Added simple static models and new control
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@ -1,4 +1,6 @@
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main_6_1.cpp
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C:\Users\User\Desktop\grk-cw\cw 6\src\main_6_1.cpp(144,12): 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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grk-cw6.vcxproj -> C:\Users\User\Desktop\grk-cw\Debug\grk-cw6.exe
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E:\Projects\Visual Studio 2019\GRK\cw 6\src\main_6_1.cpp(93,23): warning C4244: '=': conversion from 'int' to 'float', possible loss of data
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E:\Projects\Visual Studio 2019\GRK\cw 6\src\main_6_1.cpp(94,23): warning C4244: '=': conversion from 'int' to 'float', possible loss of data
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E:\Projects\Visual Studio 2019\GRK\cw 6\src\main_6_1.cpp(228,12): warning C4244: 'argument': conversion from 'time_t' to 'unsigned int', possible loss of data
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Camera.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
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grk-cw6.vcxproj -> E:\Projects\Visual Studio 2019\GRK\Debug\grk-cw6.exe
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PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30037:VCServicingVersionATL=14.29.30038:VCServicingVersionCrtHeaders=14.29.30040:VCServicingVersionCompilers=14.29.30040:TargetPlatformVersion=10.0.19041.0:
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Debug|Win32|C:\Users\User\Desktop\grk-cw\|
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#TargetFrameworkVersion=v4.0:PlatformToolSet=v142:EnableManagedIncrementalBuild=false:VCToolArchitecture=Native32Bit:WindowsTargetPlatformVersion=10.0
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Debug|Win32|E:\Projects\Visual Studio 2019\GRK\|
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cw 6/Debug/grk-cw6.tlog/link.delete.1.tlog
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cw 6/Debug/grk-cw6.tlog/link.delete.1.tlog
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cw 6/models/Submarine.3DS
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cw 6/models/Submarine.3DS
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cw 6/models/TropicalFish01.3ds
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cw 6/models/TropicalFish01.3ds
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@ -17,19 +17,19 @@ GLuint programTexture;
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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 cameraPos = glm::vec3(0, 0, 0);
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glm::vec3 cameraDir; // Wektor "do przodu" kamery
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glm::vec3 cameraSide; // Wektor "w bok" kamery
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glm::vec3 vehiclePos = glm::vec3(0, 0, 0);
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glm::vec3 vehicleDir; // Wektor "do przodu" kamery
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glm::vec3 vehicleSide; // Wektor "w bok" kamery
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float vehicleAngle = 0;
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float cameraAngle = 0;
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int ARRAY_LENGTH = 10;
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int arr_x[10] = {0};
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int arr_y[10] = {0};
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int arr_z[10] = {0};
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glm::mat4 cameraMatrix, perspectiveMatrix;
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glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -0.9f, -1.0f));
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@ -37,34 +37,95 @@ 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 textureFish01;
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int WIN_WIDTH = 1280;
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int WIN_HEIGHT = 720;
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glm::vec3 planetLocation[10];
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float mouseXPosition;
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float mouseYPosition;
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float mouseXPositionLast;
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float mouseYPositionLast;
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float delta_x = 0;
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float delta_y = 0;
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glm::quat rotationCamera;
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glm::quat rotation_y;
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glm::quat rotation_x;
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float dy = 0;
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float dx = 0;
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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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switch(key)
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switch (key)
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{
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case 'z': cameraAngle -= angleSpeed; break;
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case 'x': cameraAngle += angleSpeed; break;
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case 'w': cameraPos += cameraDir * moveSpeed; break;
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case 's': cameraPos -= cameraDir * moveSpeed; break;
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case 'd': cameraPos += cameraSide * moveSpeed; break;
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case 'a': cameraPos -= cameraSide * moveSpeed; break;
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case 'z': vehicleAngle -= angleSpeed; delta_x = vehicleAngle; break;
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case 'x': vehicleAngle += angleSpeed; cameraAngle = vehicleAngle; break;
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case 'w': vehiclePos += vehicleDir * moveSpeed; break;
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case 's': vehiclePos -= vehicleDir * moveSpeed; break;
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case 'd': vehiclePos += vehicleSide * moveSpeed; break;
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case 'a': vehiclePos -= vehicleSide * moveSpeed; break;
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//case 'h': rotation_y = glm::quat(1, 0, 0, 0); rotation_x = glm::quat(1, 0, 0, 0); rotationCamera = glm::quat(1, 0, 0, 0); break;
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//case 'h': rotation_y = glm::quat(1, 0, 0, 0); rotation_x = glm::quat(1, 0, 0, 0); rotationCamera = glm::quat(1, 0, 0, 0); break;
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case 'h': rotation_y = glm::quat(1, 0, 0, 0); rotation_x = glm::quat(vehicleAngle, 0, 0, 0); rotationCamera = glm::quat(1, 0, 0, 0); break;
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//delta_x = 0; delta_y = 0; cameraPos = glm::vec3(0, 0, 5); rotation = glm::quat(1, 0, 0, 0); dy = 0; dx = 0; mouseXPositionLast = mouseXPosition; mouseYPositionLast = mouseYPosition;
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//glutWarpPointer(WIN_WIDTH / 2, WIN_HEIGHT/ 2);
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}
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//rot_y = glm::angleAxis(vehicleAngle * 0.01f, glm::vec3(0, 1, 0));
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}
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void mouse(int x, int y)
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{
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if (mouseXPositionLast >= 0) {
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delta_x = x - mouseXPositionLast;
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delta_y = y - mouseYPositionLast;
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}
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mouseXPositionLast = x;
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mouseYPositionLast = y;
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}
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glm::mat4 createCameraMatrix()
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{
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cameraDir = glm::vec3(cosf(cameraAngle - glm::radians(90.0f)), 0.0f, sinf(cameraAngle - glm::radians(90.0f)));
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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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//delta_x = delta_x + vehicleAngle;
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glm::quat rot_x = glm::angleAxis(delta_y * 0.01f, glm::vec3(1, 0, 0));
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glm::quat rot_y = glm::angleAxis(delta_x * 0.01f, glm::vec3(0, 1, 0));
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dy += delta_y;
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dx += delta_x;
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delta_x = 0;
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delta_y = 0;
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vehicleDir = glm::vec3(cosf(vehicleAngle - glm::radians(90.0f)), 0.0f, sinf(vehicleAngle - glm::radians(90.0f)));
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vehicleSide = glm::cross(vehicleDir, glm::vec3(0, 1, 0));
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rotation_x = glm::normalize(rot_x * rotation_x);
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rotation_y = glm::normalize(rot_y * rotation_y);
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rotationCamera = glm::normalize(rotation_y * rotation_x);
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glm::quat inverse_rot = glm::inverse(rotationCamera);
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cameraDir = inverse_rot * glm::vec3(0, 0, -1);
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glm::vec3 up = glm::vec3(0, 1, 0);
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cameraSide = inverse_rot * glm::vec3(1, 0, 0);
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return Core::createViewMatrixQuat(vehiclePos + glm::vec3(0, 2, 2), rotationCamera);
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return Core::createViewMatrix(cameraPos, cameraDir, up);
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}
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void drawObjectColor(Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
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@ -111,16 +172,35 @@ void renderScene()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.1f, 0.3f, 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 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.5f) * glm::rotate(-cameraAngle, glm::vec3(0,1,0)) * shipInitialTransformation;
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drawObjectColor(shipContext, shipModelMatrix, glm::vec3(0.6f));
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glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, 0, 0));
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// Scaling models
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glm::vec3 shipScale = glm::vec3(0.01, 0.01, 0.01);
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shipInitialTransformation = glm::scale(shipInitialTransformation, shipScale);
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for (int i = 0; i < ARRAY_LENGTH; i++) {
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drawObjectTexture(sphereContext, glm::translate(glm::vec3(arr_x[i], arr_y[i], arr_z[i])), textureAsteroid);
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shipInitialTransformation = shipInitialTransformation * glm::translate(glm::vec3(0, 0, 0)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.5f));
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glm::mat4 shipModelMatrix = glm::translate(vehiclePos + vehicleDir) * glm::rotate(-vehicleAngle, glm::vec3(0, 1, 0)) * shipInitialTransformation;
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drawObjectColor(shipContext, shipModelMatrix, glm::vec3(0.6f));
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glm::mat4 modelMatrix = glm::translate(glm::vec3(0, 0, 0));
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// Scaling models
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glm::vec3 scale = glm::vec3(0.001, 0.001, 0.001);
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modelMatrix = glm::scale(modelMatrix, scale);
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drawObjectTexture(fishContext, modelMatrix, textureFish01);
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for (int i = 0; i < 10; i++)
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{
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glm::mat4 modelMatrix = glm::translate(planetLocation[i]);
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// Scaling models
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glm::vec3 scale = glm::vec3(0.001, 0.001, 0.001);
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modelMatrix = glm::scale(modelMatrix, scale);
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drawObjectTexture(fishContext, modelMatrix, textureFish01);
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}
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drawObjectTexture(sphereContext, glm::translate(glm::vec3(0,0,0)), textureAsteroid);
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glutSwapBuffers();
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}
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@ -139,21 +219,20 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
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}
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void init()
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{
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{
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for (int i = 0; i < 10; i++)
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{
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planetLocation[i] = glm::ballRand(20.0);
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}
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srand(time(0));
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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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for (int i = 0; i < ARRAY_LENGTH; i++) {
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arr_x[i] = rand() % 11 - 10;
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arr_y[i] = rand() % 11 - 10;
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arr_z[i] = rand() % 11 - 10;
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}
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loadModelToContext("models/Submarine.3DS", shipContext);
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loadModelToContext("models/TropicalFish01.3ds", fishContext);
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textureAsteroid = Core::LoadTexture("textures/asteroid.png");
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textureFish01 = Core::LoadTexture("textures/TropicalFish01.jpg");
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}
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void shutdown()
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@ -167,16 +246,18 @@ void idle()
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glutPostRedisplay();
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}
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int main(int argc, char ** argv)
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int main(int argc, char** argv)
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{
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
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glutInitWindowPosition(200, 200);
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glutInitWindowSize(600, 600);
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glutInitWindowSize(WIN_WIDTH, WIN_HEIGHT);
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glutCreateWindow("OpenGL Pierwszy Program");
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glewInit();
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init();
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glutWarpPointer(WIN_WIDTH / 2, WIN_HEIGHT / 2);
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glutKeyboardFunc(keyboard);
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glutPassiveMotionFunc(mouse);
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glutDisplayFunc(renderScene);
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@ -187,4 +268,4 @@ int main(int argc, char ** argv)
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shutdown();
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return 0;
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}
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}
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cw 6/textures/TropicalFish01.jpg
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cw 6/textures/TropicalFish01.jpg
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