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No commits in common. "master" and "changeObjects" have entirely different histories.

140 changed files with 8944 additions and 669942 deletions

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<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>C:\Users\Serhii\source\repos\GRK_game_scene\Debug\grk-cw9.exe</FullPath>
<FullPath>C:\Users\prima\Documents\JAVA\GRK_game_scene\Debug\grk-cw9.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />

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@ -1,64 +1,53 @@
<<<<<<< HEAD
 grk-cw9.vcxproj -> C:\Users\prima\Documents\JAVA\GRK_game_scene\Debug\grk-cw9.exe
=======
 main.cpp
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: 'APIENTRY': macro redefinition
C:\Users\Serhii\source\repos\GRK_game_scene\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : see previous definition of 'APIENTRY'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(180,30): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(259,38): warning C4305: '=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(282,16): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(329,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(382,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(412,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(426,98): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\prima\Documents\JAVA\GRK_game_scene\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : see previous definition of 'APIENTRY'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(101,30): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(133,38): warning C4305: '=': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(156,16): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(225,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(240,98): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(429,68): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(243,68): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(516,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(548,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(577,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(586,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(609,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(715,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(727,108): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(282,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(329,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(338,108): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(735,87): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(346,87): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(735,223): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(738,59): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(346,223): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(349,59): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(739,37): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(835,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(841,50): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(842,51): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(907,21): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(909,49): warning C4244: 'argument': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(932,17): warning C4101: 'data': unreferenced local variable
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1028,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1080,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1081,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1082,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1114,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1115,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1116,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1152,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1153,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1154,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1334,21): warning C4305: '-=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1336,21): warning C4305: '+=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1356,21): warning C4018: '<': signed/unsigned mismatch
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(350,37): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(385,2): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(392,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(394,47): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(395,48): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(478,21): warning C4018: '<': signed/unsigned mismatch
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(480,49): warning C4244: 'argument': conversion from 'double' to 'float', possible loss of data
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(637,21): warning C4305: '-=': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(639,21): warning C4305: '+=': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(667,21): warning C4018: '<': signed/unsigned mismatch
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(669,49): warning C4244: 'argument': conversion from 'double' to 'float', possible loss of data
Box.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
grk-cw9.vcxproj -> C:\Users\Serhii\source\repos\GRK_game_scene\Debug\grk-cw9.exe
grk-cw9.vcxproj -> C:\Users\prima\Documents\JAVA\GRK_game_scene\Debug\grk-cw9.exe
>>>>>>> parent of 4a14abf (Revert "Room change")

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@ -1,2 +1,2 @@
PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
Debug|Win32|C:\Users\Serhii\source\repos\GRK_game_scene\|
Debug|Win32|C:\Users\prima\Documents\JAVA\GRK_game_scene\|

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<None Include="shaders\shader_9_1.vert" />
<None Include="shaders\shader_8_sun.frag" />
<None Include="shaders\shader_8_sun.vert" />
<None Include="shaders\shader_skybox.frag" />
<None Include="shaders\shader_skybox.vert" />
<None Include="shaders\shader_tex.frag" />
<None Include="shaders\shader_tex.vert" />
<None Include="shaders\test.frag" />
<None Include="shaders\test.vert" />
<None Include="shader_laser.frag" />
<None Include="shader_laser.vert" />
<None Include="shader_parallax.frag" />
<None Include="shader_parallax.vert" />
<None Include="shader_shadowap_sun.frag" />
<None Include="shader_shadowap_sun.vert" />
</ItemGroup>
@ -92,7 +86,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>false</LinkIncremental>
<LibraryPath>$(SolutionDir)dependencies\freeglut\lib;$(SolutionDir)dependencies\glew-2.0.0\lib\Release\Win32;$(SolutionDir)dependencies\glfw-3.3.8.bin.WIN32\lib-vc2019;$(SolutionDir)dependencies\assimp;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)dependencies\freeglut\include\GL;$(SolutionDir)dependencies\glew-2.0.0\include\GL;$(SolutionDir)dependencies\glm;$(SolutionDir)dependencies\glfw-3.3.8.bin.WIN32\include;$(SolutionDir)dependencies\assimp\include;$(SolutionDir)dependencies\stb;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)dependencies\freeglut\include\GL;$(SolutionDir)dependencies\glew-2.0.0\include\GL;$(SolutionDir)dependencies\glm;$(SolutionDir)dependencies\glfw-3.3.8.bin.WIN32\include;$(SolutionDir)dependencies\assimp\include;$(IncludePath)</IncludePath>
<ExecutablePath>$(ExecutablePath)</ExecutablePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">

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@ -133,23 +133,5 @@
<None Include="shader_shadowap_sun.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_skybox.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_skybox.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shader_parallax.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shader_parallax.frag">
<Filter>Shader Files</Filter>
</None>
</ItemGroup>
</Project>

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@ -1,7 +1,7 @@
# Blender 3.4.1 MTL File: 'GrafikaScene.blend'
# Blender 3.4.1 MTL File: 'bed.blend11'
# www.blender.org
newmtl TVFrame
newmtl TVScreen.001
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000

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@ -1,16 +0,0 @@
# Blender 3.4.1
# www.blender.org
mtllib TVscreen.mtl
o Screen
v -0.938166 0.555292 1.837577
v -0.030847 0.555292 1.837577
v -0.030847 1.070469 1.837577
v -0.938166 1.070469 1.837577
vn -0.0000 -0.0000 -1.0000
vt 0.992587 0.434842
vt 0.007413 0.434842
vt 0.007413 0.992587
vt 0.992587 0.992587
s 0
usemtl TVScreen
f 1/1/1 4/4/1 3/3/1 2/2/1

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@ -1,7 +1,7 @@
# Blender 3.4.1 MTL File: 'GrafikaScene.blend'
# Blender 3.4.1 MTL File: 'bed.blend11'
# www.blender.org
newmtl TVScreen
newmtl Books
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000

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@ -1,114 +0,0 @@
# Blender 3.4.1
# www.blender.org
mtllib brokenWindow.mtl
o window_Cube.007
v -1.800000 1.970000 0.750784
v -1.800000 1.970000 -0.249216
v -1.800000 1.015374 0.750784
v -1.800000 1.015374 -0.249217
v -1.831872 1.970000 0.750784
v -1.831872 1.970000 -0.249216
v -1.831872 1.015374 0.750784
v -1.831872 1.015374 -0.249217
v -1.801075 1.937813 -0.215499
v -1.801075 1.937813 0.717068
v -1.801075 1.047560 0.717067
v -1.801075 1.047560 -0.215500
v -1.830798 1.937813 -0.215499
v -1.830798 1.937813 0.717068
v -1.830798 1.047560 0.717067
v -1.830798 1.047560 -0.215500
v -1.800000 1.492687 0.750784
v -1.831872 1.492687 0.750784
v -1.801075 1.492687 0.717068
v -1.800000 1.492687 -0.249216
v -1.831872 1.492687 -0.249216
v -1.801075 1.492687 -0.215499
v -1.800000 1.970000 0.250784
v -1.831872 1.970000 0.250784
v -1.801075 1.937813 0.250784
v -1.830798 1.937813 0.250784
v -1.800000 1.015374 0.250783
v -1.831872 1.015374 0.250783
v -1.801075 1.047560 0.250783
v -1.815936 1.047560 0.717067
v -1.815936 1.047560 -0.215500
v -1.815936 1.937813 0.717068
v -1.815936 1.937813 -0.215499
v -1.830748 1.492687 -0.215499
v -1.830748 1.937813 0.250784
v -1.815936 1.937813 0.270323
v -1.801125 1.937813 0.250784
v -1.815936 1.937813 0.231245
vn -0.0000 -1.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 -0.0000 -1.0000
vn -0.0000 1.0000 -0.0000
vn -0.9994 -0.0333 -0.0000
vn 0.9995 -0.0000 0.0319
vn 0.9994 -0.0334 -0.0000
vn 0.9994 0.0334 -0.0000
vn 0.9995 -0.0000 -0.0319
vt 0.000000 0.000000
vt 0.000000 0.000000
vt 0.000000 0.000000
vt 0.000000 0.000000
vt 0.000000 0.000000
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vt 0.000000 0.000000
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vt 0.000000 0.000000
s 0
usemtl Material.007
f 27/25/1 28/26/1 8/8/1 4/4/1
f 17/15/2 18/16/2 7/7/2 3/3/2
f 20/18/3 4/4/3 8/8/3 21/19/3
f 23/21/4 2/2/4 6/6/4 24/22/4
f 32/28/1 14/14/1 26/24/1 35/30/1 36/31/1
f 24/22/5 26/24/5 14/14/5 5/5/5
f 20/18/6 22/20/6 12/12/6 4/4/6
f 23/21/7 25/23/7 9/9/7 2/2/7
f 27/25/8 4/4/8 12/12/8 29/27/8
f 17/15/9 3/3/9 11/11/9 19/17/9
f 1/1/9 17/15/9 19/17/9 10/10/9
f 1/1/2 5/5/2 18/16/2 17/15/2
f 2/2/6 9/9/6 22/20/6 20/18/6
f 2/2/3 20/18/3 21/19/3 6/6/3
f 1/1/7 10/10/7 25/23/7 23/21/7
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f 1/1/4 23/21/4 24/22/4 5/5/4
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f 3/3/1 7/7/1 28/26/1 27/25/1
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l 7 15
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# Blender v2.90.0 OBJ File: ''
# www.blender.org
mtllib cube.mtl
o Cube
v -10.000000 -10.000000 10.000000
v -10.000000 10.000000 10.000000
v -10.000000 -10.000000 -10.000000
v -10.000000 10.000000 -10.000000
v 10.000000 -10.000000 10.000000
v 10.000000 10.000000 10.000000
v 10.000000 -10.000000 -10.000000
v 10.000000 10.000000 -10.000000
vt 0.375000 0.000000
vt 0.625000 0.000000
vt 0.625000 0.250000
vt 0.375000 0.250000
vt 0.625000 0.500000
vt 0.375000 0.500000
vt 0.625000 0.750000
vt 0.375000 0.750000
vt 0.625000 1.000000
vt 0.375000 1.000000
vt 0.125000 0.500000
vt 0.125000 0.750000
vt 0.875000 0.500000
vt 0.875000 0.750000
vn -1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 1.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
usemtl _PBR
s 1
f 1/1/1 2/2/1 4/3/1 3/4/1
f 3/4/2 4/3/2 8/5/2 7/6/2
f 7/6/3 8/5/3 6/7/3 5/8/3
f 5/8/4 6/7/4 2/9/4 1/10/4
f 3/11/5 7/6/5 5/8/5 1/12/5
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cw 9/models/newlaser1.mtl Normal file
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# Blender 3.4.1 MTL File: 'None'
# www.blender.org
newmtl Blue_Lightsaber
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 1

12
cw 9/models/newlaser2.mtl Normal file
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# Blender 3.4.1 MTL File: 'None'
# www.blender.org
newmtl Blue_Lightsaber
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 1

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@ -1,139 +0,0 @@
# Blender 3.4.1
# www.blender.org
mtllib onlywalls.mtl
o room_Cube.001
v 1.798200 0.000000 -2.297700
v 1.798200 -0.000000 2.297700
v -1.798200 0.000000 -2.297700
v -1.798200 -0.000000 2.297700
v 1.798200 2.297700 -2.297699
v 1.798200 2.297699 2.297700
v -1.798200 2.297700 -2.297699
v -1.798200 2.297699 2.297700
v -0.479520 0.000000 -2.297700
v -0.479520 -0.000000 2.297700
v -0.479520 2.297700 -2.297699
v -0.479520 2.297699 2.297700
v 0.479520 0.000000 -2.297700
v 0.479520 -0.000000 2.297700
v 0.479520 2.297700 -2.297699
v 0.479520 2.297699 2.297700
v -1.798200 1.968030 2.297700
v 1.798200 1.968030 2.297700
v -1.798200 1.968030 -2.297700
v 1.798200 1.968030 -2.297700
v -0.479520 1.968030 -2.297700
v -0.479520 1.968030 2.297700
v 0.479520 1.968030 2.297700
v 0.479520 1.968030 -2.297700
v 1.798200 -0.000000 0.749250
v -1.798200 -0.000000 0.749250
v 1.798200 2.297700 0.749250
v -1.798200 2.297700 0.749250
v 1.798200 1.968030 0.749250
v -1.798200 1.968030 0.749250
v 1.798200 1.968030 -0.249750
v 1.798200 0.000000 -0.249750
v -1.798200 0.000000 -0.249750
v 1.798200 2.297700 -0.249750
v -1.798200 2.297700 -0.249750
v -1.798200 1.968030 -0.249750
v 1.798200 1.014358 2.297700
v 1.798200 1.014359 -2.297700
v -1.798200 1.014358 2.297700
v -1.798200 1.014359 -2.297700
v -0.479520 1.014359 -2.297700
v -0.479520 1.014358 2.297700
v 0.479520 1.014358 2.297700
v 0.479520 1.014359 -2.297700
v -1.798200 1.014359 0.749250
v 1.798200 1.014359 0.749250
v 1.798200 1.014359 -0.249750
v -1.798200 1.014359 -0.249750
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vt 0.356764 0.512055
vt 0.356764 0.733848
vt 0.182136 0.512055
vt 0.182136 0.733848
vt 0.356764 0.512055
vt 0.356764 0.733848
vt 0.182136 0.512055
vt 0.182136 0.733848
vt 0.247712 0.512055
vt 0.247712 0.733848
vt 0.247712 0.512055
vt 0.247712 0.733848
vt 0.303586 0.512055
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vt 0.182136 0.733848
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vt 0.247712 0.512055
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vt 0.356764 0.622952
vt 0.182136 0.622952
vt 0.356764 0.622952
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vt 0.356764 0.567503
vt 0.356764 0.567503
vt 0.182136 0.567503
vt 0.356764 0.567503
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vt 0.182136 0.567503
vt 0.356764 0.733848
vt 0.356764 0.512055
vt 0.182136 0.733848
vt 0.182136 0.512055
vt 0.247712 0.512055
vt 0.247712 0.733848
vt 0.303586 0.733848
vt 0.303586 0.512055
vt 0.182136 0.622952
vt 0.356764 0.622952
vt 0.356764 0.567503
vt 0.182136 0.567503
s 0
usemtl None.006
f 22/22/1 17/17/1 8/8/1 12/12/1
f 36/36/2 19/19/2 7/7/2 35/35/2
f 29/29/3 18/18/3 6/6/3 27/27/3
f 24/24/4 20/20/4 5/5/4 15/15/4
f 19/19/4 21/21/4 11/11/4 7/7/4
f 23/23/1 22/22/1 12/12/1 16/16/1
f 18/18/1 23/23/1 16/16/1 6/6/1
f 21/21/4 24/24/4 15/15/4 11/11/4
f 37/37/1 43/43/1 23/23/1 18/18/1
f 43/43/1 42/42/1 22/22/1 23/23/1
f 40/40/4 41/41/4 21/21/4 19/19/4
f 44/44/4 38/38/4 20/20/4 24/24/4
f 46/46/3 37/37/3 18/18/3 29/29/3
f 48/48/2 40/40/2 19/19/2 36/36/2
f 42/42/1 39/39/1 17/17/1 22/22/1
f 39/39/2 45/45/2 30/30/2 17/17/2
f 47/47/3 46/46/3 29/29/3 31/31/3
f 31/31/3 29/29/3 27/27/3 34/34/3
f 17/17/2 30/30/2 28/28/2 8/8/2
f 20/20/3 31/31/3 34/34/3 5/5/3
f 38/38/3 47/47/3 31/31/3 20/20/3
f 30/30/2 36/36/2 35/35/2 28/28/2
f 26/26/2 33/33/2 48/48/2 45/45/2
f 1/1/3 32/32/3 47/47/3 38/38/3
f 32/32/3 25/25/3 46/46/3 47/47/3
f 4/4/2 26/26/2 45/45/2 39/39/2
f 10/10/1 4/4/1 39/39/1 42/42/1
f 33/33/2 3/3/2 40/40/2 48/48/2
f 25/25/3 2/2/3 37/37/3 46/46/3
f 13/13/4 1/1/4 38/38/4 44/44/4
f 3/3/4 9/9/4 41/41/4 40/40/4
f 14/14/1 10/10/1 42/42/1 43/43/1
f 2/2/1 14/14/1 43/43/1 37/37/1

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@ -1,16 +0,0 @@
# Blender 3.4.1
# www.blender.org
mtllib paintingFace.mtl
o painting
v 1.666514 1.191830 0.683206
v 1.666514 1.867426 0.683204
v 1.666516 1.867426 -0.031090
v 1.666514 1.191830 -0.031088
vn -0.9999 0.0117 -0.0000
vt 1.000000 0.000000
vt 1.000000 1.000000
vt 0.000000 1.000000
vt 0.000000 0.000000
s 1
usemtl wire_088144225.004
f 1/1/1 2/2/1 3/3/1 4/4/1

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@ -1,16 +0,0 @@
# Blender 3.4.1
# www.blender.org
mtllib roof.mtl
o roof
v -2.000000 2.190001 -2.499999
v 2.000000 2.190001 -2.499999
v -2.000000 2.189999 2.500001
v 2.000000 2.189999 2.500001
vn -0.0000 -1.0000 -0.0000
vt 0.000000 0.000000
vt 1.000000 0.000000
vt 0.000000 1.000000
vt 1.000000 1.000000
s 0
usemtl Material.013
f 1/1/1 2/2/1 4/4/1 3/3/1

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@ -1,273 +0,0 @@
# Blender 3.4.1
# www.blender.org
mtllib roomInside.mtl
o room_Cube.001
v -1.800000 -0.000000 2.299999
v 1.800000 0.000000 -2.300000
v 1.800000 2.300000 -2.300000
v 1.800000 -0.000000 2.299999
v 1.800000 2.299999 2.300000
v -1.800000 0.000000 -2.300000
v -1.800000 2.299999 2.300000
v -1.800000 2.300000 -2.300000
v -1.800000 -0.000000 2.299999
v -1.800000 0.000000 -2.300000
v -1.800000 -0.000000 2.300000
v -1.800000 2.300000 2.300000
v -1.800000 2.300001 -2.299999
v 1.800000 -0.000000 2.300000
v 1.800000 0.000000 -2.300000
v 1.800000 2.300001 -2.299999
v 1.800000 2.300000 2.300000
v 1.800000 2.300000 -2.299999
v 1.800000 2.299999 2.300000
v -1.800000 2.300000 -2.299999
v -1.800000 2.299999 2.300000
v -0.480000 2.300001 -2.300000
v -0.480000 -0.000000 2.299999
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v -0.480000 2.300000 2.300000
v -0.480000 2.300000 -2.299999
v -0.480000 2.299999 2.300000
v 0.480000 2.300001 -2.300000
v 0.480000 -0.000000 2.299999
v 0.480000 2.300000 -2.299999
v 0.480000 2.299999 2.300000
v 0.480000 0.000000 -2.300000
v 0.480000 2.299999 2.300000
v -1.800000 1.970000 2.300000
v 1.800000 1.970000 2.300000
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v -1.800000 1.970000 -2.300000
v -1.800000 1.970000 2.300000
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v -1.800000 1.970000 -2.300000
v -0.480000 1.970000 2.300000
v -0.480000 1.970000 -2.300000
v 0.480000 1.970000 2.300000
v 0.480000 1.970000 -2.300000
v -1.800000 -0.000000 0.750000
v -1.800000 2.300000 0.750000
v 1.800000 -0.000000 0.750000
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v -1.800000 2.300000 0.750000
v -0.480000 2.300000 0.750000
v 0.480000 2.300000 0.750000
v -1.800000 1.970000 0.750000
v 1.800000 1.970000 0.750000
v -1.800000 2.300000 -0.250000
v 1.800000 0.000000 -0.250000
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v -0.480000 1.015374 2.300000
v -0.480000 1.015374 -2.300000
v 0.480000 1.015374 2.300000
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v -1.800000 1.015374 2.300000
v 1.800000 1.015374 0.750000
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vn -0.0000 -0.0000 -1.0000
vn -0.0000 0.0708 -0.9975
vn -0.0000 -0.9352 -0.3542
vn -0.0003 0.1694 -0.9855
vn -0.0000 -0.0000 1.0000
vn -0.0000 -0.1253 0.9921
vn -0.0000 0.7971 0.6039
vn 0.0004 -0.2543 0.9671
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vn -0.9873 0.1586 -0.0000
vn 0.9988 0.0490 -0.0000
vn 0.9956 0.0935 -0.0000
vn 1.0000 -0.0000 -0.0000
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -0.0153 0.9999
vn -0.0000 -0.0255 0.9997
vn -0.0000 -0.8869 -0.4619
vn -0.0000 0.1419 -0.9899
vn -0.0000 0.3353 -0.9421
vn -0.0000 -1.0000 -0.0000
vn -0.0000 -0.2543 0.9671
vn -0.9981 -0.0523 0.0322
vn -0.9999 0.0154 -0.0000
vn -1.0000 0.0092 -0.0000
vn 1.0000 0.0079 -0.0000
vn 0.9999 0.0150 -0.0000
vn -0.9983 0.0492 0.0322
vt 0.375000 1.000000
vt 0.375000 0.000000
vt 0.375000 0.481764
vt 0.625000 0.481764
vt 0.643236 0.500000
vt 0.375000 0.768236
vt 0.643236 0.750000
vt 0.625000 0.768236
vt 0.375000 0.307136
vt 0.817864 0.750000
vt 0.625000 0.942864
vt 0.817864 0.500000
vt 0.625000 0.307136
vt 0.375000 0.942864
vt 0.375000 0.237945
vt 0.375000 0.016152
vt 0.875000 0.733848
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vt 0.875000 0.512055
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vt 0.571865 0.821414
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vt 0.643236 0.622952
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vt 0.476468 0.622952
vt 0.476468 0.127048
vt 0.476468 0.567503
vt 0.476468 0.182497
s 0
usemtl None
f 46/58/1 28/38/1 3/4/1 36/48/1
f 27/36/2 21/28/3 7/10/3 25/34/4
f 43/55/5 25/33/5 7/11/5 38/50/5
f 22/29/6 8/12/7 20/27/7 26/35/8
f 53/66/9 52/65/9 21/28/9 27/36/9
f 50/63/10 51/64/11 19/26/11 17/24/10
f 52/65/12 48/60/13 12/17/13 21/28/12
f 56/69/14 50/63/14 17/24/14 40/52/14
f 59/73/15 57/71/15 13/19/15 42/54/15
f 54/67/9 53/66/9 27/36/9 31/41/9
f 28/37/16 22/29/16 26/35/17 30/40/17
f 45/57/5 33/44/5 25/33/5 43/55/5
f 31/41/18 27/36/19 25/34/20 33/43/18
f 37/49/1 8/13/1 22/30/1 44/56/1
f 19/26/21 31/41/21 33/43/21 5/7/21
f 35/47/5 5/8/5 33/44/5 45/57/5
f 3/5/7 28/37/6 30/40/22 18/25/7
f 51/64/9 54/67/9 31/41/9 19/26/9
f 44/56/1 22/30/1 28/38/1 46/58/1
f 67/81/5 35/47/5 45/57/5 77/91/5
f 69/83/1 37/49/1 44/56/1 76/90/1
f 77/91/5 45/57/5 43/55/5 75/89/5
f 83/98/15 59/73/15 42/54/15 74/88/15
f 79/94/1 34/45/1 41/53/1 73/87/1
f 80/95/14 56/69/14 40/52/14 72/86/14
f 75/89/5 43/55/5 38/50/5 70/84/5
f 78/92/1 46/58/1 36/48/1 68/82/1
f 70/84/5 38/50/5 34/46/5 79/93/5
f 82/97/14 66/80/14 56/69/14 80/95/14
f 73/87/23 41/53/23 55/68/23 81/96/23
f 62/76/9 65/79/9 54/67/9 51/64/9
f 65/79/9 64/78/9 53/66/9 54/67/9
f 41/53/15 12/18/15 48/61/15 55/68/15
f 66/80/14 61/75/14 50/63/14 56/69/14
f 63/77/14 57/70/14 48/60/14 52/65/14
f 61/75/15 62/76/15 51/64/15 50/63/15
f 64/78/9 63/77/9 52/65/9 53/66/9
f 26/35/9 20/27/9 63/77/9 64/78/9
f 16/23/24 18/25/25 62/76/25 61/75/24
f 20/27/26 13/20/27 57/70/27 63/77/26
f 39/51/14 16/23/14 61/75/14 66/80/14
f 30/40/9 26/35/9 64/78/9 65/79/9
f 18/25/9 30/40/9 65/79/9 62/76/9
f 71/85/14 39/51/14 66/80/14 82/97/14
f 55/68/15 48/61/15 57/71/15 59/73/15
f 47/59/15 81/96/15 83/98/15 60/74/15
f 15/22/14 71/85/14 82/97/14 58/72/14
f 11/16/28 73/87/28 81/96/28 47/59/28
f 58/72/14 82/97/14 80/95/14 49/62/14
f 9/14/1 70/84/1 79/93/1 1/1/1
f 32/42/1 78/92/1 68/82/1 2/3/1
f 23/31/5 75/89/5 70/84/5 9/14/5
f 49/62/14 80/95/14 72/86/14 14/21/14
f 1/2/14 79/94/14 73/87/14 11/16/14
f 60/74/15 83/98/15 74/88/15 10/15/15
f 29/39/5 77/91/5 75/89/5 23/31/5
f 6/9/1 69/83/1 76/90/1 24/32/1
f 4/6/5 67/81/5 77/91/5 29/39/5

View File

@ -1,386 +0,0 @@
# Blender 3.4.1
# www.blender.org
mtllib roomInside.mtl
o room_Cube.002
v -2.000000 -0.000000 2.500000
v -2.000000 2.500000 2.500000
v -2.000000 0.000000 -2.500000
v -2.000000 2.500000 -2.500000
v 2.000000 -0.000000 2.500000
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v 2.000000 0.000000 -2.500000
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v 1.800000 0.000000 -2.500000
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v 1.800000 -0.000000 2.500000
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v -1.800000 -0.000000 2.500000
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v 2.000000 -0.000000 2.300000
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v 2.000000 2.500000 2.300000
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v 0.480000 -0.000000 2.300000
v -2.000000 1.970000 2.500000
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v 2.000000 1.970000 -2.500000
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v 1.800000 1.970000 2.500000
v 1.800000 1.970000 -2.500000
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v -1.800000 1.970000 2.500000
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cw 9/models/sofa.mtl Normal file
View File

@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'bed.blend11'
# www.blender.org
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12
cw 9/models/table.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'bed.blend11'
# www.blender.org
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illum 1

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cw 9/models/tvTable.mtl Normal file
View File

@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'bed.blend11'
# www.blender.org
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s 0
usemtl None.006
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12
cw 9/models/window.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'bed.blend11'
# www.blender.org
newmtl Material.007
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 1

12
cw 9/models/x.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'bed.blend11'
# www.blender.org
newmtl X
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 1

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@ -1,18 +0,0 @@
#version 430 core
out vec4 out_color;
flat in vec4 color;
in vec4 pos_local;
in vec4 pos_global;
uniform float time;
uniform vec3 laserColor;
void main()
{
float laserIntensity = pow(sin(time * 10.0), 2.0);
vec3 laserDistortion = mix(vec4(laserColor, 1), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time)).xyz;
out_color = vec4(laserColor * laserIntensity/* + laserDistortion*/, 1.0);
}

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@ -1,18 +0,0 @@
#version 430 core
layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec4 vertexColor;
uniform mat4 transformation;
flat out vec4 color;
out vec4 pos_local;
out vec4 pos_global;
void main()
{
color = vertexColor;
pos_local = vertexPosition;
pos_global = transformation * vertexPosition;
gl_Position = transformation * vertexPosition;
}

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@ -15,34 +15,6 @@ uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
//array of laser light position
//uniform vec3 lasersLightPos[21];
//uniform int lasersLightPosArrayIndex;
uniform vec3 laserLightPos0;
uniform vec3 laserLightPos1;
uniform vec3 laserLightPos2;
uniform vec3 laserLightPos3;
uniform vec3 laserLightPos4;
uniform vec3 laserLightPos5;
uniform vec3 laserLightPos6;
uniform vec3 laserLightPos7;
uniform vec3 laserLightPos8;
uniform vec3 laserLightPos9;
uniform vec3 laserLightPos10;
uniform vec3 laserLightPos11;
uniform vec3 laserLightPos12;
uniform vec3 laserLightPos13;
uniform vec3 laserLightPos14;
uniform vec3 laserLightPos15;
uniform vec3 laserLightPos16;
uniform vec3 laserLightPos17;
uniform vec3 laserLightPos18;
uniform vec3 laserLightPos19;
uniform vec3 laserLightColor;
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
@ -67,7 +39,6 @@ in vec3 sunDirTS;
in vec4 sunSpacePos;
in vec3 test;
uniform float time;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
@ -153,141 +124,14 @@ void main()
//vec3 lightDir = normalize(lightDirTS);
vec3 lightDir = normalize(lightPos-worldPos);
//array of lasers light
//vec3 laserLightPos = lasersLightPos[lasersLightPosArrayIndex];
//lasers light direction
vec3 laserLightDir0 = normalize(laserLightPos0-worldPos);
vec3 laserLightDir1 = normalize(laserLightPos1-worldPos);
vec3 laserLightDir2 = normalize(laserLightPos2-worldPos);
vec3 laserLightDir3 = normalize(laserLightPos3-worldPos);
vec3 laserLightDir4 = normalize(laserLightPos4-worldPos);
vec3 laserLightDir5 = normalize(laserLightPos5-worldPos);
vec3 laserLightDir6 = normalize(laserLightPos6-worldPos);
vec3 laserLightDir7 = normalize(laserLightPos7-worldPos);
vec3 laserLightDir8 = normalize(laserLightPos8-worldPos);
vec3 laserLightDir9 = normalize(laserLightPos9-worldPos);
vec3 laserLightDir10 = normalize(laserLightPos10-worldPos);
vec3 laserLightDir11 = normalize(laserLightPos11-worldPos);
vec3 laserLightDir12 = normalize(laserLightPos12-worldPos);
vec3 laserLightDir13 = normalize(laserLightPos13-worldPos);
vec3 laserLightDir14 = normalize(laserLightPos14-worldPos);
vec3 laserLightDir15 = normalize(laserLightPos15-worldPos);
vec3 laserLightDir16 = normalize(laserLightPos16-worldPos);
vec3 laserLightDir17 = normalize(laserLightPos17-worldPos);
vec3 laserLightDir18 = normalize(laserLightPos18-worldPos);
vec3 laserLightDir19 = normalize(laserLightPos19-worldPos);
vec3 ambient = AMBIENT*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2); //dla pocisku
vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
//LASERS LIGHTING
float laserIntensity = pow(sin(time * 10.0), 2.0);
if((laserLightPos0.y > 0 && laserLightPos0.y < 2.2) && (laserLightPos0.z > -2.2 && laserLightPos0.z < 2.1) && (laserLightPos0.x > -1.72 && laserLightPos0.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos0-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir0,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos1.y > 0 && laserLightPos1.y < 2.2) && (laserLightPos1.z > -2.2 && laserLightPos1.z < 2.1) && (laserLightPos1.x > -1.72 && laserLightPos1.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos1-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir1,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos2.y > 0 && laserLightPos2.y < 2.2) && (laserLightPos2.z > -2.2 && laserLightPos2.z < 2.1) && (laserLightPos2.x > -1.72 && laserLightPos2.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos2-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir2,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos3.y > 0 && laserLightPos3.y < 2.2) && (laserLightPos3.z > -2.2 && laserLightPos3.z < 2.1) && (laserLightPos3.x > -1.72 && laserLightPos3.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos3-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir3,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos4.y > 0 && laserLightPos4.y < 2.2) && (laserLightPos4.z > -2.2 && laserLightPos4.z < 2.1) && (laserLightPos4.x > -1.72 && laserLightPos4.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos4-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir4,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos5.y > 0 && laserLightPos5.y < 2.2) && (laserLightPos5.z > -2.2 && laserLightPos5.z < 2.1) && (laserLightPos5.x > -1.72 && laserLightPos5.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos5-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir5,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos6.y > 0 && laserLightPos6.y < 2.2) && (laserLightPos6.z > -2.2 && laserLightPos6.z < 2.1) && (laserLightPos6.x > -1.72 && laserLightPos6.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos6-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir6,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos7.y > 0 && laserLightPos7.y < 2.2) && (laserLightPos7.z > -2.2 && laserLightPos7.z < 2.1) && (laserLightPos7.x > -1.72 && laserLightPos7.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos7-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir7,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos8.y > 0 && laserLightPos8.y < 2.2) && (laserLightPos8.z > -2.2 && laserLightPos8.z < 2.1) && (laserLightPos8.x > -1.72 && laserLightPos8.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos8-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir8,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos9.y > 0 && laserLightPos9.y < 2.2) && (laserLightPos9.z > -2.2 && laserLightPos9.z < 2.1) && (laserLightPos9.x > -1.72 && laserLightPos9.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos9-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir9,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos10.y > 0 && laserLightPos10.y < 2.2) && (laserLightPos10.z > -2.2 && laserLightPos10.z < 2.1) && (laserLightPos10.x > -1.72 && laserLightPos10.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos10-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir10,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos11.y > 0 && laserLightPos11.y < 2.2) && (laserLightPos11.z > -2.2 && laserLightPos11.z < 2.1) && (laserLightPos11.x > -1.72 && laserLightPos11.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos11-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir11,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos12.y > 0 && laserLightPos12.y < 2.2) && (laserLightPos12.z > -2.2 && laserLightPos12.z < 2.1) && (laserLightPos12.x > -1.72 && laserLightPos12.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos12-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir12,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos13.y > 0 && laserLightPos13.y < 2.2) && (laserLightPos13.z > -2.2 && laserLightPos13.z < 2.1) && (laserLightPos13.x > -1.72 && laserLightPos13.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos13-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir13,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos14.y > 0 && laserLightPos14.y < 2.2) && (laserLightPos14.z > -2.2 && laserLightPos14.z < 2.1) && (laserLightPos14.x > -1.72 && laserLightPos14.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos14-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir14,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos15.y > 0 && laserLightPos15.y < 2.2) && (laserLightPos15.z > -2.2 && laserLightPos15.z < 2.1) && (laserLightPos15.x > -1.72 && laserLightPos15.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos15-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir15,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos16.y > 0 && laserLightPos16.y < 2.2) && (laserLightPos16.z > -2.2 && laserLightPos16.z < 2.1) && (laserLightPos16.x > -1.72 && laserLightPos16.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos16-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir16,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos17.y > 0 && laserLightPos17.y < 2.2) && (laserLightPos17.z > -2.2 && laserLightPos17.z < 2.1) && (laserLightPos17.x > -1.72 && laserLightPos17.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos17-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir17,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos18.y > 0 && laserLightPos18.y < 2.2) && (laserLightPos18.z > -2.2 && laserLightPos18.z < 2.1) && (laserLightPos18.x > -1.72 && laserLightPos18.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos18-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir18,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos19.y > 0 && laserLightPos19.y < 2.2) && (laserLightPos19.z > -2.2 && laserLightPos19.z < 2.1) && (laserLightPos19.x > -1.72 && laserLightPos19.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos19-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir19,attenuatedlightColor,normal,viewDir);
}
// attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
// ilumination=ilumination+PBRLight(lightDir,attenuatedlightColor,normal,viewDir); dla pocisku
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
vec3 spotlightDir= normalize(spotlightPos-worldPos);
@ -298,11 +142,10 @@ void main()
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir); //dla pocisku
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
//outColor = vec4(roughness,metallic,0,1);
//outColor = vec4(test;
}

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@ -7,35 +7,6 @@ in vec4 pos_local;
in vec4 pos_global;
uniform float time;
uniform vec3 laserColor;
float hash(float n)
{
return fract(sin(n) * 1399763.5453123);
}
float noise(vec3 x)
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0 + 113.0 * p.z;
vec4 test1 = mix(vec4(hash(n + 170.0)), vec4(hash(n + 171.0)), sin(time));
vec4 test2 = mix(vec4(hash(n + 113.0)), vec4(hash(n + 114.0)), sin(time));
vec4 test3 = mix(test2, test1, sin(time));
vec4 test4 = mix(vec4(hash(n + 57.0)), vec4(hash(n + 58.0)), sin(time));
vec4 test5 = mix(vec4(hash(n + 0.0)), vec4(hash(n + 1.0)), sin(time));
vec4 test6 = mix(test5, test4, sin(time));
vec4 test7 = mix(test6, test3, sin(time));
return test7.z;
// return mix(mix(mix(hash(n + 0.0), hash(n + 1.0)), mix(hash(n + 57.0), hash(n + 58.0))), mix(mix(hash(n + 113.0), hash(n + 114.0)), mix(hash(n + 170.0), hash(n + 171.0))), f);
}
void main()
{
@ -43,17 +14,8 @@ void main()
// vec4 mixColor = mix(color, vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
// out_color = mixColor / sin(time);
// vec4 mixColor = mix(time * abs(pos_local), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
// out_color = mixColor / sin(time);
vec3 newPosLocal = vec3(pos_local.x, pos_local.y, pos_local.z);
float laserIntensity = pow(sin(time * 10.0), 2.0);//sin(time * 5.0) * 0.5 + 0.5;
// vec3 laserDistortion = vec3(noise(newPosLocal * 8.0 + vec3(0, time * 4.0, time * 2.0)) * 0.1);
vec3 laserDistortion = mix(vec4(laserColor, 1), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time)).xyz;
out_color = vec4(laserColor * laserIntensity/* + laserDistortion*/, 1.0);
vec4 mixColor = mix(time * abs(pos_local), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
out_color = mixColor / sin(time);
// vec4 mixColor = mix(pos_global, vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
// out_color = mixColor / sin(time);

View File

@ -15,4 +15,4 @@ void main()
pos_local = vertexPosition;
pos_global = transformation * vertexPosition;
gl_Position = transformation * vertexPosition;
}
}

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@ -1,49 +0,0 @@
#version 330 core
in vec2 TexCoord;
in vec3 FragPos;
in vec3 Normal;
in vec3 Tangent;
in vec3 Bitangent;
out vec4 color;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D heightMap;
uniform vec3 lightPos;
uniform float heightScale;
vec3 GetNormalFromMap()
{
vec3 normal = texture(normalMap, TexCoord).rgb;
normal = normalize(normal * 2.0 - 1.0);
mat3 TBN = mat3(Tangent, Bitangent, Normal);
return normalize(TBN * normal);
}
void main()
{
vec3 ambient = vec3(0.3);
vec3 diffuse = vec3(0.7);
vec3 specular = vec3(0.2);
vec3 lightColor = vec3(1.0);
vec3 viewPos = vec3(0.0, 0.0, 3.0);
vec3 lightDir = normalize(lightPos - FragPos);
vec3 normal = GetNormalFromMap();
vec3 viewDir = normalize(viewPos - FragPos);
vec3 height = texture(heightMap, TexCoord).rgb;
vec3 pos = FragPos + normal * height * heightScale;
vec3 diffuseValue = max(dot(normal, lightDir), 0.0) * diffuse * lightColor;
vec3 specularValue = pow(max(dot(viewDir, reflect(-lightDir, normal)), 0.0), 32.0) * specular *lightColor;
vec4 result = vec4((ambient + diffuseValue + specularValue) * texture(diffuseMap, TexCoord).rgb, 1.0);
color = vec4(result);
}

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@ -1,29 +0,0 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec3 aNormal;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
out vec2 TexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec3 Tangent;
out vec3 Bitangent;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
TexCoord = aTexCoord;
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
Tangent = mat3(transpose(inverse(model))) * aTangent;
Bitangent = mat3(transpose(inverse(model))) * aBitangent;
gl_Position = projection * view * vec4(FragPos, 1.0);
}

View File

@ -1,12 +0,0 @@
#version 430 core
uniform samplerCube skybox;
in vec3 texCoord;
out vec4 out_color;
void main()
{
out_color = texture(skybox,texCoord);
}

View File

@ -1,13 +0,0 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
uniform mat4 transformation;
out vec3 texCoord;
void main()
{
texCoord = vertexPosition;
gl_Position = transformation * vec4(vertexPosition, 1.0);
}

View File

@ -1,304 +0,0 @@
#version 430 core
float AMBIENT = 0.03;
float PI = 3.14;
uniform sampler2D depthMapSun;
uniform vec3 cameraPos;
uniform vec3 color;
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 laserLightPos0;
uniform vec3 laserLightPos1;
uniform vec3 laserLightPos2;
uniform vec3 laserLightPos3;
uniform vec3 laserLightPos4;
uniform vec3 laserLightPos5;
uniform vec3 laserLightPos6;
uniform vec3 laserLightPos7;
uniform vec3 laserLightPos8;
uniform vec3 laserLightPos9;
uniform vec3 laserLightPos10;
uniform vec3 laserLightPos11;
uniform vec3 laserLightPos12;
uniform vec3 laserLightPos13;
uniform vec3 laserLightPos14;
uniform vec3 laserLightPos15;
uniform vec3 laserLightPos16;
uniform vec3 laserLightPos17;
uniform vec3 laserLightPos18;
uniform vec3 laserLightPos19;
uniform vec3 laserLightColor;
uniform sampler2D colorTexture;
in vec2 vecTex;
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
uniform vec3 spotlightPhi;
uniform float metallic;
uniform float roughness;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 spotlightDirTS;
in vec3 sunDirTS;
in vec4 sunSpacePos;
in vec3 test;
uniform float time;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(normal, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness){
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
float NdotV = max(dot(normal, V), 0.0);
float NdotL = max(dot(normal, lightDir), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0){
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
float diffuse=max(0,dot(normal,lightDir));
//vec3 V = normalize(cameraPos-worldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metallic);
vec3 H = normalize(V + lightDir);
// cook-torrance brdf
float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * color / PI + specular) * radiance * NdotL;
}
float calculateShadow() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
float closestDepth = texture2D(depthMapSun, sunSpacePosNormalized.xy).x;//r?
float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;//sunSpacePosNormalized.z;
return (0.5*(diff)/abs(diff))+0.5;
}
void main()
{
vec3 lightDir = normalize(lightPos-worldPos);
vec3 normal = normalize(vecNormal);
vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
float diffuse=max(0,dot(normal,lightDir));
vec3 viewDir = normalize(cameraPos-worldPos);
vec3 ambient = AMBIENT*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
//lasers light direction
vec3 laserLightDir0 = normalize(laserLightPos0-worldPos);
vec3 laserLightDir1 = normalize(laserLightPos1-worldPos);
vec3 laserLightDir2 = normalize(laserLightPos2-worldPos);
vec3 laserLightDir3 = normalize(laserLightPos3-worldPos);
vec3 laserLightDir4 = normalize(laserLightPos4-worldPos);
vec3 laserLightDir5 = normalize(laserLightPos5-worldPos);
vec3 laserLightDir6 = normalize(laserLightPos6-worldPos);
vec3 laserLightDir7 = normalize(laserLightPos7-worldPos);
vec3 laserLightDir8 = normalize(laserLightPos8-worldPos);
vec3 laserLightDir9 = normalize(laserLightPos9-worldPos);
vec3 laserLightDir10 = normalize(laserLightPos10-worldPos);
vec3 laserLightDir11 = normalize(laserLightPos11-worldPos);
vec3 laserLightDir12 = normalize(laserLightPos12-worldPos);
vec3 laserLightDir13 = normalize(laserLightPos13-worldPos);
vec3 laserLightDir14 = normalize(laserLightPos14-worldPos);
vec3 laserLightDir15 = normalize(laserLightPos15-worldPos);
vec3 laserLightDir16 = normalize(laserLightPos16-worldPos);
vec3 laserLightDir17 = normalize(laserLightPos17-worldPos);
vec3 laserLightDir18 = normalize(laserLightPos18-worldPos);
vec3 laserLightDir19 = normalize(laserLightPos19-worldPos);
//LASERS LIGHTING
float laserIntensity = pow(sin(time * 10.0), 2.0);
if((laserLightPos0.y > 0 && laserLightPos0.y < 2.2) && (laserLightPos0.z > -2.2 && laserLightPos0.z < 2.1) && (laserLightPos0.x > -1.72 && laserLightPos0.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos0-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir0,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos1.y > 0 && laserLightPos1.y < 2.2) && (laserLightPos1.z > -2.2 && laserLightPos1.z < 2.1) && (laserLightPos1.x > -1.72 && laserLightPos1.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos1-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir1,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos2.y > 0 && laserLightPos2.y < 2.2) && (laserLightPos2.z > -2.2 && laserLightPos2.z < 2.1) && (laserLightPos2.x > -1.72 && laserLightPos2.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos2-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir2,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos3.y > 0 && laserLightPos3.y < 2.2) && (laserLightPos3.z > -2.2 && laserLightPos3.z < 2.1) && (laserLightPos3.x > -1.72 && laserLightPos3.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos3-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir3,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos4.y > 0 && laserLightPos4.y < 2.2) && (laserLightPos4.z > -2.2 && laserLightPos4.z < 2.1) && (laserLightPos4.x > -1.72 && laserLightPos4.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos4-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir4,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos5.y > 0 && laserLightPos5.y < 2.2) && (laserLightPos5.z > -2.2 && laserLightPos5.z < 2.1) && (laserLightPos5.x > -1.72 && laserLightPos5.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos5-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir5,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos6.y > 0 && laserLightPos6.y < 2.2) && (laserLightPos6.z > -2.2 && laserLightPos6.z < 2.1) && (laserLightPos6.x > -1.72 && laserLightPos6.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos6-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir6,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos7.y > 0 && laserLightPos7.y < 2.2) && (laserLightPos7.z > -2.2 && laserLightPos7.z < 2.1) && (laserLightPos7.x > -1.72 && laserLightPos7.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos7-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir7,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos8.y > 0 && laserLightPos8.y < 2.2) && (laserLightPos8.z > -2.2 && laserLightPos8.z < 2.1) && (laserLightPos8.x > -1.72 && laserLightPos8.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos8-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir8,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos9.y > 0 && laserLightPos9.y < 2.2) && (laserLightPos9.z > -2.2 && laserLightPos9.z < 2.1) && (laserLightPos9.x > -1.72 && laserLightPos9.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos9-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir9,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos10.y > 0 && laserLightPos10.y < 2.2) && (laserLightPos10.z > -2.2 && laserLightPos10.z < 2.1) && (laserLightPos10.x > -1.72 && laserLightPos10.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos10-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir10,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos11.y > 0 && laserLightPos11.y < 2.2) && (laserLightPos11.z > -2.2 && laserLightPos11.z < 2.1) && (laserLightPos11.x > -1.72 && laserLightPos11.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos11-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir11,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos12.y > 0 && laserLightPos12.y < 2.2) && (laserLightPos12.z > -2.2 && laserLightPos12.z < 2.1) && (laserLightPos12.x > -1.72 && laserLightPos12.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos12-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir12,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos13.y > 0 && laserLightPos13.y < 2.2) && (laserLightPos13.z > -2.2 && laserLightPos13.z < 2.1) && (laserLightPos13.x > -1.72 && laserLightPos13.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos13-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir13,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos14.y > 0 && laserLightPos14.y < 2.2) && (laserLightPos14.z > -2.2 && laserLightPos14.z < 2.1) && (laserLightPos14.x > -1.72 && laserLightPos14.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos14-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir14,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos15.y > 0 && laserLightPos15.y < 2.2) && (laserLightPos15.z > -2.2 && laserLightPos15.z < 2.1) && (laserLightPos15.x > -1.72 && laserLightPos15.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos15-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir15,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos16.y > 0 && laserLightPos16.y < 2.2) && (laserLightPos16.z > -2.2 && laserLightPos16.z < 2.1) && (laserLightPos16.x > -1.72 && laserLightPos16.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos16-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir16,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos17.y > 0 && laserLightPos17.y < 2.2) && (laserLightPos17.z > -2.2 && laserLightPos17.z < 2.1) && (laserLightPos17.x > -1.72 && laserLightPos17.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos17-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir17,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos18.y > 0 && laserLightPos18.y < 2.2) && (laserLightPos18.z > -2.2 && laserLightPos18.z < 2.1) && (laserLightPos18.x > -1.72 && laserLightPos18.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos18-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir18,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos19.y > 0 && laserLightPos19.y < 2.2) && (laserLightPos19.z > -2.2 && laserLightPos19.z < 2.1) && (laserLightPos19.x > -1.72 && laserLightPos19.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos19-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir19,attenuatedlightColor,normal,viewDir);
}
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
vec3 spotlightDir= normalize(spotlightPos-worldPos);
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
//outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0);
//outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
outColor = vec4(textureColor*min(1,AMBIENT+diffuse) - 1*exp(-ilumination*exposition),1);
}

View File

@ -1,72 +0,0 @@
#version 430 core
//layout(location = 0) in vec3 vertexPosition;
//layout(location = 1) in vec3 vertexNormal;
//layout(location = 2) in vec2 vertexTexCoord;
//
//uniform mat4 transformation;
//uniform mat4 modelMatrix;
//
//out vec3 vecNormal;
//out vec3 worldPos;
//out vec2 vecTex;
//
//void main()
//{
// worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
// vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
// vecTex = vertexTexCoord;
// vecTex.y = 1.0 - vecTex.y;
// gl_Position = transformation * vec4(vertexPosition, 1.0);
//}
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
uniform mat4 LightVPSun;
out vec3 vecNormal;
out vec3 worldPos;
out vec2 vecTex;
uniform vec3 lightPos;
uniform vec3 spotlightPos;
uniform vec3 cameraPos;
uniform vec3 sunDir;
out vec3 viewDirTS;
out vec3 lightDirTS;
out vec3 spotlightDirTS;
out vec3 sunDirTS;
out vec4 sunSpacePos;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
vecTex = vertexTexCoord;
vecTex.y = 1.0 - vecTex.y;
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;
vec3 L = normalize(lightPos-worldPos);
lightDirTS = TBN*L;
vec3 SL = normalize(spotlightPos-worldPos);
spotlightDirTS = TBN*SL;
sunDirTS = TBN*sunDir;
sunSpacePos=LightVPSun*modelMatrix*vec4(vertexPosition,1);
}

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@ -13,13 +13,13 @@ SpaceShip::SpaceShip() {
}
SpaceShip::SpaceShip(int numberOfLasers, glm::vec3 shipPos) {
SpaceShip::SpaceShip(int numberOfLasers) {
maxNumberOfLasers = numberOfLasers;
numberOfLeftLasers = maxNumberOfLasers;
gun.reserve(maxNumberOfLasers);
this->spaceShipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
this->spaceShipPos = shipPos;
this->spaceShipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
for (int i = 0; i < maxNumberOfLasers; i++) {
gun.push_back(Laser(this->spaceShipDir, this->spaceShipPos, 0.01, false));

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@ -23,7 +23,7 @@ private:
public:
SpaceShip();
SpaceShip(int numberOfLasers, glm::vec3 shipPos);
SpaceShip(int numberOfLasers);
//getters and setters

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@ -23,7 +23,7 @@ int main(int argc, char** argv)
#endif
// tworzenie okna za pomoca glfw
GLFWwindow* window = glfwCreateWindow(950, 950, "FirstWindow", NULL, NULL);
GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;

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