212 lines
5.6 KiB
C++
212 lines
5.6 KiB
C++
#include "ColorCube.h"
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glm::vec3 computeNormal(glm::vec3 p1, glm::vec3 p2, glm::vec3 p3)
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{
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glm::vec3 v1 = p2 - p1;
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glm::vec3 v2 = p3 - p1;
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return glm::normalize(glm::cross(v1, v2));
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}
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void ColorCube::iboSetup()
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{
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std::vector<glm::vec3> cube_vertices =
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{ { -1.0, -1.0, 1.0},
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{ 1.0, -1.0, 1.0},
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{ 1.0, 1.0, 1.0},
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{ -1.0, 1.0, 1.0},
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{ -1.0, -1.0, -1.0},
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{ 1.0, -1.0, -1.0},
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{ 1.0, 1.0, -1.0},
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{ -1.0, 1.0, -1.0} };
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GLfloat cube_colors[] = {
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// front colors
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1.0, 0.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 0.0, 1.0,
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1.0, 1.0, 1.0,
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// back colors
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1.0, 0.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 0.0, 1.0,
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1.0, 1.0, 1.0,
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};
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GLushort cube_elements[] = {
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0, 1, 2, 2, 3, 0, 1, 5, 6,
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6, 2, 1, 7, 6, 5, 5, 4, 7,
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4, 0, 3, 3, 7, 4, 4, 5, 1,
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1, 0, 4, 3, 2, 6, 6, 7, 3,
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};
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glGenVertexArrays(1, &_vaoHandle);
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glBindVertexArray(_vaoHandle);
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glGenBuffers(1, &_vbo_vertices);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo_vertices);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * cube_vertices.size() * 3, cube_vertices.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(
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0, //attr number = 0
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3,
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GL_FLOAT,
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GL_FALSE,
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0,
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(void*)0);
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glEnableVertexAttribArray(0); //attr number = 0
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glGenBuffers(1, &_vbo_colors);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo_colors);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 24, cube_colors, GL_STATIC_DRAW);
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glVertexAttribPointer(
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1,
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3,
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GL_FLOAT,
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GL_FALSE,
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0,
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(void*)0);
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glEnableVertexAttribArray(1);
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glGenBuffers(1, &_iboHandle);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iboHandle);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_elements), cube_elements, GL_STATIC_DRAW);
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glBindVertexArray(0);
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}
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void ColorCube::vaoSetup()
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{
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std::vector<glm::vec3> cube_vertices =
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{ { -1.0, -1.0, 1.0}, { 1.0, -1.0, 1.0}, { 1.0, 1.0, 1.0},
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{ 1.0, 1.0, 1.0}, { -1.0, 1.0, 1.0}, { -1.0, -1.0, 1.0},
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{ 1.0, -1.0, 1.0}, { 1.0, -1.0, -1.0}, { 1.0, 1.0, -1.0},
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{ 1.0, 1.0, -1.0}, { 1.0, 1.0, 1.0}, { 1.0, -1.0, 1.0},
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{ -1.0, 1.0, -1.0}, { 1.0, 1.0, -1.0}, { 1.0, -1.0, -1.0},
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{ 1.0, -1.0, -1.0}, { -1.0, -1.0, -1.0}, { -1.0, 1.0, -1.0},
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{ -1.0, -1.0, -1.0}, { -1.0, -1.0, 1.0}, { -1.0, 1.0, 1.0},
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{ -1.0, 1.0, 1.0}, { -1.0, 1.0, -1.0}, { -1.0, -1.0, -1.0},
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{ -1.0, -1.0, -1.0}, { 1.0, -1.0, -1.0}, { 1.0, -1.0, 1.0},
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{ 1.0, -1.0, 1.0}, { -1.0, -1.0, 1.0}, { -1.0, -1.0, -1.0},
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{ -1.0, 1.0, 1.0}, { 1.0, 1.0, 1.0}, { 1.0, 1.0, -1.0},
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{ 1.0, 1.0, -1.0}, { -1.0, 1.0, -1.0}, { -1.0, 1.0, 1.0} };
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std::vector<GLfloat> cube_colors = {
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1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0,
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0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0,
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0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0,
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1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0,
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0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
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0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
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0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0
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};
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std::vector<glm::vec3> cube_normals;
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for (int i = 0; i < cube_vertices.size() - 2; i += 3)
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{
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glm::vec3 norm = computeNormal(
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cube_vertices[i], cube_vertices[i + 1], cube_vertices[i + 2]);
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cube_normals.push_back(norm); cube_normals.push_back(norm); cube_normals.push_back(norm);
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}
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glGenVertexArrays(1, &_vaoHandle);
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glBindVertexArray(_vaoHandle);
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glGenBuffers(1, &_vbo_vertices);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo_vertices);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * cube_vertices.size() * 3, cube_vertices.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(
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0, //attr number = 0
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3,
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GL_FLOAT,
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GL_FALSE,
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0,
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(void*)0);
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glEnableVertexAttribArray(0); //attr number = 0
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glGenBuffers(1, &_vbo_normals);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo_normals);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * cube_normals.size() * 3, cube_normals.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(
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1,
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3,
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GL_FLOAT,
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GL_FALSE,
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0,
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(void*)0);
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glEnableVertexAttribArray(1);
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glGenBuffers(1, &_vbo_colors);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo_colors);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * cube_colors.size(), cube_colors.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(
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2,
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3,
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GL_FLOAT,
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GL_FALSE,
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0,
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(void*)0);
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glEnableVertexAttribArray(2);
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glBindVertexArray(0);
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}
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ColorCube::ColorCube(bool usingIBO)
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{
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ibo_used = usingIBO;
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if (usingIBO)
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iboSetup();
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else
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vaoSetup();
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}
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void ColorCube::draw(ShaderProgram *shader, glm::mat4x4 proj_matrix, glm::mat4x4 view_matrix)
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{
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_model.glPushMatrix();
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effectTransformations();
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glBindVertexArray(_vaoHandle);
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glm::mat4 mvpMatrix = proj_matrix * view_matrix * _model.getMatrix();
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glUniformMatrix4fv(shader->uniform("mvp"), 1, GL_FALSE, glm::value_ptr(mvpMatrix));
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glm::mat4 modelview = view_matrix * _model.getMatrix();
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_model.glPopMatrix();
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glUniform4fv(shader->uniform("LightLocation"), 1, glm::value_ptr(view_matrix * glm::vec4(50, 50, 50, 1)));
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glUniformMatrix4fv(shader->uniform("ModelViewMatrix"), 1, GL_FALSE, glm::value_ptr(modelview));
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glm::mat4 inverseModelView = glm::inverse(modelview);
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glm::mat3 normalMatrix = glm::mat3(glm::transpose(inverseModelView));
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glUniformMatrix3fv(shader->uniform("NormalMatrix"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
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if (ibo_used)
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{
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int size;
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glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
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glDrawElements(GL_TRIANGLES, size / sizeof(GLushort), GL_UNSIGNED_SHORT, 0);
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}
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else
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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DrawableType ColorCube::getType()
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{
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return DrawableType::COLOR_CUBE;
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}
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ColorCube::~ColorCube()
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{
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}
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