modele i tekstury

This commit is contained in:
Tomasz Kaczmarek 2022-02-08 01:08:58 +01:00
parent f31ed04dd6
commit 870aec4a9a
32 changed files with 109631 additions and 14 deletions

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@ -2,7 +2,7 @@
<Project> <Project>
<ProjectOutputs> <ProjectOutputs>
<ProjectOutput> <ProjectOutput>
<FullPath>C:\Users\luksli\Desktop\GrafikaProjekt\GrafikaProjekt\Debug\grk-cw6.exe</FullPath> <FullPath>C:\Users\Tomek\Source\Repos\GrafikaProjekt\GrafikaProjekt\Debug\grk-cw6.exe</FullPath>
</ProjectOutput> </ProjectOutput>
</ProjectOutputs> </ProjectOutputs>
<ContentFiles /> <ContentFiles />

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@ -1,2 +1,2 @@
PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30037:VCServicingVersionCrtHeaders=14.29.30040:VCServicingVersionCompilers=14.29.30040:TargetPlatformVersion=10.0.16299.0: PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.30.30705:TargetPlatformVersion=10.0.19041.0:
Debug|Win32|C:\Users\luksli\Desktop\GrafikaProjekt\GrafikaProjekt\| Debug|Win32|C:\Users\Tomek\Source\Repos\GrafikaProjekt\GrafikaProjekt\|

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@ -1,4 +1,4 @@
 main.cpp  main.cpp
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 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
Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO” Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
projekt.vcxproj -> C:\Users\luksli\Desktop\GrafikaProjekt\GrafikaProjekt\Debug\grk-cw6.exe projekt.vcxproj -> C:\Users\Tomek\Source\Repos\GrafikaProjekt\GrafikaProjekt\Debug\grk-cw6.exe

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@ -52,14 +52,14 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v142</PlatformToolset> <PlatformToolset>v143</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v142</PlatformToolset> <PlatformToolset>v143</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">

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@ -18,6 +18,7 @@ Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext; Core::RenderContext shipContext;
Core::RenderContext sphereContext; Core::RenderContext sphereContext;
Core::RenderContext fishContext;
glm::vec3 cameraPos = glm::vec3(0, 0, 5); glm::vec3 cameraPos = glm::vec3(0, 0, 5);
glm::vec3 cameraDir; // Wektor "do przodu" kamery glm::vec3 cameraDir; // Wektor "do przodu" kamery
@ -34,12 +35,14 @@ glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -0.9f, -1.0f));
glm::quat rotation = glm::quat(1, 0, 0, 0); glm::quat rotation = glm::quat(1, 0, 0, 0);
GLuint textureAsteroid; GLuint textureAsteroid;
GLuint textureSubmarine;
GLuint textureFish1;
void keyboard(unsigned char key, int x, int y) void keyboard(unsigned char key, int x, int y)
{ {
float angleSpeed = 0.1f; float angleSpeed = 0.1f;
float moveSpeed = 0.1f; float moveSpeed = 0.01f;
switch(key) switch(key)
{ {
case 'z': cameraAngle -= angleSpeed; break; case 'z': cameraAngle -= angleSpeed; break;
@ -113,11 +116,13 @@ void renderScene()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.2f, 0.5f, 1.0f); glClearColor(0.0f, 0.2f, 0.5f, 1.0f);
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)); 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));
glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.5f) * glm::mat4_cast(glm::inverse(rotation)) * shipInitialTransformation; glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.5f) * glm::mat4_cast(glm::inverse(rotation)) * shipInitialTransformation;
drawObjectColor(shipContext, shipModelMatrix, glm::vec3(0.6f)); //drawObjectColor(shipContext, shipModelMatrix, glm::vec3(0.6f));
drawObjectTexture(sphereContext, glm::translate(glm::vec3(0,0,0)), textureAsteroid); drawObjectTexture(shipContext, shipModelMatrix, textureSubmarine);
drawObjectTexture(sphereContext, glm::translate(glm::vec3(0, -1.2, 0)), textureAsteroid);
drawObjectTexture(fishContext, glm::translate(glm::vec3(0, 0, 0)), textureFish1);
glutSwapBuffers(); glutSwapBuffers();
} }
@ -141,9 +146,11 @@ void init()
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
programColor = shaderLoader.CreateProgram("shaders/shader_color.vert", "shaders/shader_color.frag"); programColor = shaderLoader.CreateProgram("shaders/shader_color.vert", "shaders/shader_color.frag");
programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag"); programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
loadModelToContext("models/spaceship.obj", shipContext); loadModelToContext("models/submarine.obj", shipContext);
loadModelToContext("models/sphere.obj", sphereContext); loadModelToContext("models/teren1.obj", sphereContext);
textureAsteroid = Core::LoadTexture("textures/asteroid.png"); loadModelToContext("models/fish1.obj", fishContext);
textureAsteroid = Core::LoadTexture("textures/sub.png");
textureSubmarine = Core::LoadTexture("textures/sub.png");
} }
void shutdown() void shutdown()

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