getting started on the lights
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@@ -272,26 +272,26 @@ inline std::vector<float> sfml_get_float_input(sf::RenderWindow *window) {
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}
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struct Light {
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sf::Vector4f rgbi;
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// I believe that Vector3's get padded to Vector4's. Give them a non-garbage value
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sf::Vector3f position;
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sf::Vector3f direction_cartesian;
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void look_at_center() {
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direction_cartesian = SphereToCart(CartToNormalizedSphere(sf::Vector3f(256, 256, 256) - position));
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};
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void orbit_around_center(double time) {
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position = sf::Vector3f(
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position.x * cos(time/1000) - position.y * sin(time/1000),
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position.x * sin(time/1000) + position.y * cos(time/1000),
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position.z
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);
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look_at_center();
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};
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};
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//struct Light {
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// sf::Vector4f rgbi;
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//
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// // I believe that Vector3's get padded to Vector4's. Give them a non-garbage value
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// sf::Vector3f position;
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//
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// sf::Vector3f direction_cartesian;
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//
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// void look_at_center() {
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// direction_cartesian = SphereToCart(CartToNormalizedSphere(sf::Vector3f(256, 256, 256) - position));
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// };
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//
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// void orbit_around_center(double time) {
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// position = sf::Vector3f(
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// position.x * cos(time/1000) - position.y * sin(time/1000),
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// position.x * sin(time/1000) + position.y * cos(time/1000),
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// position.z
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// );
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//
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// look_at_center();
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// };
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//};
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