implement star background
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a3c60c20f1
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23
engine/Material.h
Normal file
23
engine/Material.h
Normal file
@ -0,0 +1,23 @@
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#ifndef BLUECORE_MATERIAL_H
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#define BLUECORE_MATERIAL_H
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#include "ShaderManager.h"
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#include "TextureManager.h"
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namespace BlueCore
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{
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class Material
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{
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typedef ref_ptr<Texture> TexturePtr;
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typedef std::pair<std::string, TexturePtr> TextureUnit;
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std::vector<TextureUnit> _Textures;
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ShaderProgram _ShaderProgram;
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bool Tangents;
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float Shininess;
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float Specular[4];
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};
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}
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#endif /*MATERIAL_H_*/
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@ -17,7 +17,7 @@ void RenderDevice::WindowResizeSlot(int width, int height)
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}
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RenderDevice::RenderDevice(RenderWindow* renderWindow) :
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_RenderWindow(renderWindow)
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_RenderWindow(renderWindow), _ActiveTextures(0)
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{
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if (_RenderWindow.valid())
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{
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@ -32,7 +32,7 @@ RenderDevice::RenderDevice(RenderWindow* renderWindow) :
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glViewport( 0, 0, _ViewportWidth, _ViewportHeight);
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}
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clog << ">>> RenderDevice constructed..."<< endlog;
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clog << ">>> RenderDevice constructed..." << endlog;
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}
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RenderDevice::~RenderDevice()
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@ -114,6 +114,10 @@ void RenderDevice::begin3D(Camera *camera)
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setupViewMatrix();
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}
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void RenderDevice::end3D()
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{
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}
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void RenderDevice::setupProjectionMatrix()
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{
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if (_Camera.valid())
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@ -132,55 +136,47 @@ void RenderDevice::setupProjectionMatrix()
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void RenderDevice::setupViewMatrix()
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{
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// set the view matrix
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if (_Camera.valid())
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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Matrix4x4 m(_Camera->getRotation(), _Camera->getRotation().applyInversed(_Camera->getPosition() * -1.0) );
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glMultMatrixd( ( GLdouble * ) &m.m );
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/*
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// calculate frustum planes
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Vector3 up = q.apply ( Vector3 ( 0.0, 1.0, 0.0 ) );
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Vector3 right = q.apply ( Vector3 ( 1.0, 0.0, 0.0 ) );
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Vector3 d = q.apply ( Vector3 ( 0.0, 0.0, -1.0 ) );
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Vector3 fc = p + d * _far;
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Vector3 ftl = fc + ( up * _hFar ) - ( right * _wFar );
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Vector3 ftr = fc + ( up * _hFar ) + ( right * _wFar );
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Vector3 fbl = fc - ( up * _hFar ) - ( right * _wFar );
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Vector3 fbr = fc - ( up * _hFar ) + ( right * _wFar );
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Vector3 nc = p + d * _near;
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Vector3 ntl = nc + ( up * _hNear ) - ( right * _wNear );
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Vector3 ntr = nc + ( up * _hNear ) + ( right * _wNear );
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Vector3 nbl = nc - ( up * _hNear ) - ( right * _wNear );
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Vector3 nbr = nc - ( up * _hNear ) + ( right * _wNear );
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_frustumPlanes[RightPlane] = Plane ( nbr, fbr, ntr );
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_frustumPlanes[LeftPlane] = Plane ( ntl, fbl, nbl );
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_frustumPlanes[BottomPlane] = Plane ( nbl, fbr, nbr );
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_frustumPlanes[TopPlane] = Plane ( ntr, ftl, ntl );
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_frustumPlanes[FarPlane] = Plane ( ftl, ftr, fbl );
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_frustumPlanes[NearPlane] = Plane ( ntl, nbl, ntr );
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*/
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}
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void RenderDevice::setTransformation (const Vector3& position, const Quaternion& orientation)
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void RenderDevice::pushTransformation(const Vector3& position,
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const Quaternion& orientation)
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{
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glMatrixMode ( GL_MODELVIEW );
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glMatrixMode( GL_MODELVIEW);
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glPushMatrix();
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Matrix4x4 m ( orientation, position );
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glMultMatrixd ( ( GLdouble * ) &m.m );
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Matrix4x4 m(orientation, position);
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glMultMatrixd( ( GLdouble * ) &m.m );
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}
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#if 0
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void RenderDevice::setu
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// set the view matrix
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glMatrixMode (GL_MODELVIEW );
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glLoadIdentity();
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Matrix4x4 m(_Rotation, _Rotation.applyInversed(_Position * -1.0) );
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glMultMatrixd ( ( GLdouble * ) &m.m );
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} // namespace BlueCore
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#endif
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void RenderDevice::popTransformation()
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{
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glMatrixMode( GL_MODELVIEW);
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glPopMatrix();
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}
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void RenderDevice::setTexture(unsigned int unit, Texture* texture, bool last)
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{
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glActiveTextureARB(GL_TEXTURE0_ARB + unit);
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glBindTexture(GL_TEXTURE_2D, texture->getId());
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glEnable(GL_TEXTURE_2D);
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if (unit > _ActiveTextures)
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_ActiveTextures = unit;
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if (last)
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{
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for (unsigned int i = unit + 1; i < _ActiveTextures; i++)
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{
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glActiveTextureARB(GL_TEXTURE0_ARB + i);
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glDisable( GL_TEXTURE_2D);
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}
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_ActiveTextures = unit;
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}
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}
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} // namespace BlueCore
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@ -22,6 +22,8 @@ private:
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ref_ptr<RenderWindow> _RenderWindow;
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ref_ptr<Camera> _Camera;
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unsigned int _ActiveTextures;
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public:
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RenderDevice(RenderWindow* renderWindow);
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@ -33,15 +35,18 @@ public:
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void begin2D();
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void end2D();
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void begin3D(Camera *);
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void end3D();
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void clear();
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void swap();
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void setAmbientLight(float r, float g, float b);
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void setMaterial(Material *);
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void setTexture(unsigned int unit, unsigned int texture);
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void begin3D(Camera *);
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void setTransformation (const Vector3&, const Quaternion&);
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void setTexture(unsigned int unit, Texture* texture, bool last = false);
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void pushTransformation (const Vector3&, const Quaternion&);
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void popTransformation ();
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void setupProjectionMatrix();
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void setupViewMatrix();
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@ -37,14 +37,16 @@ void RenderQueue::render(RenderDevice *device) const
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for (i = _OpaqueItems.begin(); i != _OpaqueItems.end(); i++)
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{
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device->setTransformation((*i).position, (*i).orientation);
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device->pushTransformation((*i).position, (*i).orientation);
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(*i).item->render(device);
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device->popTransformation();
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}
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for (i = _TransparentItems.begin(); i != _TransparentItems.end(); i++)
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{
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device->setTransformation((*i).position, (*i).orientation);
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device->pushTransformation((*i).position, (*i).orientation);
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(*i).item->render(device);
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device->popTransformation();
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}
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}
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@ -74,7 +74,7 @@ body <- null;
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function Initialize()
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{
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::font = Font ("DejaVuSans.ttf", 24, 1 );
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::font = Font();//Font ("DejaVuSans.ttf", 24, 1 );
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::logo = Image ("image.png", 0.0, 0.0, 1.0, 1.0);
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::body = RigidBody();
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BIN
engine/data/nebular.zip
Normal file
BIN
engine/data/nebular.zip
Normal file
Binary file not shown.
BIN
engine/data/stars.zip
Normal file
BIN
engine/data/stars.zip
Normal file
Binary file not shown.
@ -89,10 +89,6 @@ int main(int argc, char **argv)
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ref_ptr<Camera> camera = new Camera();
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ref_ptr<RenderQueue> queue = new RenderQueue();
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/*
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ShaderProgram prog =
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shadermanager->loadShaderProgram("ambient_color_emissive");
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*/
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setupScriptSystem_Font(scriptsystem, fontmanager);
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setupScriptSystem_Image(scriptsystem, texturemanager, device);
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setupScriptSystem_Math(scriptsystem);
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@ -107,6 +103,12 @@ int main(int argc, char **argv)
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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ref_ptr<Mesh> starMesh = meshmanager->loadMesh("stars.3ds");
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ref_ptr<Texture> starTexture = texturemanager->loadTexture("stars.png", 0);
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ref_ptr<Mesh> nebularMesh = meshmanager->loadMesh("nebular.3ds");
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ref_ptr<Texture> nebularTexture = texturemanager->loadTexture("nebular.png");
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if (window.valid() && device.valid())
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{
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scriptsystem->loadScript("main");
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@ -114,7 +116,7 @@ int main(int argc, char **argv)
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camera->setFoV(90.0);
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camera->setAspectRatio((double)width/(double)height);
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camera->setNearPlane(1.0);
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camera->setFarPlane(100.0);
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camera->setFarPlane(15000.0);
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camera->setPosition(Vector3(0.0, 0.0, 20.0));
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device->setAmbientLight(1.0, 1.0, 1.0);
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@ -142,6 +144,22 @@ int main(int argc, char **argv)
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queue->addOpaqueItem(model, Vector3(10.0, 0.0, 0.0), Quaternion(Vector3(0.0,1.0,0.0), fmod(time, 3)));
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queue->render(device);
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glMatrixMode ( GL_MODELVIEW );
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glPushMatrix();
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glLoadIdentity();
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glEnable ( GL_BLEND );
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glBlendFunc ( GL_ONE, GL_ONE );
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glEnable ( GL_DEPTH_TEST );
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glDepthMask ( GL_FALSE );
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glDisable ( GL_LIGHTING );
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glColor4d ( 1.0f, 1.0f, 1.0f, 1.0f );
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device->setTexture(0, starTexture, true);
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starMesh->render();
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glDisable ( GL_BLEND );
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// device->useShader (program);
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// device->setTexture (stage, name, texture)
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// device->clearTextures (stage+1);
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