2016-09-28 09:50:35 +00:00
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#include "renderer_polygon_3d.hpp"
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#include <iostream>
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2016-09-28 12:19:05 +00:00
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#include "glm/gtc/type_ptr.hpp"
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2016-09-28 13:10:57 +00:00
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#include <glm/gtc/matrix_transform.hpp>
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2016-09-28 12:19:05 +00:00
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2016-09-28 11:00:40 +00:00
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#include "polygon_model.hpp"
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2016-09-28 09:50:35 +00:00
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namespace endofthejedi {
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void RendererPolygon3d::setup()
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{
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2016-09-28 12:19:05 +00:00
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std::cout<<"setup polygon 3d" << std::endl;
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2016-09-28 11:00:40 +00:00
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2016-09-28 12:19:05 +00:00
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//m_missileModel = new PolygonModel("../data/mesh/quad_screen_coords.stl");
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2016-09-28 11:16:11 +00:00
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2016-09-28 12:19:05 +00:00
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addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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//addModel("../data/mesh/planet_128.stl", &m_planetModel);
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2016-09-28 12:41:15 +00:00
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addModel("../data/mesh/planet_12.stl", &m_planetModel);
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addModel("../data/mesh/ship.stl", &m_shipModel);
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2016-09-28 11:36:22 +00:00
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2016-09-28 12:19:05 +00:00
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std::string vss_simple =
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"#version 120\n"
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2016-09-28 11:36:22 +00:00
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"varying vec3 vertex;\n"
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"void main()\n"
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"{\n"
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" gl_Position = gl_Vertex;\n"
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2016-09-28 12:19:05 +00:00
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" vertex = gl_Position.xyz;\n"
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2016-09-28 11:36:22 +00:00
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"}\n"
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;
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2016-09-28 12:19:05 +00:00
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std::string fss_simple =
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"#version 120\n"
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2016-09-28 11:36:22 +00:00
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"varying vec3 vertex;\n"
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"void main()\n"
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"{\n"
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//" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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" gl_FragColor = vec4(0.5+0.5*vertex.xyz, 1.0);\n"
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"}\n"
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;
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2016-09-28 13:10:57 +00:00
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//"uniform mat4 model;\n"
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//" vec3 p = position + scale*(model*vec4(gl_Vertex.xyz, 0.0));\n"
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2016-09-28 12:19:05 +00:00
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std::string vss_game_objects =
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"#version 120\n"
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"uniform vec3 position;\n"
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"uniform float scale;\n"
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"varying vec3 vertex;\n"
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"void main()\n"
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"{\n"
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2016-09-28 13:10:57 +00:00
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" vec3 p = position + scale*gl_Vertex.xyz;\n"
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2016-09-28 12:19:05 +00:00
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" gl_Position = vec4(p, gl_Vertex.w);\n"
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2016-09-28 13:10:57 +00:00
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" vertex = p.xyz;\n"
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2016-09-28 12:19:05 +00:00
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"}\n"
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;
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std::string fss_game_objects =
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"#version 120\n"
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"varying vec3 vertex;\n"
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"uniform vec3 color;\n"
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"void main()\n"
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"{\n"
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//" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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//" gl_FragColor = vec4(0.5+0.5*vertex.xyz, 1.0);\n"
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" gl_FragColor = vec4(color, 1.0);\n"
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"}\n"
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;
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2016-09-28 11:36:22 +00:00
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m_shader.init();
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2016-09-28 12:19:05 +00:00
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#if 0
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(void) vss_game_objects;
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(void) fss_game_objects;
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m_shader.load(vss_simple.c_str(), GL_VERTEX_SHADER);
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m_shader.load(fss_simple.c_str(), GL_FRAGMENT_SHADER);
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#else
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(void) vss_simple;
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(void) fss_simple;
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m_shader.load(vss_game_objects.c_str(), GL_VERTEX_SHADER);
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m_shader.load(fss_game_objects.c_str(), GL_FRAGMENT_SHADER);
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#endif
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2016-09-28 09:50:35 +00:00
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}
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void RendererPolygon3d::render(const game::State *state)
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{
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2016-09-28 11:36:22 +00:00
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m_shader.bind();
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2016-09-28 12:41:15 +00:00
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// TODO :Z?
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2016-09-28 13:10:57 +00:00
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glm::mat4 model(1.0f);
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glUniformMatrix3fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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2016-09-28 12:19:05 +00:00
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renderPlanets(state);
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2016-09-28 12:41:15 +00:00
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renderShips(state);
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renderMissiles(state);
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2016-09-28 11:38:31 +00:00
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//glColor3f(1.0, 0.0, 0.0);
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//glBegin(GL_QUADS);
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//glVertex2f(-1.0f, -1.0f);
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//glVertex2f(1.0f, -1.0f);
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//glVertex2f(1.0f, 1.0f);
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//glVertex2f(-1.0f, 1.0f);
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//glEnd();
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2016-09-28 12:19:05 +00:00
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}
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void RendererPolygon3d::renderPlanets(const game::State *state)
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{
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m_planetModel->bind();
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for (const game::Planet *planet : state->planets) {
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glm::vec3 c = glm::vec3(0.7, 0.2, 0.1);
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const auto &p = planet->position;
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glUniform3f(m_shader.location("position"), p.x, p.y, 0.0);
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glUniform3f(m_shader.location("color"), c.x, c.y, c.z);
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glUniform1f(m_shader.location("scale"), planet->radius);
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m_planetModel->render();
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}
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}
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void RendererPolygon3d::renderMissiles(const game::State *state)
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{
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2016-09-28 12:41:15 +00:00
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m_missileModel->bind();
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for (const game::Player *player : state->players) {
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for (const game::Missile *missile : player->missiles) {
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.3);
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const auto &p = missile->position;
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2016-09-28 13:10:57 +00:00
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glm::mat4 model(1.0f);
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static float a = 0.0;
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a += 2.0*M_PI * 0.1;
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model = glm::rotate(model, a, glm::vec3(0.0f, 1.0f, 0.0f));
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2016-09-28 12:41:15 +00:00
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glUniform3f(m_shader.location("position"), p.x, p.y, 0.0);
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glUniform3f(m_shader.location("color"), c.x, c.y, c.z);
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2016-09-28 13:10:57 +00:00
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glUniform1f(m_shader.location("scale"), 0.05);
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glUniformMatrix3fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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2016-09-28 12:41:15 +00:00
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m_missileModel->render();
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}
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}
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}
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void RendererPolygon3d::renderShips(const game::State *state)
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{
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m_shipModel->bind();
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for (const game::Ship *ship : state->ships) {
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glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
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const auto &p = ship->position;
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glUniform3f(m_shader.location("position"), p.x, p.y, 0.0);
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glUniform3f(m_shader.location("color"), c.x, c.y, c.z);
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glUniform1f(m_shader.location("scale"), 0.02);
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m_shipModel->render();
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}
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2016-09-28 12:19:05 +00:00
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}
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void RendererPolygon3d::addModel(const std::string &filename, PolygonModel **dest)
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{
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2016-09-28 13:10:57 +00:00
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//std::cout<<"adding a model: " << filename << std::endl;
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2016-09-28 12:19:05 +00:00
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*dest = new PolygonModel(filename);
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if (!(*dest)->import()) {
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std::cout<<"error: failed to load needed model!!!" << std::endl << std::endl;
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exit(-1);
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}
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(*dest)->uploadToOpenGl();
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2016-09-28 11:16:11 +00:00
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2016-09-28 12:19:05 +00:00
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m_models.push_back(*dest);
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2016-09-28 09:50:35 +00:00
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}
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}
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