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package OpenGL::Earth::Scene; |
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1442
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use strict; |
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use warnings; |
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34
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use OpenGL q(:all); |
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use OpenGL::Earth::NetworkHits; |
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use OpenGL::Earth::Physics; |
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our @LIGHT_AMBIENT = ( 0.0, 0.0, 0.1, 0.2 ); |
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our @LIGHT_DIFFUSE = ( 1.2, 1.2, 1.2, 1.0 ); |
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our @LIGHT_POSITION = ( 4.0, 4.0, 2.0, 3.0); |
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sub render { |
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# Enables, disables or otherwise adjusts as |
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# appropriate for our current settings. |
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if ($OpenGL::Earth::TEXTURE_ON) { |
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glEnable(GL_TEXTURE_2D); |
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} |
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else { |
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glDisable(GL_TEXTURE_2D); |
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} |
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if ($OpenGL::Earth::LIGHT_ON) { |
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glEnable(GL_LIGHTING); |
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} |
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else { |
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glDisable(GL_LIGHTING); |
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} |
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31
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#if ($OpenGL::Earth::ALPHA_ADD) { |
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# glBlendFunc(GL_SRC_ALPHA,GL_ONE); |
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#} |
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#else { |
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); |
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#} |
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# If we're blending, we don'$t want z-buffering. |
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if ($OpenGL::Earth::BLEND_ON) { |
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glDisable(GL_DEPTH_TEST); |
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} |
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else { |
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glEnable(GL_DEPTH_TEST); |
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} |
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if ($OpenGL::Earth::FILTERING_ON) { |
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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} |
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else { |
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); |
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); |
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} |
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54
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# Need to manipulate the ModelView matrix to move our model around. |
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glMatrixMode(GL_MODELVIEW); |
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57
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# Reset to 0,0,0; no rotation, no scaling. |
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58
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glLoadIdentity(); |
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59
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60
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OpenGL::Earth::Physics::move(); |
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62
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# Clear the color and depth buffers. |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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64
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65
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my $quad = gluNewQuadric(); |
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66
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if ($quad != 0) |
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67
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{ |
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gluQuadricNormals($quad, GLU_SMOOTH); |
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gluQuadricTexture($quad, GL_TRUE); |
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71
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#my @Earth_emission = (0.0, 0.0, 0.0, 1.0); |
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#my @Earth_specular = (0.3, 0.3, 0.3, 1.0); |
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#glMaterialf(GL_FRONT, GL_EMISSION, 0.0); #@Earth_emission); |
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#glMaterialf(GL_FRONT, GL_SPECULAR, 50.0); #@Earth_specular); |
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76
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# Render Earth sphere |
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glBindTexture(GL_TEXTURE_2D, $OpenGL::Earth::TEXTURES[0]); |
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glColor3f(0.6, 0.6, 0.6); |
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80
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gluSphere($quad, 1.5, 64, 64); |
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gluDeleteQuadric($quad); |
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} |
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84
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glDisable(GL_LIGHTING); |
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85
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86
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OpenGL::Earth::NetworkHits::display(); |
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87
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88
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# Sense the wii motion |
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89
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my $motion = OpenGL::Earth::Wiimote::get_motion(); |
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90
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91
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# Move back to the origin (for the text, below). |
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92
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glLoadIdentity(); |
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93
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94
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OpenGL::Earth::Render::text_stats($motion); |
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96
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# All done drawing. Let's show it. |
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97
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glutSwapBuffers(); |
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98
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99
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#static_motion_calc($motion); |
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100
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OpenGL::Earth::Physics::calculate_falloff_motion($motion); |
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101
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102
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# And collect our statistics. |
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103
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#ourDoFPS(); |
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104
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105
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return; |
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106
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} |
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107
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108
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sub resize { |
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109
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110
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my ($width, $height) = @_; |
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111
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112
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# Let's not core dump, no matter what. |
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113
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$height = 1 if ($height == 0); |
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114
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115
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glViewport(0, 0, $width, $height); |
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116
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117
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glMatrixMode(GL_PROJECTION); |
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118
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glLoadIdentity(); |
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119
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gluPerspective(45.0,$width/$height,0.1,100.0); |
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120
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121
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glMatrixMode(GL_MODELVIEW); |
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122
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123
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$OpenGL::Earth::WINDOW_WIDTH = $width; |
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$OpenGL::Earth::WINDOW_HEIGHT = $height; |
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125
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126
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return; |
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127
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} |
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128
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129
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sub setup_lighting { |
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130
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glLightfv_p(GL_LIGHT1, GL_POSITION, @LIGHT_POSITION); |
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glLightfv_p(GL_LIGHT1, GL_AMBIENT, @LIGHT_AMBIENT); |
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glLightfv_p(GL_LIGHT1, GL_DIFFUSE, @LIGHT_DIFFUSE); |
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glEnable (GL_LIGHT1); |
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} |
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135
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136
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1; |
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137
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