Fix Matrix4 and add task 3.1.2
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3c9dfa61f9
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2 changed files with 88 additions and 44 deletions
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@ -11,12 +11,12 @@ public:
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T c0r0, T c0r1, T c0r2, T c0r3,
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T c1r0, T c1r1, T c1r2, T c1r3,
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T c2r0, T c2r1, T c2r2, T c2r3,
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T c3r0, T c3r1, T c3r2, T c3r3,
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T c3r0, T c3r1, T c3r2, T c3r3
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) {
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x = tiny_vec(c0r0, c0r1, c0r2, c0r3);
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y = tiny_vec(c1r0, c1r1, c1r2, c1r3);
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z = tiny_vec(c2r0, c2r1, c2r2, c2r3);
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w = tiny_vec(c3r0, c3r1, c3r2, c3r3);
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x = tiny_vec<T, 4>(c0r0, c0r1, c0r2, c0r3);
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y = tiny_vec<T, 4>(c1r0, c1r1, c1r2, c1r3);
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z = tiny_vec<T, 4>(c2r0, c2r1, c2r2, c2r3);
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w = tiny_vec<T, 4>(c3r0, c3r1, c3r2, c3r3);
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}
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~Matrix4() { }
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@ -26,12 +26,12 @@ public:
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T zero = T::value_type(0);
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T one = T::value_type(1);
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Matrix4(
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return Matrix4(
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one, zero, zero, zero,
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zero, one, zero, zero,
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zero, zero, one, zero,
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zero, zero, zero, one
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)
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);
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}
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static Matrix4 from_translation(tiny_vec<T, 3> v)
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@ -39,17 +39,17 @@ public:
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T zero = T::value_type(0);
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T one = T::value_type(1);
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Matrix4(
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return Matrix4(
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one, zero, zero, zero,
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zero, one, zero, zero,
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zero, zero, one, zero,
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v.x, v.y, v.z, one,
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)
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v.x, v.y, v.z, one
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);
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}
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static Matrix4 from_scale(T s)
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{
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from_non_uniform_scale(s, s, s)
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return from_non_uniform_scale(s, s, s);
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}
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static Matrix4 from_non_uniform_scale(T x, T y, T z)
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@ -57,12 +57,12 @@ public:
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T zero = T::value_type(0);
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T one = T::value_type(1);
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Matrix4(
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return Matrix4(
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x, zero, zero, zero,
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zero, y, zero, zero,
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zero, zero, z, zero,
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zero, zero, zero, one,
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)
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zero, zero, zero, one
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);
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}
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static Matrix4 from_angle_x(T a)
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@ -73,12 +73,12 @@ public:
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T zero = T::value_type(0);
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T one = T::value_type(1);
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Matrix4(
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return Matrix4(
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one, zero, zero, zero,
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zero, c, s, zero,
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zero, -s, c, zero,
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zero, zero, zero, one,
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)
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zero, zero, zero, one
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);
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}
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static Matrix4 from_angle_y(T a)
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@ -89,12 +89,12 @@ public:
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T zero = T::value_type(0);
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T one = T::value_type(1);
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Matrix4(
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return Matrix4(
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c, zero, -s, zero,
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zero, one, zero, zero,
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s, zero, c, zero,
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zero, zero, zero, one
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)
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);
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}
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static Matrix4 from_angle_z(T a)
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@ -105,12 +105,12 @@ public:
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T zero = T::value_type(0);
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T one = T::value_type(1);
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Matrix4(
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return Matrix4(
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c, s, zero, zero,
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-s, c, zero, zero,
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zero, zero, one, zero,
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zero, zero, zero, one
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)
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);
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}
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@ -123,4 +123,4 @@ private:
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tiny_vec<T, 4> z;
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// fourth column
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tiny_vec<T, 4> w;
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}
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};
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@ -4,6 +4,7 @@
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// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
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//
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#include "cube_system.h"
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#include "matrix.h"
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// Initialize variables
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cube_system::cube_system()
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@ -11,7 +12,26 @@ cube_system::cube_system()
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angle = 0;
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}
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void render_cube_face(
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const double color[3],
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const double p0[3],
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const double p1[3],
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const double p2[3],
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const double p3[3])
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{
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glColor3dv(color);
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glVertex3dv(p0);
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glColor3dv(color);
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glVertex3dv(p1);
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glColor3dv(color);
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glVertex3dv(p2);
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glColor3dv(color);
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glVertex3dv(p2);
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glColor3dv(color);
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glVertex3dv(p3);
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glColor3dv(color);
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glVertex3dv(p0);
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}
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// Setup the scene and render cube system
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void cube_system::render()
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@ -68,31 +88,55 @@ void cube_system::render_system()
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// Remove the following statement (if wanted) as it just serves 2.1.1.
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// Entfernen Sie die folgende Anweisung gegebenenfalls, da sie lediglich dem Testen
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// von Aufgabe 2.1.1 dient.
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render_cube();
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glPushMatrix();
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glRotatef(angle, 0.0f, 1.0f, 0.0f);
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render_cube();
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glPopMatrix();
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glPushMatrix();
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glRotatef(-angle, 0.0f, 1.0f, 0.0f);
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glPushMatrix();
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glTranslatef(5.0f, 0.0, 0.0);
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glPushMatrix();
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glScalef(0.6f, 0.6f, 0.6f);
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glPushMatrix();
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glRotatef(2 * angle, 0.0f , 0.0f, 1.0f);
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glPushMatrix();
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glTranslatef(3.0f, 0.0f, 0.0f);
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glPushMatrix();
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glScalef(0.5f, 0.5f, 0.5f);
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render_cube();
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glPopMatrix();
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glPopMatrix();
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glPopMatrix();
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render_cube();
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glPushMatrix();
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glRotatef(2*angle + 180.0f, 0.0f, 0.0f, 1.0f);
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glPushMatrix();
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glTranslatef(3.0f, 0.0f, 0.0f);
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glPushMatrix();
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glScalef(0.5f, 0.5f, 0.5f);
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render_cube();
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glPopMatrix();
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glPopMatrix();
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glPopMatrix();
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glPopMatrix();
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glPopMatrix();
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glPopMatrix();
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}
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void render_cube_face(
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const double color[3],
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const double p0[3],
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const double p1[3],
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const double p2[3],
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const double p3[3])
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{
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glColor3dv(color);
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glVertex3dv(p0);
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glColor3dv(color);
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glVertex3dv(p1);
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glColor3dv(color);
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glVertex3dv(p2);
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glColor3dv(color);
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glVertex3dv(p2);
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glColor3dv(color);
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glVertex3dv(p3);
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glColor3dv(color);
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glVertex3dv(p0);
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}
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// Render one single cube
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void cube_system::render_cube()
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