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Nov 30th, 2015
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  1. //---- Earth -----------
  2.  
  3. glBindTexture( GL_TEXTURE_2D, textures[4] );
  4. glUniform1i( glGetUniformLocation(program, "light_out"),false);
  5. glUniform1i( glGetUniformLocation(program, "texture_on"), true );
  6. glUniform1f( glGetUniformLocation(program, "st_factor"), 1.0 );
  7.  
  8. //-- Light and Materials
  9. SetMaterial( vec4(1.0,1.0,1.0,1.0), vec4(1.0,1.0,1.0,1.0), vec4(1.0,1.0,1.0,1.0), 2.0);
  10.  
  11. transform_bube = Translate ( 0.0, 0, 0) * Scale (1,1,1);
  12. transform_bube = RotateY(ear_orb) * Translate(0, 0, 18) * transform_bube;
  13.  
  14.  
  15. //-- Don't touch
  16. glUniformMatrix4fv( glGetUniformLocation( program, "model" ), 1, GL_TRUE, transform_bube );
  17. glVertexAttribPointer( vPosition, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_OFFSET) );
  18. glVertexAttribPointer( vNormal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_N_OFFSET) );
  19. glVertexAttribPointer( vTexCoord, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_TEX_OFFSET) );
  20. glDrawArrays( GL_TRIANGLES, 0, NumVerticesSphere );
  21.  
  22. //------------- Toggle light_out
  23.  
  24. glUniform1i( glGetUniformLocation(program, "texture_on"), false );
  25.  
  26.  
  27.  
  28.  
  29. // ---- Earth's Moon ------------------
  30.  
  31. glBindTexture( GL_TEXTURE_2D, textures[10] );
  32.  
  33. glUniform1i( glGetUniformLocation(program, "texture_on"), true );
  34. glUniform1f( glGetUniformLocation(program, "st_factor"), 1.0 );
  35.  
  36. //-- Light and Materials
  37. // SetMaterial( vec4(0.0,0.0,0.0,0.0), vec4(0.0,0.0,0.0,0.0), vec4(0.0,0.0,0.0,0.0), 0.0);
  38.  
  39. transform_bube = RotateY(ear_orb) * Translate(0,0,18);
  40. transform_bube = transform_bube * RotateY(moon_orb) * Translate(0,0,2) * Scale(0.45, 0.45, 0.45);
  41.  
  42. //-- Don't touch
  43. glUniformMatrix4fv( glGetUniformLocation( program, "model" ), 1, GL_TRUE, transform_bube );
  44. glVertexAttribPointer( vPosition, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_OFFSET) );
  45. glVertexAttribPointer( vNormal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_N_OFFSET) );
  46. glVertexAttribPointer( vTexCoord, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_TEX_OFFSET) );
  47. glDrawArrays( GL_TRIANGLES, 0, NumVerticesSphere );
  48.  
  49. //------------- Toggle light_out
  50.  
  51. glUniform1i( glGetUniformLocation(program, "texture_on"), false );
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