modele i tekstury
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<Project>
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<ProjectOutputs>
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<ProjectOutput>
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<FullPath>C:\Users\luksli\Desktop\GrafikaProjekt\GrafikaProjekt\Debug\grk-cw6.exe</FullPath>
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<FullPath>C:\Users\Tomek\Source\Repos\GrafikaProjekt\GrafikaProjekt\Debug\grk-cw6.exe</FullPath>
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</ProjectOutput>
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</ProjectOutputs>
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<ContentFiles />
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PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30037:VCServicingVersionCrtHeaders=14.29.30040:VCServicingVersionCompilers=14.29.30040:TargetPlatformVersion=10.0.16299.0:
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Debug|Win32|C:\Users\luksli\Desktop\GrafikaProjekt\GrafikaProjekt\|
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PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.30.30705:TargetPlatformVersion=10.0.19041.0:
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Debug|Win32|C:\Users\Tomek\Source\Repos\GrafikaProjekt\GrafikaProjekt\|
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main.cpp
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C:\Users\luksli\Desktop\GrafikaProjekt\GrafikaProjekt\pliki\src\main.cpp(140,12): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych
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C:\Users\Tomek\source\repos\GrafikaProjekt\GrafikaProjekt\pliki\src\main.cpp(145,12): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych
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Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
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projekt.vcxproj -> C:\Users\luksli\Desktop\GrafikaProjekt\GrafikaProjekt\Debug\grk-cw6.exe
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projekt.vcxproj -> C:\Users\Tomek\Source\Repos\GrafikaProjekt\GrafikaProjekt\Debug\grk-cw6.exe
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GrafikaProjekt/pliki/Debug/vc143.idb
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GrafikaProjekt/pliki/Debug/vc143.idb
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GrafikaProjekt/pliki/Debug/vc143.pdb
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GrafikaProjekt/pliki/Debug/vc143.pdb
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GrafikaProjekt/pliki/models/SnowTerrain.obj
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GrafikaProjekt/pliki/models/SnowTerrain.obj
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GrafikaProjekt/pliki/models/fish1.obj
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GrafikaProjekt/pliki/models/fish1.obj
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GrafikaProjekt/pliki/models/submarine.obj
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GrafikaProjekt/pliki/models/submarine.obj
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GrafikaProjekt/pliki/models/teren1.obj
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GrafikaProjekt/pliki/models/teren1.obj
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GrafikaProjekt/pliki/models/teren2.obj
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GrafikaProjekt/pliki/models/teren2.obj
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@ -52,14 +52,14 @@
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v142</PlatformToolset>
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<PlatformToolset>v143</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v142</PlatformToolset>
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<PlatformToolset>v143</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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@ -18,6 +18,7 @@ Core::Shader_Loader shaderLoader;
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Core::RenderContext shipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext fishContext;
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glm::vec3 cameraPos = glm::vec3(0, 0, 5);
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glm::vec3 cameraDir; // Wektor "do przodu" kamery
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@ -34,12 +35,14 @@ glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -0.9f, -1.0f));
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glm::quat rotation = glm::quat(1, 0, 0, 0);
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GLuint textureAsteroid;
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GLuint textureSubmarine;
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GLuint textureFish1;
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void keyboard(unsigned char key, int x, int y)
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{
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float angleSpeed = 0.1f;
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float moveSpeed = 0.1f;
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float moveSpeed = 0.01f;
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switch(key)
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{
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case 'z': cameraAngle -= angleSpeed; break;
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@ -113,11 +116,13 @@ void renderScene()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.2f, 0.5f, 1.0f);
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glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0,-0.25f,0)) * glm::rotate(glm::radians(180.0f), glm::vec3(0,1,0)) * glm::scale(glm::vec3(0.25f));
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glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0,0,0)) * glm::rotate(glm::radians(180.0f), glm::vec3(0,1,0)) * glm::scale(glm::vec3(0.25f));
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glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.5f) * glm::mat4_cast(glm::inverse(rotation)) * shipInitialTransformation;
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drawObjectColor(shipContext, shipModelMatrix, glm::vec3(0.6f));
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//drawObjectColor(shipContext, shipModelMatrix, glm::vec3(0.6f));
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drawObjectTexture(sphereContext, glm::translate(glm::vec3(0,0,0)), textureAsteroid);
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drawObjectTexture(shipContext, shipModelMatrix, textureSubmarine);
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drawObjectTexture(sphereContext, glm::translate(glm::vec3(0, -1.2, 0)), textureAsteroid);
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drawObjectTexture(fishContext, glm::translate(glm::vec3(0, 0, 0)), textureFish1);
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glutSwapBuffers();
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}
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@ -141,9 +146,11 @@ void init()
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glEnable(GL_DEPTH_TEST);
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programColor = shaderLoader.CreateProgram("shaders/shader_color.vert", "shaders/shader_color.frag");
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programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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loadModelToContext("models/spaceship.obj", shipContext);
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loadModelToContext("models/sphere.obj", sphereContext);
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textureAsteroid = Core::LoadTexture("textures/asteroid.png");
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loadModelToContext("models/submarine.obj", shipContext);
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loadModelToContext("models/teren1.obj", sphereContext);
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loadModelToContext("models/fish1.obj", fishContext);
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textureAsteroid = Core::LoadTexture("textures/sub.png");
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textureSubmarine = Core::LoadTexture("textures/sub.png");
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}
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void shutdown()
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GrafikaProjekt/pliki/textures/metal.jpg
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GrafikaProjekt/pliki/textures/sand.jpg
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GrafikaProjekt/pliki/textures/sub.png
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GrafikaProjekt/pliki/textures/sub.png
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