mini fix
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7c02a8eae5
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16
models/plane2.obj
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16
models/plane2.obj
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# Blender v2.91.2 OBJ File: ''
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# www.blender.org
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mtllib plane2.mtl
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o Prostokąt
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v 0.000219 5000.000000 5000.000000
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v -0.000219 -5000.000000 5000.000000
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v 0.000219 5000.000000 -5000.000000
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v -0.000219 -5000.000000 -5000.000000
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vt 0.000000 0.000000
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vt 1.000000 0.000000
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vt 1.000000 1.000000
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vt 0.000000 1.000000
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vn 1.0000 -0.0000 0.0000
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usemtl None
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s off
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f 1/1/1 2/2/1 4/3/1 3/4/1
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@ -32,9 +32,9 @@ obj::Model craneModel;
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obj::Model lampModel;
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obj::Model lampModel;
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glm::mat4 boxModelMatrix;
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glm::mat4 boxModelMatrix;
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Core::RenderContext planeContext, boxContext, shipContext, boosterContext, platformContext, craneContext, lampContext;
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Core::RenderContext planeContext, boxContext, shipContext, boosterContext, platformContext, craneContext, lampContext;
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GLuint boxTexture, groundTexture, shipTexture, stoneTexture, redTex;
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GLuint boxTexture, groundTexture, shipTexture, stoneTexture, redTex, yellowTex;
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glm::vec3 cameraPos = glm::vec3(0, 5, 40);
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glm::vec3 cameraPos = glm::vec3(-40, 5, 0);
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glm::vec3 cameraDir;
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glm::vec3 cameraDir;
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glm::vec3 cameraSide;
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glm::vec3 cameraSide;
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float cameraAngle = 0;
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float cameraAngle = 0;
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@ -84,7 +84,7 @@ std::vector<Renderable*> renderables;
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void initRenderables()
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void initRenderables()
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{
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{
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// load models
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// load models
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planeModel = obj::loadModelFromFile("models/plane.obj");
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planeModel = obj::loadModelFromFile("models/plane2.obj");
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boxModel = obj::loadModelFromFile("models/box.obj");
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boxModel = obj::loadModelFromFile("models/box.obj");
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shipModel = obj::loadModelFromFile("models/ship.obj");
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shipModel = obj::loadModelFromFile("models/ship.obj");
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boosterModel = obj::loadModelFromFile("models/booster.obj");
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boosterModel = obj::loadModelFromFile("models/booster.obj");
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@ -106,6 +106,7 @@ void initRenderables()
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shipTexture = Core::LoadTexture("textures/ship.png");
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shipTexture = Core::LoadTexture("textures/ship.png");
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stoneTexture = Core::LoadTexture("textures/stone.png");
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stoneTexture = Core::LoadTexture("textures/stone.png");
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redTex = Core::LoadTexture("textures/redTex.png");
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redTex = Core::LoadTexture("textures/redTex.png");
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yellowTex = Core::LoadTexture("textures/yellowTex.jpg");
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// This time we organize all the renderables in a list
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// This time we organize all the renderables in a list
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// of basic properties (model, transform, texture),
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// of basic properties (model, transform, texture),
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@ -127,6 +128,22 @@ void initRenderables()
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spaceship->context = &shipContext;
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spaceship->context = &shipContext;
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spaceship->textureId = shipTexture;
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spaceship->textureId = shipTexture;
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renderables.emplace_back(spaceship);
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renderables.emplace_back(spaceship);
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Renderable* platform = new Renderable();
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platform->context = &platformContext;
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platform->textureId = stoneTexture;
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renderables.emplace_back(platform);
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Renderable* crane = new Renderable();
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crane->context = &craneContext;
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crane->textureId = redTex;
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renderables.emplace_back(crane);
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Renderable* lamp = new Renderable();
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lamp->context = &lampContext;
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lamp->textureId = yellowTex;
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renderables.emplace_back(lamp);
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}
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}
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void initPhysicsScene()
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void initPhysicsScene()
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@ -219,7 +236,7 @@ void mouse(int x, int y)
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glm::mat4 createCameraMatrix()
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glm::mat4 createCameraMatrix()
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{
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{
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cameraDir = glm::normalize(glm::vec3(cosf(cameraAngle - glm::radians(90.0f)), 0, sinf(cameraAngle - glm::radians(90.0f))));
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cameraDir = glm::normalize(glm::vec3(cosf(cameraAngle ), 0, sinf(cameraAngle )));
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glm::vec3 up = glm::vec3(0, 1, 0);
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glm::vec3 up = glm::vec3(0, 1, 0);
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cameraSide = glm::cross(cameraDir, up);
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cameraSide = glm::cross(cameraDir, up);
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BIN
textures/yellowTex.jpg
Normal file
BIN
textures/yellowTex.jpg
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After Width: | Height: | Size: 45 KiB |
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