本文整理汇总了C++中glutil::MatrixStack类的典型用法代码示例。如果您正苦于以下问题:C++ MatrixStack类的具体用法?C++ MatrixStack怎么用?C++ MatrixStack使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了MatrixStack类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: DrawArmchair1
void DrawArmchair1(glutil::MatrixStack &modelMatrix)
{
//Draw armchair 1
glutil::PushStack push(modelMatrix);
modelMatrix.Scale(glm::vec3(g_fArmchair1Width, g_fArmchair1Height, g_fArmchair1Length));
modelMatrix.Translate(glm::vec3(-1.5f, 0.5f, 0.0f));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f);
g_pCubeTintMesh->Render();
glUseProgram(0);
}
开发者ID:Nimbus2014,项目名称:ProjectOpenGL_2,代码行数:14,代码来源:World+With+UBO.cpp
示例2: DrawPlant2
void DrawPlant2(glutil::MatrixStack &modelMatrix)
{
//Draw plant 2
glutil::PushStack push(modelMatrix);
modelMatrix.Scale(glm::vec3(g_fPlant2Width, g_fPlant2Height, g_fPlant2Length));
modelMatrix.Translate(glm::vec3(-17.5f, 1.0f, 15.0f));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f);
g_pCylinderMesh->Render();
glUseProgram(0);
}
开发者ID:Nimbus2014,项目名称:ProjectOpenGL_2,代码行数:15,代码来源:World+With+UBO.cpp
示例3: DrawCar
void DrawCar(glutil::MatrixStack &modelMatrix)
{
glutil::PushStack push(modelMatrix);
modelMatrix.Translate(car->x(), 0, car->z());
modelMatrix.Scale(car->scale());
modelMatrix.RotateY(glm::degrees(car->degree()));
glUseProgram(UniformColor.theProgram);
glUniformMatrix4fv(UniformColor.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColor.baseColorUnif, 0.2f, 0.2f, 0.7f, 1.0f);
car->Render();
glUseProgram(0);
}
开发者ID:bartekbp,项目名称:graphics,代码行数:15,代码来源:Display.cpp
示例4: DrawLookAtPoint
void DrawLookAtPoint(glutil::MatrixStack &modelMatrix)
{
glDisable(GL_DEPTH_TEST);
glutil::PushStack push(modelMatrix);
modelMatrix.SetIdentity();
modelMatrix.Translate(glm::vec3(0.0f, 0.0f, -g_viewPole.GetView().radius));
glUseProgram(UniformColor.theProgram);
glUniformMatrix4fv(UniformColor.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
g_pCylinderMesh->Render();
glUseProgram(0);
glEnable(GL_DEPTH_TEST);
}
开发者ID:bartekbp,项目名称:graphics,代码行数:15,代码来源:Display.cpp
示例5: DrawPicture
void DrawPicture(glutil::MatrixStack &modelMatrix)
{
//Draw picture
glutil::PushStack push(modelMatrix);
modelMatrix.Scale(glm::vec3(g_fPictureWidth, g_fPictureHeight, g_fPictureLength));
modelMatrix.Translate(glm::vec3(0.0f, 1.0f, -22.0f));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f);
g_pCubeTintMesh->Render();
glUseProgram(0);
}
开发者ID:Nimbus2014,项目名称:ProjectOpenGL_2,代码行数:15,代码来源:World+With+UBO.cpp
示例6: DrawTableTop
void DrawTableTop(glutil::MatrixStack &modelMatrix)
{
//Draw table top
glutil::PushStack push(modelMatrix);
modelMatrix.Scale(glm::vec3(g_fTableTopWidth, g_fTableTopHeight, g_fTableTopLength));
modelMatrix.Translate(glm::vec3(1.5f, 7.0f, 1.5f));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f);
g_pCubeTintMesh->Render();
glUseProgram(0);
}
开发者ID:Nimbus2014,项目名称:ProjectOpenGL_2,代码行数:15,代码来源:World+With+UBO.cpp
示例7: DrawCarLight
void DrawCarLight(glutil::MatrixStack &modelMatrix, float moveRight, float yScale, glm::vec4 color)
{
glutil::PushStack push(modelMatrix);
modelMatrix.Translate(car->x(), 5.0f, car->z());
modelMatrix.RotateY(glm::degrees(car->degree()));
modelMatrix.Translate(moveRight, 0, 0);
modelMatrix.RotateZ(90);
modelMatrix.Scale(1.0f, yScale, 1.0f);
glUseProgram(ColorProvided.theProgram);
glUniformMatrix4fv(ColorProvided.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(ColorProvided.baseColorUnif, color.r, color.g, color.b, color.a);
g_pCylinderMesh->Render();
glUseProgram(0);
}
开发者ID:bartekbp,项目名称:graphics,代码行数:17,代码来源:Display.cpp
示例8: DrawCarpet
void DrawCarpet(glutil::MatrixStack &modelMatrix)
{
//Draw carpet
glutil::PushStack push(modelMatrix);
float fElapsedTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
modelMatrix.Scale(glm::vec3(g_fCarpetWidth, g_fCarpetHeight, g_fCarpetLength));
modelMatrix.Translate(BottomCircleOffset(fElapsedTime));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f);
g_pCylinderMesh->Render();
glUseProgram(0);
}
开发者ID:Nimbus2014,项目名称:ProjectOpenGL_2,代码行数:18,代码来源:World+With+UBO.cpp
示例9: DrawRoad
void DrawRoad(glutil::MatrixStack &modelMatrix)
{
glutil::PushStack push(modelMatrix);
glDisable(GL_DEPTH_TEST);
glm::mat4 worldToCamera = modelMatrix.Top();
modelMatrix.SetIdentity();
modelMatrix.Scale(glm::vec3(30.0f, 1.0f, 100.0f));
modelMatrix.Translate(0.0f, 0.0f, -0.5f);
glUseProgram(UniformColorAndLightProgram.theProgram);
glUniformMatrix4fv(UniformColorAndLightProgram.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform3f(UniformColorAndLightProgram.ka, 0.3f, 0.3f, 0.3f);
glUniform1f(UniformColorAndLightProgram.spotLight.cutoffUnif, 73.0);
glUniform1f(UniformColorAndLightProgram.spotLight.exponentUnif, 3.0);
glUniform3fv(UniformColorAndLightProgram.spotLight.directionUnif, 1, glm::value_ptr(car->reflectorDirection()));
glUniform3fv(UniformColorAndLightProgram.spotLight.intensityUnif, 1, glm::value_ptr(glm::vec3(1.0, 1.0, 1.0)));
SendReflectorPosition(UniformColorAndLightProgram.spotLight.positionLeftReflectorUnif, -0.2f, 0.2f, 0.5f);
SendReflectorPosition(UniformColorAndLightProgram.spotLight.positionRightReflectorUnif, 0.2f, 0.2f, 0.5f);
glUniformMatrix4fv(UniformColorAndLightProgram.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniformMatrix4fv(UniformColorAndLightProgram.worldToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(worldToCamera));
glUniformMatrix4fv(UniformColorAndLightProgram.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorAndLightProgram.baseColorUnif, 0.72f, 0.71f, 0.35f, 1.0f);
glUniform4fv(UniformColorAndLightProgram.lightIntensityUnif, 1, glm::value_ptr(glm::vec4(0.3f, 0.3f, 0.3f, 1.0f)));
glm::vec3 worldLightPos(CalcLightPosition());
glUniform3fv(UniformColorAndLightProgram.worldSpaceLightPosUnif, 1, glm::value_ptr(worldLightPos));
g_pPlaneMesh->Render();
glUseProgram(0);
glEnable(GL_DEPTH_TEST);
}
开发者ID:bartekbp,项目名称:graphics,代码行数:43,代码来源:Display.cpp
示例10: DrawPlant3InLoop
void DrawPlant3InLoop(glutil::MatrixStack &modelMatrix)
{
for (int i = 0; i < ARRAY_COUNT(g_leaves); i++)
{
const LeavesData &currLeaf = g_leaves[i];
glutil::PushStack push(modelMatrix);
modelMatrix.Scale(glm::vec3(g_fPlant3Width, g_fPlant3Height, g_fPlant3Length));
modelMatrix.Translate(glm::vec3(currLeaf.fXPos, currLeaf.fYPos, currLeaf.fZPos));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f);
g_pCylinderMesh->Render();
glUseProgram(0);
}
}
开发者ID:Nimbus2014,项目名称:ProjectOpenGL_2,代码行数:19,代码来源:World+With+UBO.cpp
示例11: DrawTableLegsInLoop
void DrawTableLegsInLoop(glutil::MatrixStack &modelMatrix)
{
for (int i = 0; i < ARRAY_COUNT(g_tableLegs); i++)
{
const TableLegsData &currLeg = g_tableLegs[i];
glutil::PushStack push(modelMatrix);
modelMatrix.Scale(glm::vec3(g_fTableLegWidth, g_fTableLegHeight, g_fTableLegLength));
modelMatrix.Translate(glm::vec3(currLeg.fXPos, currLeg.fYPos, currLeg.fZPos));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f);
g_pCubeTintMesh->Render();
glUseProgram(0);
}
}
开发者ID:Nimbus2014,项目名称:ProjectOpenGL_2,代码行数:19,代码来源:World+With+UBO.cpp
示例12: DrawForest
void DrawForest(glutil::MatrixStack &modelMatrix)
{
for(int tree = 0; tree < ARRAY_COUNT(forest); tree++)
{
const TreeData &currTree = forest[tree];
glutil::PushStack push(modelMatrix);
modelMatrix.Translate(glm::vec3(currTree.xPos, 0.0f, currTree.zPos));
DrawTree(modelMatrix, currTree.trunkHeight, currTree.coneHeight);
}
}
开发者ID:captainadamo,项目名称:glfw_gltut,代码行数:11,代码来源:World+with+UBO.cpp
示例13: DrawForest
void DrawForest(glutil::MatrixStack &modelMatrix)
{
for(unsigned int iTree = 0; iTree < g_forest.size(); iTree++)
{
const TreeData &currTree = g_forest[iTree];
glutil::PushStack push(modelMatrix);
modelMatrix.Translate(glm::vec3(currTree.fXPos, 0.0f, currTree.fZPos));
DrawTree(modelMatrix, currTree.fTrunkHeight, currTree.fConeHeight);
}
}
开发者ID:bartekbp,项目名称:graphics,代码行数:11,代码来源:Display.cpp
示例14: drawCar
// Rysuje samochód, zaczynaj¹c od œwiate³
void drawCar(glutil::MatrixStack &modelMatrix, glm::vec4 &lightPos) {
drawLight(modelMatrix, lightPos);
drawLight(modelMatrix, lightPos + glm::vec4(0.0, 0.0, nextLight, 0.0));
glutil::PushStack push(modelMatrix);
modelMatrix.Translate(glm::vec3(carPosition) + glm::vec3(1.55f, 0.0, 0.75));
modelMatrix.Scale(3.0f, 0.8f, 2.1f);
glm::mat4 invTransform = glm::inverse(modelMatrix.Top());
glm::vec4 lightPosModelSpace = invTransform * lightPosCameraSpace;
glm::vec3 directionModelSpace = direction * glm::vec3(lightPosCameraSpace);
glUseProgram(adsShader.theProgram);
glUniformMatrix4fv(adsShader.modelToCameraMatrixUnif, 1, GL_FALSE,
glm::value_ptr(modelMatrix.Top()));
glUniform3fv(adsShader.position, 1, glm::value_ptr(lightPosModelSpace));
glUniform3f(adsShader.position2, lightPosModelSpace[0], lightPosModelSpace[1], lightPosModelSpace[2] + nextLight);
g_pCubeMesh->Render("color");
}
开发者ID:bryk,项目名称:grafika-projekt,代码行数:22,代码来源:projekt.cpp
示例15: DrawObject
void Scene::DrawObject(const Framework::Mesh *pMesh, const std::string &meshName,
const ProgramData &prog, int materialBlockIndex, int mtlIx,
const glutil::MatrixStack &modelMatrix)
{
glBindBufferRange(GL_UNIFORM_BUFFER, materialBlockIndex, m_materialUniformBuffer,
mtlIx * m_sizeMaterialBlock, sizeof(MaterialBlock));
glm::mat3 normMatrix(modelMatrix.Top());
normMatrix = glm::transpose(glm::inverse(normMatrix));
glUseProgram(prog.theProgram);
glUniformMatrix4fv(prog.modelToCameraMatrixUnif, 1, GL_FALSE,
glm::value_ptr(modelMatrix.Top()));
glUniformMatrix3fv(prog.normalModelToCameraMatrixUnif, 1, GL_FALSE,
glm::value_ptr(normMatrix));
pMesh->Render(meshName);
glUseProgram(0);
glBindBufferBase(GL_UNIFORM_BUFFER, materialBlockIndex, 0);
}
开发者ID:BruteSolutions,项目名称:gltut,代码行数:21,代码来源:Scene.cpp
示例16: drawColoredMesh
// Rysuje kolorow¹ siatkê na danej pozycji i z danym parametrem shine
void drawColoredMesh(glutil::MatrixStack &modelMatrix, glm::vec4 &lightPos, Framework::Mesh *mesh, glm::vec3 position, float shine) {
glutil::PushStack push(modelMatrix);
modelMatrix.Translate(position);
glm::mat4 invTransform = glm::inverse(modelMatrix.Top());
glm::vec4 lightPosModelSpace = invTransform * lightPosCameraSpace;
glm::vec3 directionModelSpace = direction * glm::vec3(lightPosCameraSpace);
glUseProgram(adsShader.theProgram);
glUniformMatrix4fv(adsShader.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform3fv(adsShader.position, 1, glm::value_ptr(lightPosModelSpace));
glUniform3f(adsShader.position2, lightPosModelSpace[0], lightPosModelSpace[1], lightPosModelSpace[2] + nextLight);
glUniform1f(adsShader.Shininess, shine);
glUniform3f(adsShader.Kd, strength*0.3f, strength*0.3f, strength*0.3f);
glUniform3f(adsShader.Ks, 0.1f, 0.1f, 0.1f);
mesh->Render("lit-color");
glUseProgram(0);
}
开发者ID:bryk,项目名称:grafika-projekt,代码行数:22,代码来源:projekt.cpp
示例17: DrawCandlesInLoop
void DrawCandlesInLoop(glutil::MatrixStack &modelMatrix)
{
for (int i = 0; i < ARRAY_COUNT(g_candles); i++)
{
const CandlesData &currCandle = g_candles[i];
glutil::PushStack push(modelMatrix);
float fElapsedTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
modelMatrix.Scale(glm::vec3(g_fCandleWidth, currCandle.fCandleHeight, g_fCandleLength));
modelMatrix.Translate(MoveCandlesUpAndDown(fElapsedTime, currCandle));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f);
g_pCylinderMesh->Render();
glUseProgram(0);
}
}
开发者ID:Nimbus2014,项目名称:ProjectOpenGL_2,代码行数:22,代码来源:World+With+UBO.cpp
示例18: DrawColumn
//Columns are 1x1 in the X/Z, and fHieght units in the Y.
void DrawColumn(glutil::MatrixStack &modelMatrix, float height = 5.0f)
{
//Draw the bottom of the column.
{
glutil::PushStack push(modelMatrix);
modelMatrix.Scale(glm::vec3(1.0f, columnBaseHeight, 1.0f));
modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 1.0f, 1.0f, 1.0f, 1.0f);
cubeTintMesh->Render();
glUseProgram(0);
}
//Draw the top of the column.
{
glutil::PushStack push(modelMatrix);
modelMatrix.Translate(glm::vec3(0.0f, height - columnBaseHeight, 0.0f));
modelMatrix.Scale(glm::vec3(1.0f, columnBaseHeight, 1.0f));
modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f);
cubeTintMesh->Render();
glUseProgram(0);
}
//Draw the main column.
{
glutil::PushStack push(modelMatrix);
modelMatrix.Translate(glm::vec3(0.0f, columnBaseHeight, 0.0f));
modelMatrix.Scale(glm::vec3(0.8f, height - (columnBaseHeight * 2.0f), 0.8f));
modelMatrix.Translate(glm::vec3(0.0f, 0.5f, 0.0f));
glUseProgram(UniformColorTint.theProgram);
glUniformMatrix4fv(UniformColorTint.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColorTint.baseColorUnif, 0.9f, 0.9f, 0.9f, 0.9f);
cylinderMesh->Render();
glUseProgram(0);
}
}
开发者ID:captainadamo,项目名称:glfw_gltut,代码行数:47,代码来源:World+with+UBO.cpp
示例19: DrawSphere
void DrawSphere(glutil::MatrixStack &modelMatrix)
{
glutil::PushStack push(modelMatrix);
g_SphereTimer.Update();
float fCurrTimeThroughLoop = g_SphereTimer.GetAlpha();
glm::vec3 pos(0.0f);
pos.x = cosf(fCurrTimeThroughLoop * (3.14159f * 2.0f)) * g_fSphereRadius;
pos.z = sinf(fCurrTimeThroughLoop * (3.14159f * 2.0f)) * g_fSphereRadius - 50.0f;
pos.y = g_fSphereBaseHeight + sinf(fCurrTimeThroughLoop * (3.14159f * 2.0f)) * g_SphereDiffHeight;
modelMatrix.Translate(pos);
modelMatrix.Scale(10);
glUseProgram(UniformColor.theProgram);
glUniformMatrix4fv(UniformColor.modelToWorldMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColor.baseColorUnif, 0.8f, 0.8f, 0.7f, 1.0f);
g_pSphereMesh->Render();
glUseProgram(0);
}
开发者ID:bartekbp,项目名称:graphics,代码行数:24,代码来源:Display.cpp
示例20: Render
void SunLight::Render(glutil::MatrixStack &modelMatrix, FusionEngine::ShaderManager shaderManager)
{
glm::vec4 position_cameraSpace = modelMatrix.Top() * glm::vec4(position, 1.0f);
FusionEngine::ProgramData lightData = shaderManager.GetProgram(FusionEngine::FE_PROGRAM_LIT);
glUseProgram(lightData.programId);
glUniform4fv(lightData.GetUniform(FusionEngine::FE_UNIFORM_LIGHT_INTENSITY),
1, glm::value_ptr(lightIntensity));
glUniform3fv(lightData.GetUniform(FusionEngine::FE_UNIFORM_CAMERA_SPACE_LIGHT_POS),
1, glm::value_ptr(position_cameraSpace));
LightBlockGamma blockLightData;
blockLightData.ambientIntensity = ambientIntensity;
blockLightData.lightAttenuation = lightAttenuation;
blockLightData.maxIntensity = maxIntensity;
blockLightData.gamma = gamma;
glBindBuffer(GL_UNIFORM_BUFFER, shaderManager.GetUniformBuffer(FusionEngine::FE_UBT_LIGHT));
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(blockLightData), &blockLightData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
FusionEngine::ProgramData litTextureData = shaderManager.GetProgram(FusionEngine::FE_PROGRAM_LIT_TEXTURE);
glUseProgram(litTextureData.programId);
glUniform4fv(litTextureData.GetUniform(FusionEngine::FE_UNIFORM_LIGHT_INTENSITY),
1, glm::value_ptr(lightIntensity));
glUniform3fv(litTextureData.GetUniform(FusionEngine::FE_UNIFORM_CAMERA_SPACE_LIGHT_POS),
1, glm::value_ptr(position_cameraSpace));
blockLightData.ambientIntensity = ambientIntensity;
blockLightData.lightAttenuation = lightAttenuation;
blockLightData.maxIntensity = maxIntensity;
blockLightData.gamma = gamma;
glBindBuffer(GL_UNIFORM_BUFFER, shaderManager.GetUniformBuffer(FusionEngine::FE_UBT_LIGHT));
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(blockLightData), &blockLightData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glUseProgram(0);
}
开发者ID:emdeha,项目名称:Star-Game,代码行数:46,代码来源:Light.cpp
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