space humster
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models/space_humster.mtl
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25
models/space_humster.mtl
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# Blender MTL File: 'uploads_files_927450_space_humster.blend'
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# Material Count: 2
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newmtl glass
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Ns 225.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 2
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newmtl humster
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Ns 225.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.420000 0.420000 0.420000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd textures\\humster_BaseColor.png
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map_Ns textures\\humster_Roughness.png
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refl textures\\humster_Metallic.png
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262099
models/space_humster.obj
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262099
models/space_humster.obj
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models/textures/humster_BaseColor.png
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models/textures/humster_BaseColor.png
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models/textures/humster_Height.png
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models/textures/humster_Height.png
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models/textures/humster_Metallic.png
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models/textures/humster_Metallic.png
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models/textures/humster_Roughness.png
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models/textures/humster_Roughness.png
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models/uploads_files_927450_space_humster.blend
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models/uploads_files_927450_space_humster.blend
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@ -9,7 +9,6 @@ struct PointLight {
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#define NR_POINT_LIGHTS 5
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#define NR_POINT_LIGHTS 5
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uniform vec3 objectColor;
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uniform vec3 objectColor;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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uniform vec3 cameraPos;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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uniform PointLight pointLights[NR_POINT_LIGHTS];
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uniform PointLight pointLights[NR_POINT_LIGHTS];
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@ -23,7 +22,7 @@ in vec2 vTexCoord;
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void main()
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void main()
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{
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{
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vec3 fragColor = vec3(0,0,0);
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vec3 fragColor = vec3(0,0,0);
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vec4 textureColor = texture2D(colorTexture, -vTexCoord);
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vec4 textureColor = texture2D(colorTexture, vTexCoord);
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vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
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vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
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vec3 normal = normalize(interpNormal);
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vec3 normal = normalize(interpNormal);
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for(int i = 0; i < NR_POINT_LIGHTS; i++)
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for(int i = 0; i < NR_POINT_LIGHTS; i++)
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@ -48,7 +48,8 @@ Core::RenderContext shipContext;
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//assimp
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//assimp
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std::shared_ptr<Model> corvette;
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std::shared_ptr<Model> corvette;
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std::vector<Core::RenderContext> corvetteMeshes;
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//std::vector<Core::RenderContext> corvetteMeshes;
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std::shared_ptr<Model> crewmate;
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float cameraAngle = 0;
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float cameraAngle = 0;
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glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
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glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
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@ -299,6 +300,9 @@ void renderScene()
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drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
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drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
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glm::mat4 crewmateModelMatrix = glm::translate(glm::vec3(0, 1, 1)) * glm::rotate(time/2, glm::vec3(1, 0, 1)) * glm::scale(glm::vec3(0.1));
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drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix, glm::vec3(1));
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@ -332,6 +336,7 @@ void init()
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corvette = std::make_shared<Model>("models/Corvette-F3.obj");
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corvette = std::make_shared<Model>("models/Corvette-F3.obj");
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crewmate = std::make_shared<Model>("models/space_humster.obj");
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//shipModel = obj::loadModelFromFile("models/spaceship.obj");
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//shipModel = obj::loadModelFromFile("models/spaceship.obj");
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sphereModel = obj::loadModelFromFile("models/sphere.obj");
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sphereModel = obj::loadModelFromFile("models/sphere.obj");
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cubeModel = obj::loadModelFromFile("models/cube.obj");
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cubeModel = obj::loadModelFromFile("models/cube.obj");
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@ -411,7 +416,7 @@ int main(int argc, char** argv)
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//to sprawia, że obiekty ukryte przed kamerą nie są renderowane
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//to sprawia, że obiekty ukryte przed kamerą nie są renderowane
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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// glFrontFace(GL_CW);
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glutDisplayFunc(renderScene);
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glutDisplayFunc(renderScene);
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glutIdleFunc(idle);
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glutIdleFunc(idle);
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