use float instead of double
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f4f91325cc
commit
e81666e657
10 changed files with 114 additions and 115 deletions
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@ -41,90 +41,26 @@ void GBClientDestroy(GBClient client) {
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static double r = 0;
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static void scene(void) {
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glColor3f(1, 1, 1);
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int i;
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double u = 1;
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glPushMatrix();
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glTranslatef(0, fabs(sin(r)), 1);
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glBegin(GL_QUADS);
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glNormal3f(0, -1, 0);
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for(i = 0; i < 4; i++) {
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glVertex3f(cos(90 * i / 180.0 * GBMathPi), u, sin(90 * i / 180.0 * GBMathPi));
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}
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glEnd();
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for(i = 0; i < 4; i++) {
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double n[3];
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double v0[3];
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double v1[3];
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double v2[3];
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v0[0] = 0;
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v0[1] = 1 + u;
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v0[2] = 0;
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v1[0] = cos(90 * (i + 1) / 180.0 * GBMathPi);
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v1[1] = u;
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v1[2] = sin(90 * (i + 1) / 180.0 * GBMathPi);
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v2[0] = cos(90 * i / 180.0 * GBMathPi);
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v2[1] = u;
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v2[2] = sin(90 * i / 180.0 * GBMathPi);
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GBMathNormal3x3(n, v0, v1, v2);
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glBegin(GL_TRIANGLES);
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glNormal3f(n[0], n[1], n[2]);
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glVertex3f(v0[0], v0[1], v0[2]);
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glVertex3f(v1[0], v1[1], v1[2]);
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glVertex3f(v2[0], v2[1], v2[2]);
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glEnd();
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}
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glPopMatrix();
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static void scene(GBClient client) {
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}
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void GBClientStep(GBClient client) {
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GLfloat f[4];
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int i;
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for(i = 0; i < 4; i++) f[i] = client->light0[i];
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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GBGLPerspective(client->gl, client->engine->width, client->engine->height);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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GBGLSetCamera(client->gl);
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glLightfv(GL_LIGHT0, GL_POSITION, f);
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GBGLClear(client->gl);
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GBGLCameraSetup(client->gl);
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GBGLSetLight(client->gl);
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if(GBGLShadowBeforeMapping(client->gl)) {
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scene();
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scene(client);
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GBGLShadowAfterMapping(client->gl);
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}
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glDisable(GL_DEPTH_TEST);
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0);
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glVertex3f(-10, -0, -10);
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glVertex3f(-10, -0, 10);
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glVertex3f(10, -0, 10);
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glVertex3f(10, -0, -10);
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glEnd();
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glEnable(GL_DEPTH_TEST);
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scene();
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scene(client);
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GBGLShadowEnd(client->gl);
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client->engine->param->gl_swapbuffer();
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client->light0[0] = cos(r) * 5;
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client->light0[2] = sin(r) * 5;
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client->camera[0] = cos(r) * 5;
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client->camera[2] = sin(r) * 5;
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r += 0.1;
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}
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