Cleaned some cruft.
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9d5281a5d1
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050f44adc8
1 changed files with 0 additions and 264 deletions
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@ -143,270 +143,6 @@ static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
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}
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// generate the directional white light environment texture map
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static int gen_white_light_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 215; // slight yellow tint
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env_map[i][j][3] = (int)(bright * 255);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the medium intensity directional white light environment
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// texture map
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static int gen_white_light_medium_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 215; // slight yellow tint
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env_map[i][j][3] = (int)(bright * 205);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the low intensity directional white light environment
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// texture map
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static int gen_white_light_low_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 215; // slight yellow tint
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env_map[i][j][3] = (int)(bright * 155);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the directional yellow light environment texture map
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static int gen_yellow_light_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 20;
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env_map[i][j][3] = (int)(bright * 255);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the medium intensity directional yellow light environment
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// texture map
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static int gen_yellow_light_medium_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 20;
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env_map[i][j][3] = (int)(bright * 205);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the low intensity directional yellow light environment
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// texture map
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static int gen_yellow_light_low_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 20;
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env_map[i][j][3] = (int)(bright * 155);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the directional red light environment texture map
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static int gen_red_light_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 20;
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env_map[i][j][2] = 20;
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env_map[i][j][3] = (int)(bright * 255);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the directional vasi light environment texture map
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static int gen_vasi_light_map() {
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const int env_tex_res = 256;
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