Window in place
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0794ab0449
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cc0c23c175
@ -365,56 +365,56 @@ void renderScene(GLFWwindow* window)
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0,
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0
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);
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model = glm::mat4() * glm::translate(glm::vec3(-2.5, 1.5, -0.5)) * glm::scale(glm::vec3(0.4));
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model = glm::mat4() * glm::translate(glm::vec3(-2.5, 0.99, -0.75)) * glm::scale(glm::vec3(0.36,0.34,0.36));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectPBR(models::window, model,
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textures::windowFrameTexture,
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0.2,
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0.1
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);
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drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 55.0f, -6.0f)),
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textures::potPlantTexture,
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1.0f,
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0.2f
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);
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drawObjectPBR(models::officeChair, glm::mat4(),
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textures::officeChariTexture,
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0.2f,
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0.0f
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);
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drawObjectPBR(models::lamp, glm::mat4() * glm::scale(glm::vec3(0.001f)),
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textures::lampTexture,
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0.3f,
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0.0f
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);
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drawObjectPBR(models::door, glm::mat4(),
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textures::doorTexture,
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0.4f,
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0.0f
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);
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drawObjectPBR(models::desk, glm::mat4(),
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textures::deskTexture,
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0.4f,
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0.0f
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);
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drawObjectPBR(models::ceilingLamp, glm::mat4(),
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textures::ceilingLampTexture,
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0.2f,
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0.0f
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);
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drawObjectPBR(models::bed, glm::mat4(),
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textures::bedTexture,
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0.3f,
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0.0f
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);
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drawObjectPBR(models::windowFrame, glm::mat4(),
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textures::windowFrameTexture,
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0.2f,
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0.0f);
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drawObjectPBR(models::bookShelf, glm::mat4() * glm::scale(glm::vec3(0.01)),
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textures::bookShelfTexture,
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0.4f,
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0.1f);
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//drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 55.0f, -6.0f)),
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// textures::potPlantTexture,
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// 1.0f,
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// 0.2f
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//);
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//drawObjectPBR(models::officeChair, glm::mat4(),
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// textures::officeChariTexture,
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// 0.2f,
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// 0.0f
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//);
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//drawObjectPBR(models::lamp, glm::mat4() * glm::scale(glm::vec3(0.001f)),
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// textures::lampTexture,
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// 0.3f,
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// 0.0f
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//);
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//drawObjectPBR(models::door, glm::mat4(),
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// textures::doorTexture,
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// 0.4f,
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// 0.0f
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//);
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//drawObjectPBR(models::desk, glm::mat4(),
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// textures::deskTexture,
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// 0.4f,
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// 0.0f
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//);
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//drawObjectPBR(models::ceilingLamp, glm::mat4(),
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// textures::ceilingLampTexture,
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// 0.2f,
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// 0.0f
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//);
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//drawObjectPBR(models::bed, glm::mat4(),
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// textures::bedTexture,
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// 0.3f,
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// 0.0f
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//);
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//drawObjectPBR(models::windowFrame, glm::mat4(),
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// textures::windowFrameTexture,
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// 0.2f,
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// 0.0f);
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//drawObjectPBR(models::bookShelf, glm::mat4() * glm::scale(glm::vec3(0.01)),
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// textures::bookShelfTexture,
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// 0.4f,
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// 0.1f);
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
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