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161 | entity *e = new entity (q); |
161 | entity *e = new entity (q); |
162 | e->move (vec3 (10, 3, -4)); |
162 | e->move (vec3 (10, 3, -4)); |
163 | e->show (); |
163 | e->show (); |
164 | } |
164 | } |
165 | |
165 | |
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166 | void fisch (vec3 center, GLfloat radius, int depth) |
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167 | { |
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168 | entity *planet = new entity (new geometry_sphere (radius)); |
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169 | planet->move (center); |
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170 | planet->show (); |
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171 | |
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172 | if (--depth) |
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173 | { |
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174 | GLfloat r2 = radius * .1F; |
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175 | GLfloat r3 = radius + r2; |
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176 | |
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177 | fisch (center + vec3 (r3, 0, 0), r2, depth); |
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178 | fisch (center + vec3 (0, 0, r3), r2, depth); |
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179 | fisch (center + vec3 (-r3, 0, 0), r2, depth); |
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180 | } |
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181 | } |
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182 | |
166 | extern void draw_level (); |
183 | extern void draw_level (); |
167 | int |
184 | int |
168 | RunGLTest (int argc, char *argv[], |
185 | RunGLTest (int argc, char *argv[], |
169 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
186 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
170 | { |
187 | { |
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302 | e->move (vec3 (i*5, -3, -i*10)); |
319 | e->move (vec3 (i*5, -3, -i*10)); |
303 | e->show (); |
320 | e->show (); |
304 | } |
321 | } |
305 | |
322 | |
306 | { |
323 | { |
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324 | fisch (vec3 (0, 0, -2e9), 1e9, 8); |
307 | entity *planet = new entity (new geometry_sphere (1e9)); |
325 | //entity *planet = new entity (new geometry_sphere (1e9)); |
308 | planet->move (vec3 (0, 0, -1.5e9)); |
326 | //planet->move (vec3 (0, 0, -1.5e9)); |
309 | planet->show (); |
327 | //planet->show (); |
310 | } |
328 | } |
311 | |
329 | |
312 | { |
330 | { |
313 | entity *planet = new entity (new geometry_sphere (4e15)); |
331 | entity *planet = new entity (new geometry_sphere (4e15)); |
314 | planet->move (vec3 (0, 0, 1e17)); |
332 | planet->move (vec3 (0, 0, 1e17)); |
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324 | camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; |
342 | camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; |
325 | camera.p = point (0, 0, 10); |
343 | camera.p = point (0, 0, 10); |
326 | camera.d = vec3 (0, 0, -1); |
344 | camera.d = vec3 (0, 0, -1); |
327 | camera.u = vec3 (0, 1, 0); |
345 | camera.u = vec3 (0, 1, 0); |
328 | camera.w = w; camera.h = h; |
346 | camera.w = w; camera.h = h; |
329 | camera.fov = 35; |
347 | camera.fov = 40.; |
330 | camera.z_near = 1.; |
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331 | |
348 | |
332 | glEnable (GL_CULL_FACE); |
349 | glEnable (GL_CULL_FACE); |
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350 | glDisable (GL_ALPHA_TEST); |
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351 | glDisable (GL_BLEND); |
333 | |
352 | |
334 | init_shaders (); |
353 | init_shaders (); |
335 | |
354 | |
336 | osama_material osa_mat; |
355 | osama_material osa_mat; |
337 | |
356 | |
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418 | int slowly; |
437 | int slowly; |
419 | float gamma = 0.0; |
438 | float gamma = 0.0; |
420 | int noframe = 0; |
439 | int noframe = 0; |
421 | int fsaa = 0; |
440 | int fsaa = 0; |
422 | |
441 | |
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442 | shader::debdebdebdebug ();//D |
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443 | |
423 | logo = 0; |
444 | logo = 0; |
424 | slowly = 0; |
445 | slowly = 0; |
425 | numtests = 1; |
446 | numtests = 1; |
426 | for (i = 1; argv[i]; ++i) |
447 | for (i = 1; argv[i]; ++i) |
427 | { |
448 | { |