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			200 lines
		
	
	
	
		
			5 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
	
		
			5 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
| package Slic3r::GUI::PreviewCanvas;
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| use strict;
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| use warnings;
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|  
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| use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_TIMER EVT_MOUSEWHEEL);
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| # must load OpenGL *before* Wx::GLCanvas
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| use OpenGL qw(:glconstants :glfunctions);
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| use base qw(Wx::GLCanvas Class::Accessor);
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| use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan);
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| use Wx::GLCanvas qw(:all);
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|  
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| __PACKAGE__->mk_accessors( qw(timer x_rot y_rot dirty init mesh_center zoom
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|                             verts norms) );
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|  
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| sub new {
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|     my ($class, $parent, $mesh) = @_;
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|     my $self = $class->SUPER::new($parent);
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|     
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|     # prepare mesh
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|     {
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|         $self->mesh_center($mesh->center);
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|         $self->zoom(0.1);
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|         
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|         my @verts = map $self->zoom * $_, map @{ $mesh->vertices->[$_] }, map @$_, @{$mesh->facets};
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|         $self->verts(OpenGL::Array->new_list(GL_FLOAT, @verts));
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|         
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|         my @norms = map { @$_, @$_, @$_ } map normalize(triangle_normal(map $mesh->vertices->[$_], @$_)), @{$mesh->facets};
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|         $self->norms(OpenGL::Array->new_list(GL_FLOAT, @norms));
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|     }
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|     
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|     my $timer = $self->timer( Wx::Timer->new($self) );
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|     $timer->Start(50);
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|     
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|     $self->x_rot(0);
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|     $self->y_rot(0);
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|     
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|     EVT_PAINT($self, sub {
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|         my $dc = Wx::PaintDC->new($self);
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|         $self->Render($dc);
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|     });
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|     EVT_SIZE($self, sub { $self->dirty(1) });
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|     EVT_IDLE($self, sub {
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|         return unless $self->dirty;
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|         return if !$self->IsShownOnScreen;
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|         $self->Resize( $self->GetSizeWH );
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|         $self->Refresh;
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|     });
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|     EVT_TIMER($self, -1, sub {
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|         my ($self, $e) = @_;
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|         
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|         $self->x_rot( $self->x_rot - 1 );
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|         $self->y_rot( $self->y_rot + 2 );
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|         
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|         $self->dirty(1);
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|         Wx::WakeUpIdle;
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|     });
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|     EVT_MOUSEWHEEL($self, sub {
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|         my ($self, $e) = @_;
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|         
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|         my $zoom = $self->zoom * (1.0 - $e->GetWheelRotation() / $e->GetWheelDelta() / 10);
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|         $zoom = 0.001 if $zoom < 0.001;
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|         $zoom = 0.1 if $zoom > 0.1;
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|         $self->zoom($zoom);
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|         
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|         $self->Refresh;
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|     });
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|     
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|     return $self;
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| }
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|  
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| sub GetContext {
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|     my ($self) = @_;
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|     
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|     if (Wx::wxVERSION >= 2.009) {
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|         return $self->{context} ||= Wx::GLContext->new($self);
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|     } else {
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|         return $self->SUPER::GetContext;
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|     }
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| }
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|  
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| sub SetCurrent {
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|     my ($self, $context) = @_;
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|     
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|     if (Wx::wxVERSION >= 2.009) {
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|         return $self->SUPER::SetCurrent($context);
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|     } else {
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|         return $self->SUPER::SetCurrent;
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|     }
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| }
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|  
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| sub Resize {
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|     my ($self, $x, $y) = @_;
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|  
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|     return unless $self->GetContext;
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|     $self->dirty(0);
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|  
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|     $self->SetCurrent($self->GetContext);
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|     glViewport(0, 0, $x, $y);
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|  
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|     glMatrixMode(GL_PROJECTION);
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|     glLoadIdentity();
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|     my_gluPerspective(45, $x/$y, .5, 100);
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|  
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|     glMatrixMode(GL_MODELVIEW);
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| }
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|  
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| sub my_gluPerspective {
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|     my ($fov, $ratio, $near, $far) = @_;
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|  
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|     my $top = tan(deg2rad($fov)*0.5) * $near;
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|     my $bottom = -$top;
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|     my $left = $ratio * $bottom;
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|     my $right = $ratio * $top;
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|  
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|     glFrustum( $left, $right, $bottom, $top, $near, $far );
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| }
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|  
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| sub DESTROY {
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|     my $self = shift;
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|  
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|     $self->timer->Stop;
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|     $self->timer(undef);
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| }
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|  
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| sub InitGL {
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|     my $self = shift;
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|  
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|     return if $self->init;
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|     return unless $self->GetContext;
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|     $self->init(1);
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|     
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|     glEnable(GL_NORMALIZE);
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|     glEnable(GL_LIGHTING);
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|     glDepthFunc(GL_LESS);
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|     glEnable(GL_DEPTH_TEST);
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|     
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|     # Settings for our light.
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|     my @LightPos        = (0, 0, 2, 1.0);
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|     my @LightAmbient    = (0.1, 0.1, 0.1, 1.0);
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|     my @LightDiffuse    = (0.7, 0.5, 0.5, 1.0);
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|     my @LightSpecular   = (0.1, 0.1, 0.1, 0.1);
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|     
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|     # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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|     glShadeModel(GL_SMOOTH);
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|     
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|     # Set up a light, turn it on.
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|     glLightfv_p(GL_LIGHT1, GL_POSITION, @LightPos);
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|     glLightfv_p(GL_LIGHT1, GL_AMBIENT,  @LightAmbient);
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|     glLightfv_p(GL_LIGHT1, GL_DIFFUSE,  @LightDiffuse);
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|     glLightfv_p(GL_LIGHT1, GL_SPECULAR, @LightSpecular);
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|     glEnable(GL_LIGHT1);
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|       
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|     # A handy trick -- have surface material mirror the color.
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|     glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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|     glEnable(GL_COLOR_MATERIAL);
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| }
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|  
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| sub Render {
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|     my ($self, $dc) = @_;
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|  
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|     return unless $self->GetContext;
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|     $self->SetCurrent($self->GetContext);
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|     $self->InitGL;
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|  
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|     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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|  
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|     glPushMatrix();
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|     glTranslatef( 0, 0, -5 );
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|     
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|     # this needs to get a lot better...
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|     glRotatef( $self->x_rot, 1, 0, 0 );
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|     glRotatef( $self->y_rot, 0, 0, 1 );
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|     glTranslatef(map -$_ * $self->zoom, @{ $self->mesh_center });
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|  
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|     $self->draw_mesh; 
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| 
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|     glPopMatrix();
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|     glFlush();
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|  
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|     $self->SwapBuffers();
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| }
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| 
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| sub draw_mesh {
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|     my $self = shift;
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|     
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|     glEnable(GL_CULL_FACE);
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|     glEnableClientState(GL_VERTEX_ARRAY);
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|     glEnableClientState(GL_NORMAL_ARRAY);
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|     
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|     glVertexPointer_p(3, $self->verts);
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|     
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|     glCullFace(GL_BACK);
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|     glNormalPointer_p($self->norms);
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|     glDrawArrays(GL_TRIANGLES, 0, $self->verts->elements / 3);
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|     
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|     glDisableClientState(GL_NORMAL_ARRAY);
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|     glDisableClientState(GL_VERTEX_ARRAY);
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| }
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| 
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| 1;
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