git-svn-id: svn://db.shs.com.ru/libs@586 a8b55f48-bf90-11e4-a774-851b48703e85
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test/qglview/glprimitives.cpp
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test/qglview/glprimitives.cpp
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/*
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QGLView
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Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "glprimitives.h"
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void GLPrimitivePoint::draw(QOpenGLShaderProgram * prog, bool simplest) {
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glPointSize(sz);
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glColor3f(material_.color_diffuse.redF(), material_.color_diffuse.greenF(), material_.color_diffuse.blueF());
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glBegin(GL_POINTS);
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glVertex3d(0., 0., 0.);
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glEnd();
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}
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void GLPrimitiveLine::draw(QOpenGLShaderProgram * prog, bool simplest) {
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glColor3f(material_.color_diffuse.redF(), material_.color_diffuse.greenF(), material_.color_diffuse.blueF());
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glBegin(GL_LINES);
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glVertex3f(p0.x(), p0.y(), p0.z());
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glVertex3f(p1.x(), p1.y(), p1.z());
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glEnd();
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}
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GLPrimitiveCube::GLPrimitiveCube(float width, float length, float height, QVector3D pos): GLObjectBase() {
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geom_prim = Quads;
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w = width;
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l = length;
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h = height;
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moveTo(pos);
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//init();
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}
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void GLPrimitiveCube::init() {
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float hw = w / 2.f, hl = l / 2.f, hh = h / 2.f;
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//list = glGenLists(1);
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//glNewList(list, GL_COMPILE);
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//glColor4d(material_.color_diffuse.redF(), material_.color_diffuse.greenF(), material_.color_diffuse.blueF(), material_.color_diffuse.alphaF());
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vbo.init();
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QVector<GLfloat> & d_vertices(vbo.vertices()), & d_normals(vbo.normals()), & d_uvs(vbo.texcoords());
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d_vertices.clear();
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d_normals.clear();
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d_uvs.clear();
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for (int i = 0; i < 4; ++i)
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d_normals << 0. << -1. << 0.;
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d_vertices << -hw << -hl << -hh;
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d_vertices << hw << -hl << -hh;
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d_vertices << hw << -hl << hh;
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d_vertices << -hw << -hl << hh;
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d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
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for (int i = 0; i < 4; ++i)
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d_normals << 0. << 1. << 0.;
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d_vertices << -hw << hl << -hh;
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d_vertices << -hw << hl << hh;
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d_vertices << hw << hl << hh;
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d_vertices << hw << hl << -hh;
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d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
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for (int i = 0; i < 4; ++i)
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d_normals << -1. << 0. << 0.;
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d_vertices << -hw << -hl << -hh;
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d_vertices << -hw << -hl << hh;
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d_vertices << -hw << hl << hh;
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d_vertices << -hw << hl << -hh;
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d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
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for (int i = 0; i < 4; ++i)
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d_normals << 1. << 0. << 0.;
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d_vertices << hw << -hl << -hh;
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d_vertices << hw << hl << -hh;
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d_vertices << hw << hl << hh;
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d_vertices << hw << -hl << hh;
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d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
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for (int i = 0; i < 4; ++i)
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d_normals << 0. << 0. << -1.;
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d_vertices << -hw << -hl << -hh;
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d_vertices << -hw << hl << -hh;
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d_vertices << hw << hl << -hh;
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d_vertices << hw << -hl << -hh;
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d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
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for (int i = 0; i < 4; ++i)
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d_normals << 0. << 0. << 1.;
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d_vertices << -hw << -hl << hh;
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d_vertices << hw << -hl << hh;
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d_vertices << hw << hl << hh;
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d_vertices << -hw << hl << hh;
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d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.;
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is_init = true;
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vbo.rebuffer();
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}
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GLPrimitiveEllipsoid::GLPrimitiveEllipsoid(float width, float length, float height, int seg_wl, int seg_h, QVector3D pos) {
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geom_prim = GLObjectBase::Triangles;
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w = width;
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l = length;
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h = height;
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swl = seg_wl;
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sh = seg_h;
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moveTo(pos);
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//init();
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}
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void GLPrimitiveEllipsoid::putTriangle(const QVector3D & v0, const QVector3D & v1, const QVector3D & v2) {
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vbo.vertices() << v0.x() << v0.y() << v0.z() << v1.x() << v1.y() << v1.z() << v2.x() << v2.y() << v2.z();
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QVector3D n = QVector3D::normal(v1 - v0, v2 - v0);
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for (int i = 0; i < 3; ++i)
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vbo.normals() << n.x() << n.y() << n.z();
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return;
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QVector3D s(w, l, h);
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n = (v0 * s).normalized(); vbo.normals() << n.x() << n.y() << n.z();
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n = (v1 * s).normalized(); vbo.normals() << n.x() << n.y() << n.z();
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n = (v2 * s).normalized(); vbo.normals() << n.x() << n.y() << n.z();
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}
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void GLPrimitiveEllipsoid::init() {
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QVector<QVector3D> points;
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vbo.clear();
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vbo.init();
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int ret = 0;
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int hseg = sh + 1, wlseg = swl + 1;
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float crw, crl, a, ch, twl;
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QVector3D cp(0., 0., -h / 2.f);
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points << cp;
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for (int i = 1; i < hseg; i++) {
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ch = -cosf((float)i / hseg * float(M_PI));
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cp.setZ(ch * h / 2.f);
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twl = sqrtf(1.f - ch * ch) / 2.f;
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crw = twl * w;
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crl = twl * l;
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for (int j = 0; j < wlseg * 2; j++) {
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a = (float)j / wlseg * float(M_PI);
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cp.setY(crw * sinf(a));
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cp.setX(crl * cosf(a));
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points << cp;
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ret = points.size() - 1;
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if (i == 1)
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if (j > 0) putTriangle(points[0], points[ret], points[ret - 1]);
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if (j > 0) {
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if (i > 1) {
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putTriangle(points[ret - wlseg * 2 - 1], points[ret], points[ret - 1]);
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putTriangle(points[ret - wlseg * 2], points[ret], points[ret - wlseg * 2 - 1]);
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}
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}
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}
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if (i == 1) putTriangle(points[0], points[ret - wlseg * 2 + 1], points[ret]);
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else {
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putTriangle(points[ret - wlseg * 2 + 1], points[ret], points[ret - wlseg * 2]);
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putTriangle(points[ret - wlseg * 2 + 1], points[ret - wlseg * 2], points[ret - wlseg * 4 + 1]);
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}
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}
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points << QVector3D(0., 0., h / 2.f);
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ret = points.size() - 1;
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putTriangle(points[ret - 1], points[ret - wlseg * 2], points[ret]);
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for (int j = 1; j < wlseg * 2; j++)
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if (j > 0) putTriangle(points[ret - wlseg * 2 + j - 1], points[ret - wlseg * 2 + j], points[ret]);
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is_init = true;
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vbo.rebuffer();
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}
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void GLPrimitiveAxis::draw(QOpenGLShaderProgram * prog, bool simplest) {
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float bs = 1.f;
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float as = 0.1f;
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float aw = 0.07f;
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float cr_x = 0.8f, cg_y = 0.75f, cb_z = 0.8f;
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glBegin(GL_LINES);
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glColor3f(cr_x, 0, 0);
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glVertex3f(-bs, 0, 0);
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glVertex3f(bs, 0, 0);
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glVertex3f(bs, 0, 0);
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glVertex3f(bs-as, aw, 0);
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glVertex3f(bs, 0, 0);
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glVertex3f(bs-as, -aw, 0);
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glVertex3f(bs, 0, 0);
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glVertex3f(bs-as, 0, aw);
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glVertex3f(bs, 0, 0);
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glVertex3f(bs-as, 0, -aw);
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glColor3f(0, cg_y, 0);
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glVertex3f(0, -bs, 0);
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glVertex3f(0, bs, 0);
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glVertex3f(0, bs, 0);
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glVertex3f(0, bs-as, aw);
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glVertex3f(0, bs, 0);
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glVertex3f(0, bs-as, -aw);
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glVertex3f(0, bs, 0);
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glVertex3f(aw, bs-as, 0);
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glVertex3f(0, bs, 0);
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glVertex3f(-aw, bs-as, 0);
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glColor3f(0, 0, cb_z);
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glVertex3f(0, 0, -bs);
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glVertex3f(0, 0, bs);
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glVertex3f(0, 0, bs);
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glVertex3f(aw, 0, bs-as);
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glVertex3f(0, 0, bs);
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glVertex3f(-aw, 0, bs-as);
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glVertex3f(0, 0, bs);
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glVertex3f(0, aw, bs-as);
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glVertex3f(0, 0, bs);
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glVertex3f(0, -aw, bs-as);
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glEnd();
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}
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