
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// find vectors for two edges sharing vert0
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vectorSub(edge1, v2->position, v1->position);
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vectorSub(edge2, v3->position, v1->position);
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// begin calculating determinant - also used to calculate U parameter
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vectorCross(pvec, normal, edge2);
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//if determinant is near zero, ray lies in plane of triangle
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det = vectorDot(edge1, pvec);
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if (det > -EPSILON && det < EPSILON) return false;
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inv_det = 1.0 / det;
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// calculate distance from vert0 to ray origin
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vectorSub(tvec, position, v1->position);
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// calculate U parameter and test bounds
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*u = vectorDot(tvec, pvec) * inv_det;
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if (*u < 0.0 || *u > 1.0) return false;
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// prepare to test V parameter
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vectorCross(qvec, tvec, edge1);
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// calculate V parameter and test bounds
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*v = vectorDot(normal, qvec) * inv_det;
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if (*v < 0.0 || *u + *v > 1.0) return false;
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// calculate t, ray intersects triangle
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*t = vectorDot(edge2, qvec) * inv_det;
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return true;
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}
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float distanceFromPlane(float point[3], float normal[3], float distance){
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return vectorDot(point, normal) + distance;
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}
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void createSkyBox(float x, float y, float z, float w, float h, float l)
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{
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glEnable(GL_TEXTURE_2D);
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glClear(GL_DEPTH_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_LIGHTING);
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glShadeModel(GL_FLAT);
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float modelview[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
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modelview[12] = modelview[13] = modelview[14] = 0.0f;
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glPushMatrix();
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glLoadMatrixf(modelview);
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if (SKYBOX > 0){
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glCallList(SKYBOX);
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}
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else{
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SKYBOX = glGenLists(1);
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float d = 1.0/512;
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//glPushAttrib(GL_COLOR);
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glNewList(SKYBOX, GL_COMPILE_AND_EXECUTE);
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//glBindTexture(GL_TEXTURE_2D, SKY_BACK_ID);
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skybacktexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
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glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);
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glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z);
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glEnd();
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//glBindTexture(GL_TEXTURE_2D, SKY_FRONT_ID);
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skyfronttexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z + l);
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glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
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glEnd();
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//glBindTexture(GL_TEXTURE_2D, SKY_TOP_ID);
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skytoptexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(1-d, 1-d); glVertex3f(x, y + h, z);
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glTexCoord2f(0+d, 1-d); glVertex3f(x, y + h, z + l);
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/*glTexCoord2f(1.0f, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0+d, 1.0f); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);*/
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glEnd();
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//glBindTexture(GL_TEXTURE_2D, SKY_BOTTOM_ID);
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skybottomtexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 0+d); glVertex3f(x, y, z);
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glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
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glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y, z + l);
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glEnd();
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//glBindTexture(GL_TEXTURE_2D, SKY_LEFT_ID);
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skylefttexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z + l);
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glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z);
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glEnd();
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//glBindTexture(GL_TEXTURE_2D, SKY_RIGHT_ID);
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skyrighttexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z);
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glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z + l);
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glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z);
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glEnd();
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glEndList();
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}
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_LIGHTING);
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glShadeModel(GL_SMOOTH);
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}
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void enable2D(void){
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glDisable(GL_LIGHTING);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, 1, 1, 0);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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}
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void disable2D(void){
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glEnable(GL_LIGHTING);
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}
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