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Continue offline program
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1 changed files with 79 additions and 25 deletions
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@ -3,11 +3,14 @@
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#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_PERSPECTIVE_CORRECTION 1
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#define S3L_SORT 0
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#define S3L_SORT 0
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#define S3L_Z_BUFFER 1
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#define S3L_Z_BUFFER 1
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#include "../small3dlib.h"
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#include "../small3dlib.h"
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#include <stdio.h>
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#include <stdio.h>
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#include <math.h>
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uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3];
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uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3];
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@ -37,10 +40,14 @@ int8_t heightMap[GRID_W * GRID_H] =
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#define GRID_TRIANGLES ((GRID_W - 1) * (GRID_H - 1) * 2)
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#define GRID_TRIANGLES ((GRID_W - 1) * (GRID_H - 1) * 2)
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S3L_Unit terrainVertices[GRID_W * GRID_H * 3];
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S3L_Unit terrainVertices[GRID_W * GRID_H * 3];
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S3L_Index terrainTriangles[GRID_TRIANGLES * 3];
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S3L_Unit terrainNormals[GRID_W * GRID_H * 3];
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S3L_Unit terrainNormals[GRID_W * GRID_H * 3];
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#define MODELS 1
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S3L_Unit waterVertices[GRID_W * GRID_H * 3];
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S3L_Unit waterNormals[GRID_W * GRID_H * 3];
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S3L_Index gridTriangles[GRID_TRIANGLES * 3];
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#define MODELS 2
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S3L_Model3D models[MODELS];
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S3L_Model3D models[MODELS];
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S3L_Scene scene;
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S3L_Scene scene;
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@ -53,31 +60,33 @@ S3L_Vec4 n0, n1, n2;
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void drawPixel(S3L_PixelInfo *p)
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void drawPixel(S3L_PixelInfo *p)
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{
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{
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S3L_Unit *normals = p->modelIndex == 0 ? terrainNormals : waterNormals;
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if (p->triangleIndex != previousTriangle)
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if (p->triangleIndex != previousTriangle)
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{
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{
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int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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n0.x = terrainNormals[index];
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n0.x = normals[index];
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index++;
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index++;
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n0.y = terrainNormals[index];
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n0.y = normals[index];
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index++;
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index++;
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n0.z = terrainNormals[index];
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n0.z = normals[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
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n1.x = terrainNormals[index];
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n1.x = normals[index];
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index++;
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index++;
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n1.y = terrainNormals[index];
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n1.y = normals[index];
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index++;
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index++;
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n1.z = terrainNormals[index];
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n1.z = normals[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
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n2.x = terrainNormals[index];
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n2.x = normals[index];
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index++;
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index++;
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n2.y = terrainNormals[index];
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n2.y = normals[index];
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index++;
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index++;
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n2.z = terrainNormals[index];
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n2.z = normals[index];
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}
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}
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S3L_Vec4 normal;
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S3L_Vec4 normal;
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@ -93,17 +102,40 @@ void drawPixel(S3L_PixelInfo *p)
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S3L_normalizeVec3(&normal);
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S3L_normalizeVec3(&normal);
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uint8_t light = 127 - 127 * (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT));
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uint8_t light = 127 - 127 * (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT));
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uint8_t color[3];
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uint8_t color[3];
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color[0] = light;
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color[1] = S3L_clamp(p->depth / 64,0,255);
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color[2] = light;
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int index = (p->y * S3L_RESOLUTION_X + p->x) * 3;
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int index = (p->y * S3L_RESOLUTION_X + p->x) * 3;
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if (p->modelIndex == MODELS - 1)
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{
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S3L_Unit waterDepth = p->previousZ - p->depth;
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float transparency = waterDepth / ((float) (S3L_FRACTIONS_PER_UNIT / 2));
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transparency = transparency > 1.0 ? 1.0 : transparency;
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float transparency2 = 1.0 - transparency;
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uint8_t previousColor[3];
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previousColor[0] = frameBuffer[index];
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previousColor[1] = frameBuffer[index + 1];
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previousColor[2] = frameBuffer[index + 2];
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color[0] = transparency2 * previousColor[0];
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color[1] = transparency2 * previousColor[1];
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color[2] = transparency2 * previousColor[2] + transparency * 200;
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}
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else
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{
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color[0] = light;
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color[1] = light;
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color[2] = light / 2 + p->modelIndex * 127;
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}
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frameBuffer[index] = color[0];
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frameBuffer[index] = color[0];
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frameBuffer[index + 1] = color[1];
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frameBuffer[index + 1] = color[1];
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frameBuffer[index + 2] = color[2];
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frameBuffer[index + 2] = color[2];
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@ -119,6 +151,11 @@ void createGeometry()
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terrainVertices[i] = (x - GRID_W / 2) * S3L_FRACTIONS_PER_UNIT;
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terrainVertices[i] = (x - GRID_W / 2) * S3L_FRACTIONS_PER_UNIT;
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terrainVertices[i + 1] = heightMap[i / 3] * S3L_FRACTIONS_PER_UNIT / 4;
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terrainVertices[i + 1] = heightMap[i / 3] * S3L_FRACTIONS_PER_UNIT / 4;
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terrainVertices[i + 2] = (y - GRID_H / 2) * S3L_FRACTIONS_PER_UNIT;
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terrainVertices[i + 2] = (y - GRID_H / 2) * S3L_FRACTIONS_PER_UNIT;
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waterVertices[i] = terrainVertices[i] * 2;
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waterVertices[i + 1] = 0;
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waterVertices[i + 2] = terrainVertices[i + 2] * 2;
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i += 3;
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i += 3;
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}
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}
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@ -134,18 +171,26 @@ void createGeometry()
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indices[2] = indices[0] + GRID_W;
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indices[2] = indices[0] + GRID_W;
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indices[3] = indices[2] + 1;
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indices[3] = indices[2] + 1;
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terrainTriangles[i + 0] = indices[0];
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gridTriangles[i + 0] = indices[0];
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terrainTriangles[i + 1] = indices[1];
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gridTriangles[i + 1] = indices[1];
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terrainTriangles[i + 2] = indices[2];
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gridTriangles[i + 2] = indices[2];
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terrainTriangles[i + 3] = indices[2];
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gridTriangles[i + 3] = indices[2];
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terrainTriangles[i + 4] = indices[1];
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gridTriangles[i + 4] = indices[1];
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terrainTriangles[i + 5] = indices[3];
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gridTriangles[i + 5] = indices[3];
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i += 6;
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i += 6;
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}
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}
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}
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}
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void animateWater(int t)
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{
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for (int i = 1; i < GRID_W * GRID_H * 3; i += 3)
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waterVertices[i] = S3L_FRACTIONS_PER_UNIT / 2 + sin(i) * S3L_FRACTIONS_PER_UNIT / 4;
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S3L_computeModelNormals(models[MODELS - 1],waterNormals,0);
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}
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void clearFrameBuffer()
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void clearFrameBuffer()
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{
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{
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memset(frameBuffer,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3 * sizeof(uint8_t));
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memset(frameBuffer,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3 * sizeof(uint8_t));
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@ -179,14 +224,23 @@ int main()
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S3L_initModel3D(
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S3L_initModel3D(
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terrainVertices,
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terrainVertices,
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GRID_W * GRID_H,
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GRID_W * GRID_H,
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terrainTriangles,
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gridTriangles,
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GRID_TRIANGLES,
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&(models[0]));
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S3L_computeModelNormals(models[0],terrainNormals,0);
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S3L_initModel3D(
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waterVertices,
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GRID_W * GRID_H,
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gridTriangles,
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GRID_TRIANGLES,
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GRID_TRIANGLES,
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&(models[MODELS - 1]));
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&(models[MODELS - 1]));
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S3L_computeModelNormals(models[MODELS - 1],terrainNormals,0);
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S3L_initScene(models,MODELS,&scene);
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S3L_initScene(models,MODELS,&scene);
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animateWater(0);
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scene.camera.transform.translation.x = 4 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.x = 4 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.y = 6 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.y = 6 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.z = -7 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.z = -7 * S3L_FRACTIONS_PER_UNIT;
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