project
362
.gitignore
vendored
Normal file
@ -0,0 +1,362 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Oo]ut/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
BIN
assimp-vc141-mt.dll
Normal file
BIN
assimp-vc141-mtd.dll
Normal file
183
cw 9/Zadania 9.html
Normal file
@ -0,0 +1,183 @@
|
||||
<!DOCTYPE html>
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang="">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="generator" content="pandoc" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
|
||||
<title>Zadania 9</title>
|
||||
<style>
|
||||
code{white-space: pre-wrap;}
|
||||
span.smallcaps{font-variant: small-caps;}
|
||||
span.underline{text-decoration: underline;}
|
||||
div.column{display: inline-block; vertical-align: top; width: 50%;}
|
||||
div.hanging-indent{margin-left: 1.5em; text-indent: -1.5em;}
|
||||
ul.task-list{list-style: none;}
|
||||
pre > code.sourceCode { white-space: pre; position: relative; }
|
||||
pre > code.sourceCode > span { display: inline-block; line-height: 1.25; }
|
||||
pre > code.sourceCode > span:empty { height: 1.2em; }
|
||||
code.sourceCode > span { color: inherit; text-decoration: inherit; }
|
||||
div.sourceCode { margin: 1em 0; }
|
||||
pre.sourceCode { margin: 0; }
|
||||
@media screen {
|
||||
div.sourceCode { overflow: auto; }
|
||||
}
|
||||
@media print {
|
||||
pre > code.sourceCode { white-space: pre-wrap; }
|
||||
pre > code.sourceCode > span { text-indent: -5em; padding-left: 5em; }
|
||||
}
|
||||
pre.numberSource code
|
||||
{ counter-reset: source-line 0; }
|
||||
pre.numberSource code > span
|
||||
{ position: relative; left: -4em; counter-increment: source-line; }
|
||||
pre.numberSource code > span > a:first-child::before
|
||||
{ content: counter(source-line);
|
||||
position: relative; left: -1em; text-align: right; vertical-align: baseline;
|
||||
border: none; display: inline-block;
|
||||
-webkit-touch-callout: none; -webkit-user-select: none;
|
||||
-khtml-user-select: none; -moz-user-select: none;
|
||||
-ms-user-select: none; user-select: none;
|
||||
padding: 0 4px; width: 4em;
|
||||
color: #aaaaaa;
|
||||
}
|
||||
pre.numberSource { margin-left: 3em; border-left: 1px solid #aaaaaa; padding-left: 4px; }
|
||||
div.sourceCode
|
||||
{ }
|
||||
@media screen {
|
||||
pre > code.sourceCode > span > a:first-child::before { text-decoration: underline; }
|
||||
}
|
||||
code span.al { color: #ff0000; font-weight: bold; } /* Alert */
|
||||
code span.an { color: #60a0b0; font-weight: bold; font-style: italic; } /* Annotation */
|
||||
code span.at { color: #7d9029; } /* Attribute */
|
||||
code span.bn { color: #40a070; } /* BaseN */
|
||||
code span.bu { } /* BuiltIn */
|
||||
code span.cf { color: #007020; font-weight: bold; } /* ControlFlow */
|
||||
code span.ch { color: #4070a0; } /* Char */
|
||||
code span.cn { color: #880000; } /* Constant */
|
||||
code span.co { color: #60a0b0; font-style: italic; } /* Comment */
|
||||
code span.cv { color: #60a0b0; font-weight: bold; font-style: italic; } /* CommentVar */
|
||||
code span.do { color: #ba2121; font-style: italic; } /* Documentation */
|
||||
code span.dt { color: #902000; } /* DataType */
|
||||
code span.dv { color: #40a070; } /* DecVal */
|
||||
code span.er { color: #ff0000; font-weight: bold; } /* Error */
|
||||
code span.ex { } /* Extension */
|
||||
code span.fl { color: #40a070; } /* Float */
|
||||
code span.fu { color: #06287e; } /* Function */
|
||||
code span.im { } /* Import */
|
||||
code span.in { color: #60a0b0; font-weight: bold; font-style: italic; } /* Information */
|
||||
code span.kw { color: #007020; font-weight: bold; } /* Keyword */
|
||||
code span.op { color: #666666; } /* Operator */
|
||||
code span.ot { color: #007020; } /* Other */
|
||||
code span.pp { color: #bc7a00; } /* Preprocessor */
|
||||
code span.sc { color: #4070a0; } /* SpecialChar */
|
||||
code span.ss { color: #bb6688; } /* SpecialString */
|
||||
code span.st { color: #4070a0; } /* String */
|
||||
code span.va { color: #19177c; } /* Variable */
|
||||
code span.vs { color: #4070a0; } /* VerbatimString */
|
||||
code span.wa { color: #60a0b0; font-weight: bold; font-style: italic; } /* Warning */
|
||||
</style>
|
||||
<link rel="stylesheet" href="style.css" />
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//cdnjs.cloudflare.com/ajax/libs/html5shiv/3.7.3/html5shiv-printshiv.min.js"></script>
|
||||
<![endif]-->
|
||||
</head>
|
||||
<body>
|
||||
<h1 id="shadow-mapping">Shadow mapping</h1>
|
||||
<p>Cienie są ważnym elementem oświetlenie. Dodają realizmu do sceny i dzięki nim łatwiej jest graczowi zorientować się w przestrzennym rozłożeniu obiektów. <img src="./img/shadows1.bmp" /> Na powyższym obrazku możesz zobaczyć, że dużo łatwiej jest okreśłić położenie kostek, gdy rzucają one cienie. Podstawową techniką generowania cieni jest <strong>shadow mapping</strong> i wiele bardziej zaawansowanych technik na niej bazuje.</p>
|
||||
<p>Składa się on z dwóch kroków. W pierwszym obliczamy mapy głębokości z perspektywy źródła światła i zapisaniu do tekstury (tą teksturę nazywamy <em>shadowmap</em>), w drugim przy rysowaniu fragmentu porównujemy jego odległość do źródła światła z odległością zapisaną w teksturze.</p>
|
||||
<p>Celem tych zajęć będzie dodanie cieni do początkowej sceny. W obecnym projekcie są 3 źródła światła: światło słoneczne, reflektor samolociku i lampa planetarna. W trakcie zajęć skupimy się na świetle słonecznym.</p>
|
||||
<h2 id="mapa-głębokości---framebuffers">Mapa głębokości - Framebuffers</h2>
|
||||
<p>Framebuffer to obiekt, do którego rednerowana jest scena w postaci tekstury. Do tej pory korzystaliśmy z domyślnego Famebuffora, który był wyświetlany na ekranie. Teraz potrzebujemy dodatkowy, który będzie przechwytywał mapę głębokości. Tworzymy go w następujący sposób</p>
|
||||
<div class="sourceCode" id="cb1"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a>glGenFramebuffers(<span class="dv">1</span>, &depthMapFBO); </span></code></pre></div>
|
||||
<p>Zmienna <code>depthMapFBO</code> jest jak to typu <code>unsignet int</code> i powinna być dostępna globalnie. Kolejnym krokiem jest stworzenie tekstury głębokości</p>
|
||||
<div class="sourceCode" id="cb2"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb2-1"><a href="#cb2-1" aria-hidden="true" tabindex="-1"></a>glGenTextures(<span class="dv">1</span>, &depthMap);</span>
|
||||
<span id="cb2-2"><a href="#cb2-2" aria-hidden="true" tabindex="-1"></a>glBindTexture(GL_TEXTURE_2D, depthMap);</span>
|
||||
<span id="cb2-3"><a href="#cb2-3" aria-hidden="true" tabindex="-1"></a>glTexImage2D(GL_TEXTURE_2D, <span class="dv">0</span>, GL_DEPTH_COMPONENT, </span>
|
||||
<span id="cb2-4"><a href="#cb2-4" aria-hidden="true" tabindex="-1"></a> SHADOW_WIDTH, SHADOW_HEIGHT, <span class="dv">0</span>, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);</span>
|
||||
<span id="cb2-5"><a href="#cb2-5" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);</span>
|
||||
<span id="cb2-6"><a href="#cb2-6" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);</span>
|
||||
<span id="cb2-7"><a href="#cb2-7" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); </span>
|
||||
<span id="cb2-8"><a href="#cb2-8" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); </span></code></pre></div>
|
||||
<p>Również zmienna <code>depthMap</code> jest jak to typu <code>unsignet int</code> i powinna być dostępna globalnie. Tworzymy teksturę, zaznaczamy, że jest to tekstura głębokości nadając jej format <code>GL_DEPTH_COMPONENT</code>. Parametry <code>SHADOW_WIDTH</code>, <code>SHADOW_HEIGHT</code> są ustalone globalnie i oba wynoszą 1024.</p>
|
||||
<p>I w końcu podpinamy teksturę pod FBO.</p>
|
||||
<div class="sourceCode" id="cb3"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a></span>
|
||||
<span id="cb3-2"><a href="#cb3-2" aria-hidden="true" tabindex="-1"></a>glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);</span>
|
||||
<span id="cb3-3"><a href="#cb3-3" aria-hidden="true" tabindex="-1"></a>glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, <span class="dv">0</span>);</span>
|
||||
<span id="cb3-4"><a href="#cb3-4" aria-hidden="true" tabindex="-1"></a>glDrawBuffer(GL_NONE);</span>
|
||||
<span id="cb3-5"><a href="#cb3-5" aria-hidden="true" tabindex="-1"></a>glReadBuffer(GL_NONE);</span>
|
||||
<span id="cb3-6"><a href="#cb3-6" aria-hidden="true" tabindex="-1"></a>glBindFramebuffer(GL_FRAMEBUFFER, <span class="dv">0</span>); </span></code></pre></div>
|
||||
<h3 id="zadanie">Zadanie</h3>
|
||||
<p>Utwórz funkcję <code>initDepthMap</code>, w której zainicjalizujesz mapę głębokości. Wywołaj ją w funkcji <code>init</code>.</p>
|
||||
<h3 id="renderowanie-mapy-głębokości">Renderowanie mapy głębokości</h3>
|
||||
<p>W tej części będziemy uzupełniać funkcję <code>renderShadowapSun</code>. Funkcja ma za zadanie zapisać w FBO mapę głębokości z perspektywy słońca. Pierwsze co musimy mieć, to parę shaderów, która będzie renderować mapę. Ponieważ jedyne co potrzebujemy tylko rozmieścić obiekty w odpowiednich miejscach. Shader wierzchołków ustawia tylko pozycję w oparciu o przesyłanie macierze.</p>
|
||||
<div class="sourceCode" id="cb4"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a><span class="pp">#</span><span class="er">version 430 core</span></span>
|
||||
<span id="cb4-2"><a href="#cb4-2" aria-hidden="true" tabindex="-1"></a></span>
|
||||
<span id="cb4-3"><a href="#cb4-3" aria-hidden="true" tabindex="-1"></a>layout(location = <span class="dv">0</span>) in vec3 vertexPosition;</span>
|
||||
<span id="cb4-4"><a href="#cb4-4" aria-hidden="true" tabindex="-1"></a>layout(location = <span class="dv">1</span>) in vec3 vertexNormal;</span>
|
||||
<span id="cb4-5"><a href="#cb4-5" aria-hidden="true" tabindex="-1"></a>layout(location = <span class="dv">2</span>) in vec2 vertexTexCoord;</span>
|
||||
<span id="cb4-6"><a href="#cb4-6" aria-hidden="true" tabindex="-1"></a></span>
|
||||
<span id="cb4-7"><a href="#cb4-7" aria-hidden="true" tabindex="-1"></a>uniform mat4 viewProjectionMatrix;</span>
|
||||
<span id="cb4-8"><a href="#cb4-8" aria-hidden="true" tabindex="-1"></a>uniform mat4 modelMatrix;</span>
|
||||
<span id="cb4-9"><a href="#cb4-9" aria-hidden="true" tabindex="-1"></a></span>
|
||||
<span id="cb4-10"><a href="#cb4-10" aria-hidden="true" tabindex="-1"></a><span class="dt">void</span> main()</span>
|
||||
<span id="cb4-11"><a href="#cb4-11" aria-hidden="true" tabindex="-1"></a>{</span>
|
||||
<span id="cb4-12"><a href="#cb4-12" aria-hidden="true" tabindex="-1"></a> gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, <span class="fl">1.0</span>);</span>
|
||||
<span id="cb4-13"><a href="#cb4-13" aria-hidden="true" tabindex="-1"></a>}</span></code></pre></div>
|
||||
<p>Natomiast shader fragmentów jest pusty, ponieważ nic nie wysyłamy a głębokość zapisywana jest automatycznie.</p>
|
||||
<div class="sourceCode" id="cb5"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a><span class="pp">#</span><span class="er">version 430 core</span></span>
|
||||
<span id="cb5-2"><a href="#cb5-2" aria-hidden="true" tabindex="-1"></a></span>
|
||||
<span id="cb5-3"><a href="#cb5-3" aria-hidden="true" tabindex="-1"></a><span class="dt">void</span> main()</span>
|
||||
<span id="cb5-4"><a href="#cb5-4" aria-hidden="true" tabindex="-1"></a>{ </span>
|
||||
<span id="cb5-5"><a href="#cb5-5" aria-hidden="true" tabindex="-1"></a>} </span></code></pre></div>
|
||||
<h3 id="zadanie-1">Zadanie</h3>
|
||||
<p>Dodaj utwórz parę shaderów jak powyżej, załaduj je do zmiennej globalnej o nazwie <code>programDepth</code> i aktywuj go w funkcji <code>renderShadowapSun</code>. Utwórz funkcję <code>drawObjectDepth</code>. która będzie przyjmować referencję do <code>RenderContext</code>, macierz <code>viewProjection</code> i macierz modelu oraz przesyłać macierze do GPU i rysować <code>RenderContext</code></p>
|
||||
<p>Musimy zdefiniować macierz widoku i rzutowania, które mamy przesłać. Implementujemy cienie dla oświetlenia kierunkowego, gdzie dla każdego punktu kierunek światła jest taki sam. W takim wypadku skorzystamy z rzutowania prostopadłego. <img src="./img/shadow_mapping_projection.png" /></p>
|
||||
<p>Do stworzenia macierzy rzutowania perspektywicznego wykorzystamy funkcję:</p>
|
||||
<div class="sourceCode" id="cb6"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a>glm::mat4 lightProjection = glm::ortho(</span>
|
||||
<span id="cb6-2"><a href="#cb6-2" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> left,</span>
|
||||
<span id="cb6-3"><a href="#cb6-3" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> right,</span>
|
||||
<span id="cb6-4"><a href="#cb6-4" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> bottom,</span>
|
||||
<span id="cb6-5"><a href="#cb6-5" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> top,</span>
|
||||
<span id="cb6-6"><a href="#cb6-6" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> zNear,</span>
|
||||
<span id="cb6-7"><a href="#cb6-7" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> zFar</span>
|
||||
<span id="cb6-8"><a href="#cb6-8" aria-hidden="true" tabindex="-1"></a>)</span></code></pre></div>
|
||||
<p>Tworzy ona macierz rzutowania prostopadłego dla zadanych wymiarów. Musimy tak je dobrać, żeby rzutowanie zawierało całą interesującą scenę. Za małe wartości spowodują artefakty a za duże pogorszą jakość. Przykładowo możesz wziąć <code>glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)</code>. Do stworzenia macierzy kamery wykorzystamy funkcję <code>glm::lookAt</code> z poniższymi argumentami argumentami</p>
|
||||
<div class="sourceCode" id="cb7"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb7-1"><a href="#cb7-1" aria-hidden="true" tabindex="-1"></a>glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(<span class="dv">0</span>, <span class="dv">1</span>, <span class="dv">0</span>))</span></code></pre></div>
|
||||
<h3 id="zadanie-2">Zadanie</h3>
|
||||
<p>Uzupełnij funkcję <code>renderShadowapSun</code>. Wywołaj w niej instrukcje</p>
|
||||
<div class="sourceCode" id="cb8"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb8-1"><a href="#cb8-1" aria-hidden="true" tabindex="-1"></a> <span class="co">//ustawianie przestrzeni rysowania </span></span>
|
||||
<span id="cb8-2"><a href="#cb8-2" aria-hidden="true" tabindex="-1"></a> glViewport(<span class="dv">0</span>, <span class="dv">0</span>, SHADOW_WIDTH, SHADOW_HEIGHT);</span>
|
||||
<span id="cb8-3"><a href="#cb8-3" aria-hidden="true" tabindex="-1"></a> <span class="co">//bindowanie FBO</span></span>
|
||||
<span id="cb8-4"><a href="#cb8-4" aria-hidden="true" tabindex="-1"></a> glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);</span>
|
||||
<span id="cb8-5"><a href="#cb8-5" aria-hidden="true" tabindex="-1"></a> <span class="co">//czyszczenie mapy głębokości </span></span>
|
||||
<span id="cb8-6"><a href="#cb8-6" aria-hidden="true" tabindex="-1"></a> glClear(GL_DEPTH_BUFFER_BIT);</span>
|
||||
<span id="cb8-7"><a href="#cb8-7" aria-hidden="true" tabindex="-1"></a> <span class="co">//ustawianie programu</span></span>
|
||||
<span id="cb8-8"><a href="#cb8-8" aria-hidden="true" tabindex="-1"></a> glUseProgram(programDepth);</span></code></pre></div>
|
||||
<p>Stwórz macierz <code>viewProjection</code></p>
|
||||
<div class="sourceCode" id="cb9"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb9-1"><a href="#cb9-1" aria-hidden="true" tabindex="-1"></a> glm::mat4 lightVP = glm::ortho(-<span class="fl">10.</span><span class="bu">f</span>, <span class="fl">10.</span><span class="bu">f</span>, -<span class="fl">10.</span><span class="bu">f</span>, <span class="fl">10.</span><span class="bu">f</span>, <span class="fl">1.0</span><span class="bu">f</span>, <span class="fl">30.0</span><span class="bu">f</span>) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(<span class="dv">0</span>, <span class="dv">1</span>, <span class="dv">0</span>));</span></code></pre></div>
|
||||
<p>następnie wywołaj <code>drawObjectDepth</code> dla każdego obiektu, który rysujemy w naszej scenie. wykorzystaj macierz <code>viewProjection</code> zdefiniowaną wyżej, użyj tej samej macierzy modelu co przy właściwym rysowaniu.</p>
|
||||
<p>Zakończ funkcję linią <code>glBindFramebuffer(GL_FRAMEBUFFER, 0);</code>, która przywraca domyślny FBO.</p>
|
||||
<h3 id="wizualizacja-mapy-głębokości">Wizualizacja mapy głębokości</h3>
|
||||
<p>odkomentuj linie:</p>
|
||||
<div class="sourceCode" id="cb10"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb10-1"><a href="#cb10-1" aria-hidden="true" tabindex="-1"></a> <span class="co">//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);</span></span>
|
||||
<span id="cb10-2"><a href="#cb10-2" aria-hidden="true" tabindex="-1"></a> <span class="co">//glUseProgram(programTest);</span></span>
|
||||
<span id="cb10-3"><a href="#cb10-3" aria-hidden="true" tabindex="-1"></a> <span class="co">//glActiveTexture(GL_TEXTURE0);</span></span>
|
||||
<span id="cb10-4"><a href="#cb10-4" aria-hidden="true" tabindex="-1"></a> <span class="co">//glBindTexture(GL_TEXTURE_2D, depthMap);</span></span>
|
||||
<span id="cb10-5"><a href="#cb10-5" aria-hidden="true" tabindex="-1"></a> <span class="co">//Core::DrawContext(models::testContext);</span></span></code></pre></div>
|
||||
<p>znajdujące się w <code>renderScene</code>. Rysują one prostokąt z mapą głębokości jako teksturą. Jeżeli wszystko zostało wykonane poprawnie, to powinien on zawierać rzutowanie naszego pokoju.</p>
|
||||
<h3 id="zadanie-3">Zadanie</h3>
|
||||
<p>W tej chwili rzutowanie jest nieoptymalne. popraw je na lepsze. Zmodyfikuj wartości w <code>glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)</code> do takich, żeby pokój wypełniał jak największą część tekstury.</p>
|
||||
<h3 id="rysowanie-cieni">Rysowanie cieni</h3>
|
||||
<p>Na tym etapie powinniśmy mieć poprawnie stworzoną mapę głębokości. Pozostaje wykorzystać ją w oświetleniu. ### Zadanie #### Przesłanie danych W funkcji <code>drawObjectPBR</code> prześlij teksturę za pomocą instrukcji:</p>
|
||||
<div class="sourceCode" id="cb11"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb11-1"><a href="#cb11-1" aria-hidden="true" tabindex="-1"></a> glActiveTexture(GL_TEXTURE0);</span>
|
||||
<span id="cb11-2"><a href="#cb11-2" aria-hidden="true" tabindex="-1"></a> glBindTexture(GL_TEXTURE_2D, depthMap);</span></code></pre></div>
|
||||
<p>oraz macierz <code>LightVP</code>, która musi być taka sama jak w <code>drawObjectDepth</code>.</p>
|
||||
<p>Następnie w shaderze wierzchołków odbierz <code>LightVP</code>.</p>
|
||||
<h4 id="shader-wierzchołków">Shader wierzchołków</h4>
|
||||
<p>Oblicz pozycję wierzchołka z perspektywy słońca <code>sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1)</code>, wynik prześlij do shadera fragmentów #### Shader fragmentów odbierz <code>sunSpacePos</code> i napisz funkcję <code>calculateShadow</code>, która sprawdza czy obiekt jest zacieniony. Aby to zrobić kolejno w funkcji: * ujednorodnij zmienną <code>lightSpacePos</code> dzieląc ją przez współrzędną <strong>w</strong>, * przeskaluj ją, ma wartości od -1 do 1 a potrzebujemy wartości od 0 do 1 (pomnóż przez 0.5 i dodaj 0.5) wynik zapisz do zmiennej <code>lightSpacePosNormalized</code>, * pobierz głębokość z <code>depthMap</code> próbkuj za pomocą współrzędnych <strong>x</strong> i <strong>y</strong>. Pobierz tylko kanał <code>r</code>, zapisz go do zmiennej <code>closestDepth</code>, * porównaj <code>closestDepth</code> ze współrzędną <strong>z</strong> <code>lightSpacePosNormalized</code>. jeżeli <code>closestDepth</code> jest większa zwróć 1.0, w przeciwnym wypadku zwróć 0.0. * wynik funkcji przemnóż z <code>sunColor</code> w trakcie oblicznia.</p>
|
||||
<pre><code> ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);</code></pre>
|
||||
<h4 id="shadow-acne">shadow acne</h4>
|
||||
<p>Powinniśmy dostać cienie , jednak w niezacienionych strefach pojawiły się paski, które znane są jako <em>shadow acne</em> wynikają one z błędu przybliżenia liczb zmiennoprzecinkowych. Można się go pozbyć na dwa sposoby 1. dodać bias. zamiast sprawdzać <code>closestDepth<lightSpacePosNormalized</code> można wziąć <code>closestDepth+bias>lightSpacePosNormalized</code>, gdzie <code>bias</code> to mała wartość (np 0.01). 2. innym rozwiązaniem jest, żeby przy renderowaniu cieni włączyć front face culling. dzięki temu rysowane będą część modelu, które są dalej niż te, które odpytujemy.</p>
|
||||
<h3 id="zadanie-4">Zadanie*</h3>
|
||||
<p>Dodaj rysowane cieni również dla latarki doczepionej do statku. pamiętaj, że musisz wykorzystać tutaj macierz rzutowania perspektywicznego</p>
|
||||
</body>
|
||||
</html>
|
158
cw 9/Zadania 9.md
Normal file
@ -0,0 +1,158 @@
|
||||
# Shadow mapping
|
||||
Cienie są ważnym elementem oświetlenie. Dodają realizmu do sceny i dzięki nim łatwiej jest graczowi zorientować się w przestrzennym rozłożeniu obiektów.
|
||||
![](./img/shadows1.bmp)
|
||||
Na powyższym obrazku możesz zobaczyć, że dużo łatwiej jest okreśłić położenie kostek, gdy rzucają one cienie. Podstawową techniką generowania cieni jest **shadow mapping** i wiele bardziej zaawansowanych technik na niej bazuje.
|
||||
|
||||
Składa się on z dwóch kroków. W pierwszym obliczamy mapy głębokości z perspektywy źródła światła i zapisaniu do tekstury (tą teksturę nazywamy *shadowmap*), w drugim przy rysowaniu fragmentu porównujemy jego odległość do źródła światła z odległością zapisaną w teksturze.
|
||||
|
||||
Celem tych zajęć będzie dodanie cieni do początkowej sceny. W obecnym projekcie są 3 źródła światła: światło słoneczne, reflektor samolociku i lampa planetarna. W trakcie zajęć skupimy się na świetle słonecznym.
|
||||
|
||||
## Mapa głębokości - Framebuffers
|
||||
Framebuffer to obiekt, do którego rednerowana jest scena w postaci tekstury. Do tej pory korzystaliśmy z domyślnego Famebuffora, który był wyświetlany na ekranie. Teraz potrzebujemy dodatkowy, który będzie przechwytywał mapę głębokości. Tworzymy go w następujący sposób
|
||||
|
||||
```C++
|
||||
glGenFramebuffers(1, &depthMapFBO);
|
||||
```
|
||||
Zmienna `depthMapFBO` jest jak to typu `unsignet int` i powinna być dostępna globalnie. Kolejnym krokiem jest stworzenie tekstury głębokości
|
||||
```C++
|
||||
glGenTextures(1, &depthMap);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
|
||||
SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
```
|
||||
Również zmienna `depthMap` jest jak to typu `unsignet int` i powinna być dostępna globalnie.
|
||||
Tworzymy teksturę, zaznaczamy, że jest to tekstura głębokości nadając jej format `GL_DEPTH_COMPONENT`. Parametry `SHADOW_WIDTH`, `SHADOW_HEIGHT` są ustalone globalnie i oba wynoszą 1024.
|
||||
|
||||
I w końcu podpinamy teksturę pod FBO.
|
||||
```C++
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
```
|
||||
|
||||
### Zadanie
|
||||
Utwórz funkcję `initDepthMap`, w której zainicjalizujesz mapę głębokości. Wywołaj ją w funkcji `init`.
|
||||
|
||||
### Renderowanie mapy głębokości
|
||||
|
||||
W tej części będziemy uzupełniać funkcję `renderShadowapSun`. Funkcja ma za zadanie zapisać w FBO mapę głębokości z perspektywy słońca.
|
||||
Pierwsze co musimy mieć, to parę shaderów, która będzie renderować mapę. Ponieważ jedyne co potrzebujemy tylko rozmieścić obiekty w odpowiednich miejscach.
|
||||
Shader wierzchołków ustawia tylko pozycję w oparciu o przesyłanie macierze.
|
||||
```C++
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
layout(location = 1) in vec3 vertexNormal;
|
||||
layout(location = 2) in vec2 vertexTexCoord;
|
||||
|
||||
uniform mat4 viewProjectionMatrix;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0);
|
||||
}
|
||||
```
|
||||
Natomiast shader fragmentów jest pusty, ponieważ nic nie wysyłamy a głębokość zapisywana jest automatycznie.
|
||||
```C++
|
||||
#version 430 core
|
||||
|
||||
void main()
|
||||
{
|
||||
}
|
||||
```
|
||||
### Zadanie
|
||||
Dodaj utwórz parę shaderów jak powyżej, załaduj je do zmiennej globalnej o nazwie `programDepth` i aktywuj go w funkcji `renderShadowapSun`. Utwórz funkcję `drawObjectDepth`. która będzie przyjmować referencję do `RenderContext`, macierz `viewProjection` i macierz modelu oraz przesyłać macierze do GPU i rysować `RenderContext`
|
||||
|
||||
Musimy zdefiniować macierz widoku i rzutowania, które mamy przesłać. Implementujemy cienie dla oświetlenia kierunkowego, gdzie dla każdego punktu kierunek światła jest taki sam. W takim wypadku skorzystamy z rzutowania prostopadłego.
|
||||
![](./img/shadow_mapping_projection.png)
|
||||
|
||||
Do stworzenia macierzy rzutowania perspektywicznego wykorzystamy funkcję:
|
||||
```C++
|
||||
glm::mat4 lightProjection = glm::ortho(
|
||||
float left,
|
||||
float right,
|
||||
float bottom,
|
||||
float top,
|
||||
float zNear,
|
||||
float zFar
|
||||
)
|
||||
```
|
||||
Tworzy ona macierz rzutowania prostopadłego dla zadanych wymiarów. Musimy tak je dobrać, żeby rzutowanie zawierało całą interesującą scenę. Za małe wartości spowodują artefakty a za duże pogorszą jakość. Przykładowo możesz wziąć `glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)`.
|
||||
Do stworzenia macierzy kamery wykorzystamy funkcję `glm::lookAt` z poniższymi argumentami argumentami
|
||||
```C++
|
||||
glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0))
|
||||
```
|
||||
### Zadanie
|
||||
Uzupełnij funkcję `renderShadowapSun`. Wywołaj w niej instrukcje
|
||||
```C++
|
||||
//ustawianie przestrzeni rysowania
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
//bindowanie FBO
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
||||
//czyszczenie mapy głębokości
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//ustawianie programu
|
||||
glUseProgram(programDepth);
|
||||
```
|
||||
Stwórz macierz `viewProjection`
|
||||
```C++
|
||||
glm::mat4 lightVP = glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
|
||||
```
|
||||
następnie wywołaj `drawObjectDepth` dla każdego obiektu, który rysujemy w naszej scenie. wykorzystaj macierz `viewProjection` zdefiniowaną wyżej, użyj tej samej macierzy modelu co przy właściwym rysowaniu.
|
||||
|
||||
Zakończ funkcję linią `glBindFramebuffer(GL_FRAMEBUFFER, 0);`, która przywraca domyślny FBO.
|
||||
|
||||
### Wizualizacja mapy głębokości
|
||||
odkomentuj linie:
|
||||
```C++
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
//glUseProgram(programTest);
|
||||
//glActiveTexture(GL_TEXTURE0);
|
||||
//glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
//Core::DrawContext(models::testContext);
|
||||
```
|
||||
znajdujące się w `renderScene`. Rysują one prostokąt z mapą głębokości jako teksturą. Jeżeli wszystko zostało wykonane poprawnie, to powinien on zawierać rzutowanie naszego pokoju.
|
||||
|
||||
### Zadanie
|
||||
W tej chwili rzutowanie jest nieoptymalne. popraw je na lepsze. Zmodyfikuj wartości w `glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)` do takich, żeby pokój wypełniał jak największą część tekstury.
|
||||
|
||||
### Rysowanie cieni
|
||||
Na tym etapie powinniśmy mieć poprawnie stworzoną mapę głębokości. Pozostaje wykorzystać ją w oświetleniu.
|
||||
### Zadanie
|
||||
#### Przesłanie danych
|
||||
W funkcji `drawObjectPBR` prześlij teksturę za pomocą instrukcji:
|
||||
```C++
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
```
|
||||
oraz macierz `LightVP`, która musi być taka sama jak w `drawObjectDepth`.
|
||||
|
||||
Następnie w shaderze wierzchołków odbierz `LightVP`.
|
||||
|
||||
#### Shader wierzchołków
|
||||
Oblicz pozycję wierzchołka z perspektywy słońca `sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1)`, wynik prześlij do shadera fragmentów
|
||||
#### Shader fragmentów
|
||||
odbierz `sunSpacePos` i napisz funkcję `calculateShadow`, która sprawdza czy obiekt jest zacieniony. Aby to zrobić kolejno w funkcji:
|
||||
* ujednorodnij zmienną `lightSpacePos` dzieląc ją przez współrzędną **w**,
|
||||
* przeskaluj ją, ma wartości od -1 do 1 a potrzebujemy wartości od 0 do 1 (pomnóż przez 0.5 i dodaj 0.5) wynik zapisz do zmiennej `lightSpacePosNormalized`,
|
||||
* pobierz głębokość z `depthMap` próbkuj za pomocą współrzędnych **x** i **y**. Pobierz tylko kanał `r`, zapisz go do zmiennej `closestDepth`,
|
||||
* porównaj `closestDepth` ze współrzędną **z** `lightSpacePosNormalized`. jeżeli `closestDepth` jest większa zwróć 1.0, w przeciwnym wypadku zwróć 0.0.
|
||||
* wynik funkcji przemnóż z `sunColor` w trakcie oblicznia.
|
||||
```
|
||||
ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
|
||||
```
|
||||
#### shadow acne
|
||||
Powinniśmy dostać cienie , jednak w niezacienionych strefach pojawiły się paski, które znane są jako *shadow acne* wynikają one z błędu przybliżenia liczb zmiennoprzecinkowych. Można się go pozbyć na dwa sposoby
|
||||
1. dodać bias. zamiast sprawdzać `closestDepth<lightSpacePosNormalized` można wziąć `closestDepth+bias>lightSpacePosNormalized`, gdzie `bias` to mała wartość (np 0.01).
|
||||
2. innym rozwiązaniem jest, żeby przy renderowaniu cieni włączyć front face culling. dzięki temu rysowane będą część modelu, które są dalej niż te, które odpytujemy.
|
||||
|
||||
### Zadanie*
|
||||
Dodaj rysowane cieni również dla latarki doczepionej do statku. pamiętaj, że musisz wykorzystać tutaj macierz rzutowania perspektywicznego
|
BIN
cw 9/assimp-vc141-mt.dll
Normal file
BIN
cw 9/assimp-vc141-mtd.dll
Normal file
BIN
cw 9/freeglut.dll
Normal file
BIN
cw 9/glew32.dll
Normal file
132
cw 9/grk-cw9.vcxproj
Normal file
@ -0,0 +1,132 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
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<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\Box.cpp" />
|
||||
<ClCompile Include="src\Camera.cpp" />
|
||||
<ClCompile Include="src\main.cpp" />
|
||||
<ClCompile Include="src\Render_Utils.cpp" />
|
||||
<ClCompile Include="src\Shader_Loader.cpp" />
|
||||
<ClCompile Include="src\SOIL\image_DXT.c" />
|
||||
<ClCompile Include="src\SOIL\image_helper.c" />
|
||||
<ClCompile Include="src\SOIL\SOIL.c" />
|
||||
<ClCompile Include="src\SOIL\stb_image_aug.c" />
|
||||
<ClCompile Include="src\Texture.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\Camera.h" />
|
||||
<ClInclude Include="src\ex_9_1.hpp" />
|
||||
<ClInclude Include="src\objload.h" />
|
||||
<ClInclude Include="src\Render_Utils.h" />
|
||||
<ClInclude Include="src\Shader_Loader.h" />
|
||||
<ClInclude Include="src\SOIL\image_DXT.h" />
|
||||
<ClInclude Include="src\SOIL\image_helper.h" />
|
||||
<ClInclude Include="src\SOIL\SOIL.h" />
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug.h" />
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug_c.h" />
|
||||
<ClInclude Include="src\SOIL\stb_image_aug.h" />
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||||
<ClInclude Include="src\Texture.h" />
|
||||
</ItemGroup>
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||||
<ItemGroup>
|
||||
<None Include="F:\Pobrane\grafika-projekt-main\grafika-projekt-main\cw 9\shaders\shader_skybox-1.frag" />
|
||||
<None Include="F:\Pobrane\grafika-projekt-main\grafika-projekt-main\cw 9\shaders\shader_skybox-1.vert" />
|
||||
<None Include="shaders\shader_9_1.frag" />
|
||||
<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_tex.frag" />
|
||||
<None Include="shaders\shader_tex.vert" />
|
||||
<None Include="shaders\shader_tex_normal.frag" />
|
||||
<None Include="shaders\shader_tex_normal.vert" />
|
||||
<None Include="shaders\test.frag" />
|
||||
<None Include="shaders\test.vert" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{5BACD057-4B83-4CB6-A367-40A10BCE2149}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>grk-cw9</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>grk-cw9</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<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;$(IncludePath)</IncludePath>
|
||||
<ExecutablePath>$(ExecutablePath)</ExecutablePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|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;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>opengl32.lib;freeglut.lib;glew32.lib;$(SolutionDir)\dependencies\glfw-3.3.8.bin.WIN32\lib-vc2019\glfw3.lib;$(SolutionDir)\dependencies\glfw-3.3.8.bin.WIN32\lib-vc2019\glfw3dll.lib;zlibd.lib;assimp-vc141-mtd.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)dependencies\glfw-3.3.8.bin.WIN32\lib-vc2019;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>opengl32.lib;freeglut.lib;glew32.lib;$(SolutionDir)\dependencies\glfw-3.3.8.bin.WIN32\lib-vc2019\glfw3.lib;$(SolutionDir)\dependencies\glfw-3.3.8.bin.WIN32\lib-vc2019\glfw3dll.lib;zlibd.lib;assimp-vc141-mtd.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)dependencies\glfw-3.3.8.bin.WIN32\lib-vc2019;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
131
cw 9/grk-cw9.vcxproj.filters
Normal file
@ -0,0 +1,131 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Shader Files">
|
||||
<UniqueIdentifier>{0a247bb8-2e8e-4a90-b0ef-17415b0941ba}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Source Files\SOIL">
|
||||
<UniqueIdentifier>{0af44075-33f4-4953-b1d6-1d28d61d758f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\Render_Utils.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Shader_Loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Box.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Camera.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Texture.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\SOIL.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\stb_image_aug.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_DXT.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_helper.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\objload.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Render_Utils.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Shader_Loader.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Camera.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Texture.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_helper.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\SOIL.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stb_image_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug_c.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_DXT.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vt 0.861049 0.444289
|
||||
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|
||||
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|
||||
vt 0.706428 0.001044
|
||||
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|
||||
vt 0.698469 0.443994
|
||||
vt 0.685734 0.443994
|
||||
vt 0.677775 0.443994
|
||||
vt 0.677775 0.001044
|
||||
vt 0.685734 0.001044
|
||||
vt 0.558777 0.267271
|
||||
vt 0.571512 0.267271
|
||||
vt 0.571512 0.284678
|
||||
vt 0.558777 0.284678
|
||||
vt 0.571512 0.190534
|
||||
vt 0.571512 0.207941
|
||||
vt 0.558777 0.207941
|
||||
vt 0.558777 0.190534
|
||||
vt 0.159511 0.194016
|
||||
vt 0.238133 0.194016
|
||||
vt 0.266625 0.211423
|
||||
vt 0.159511 0.211423
|
||||
vt 0.448410 0.422918
|
||||
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|
||||
vt 0.555521 0.425428
|
||||
vt 0.448410 0.425428
|
||||
vt 0.476901 0.405511
|
||||
vt 0.555521 0.405511
|
||||
vt 0.489438 0.388104
|
||||
vt 0.555521 0.388104
|
||||
vt 0.159511 0.176609
|
||||
vt 0.225596 0.176609
|
||||
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|
||||
vt 0.558777 0.173127
|
||||
vt 0.558777 0.249864
|
||||
vt 0.571512 0.249864
|
||||
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|
||||
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|
||||
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|
||||
vt 0.086231 0.015715
|
||||
vt 0.571512 0.287187
|
||||
vt 0.558777 0.287187
|
||||
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|
||||
vt 0.558777 0.210451
|
||||
vt 0.266625 0.213932
|
||||
vt 0.159511 0.213932
|
||||
vt 0.028363 0.983665
|
||||
vt 0.015628 0.983636
|
||||
vt 0.007669 0.983617
|
||||
vt 0.008240 0.936798
|
||||
vt 0.016199 0.936816
|
||||
vt 0.028934 0.936846
|
||||
vt 0.036893 0.936864
|
||||
vt 0.036322 0.983684
|
||||
vt 0.648219 0.937346
|
||||
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|
||||
vt 0.628215 0.984199
|
||||
vt 0.628215 0.937346
|
||||
vt 0.107496 0.062487
|
||||
vt 0.106925 0.015667
|
||||
vt 0.114884 0.015649
|
||||
vt 0.115455 0.062468
|
||||
vt 0.598659 0.015650
|
||||
vt 0.598659 0.062501
|
||||
vt 0.578655 0.062501
|
||||
vt 0.578655 0.015650
|
||||
vt 0.581512 0.001044
|
||||
vt 0.595801 0.001044
|
||||
vt 0.648219 0.481238
|
||||
vt 0.628215 0.481238
|
||||
vt 0.628215 0.001044
|
||||
vt 0.648219 0.001044
|
||||
vt 0.002388 0.480899
|
||||
vt 0.031040 0.480966
|
||||
vt 0.598659 0.518774
|
||||
vt 0.578655 0.518774
|
||||
vt 0.008241 0.001044
|
||||
vt 0.016200 0.001063
|
||||
vt 0.028934 0.001093
|
||||
vt 0.036893 0.001111
|
||||
vt 0.483961 0.292147
|
||||
vt 0.483961 0.297717
|
||||
vt 0.483961 0.301198
|
||||
vt 0.463957 0.301198
|
||||
vt 0.463957 0.297717
|
||||
vt 0.463957 0.292147
|
||||
vt 0.463957 0.288665
|
||||
vt 0.483961 0.288665
|
||||
vt 0.598659 0.998956
|
||||
vt 0.578655 0.998955
|
||||
vt 0.109602 0.518366
|
||||
vt 0.080950 0.518433
|
||||
vt 0.115455 0.998221
|
||||
vt 0.107496 0.998240
|
||||
vt 0.094762 0.998270
|
||||
vt 0.086803 0.998288
|
||||
vt 0.350020 0.245939
|
||||
vt 0.350020 0.241961
|
||||
vt 0.350020 0.239474
|
||||
vt 0.364309 0.239474
|
||||
vt 0.364309 0.241961
|
||||
vt 0.364309 0.245939
|
||||
vt 0.364309 0.248426
|
||||
vt 0.350020 0.248426
|
||||
vt 0.104928 0.001058
|
||||
vt 0.110613 0.001044
|
||||
vt 0.017269 0.998254
|
||||
vt 0.011584 0.998240
|
||||
vt 0.645362 0.998802
|
||||
vt 0.631073 0.998802
|
||||
vt 0.026365 0.998275
|
||||
vt 0.095831 0.001079
|
||||
vt 0.032051 0.998288
|
||||
vt 0.090146 0.001092
|
||||
vt 0.558777 0.232457
|
||||
vt 0.558777 0.215050
|
||||
vt 0.571512 0.215050
|
||||
vt 0.571512 0.232457
|
||||
vt 0.571512 0.155720
|
||||
vt 0.558777 0.155720
|
||||
vt 0.558777 0.138313
|
||||
vt 0.571512 0.138313
|
||||
vt 0.159511 0.159202
|
||||
vt 0.159511 0.141794
|
||||
vt 0.266625 0.141794
|
||||
vt 0.238133 0.159201
|
||||
vt 0.448410 0.353290
|
||||
vt 0.448410 0.350780
|
||||
vt 0.555521 0.350780
|
||||
vt 0.555521 0.353290
|
||||
vt 0.476901 0.370697
|
||||
vt 0.555521 0.370697
|
||||
vt 0.054909 0.983636
|
||||
vt 0.046950 0.983617
|
||||
vt 0.047521 0.936797
|
||||
vt 0.055480 0.936816
|
||||
vt 0.558777 0.212540
|
||||
vt 0.571512 0.212540
|
||||
vt 0.558777 0.135803
|
||||
vt 0.571512 0.135803
|
||||
vt 0.159511 0.139285
|
||||
vt 0.266625 0.139285
|
||||
vt 0.146206 0.015667
|
||||
vt 0.154165 0.015649
|
||||
vt 0.154736 0.062468
|
||||
vt 0.146777 0.062487
|
||||
vt 0.134042 0.062516
|
||||
vt 0.126083 0.062535
|
||||
vt 0.125512 0.015715
|
||||
vt 0.133471 0.015697
|
||||
vt 0.672999 0.062500
|
||||
vt 0.652995 0.062500
|
||||
vt 0.652995 0.015648
|
||||
vt 0.672999 0.015648
|
||||
vt 0.068215 0.936846
|
||||
vt 0.076174 0.936864
|
||||
vt 0.075603 0.983684
|
||||
vt 0.067644 0.983665
|
||||
vt 0.623439 0.984350
|
||||
vt 0.603435 0.984350
|
||||
vt 0.603435 0.937499
|
||||
vt 0.623439 0.937499
|
||||
vt 0.620581 0.998956
|
||||
vt 0.606292 0.998956
|
||||
vt 0.672999 0.518609
|
||||
vt 0.672999 0.998802
|
||||
vt 0.652995 0.998802
|
||||
vt 0.652995 0.518609
|
||||
vt 0.148883 0.518366
|
||||
vt 0.120231 0.518433
|
||||
vt 0.603435 0.481226
|
||||
vt 0.623439 0.481226
|
||||
vt 0.154736 0.998221
|
||||
vt 0.146777 0.998240
|
||||
vt 0.134042 0.998270
|
||||
vt 0.126083 0.998288
|
||||
vt 0.543761 0.298328
|
||||
vt 0.543761 0.301809
|
||||
vt 0.523757 0.301809
|
||||
vt 0.523757 0.298328
|
||||
vt 0.523757 0.292758
|
||||
vt 0.523757 0.289276
|
||||
vt 0.543761 0.289276
|
||||
vt 0.543761 0.292758
|
||||
vt 0.603435 0.001044
|
||||
vt 0.623439 0.001044
|
||||
vt 0.041669 0.480899
|
||||
vt 0.070321 0.480966
|
||||
vt 0.047522 0.001044
|
||||
vt 0.055481 0.001063
|
||||
vt 0.068215 0.001093
|
||||
vt 0.076174 0.001111
|
||||
vt 0.573879 0.133714
|
||||
vt 0.373063 0.133714
|
||||
vt 0.373063 0.001044
|
||||
vt 0.573879 0.001044
|
||||
vt 0.385801 0.135803
|
||||
vt 0.443634 0.135803
|
||||
vt 0.443634 0.271955
|
||||
vt 0.385801 0.271955
|
||||
vt 0.506243 0.271955
|
||||
vt 0.448410 0.271955
|
||||
vt 0.448410 0.135803
|
||||
vt 0.506243 0.135803
|
||||
vt 0.368287 0.137196
|
||||
vt 0.159511 0.137196
|
||||
vt 0.159511 0.001044
|
||||
vt 0.368287 0.001044
|
||||
vt 0.968480 0.181513
|
||||
vt 0.910609 0.181513
|
||||
vt 0.910609 0.090192
|
||||
vt 0.968480 0.090192
|
||||
vt 0.518981 0.270214
|
||||
vt 0.518981 0.137544
|
||||
vt 0.981138 0.179772
|
||||
vt 0.981138 0.091933
|
||||
vt 0.373063 0.137544
|
||||
vt 0.373063 0.270214
|
||||
vt 0.981134 0.273182
|
||||
vt 0.968482 0.274922
|
||||
vt 0.968482 0.183602
|
||||
vt 0.981134 0.185342
|
||||
vt 0.910609 0.274922
|
||||
vt 0.910609 0.183602
|
||||
vt 0.350020 0.230919
|
||||
vt 0.350020 0.228433
|
||||
vt 0.364309 0.228433
|
||||
vt 0.364309 0.230919
|
||||
vt 0.364309 0.234898
|
||||
vt 0.364309 0.237385
|
||||
vt 0.350020 0.237385
|
||||
vt 0.350020 0.234898
|
||||
vt 0.071331 0.998288
|
||||
vt 0.065646 0.998275
|
||||
vt 0.129427 0.001092
|
||||
vt 0.135112 0.001079
|
||||
vt 0.655853 0.001044
|
||||
vt 0.670142 0.001044
|
||||
vt 0.144208 0.001058
|
||||
vt 0.056550 0.998254
|
||||
vt 0.149893 0.001044
|
||||
vt 0.050865 0.998240
|
||||
usemtl Material
|
||||
s 1
|
||||
f 5/1 6/2 1/3 2/4
|
||||
f 7/5 4/6 3/7 8/8
|
||||
f 6/9 8/10 3/11 1/12
|
||||
f 4/13 2/14 10/15 12/16
|
||||
f 7/17 5/18 2/14 4/13
|
||||
f 19/19 17/20 5/18 7/17
|
||||
f 18/21 20/22 8/10 6/9
|
||||
f 19/23 7/5 8/8 20/24
|
||||
f 17/25 18/26 6/2 5/1
|
||||
f 9/27 11/28 12/29 10/30
|
||||
f 2/4 1/3 9/31 10/32
|
||||
f 3/7 4/6 12/33 11/34
|
||||
f 1/12 3/11 11/35 9/36
|
||||
f 21/37 14/38 13/39 22/40
|
||||
f 23/41 24/42 15/43 16/44
|
||||
f 22/45 13/46 15/47 24/48
|
||||
f 16/49 28/50 26/51 14/52
|
||||
f 23/53 16/49 14/52 21/54
|
||||
f 19/19 23/53 21/54 17/20
|
||||
f 18/21 22/45 24/48 20/22
|
||||
f 19/23 20/24 24/42 23/41
|
||||
f 17/25 21/37 22/40 18/26
|
||||
f 25/55 26/56 28/57 27/58
|
||||
f 14/38 26/59 25/60 13/39
|
||||
f 15/43 27/61 28/62 16/44
|
||||
f 13/46 25/63 27/64 15/47
|
||||
f 33/65 34/66 29/67 30/68
|
||||
f 35/69 32/70 31/71 36/72
|
||||
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5983
cw 9/models/bed.obj
Normal file
BIN
cw 9/models/bed_all.fbx
Normal file
5669
cw 9/models/carpet.obj
Normal file
335
cw 9/models/chair.obj
Normal file
@ -0,0 +1,335 @@
|
||||
# Blender v3.2.1 OBJ File: 'untitled.blend'
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# www.blender.org
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mtllib chair.mtl
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Normal file
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Normal file
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
vn 0.336900 0.172900 -0.925500
|
||||
usemtl Leaves
|
||||
s off
|
||||
f 64//1 2//1 4//1 65//1
|
||||
f 65//2 4//2 6//2 66//2
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 109//19 20//19 21//19 110//19
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 78//24 33//24 34//24 79//24
|
||||
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|
||||
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|
||||
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|
||||
f 74//28 29//28 30//28 75//28
|
||||
f 73//29 28//29 29//29 74//29
|
||||
f 82//30 45//30 37//30 83//30
|
||||
f 83//31 37//31 38//31 84//31
|
||||
f 84//32 38//32 39//32 85//32
|
||||
f 85//33 39//33 40//33 86//33
|
||||
f 86//34 40//34 41//34 87//34
|
||||
f 87//35 41//35 42//35 88//35
|
||||
f 88//36 42//36 43//36 89//36
|
||||
f 90//37 44//37 45//37 82//37
|
||||
f 89//38 43//38 44//38 90//38
|
||||
f 98//39 52//39 53//39 99//39
|
||||
f 99//40 53//40 54//40 91//40
|
||||
f 97//41 51//41 52//41 98//41
|
||||
f 96//42 50//42 51//42 97//42
|
||||
f 95//43 49//43 50//43 96//43
|
||||
f 94//44 48//44 49//44 95//44
|
||||
f 93//45 47//45 48//45 94//45
|
||||
f 92//46 46//46 47//46 93//46
|
||||
f 91//47 54//47 46//47 92//47
|
||||
f 108//48 63//48 55//48 100//48
|
||||
f 100//49 55//49 56//49 101//49
|
||||
f 101//50 56//50 57//50 102//50
|
||||
f 102//51 57//51 58//51 103//51
|
||||
f 103//52 58//52 59//52 104//52
|
||||
f 104//53 59//53 60//53 105//53
|
||||
f 105//54 60//54 61//54 106//54
|
||||
f 107//55 62//55 63//55 108//55
|
||||
f 106//56 61//56 62//56 107//56
|
||||
f 35//57 71//57 72//57 36//57
|
||||
f 36//58 72//58 64//58 28//58
|
||||
f 34//59 70//59 71//59 35//59
|
||||
f 33//60 69//60 70//60 34//60
|
||||
f 32//61 68//61 69//61 33//61
|
||||
f 31//62 67//62 68//62 32//62
|
||||
f 30//63 66//63 67//63 31//63
|
||||
f 29//64 65//64 66//64 30//64
|
||||
f 28//65 64//65 65//65 29//65
|
||||
f 45//66 73//66 74//66 37//66
|
||||
f 37//67 74//67 75//67 38//67
|
||||
f 38//68 75//68 76//68 39//68
|
||||
f 39//69 76//69 77//69 40//69
|
||||
f 40//70 77//70 78//70 41//70
|
||||
f 41//71 78//71 79//71 42//71
|
||||
f 42//72 79//72 80//72 43//72
|
||||
f 44//73 81//73 73//73 45//73
|
||||
f 43//74 80//74 81//74 44//74
|
||||
f 52//75 89//75 90//75 53//75
|
||||
f 53//76 90//76 82//76 54//76
|
||||
f 51//77 88//77 89//77 52//77
|
||||
f 50//78 87//78 88//78 51//78
|
||||
f 49//79 86//79 87//79 50//79
|
||||
f 48//80 85//80 86//80 49//80
|
||||
f 47//81 84//81 85//81 48//81
|
||||
f 46//82 83//82 84//82 47//82
|
||||
f 54//83 82//83 83//83 46//83
|
||||
f 63//84 91//84 92//84 55//84
|
||||
f 55//85 92//85 93//85 56//85
|
||||
f 56//86 93//86 94//86 57//86
|
||||
f 57//87 94//87 95//87 58//87
|
||||
f 58//88 95//88 96//88 59//88
|
||||
f 59//89 96//89 97//89 60//89
|
||||
f 60//90 97//90 98//90 61//90
|
||||
f 62//91 99//91 91//91 63//91
|
||||
f 61//92 98//92 99//92 62//92
|
||||
f 26//93 106//93 107//93 27//93
|
||||
f 27//94 107//94 108//94 19//94
|
||||
f 25//95 105//95 106//95 26//95
|
||||
f 24//96 104//96 105//96 25//96
|
||||
f 23//97 103//97 104//97 24//97
|
||||
f 22//98 102//98 103//98 23//98
|
||||
f 21//99 101//99 102//99 22//99
|
||||
f 20//100 100//100 101//100 21//100
|
||||
f 19//101 108//101 100//101 20//101
|
||||
f 1//102 117//102 109//102 3//102
|
||||
f 3//103 109//103 110//103 5//103
|
||||
f 5//104 110//104 111//104 7//104
|
||||
f 7//105 111//105 112//105 9//105
|
||||
f 9//106 112//106 113//106 11//106
|
||||
f 11//107 113//107 114//107 13//107
|
||||
f 13//108 114//108 115//108 15//108
|
||||
f 17//109 116//109 117//109 1//109
|
||||
f 15//110 115//110 116//110 17//110
|
||||
usemtl Bark
|
||||
f 136//111 119//111 121//111 137//111
|
||||
f 137//112 121//112 123//112 138//112
|
||||
f 138//113 123//113 125//113 139//113
|
||||
f 139//114 125//114 127//114 140//114
|
||||
f 140//115 127//115 129//115 141//115
|
||||
f 141//116 129//116 131//116 142//116
|
||||
f 142//117 131//117 133//117 143//117
|
||||
f 121//8 119//8 135//8 133//8 131//8 129//8 127//8 125//8 123//8
|
||||
f 144//118 135//118 119//118 136//118
|
||||
f 143//119 133//119 135//119 144//119
|
||||
f 118//120 120//120 122//120 124//120 126//120 128//120 130//120 132//120 134//120
|
||||
f 132//121 143//121 144//121 134//121
|
||||
f 134//122 144//122 136//122 118//122
|
||||
f 130//123 142//123 143//123 132//123
|
||||
f 128//124 141//124 142//124 130//124
|
||||
f 126//125 140//125 141//125 128//125
|
||||
f 124//126 139//126 140//126 126//126
|
||||
f 122//127 138//127 139//127 124//127
|
||||
f 120//128 137//128 138//128 122//128
|
||||
f 118//129 136//129 137//129 120//129
|
204
cw 9/models/lowpolytrunk.obj
Normal file
@ -0,0 +1,204 @@
|
||||
# Blender v2.79 (sub 0) OBJ File: 'Low poly Trunk.blend'
|
||||
# www.blender.org
|
||||
mtllib Low poly Trunk.mtl
|
||||
o Circle
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn -0.0008 -1.0000 -0.0005
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn 0.4210 0.2295 -0.8776
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn 0.0035 -1.0000 -0.0055
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn -0.9996 0.0272 -0.0022
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
usemtl Wood
|
||||
s off
|
||||
f 60//1 61//1 58//1 17//1 11//1 7//1 56//1
|
||||
f 30//2 31//2 1//2
|
||||
f 27//3 39//3 29//3
|
||||
f 41//4 46//4 47//4
|
||||
f 65//5 62//5 58//5 61//5
|
||||
f 2//6 30//6 1//6 5//6 4//6 3//6
|
||||
f 17//7 16//7 10//7 11//7
|
||||
f 10//8 9//8 3//8 4//8
|
||||
f 6//9 30//9 2//9 8//9
|
||||
f 21//10 10//10 4//10 19//10
|
||||
f 29//11 8//11 2//11 27//11
|
||||
f 33//12 32//12 6//12 7//12
|
||||
f 11//13 5//13 1//13 7//13
|
||||
f 45//14 44//14 16//14 17//14
|
||||
f 52//15 15//15 14//15 8//15 9//15
|
||||
f 6//16 12//16 13//16 56//16 7//16
|
||||
f 53//17 52//17 9//17 10//17 16//17
|
||||
f 12//18 6//18 8//18 14//18
|
||||
f 25//19 21//19 19//19 23//19
|
||||
f 20//20 11//20 10//20 21//20
|
||||
f 19//21 4//21 5//21 18//21
|
||||
f 20//22 18//22 5//22 11//22
|
||||
f 25//23 23//23 22//23 24//23
|
||||
f 23//24 19//24 18//24 22//24
|
||||
f 24//25 22//25 18//25 20//25
|
||||
f 25//26 24//26 20//26 21//26
|
||||
f 40//27 28//27 29//27 39//27
|
||||
f 28//28 9//28 8//28 29//28
|
||||
f 26//29 27//29 2//29 3//29
|
||||
f 28//30 26//30 3//30 9//30
|
||||
f 36//31 34//31 30//31 32//31
|
||||
f 33//32 7//32 1//32 31//32
|
||||
f 37//33 35//33 34//33 36//33
|
||||
f 30//34 6//34 32//34
|
||||
f 34//35 35//35 31//35 30//35
|
||||
f 37//36 33//36 31//36 35//36
|
||||
f 37//37 36//37 32//37 33//37
|
||||
f 40//38 38//38 26//38 28//38
|
||||
f 38//39 40//39 39//39
|
||||
f 38//40 39//40 27//40 26//40
|
||||
f 43//41 42//41 14//41 15//41
|
||||
f 46//42 42//42 48//42
|
||||
f 41//43 13//43 12//43 46//43
|
||||
f 45//44 17//44 55//44 57//44
|
||||
f 42//45 46//45 12//45 14//45
|
||||
f 50//46 44//46 45//46 51//46
|
||||
f 48//47 42//47 43//47 49//47
|
||||
f 51//48 45//48 57//48 47//48
|
||||
f 44//49 54//49 53//49 16//49
|
||||
f 50//50 49//50 54//50 44//50
|
||||
f 69//51 65//51 64//51 68//51
|
||||
f 59//52 60//52 56//52 55//52 17//52 58//52
|
||||
f 64//53 60//53 59//53 63//53
|
||||
f 65//54 61//54 60//54 64//54
|
||||
f 62//55 63//55 59//55 58//55
|
||||
f 66//56 67//56 63//56 62//56
|
||||
f 69//57 66//57 62//57 65//57
|
||||
f 68//58 64//58 63//58 67//58
|
||||
usemtl Wood_light
|
||||
f 50//59 51//59 47//59 46//59 48//59 49//59
|
||||
f 15//60 52//60 49//60 43//60
|
||||
f 53//61 54//61 49//61 52//61
|
||||
f 55//62 56//62 47//62 57//62
|
||||
f 56//63 13//63 41//63 47//63
|
||||
f 69//64 68//64 67//64 66//64
|
35997
cw 9/models/marbleBust.obj
Normal file
528
cw 9/models/materace.obj
Normal file
@ -0,0 +1,528 @@
|
||||
# Blender v3.2.1 OBJ File: 'untitled.blend'
|
||||
# www.blender.org
|
||||
mtllib materace.mtl
|
||||
o materace_Cube.005
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||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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vt 0.852367 0.525890
|
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|
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vt 0.660181 0.525890
|
||||
vt 0.660181 0.525890
|
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vt 0.660181 0.685966
|
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vt 0.660181 0.525890
|
||||
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|
||||
vt 0.660181 0.521082
|
||||
vt 0.660181 0.521082
|
||||
vt 0.660181 0.521315
|
||||
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|
||||
vt 0.676957 0.525890
|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
vt 0.676957 0.516261
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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vt 0.852367 0.685966
|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
||||
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
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|
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|
||||
vt 0.660181 0.525890
|
||||
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|
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|
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|
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vt 0.660181 0.521082
|
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vt 0.660181 0.521315
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|
||||
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|
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|
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2108
cw 9/models/pencils.obj
Normal file
162707
cw 9/models/pillow.obj
Normal file
16
cw 9/models/plane.obj
Normal file
@ -0,0 +1,16 @@
|
||||
# Blender v3.2.1 OBJ File: 'untitled.blend'
|
||||
# www.blender.org
|
||||
mtllib Plane.mtl
|
||||
o Plane
|
||||
v -2.000000 0.000000 2.500000
|
||||
v 2.000000 0.000000 2.500000
|
||||
v -2.000000 0.000000 -2.500000
|
||||
v 2.000000 0.000000 -2.500000
|
||||
vt 0.000000 0.000000
|
||||
vt 1.000000 0.000000
|
||||
vt 1.000000 1.000000
|
||||
vt 0.000000 1.000000
|
||||
vn 0.0000 1.0000 0.0000
|
||||
usemtl Material.001
|
||||
s off
|
||||
f 1/1/1 2/2/1 4/3/1 3/4/1
|
BIN
cw 9/models/pr_present_uv.fbx
Normal file
BIN
cw 9/models/present.fbx
Normal file
61
cw 9/models/roof.obj
Normal file
@ -0,0 +1,61 @@
|
||||
# Exported from 3D Builder
|
||||
mtllib roof.mtl
|
||||
|
||||
o Object.1
|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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vt 1.000000 0.000001
|
||||
vt 0.333300 0.000000
|
||||
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|
||||
vt 0.666700 1.000000
|
||||
vt 0.666700 0.999999
|
||||
vt 0.000000 1.000000
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4
cw 9/models/room.mtl
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# Exported from 3D Builder
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490
cw 9/models/room2.obj
Normal file
@ -0,0 +1,490 @@
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# Blender v3.2.1 OBJ File: 'untitled.blend'
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# www.blender.org
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mtllib room.mtl
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BIN
cw 9/models/santa_sliegh.fbx
Normal file
BIN
cw 9/models/snowman.fbx
Normal file
4877
cw 9/models/spaceship.obj
Normal file
2500
cw 9/models/sphere.obj
Normal file
BIN
cw 9/models/table_download.fbx
Normal file
16
cw 9/models/test.obj
Normal file
@ -0,0 +1,16 @@
|
||||
# Blender v3.2.1 OBJ File: 'untitled.blend'
|
||||
# www.blender.org
|
||||
mtllib plane.mtl
|
||||
o Plane.001
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
usemtl None
|
||||
s off
|
||||
f 1/1/1 2/2/1 4/3/1 3/4/1
|
178
cw 9/models/window.obj
Normal file
@ -0,0 +1,178 @@
|
||||
# Blender v3.2.1 OBJ File: 'untitled.blend'
|
||||
# www.blender.org
|
||||
mtllib window.mtl
|
||||
o window_Cube.007
|
||||
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||||
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||||
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||||
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|
||||
v -1.831872 1.492687 -0.250000
|
||||
v -1.801075 1.492687 -0.216283
|
||||
v -1.830798 1.492687 -0.216283
|
||||
v -1.800000 1.970000 0.250000
|
||||
v -1.831872 1.970000 0.250000
|
||||
v -1.801075 1.937813 0.250000
|
||||
v -1.830798 1.937813 0.250000
|
||||
v -1.800000 1.015374 0.250000
|
||||
v -1.831872 1.015374 0.250000
|
||||
v -1.801075 1.047560 0.250000
|
||||
v -1.830798 1.047560 0.250000
|
||||
v -1.815936 1.047560 0.716284
|
||||
v -1.815936 1.047560 -0.216283
|
||||
v -1.815936 1.937813 0.716284
|
||||
v -1.815936 1.937813 -0.216283
|
||||
v -1.830748 1.492687 0.716284
|
||||
v -1.815936 1.512226 0.716284
|
||||
v -1.801125 1.492687 0.716284
|
||||
v -1.815936 1.473148 0.716284
|
||||
v -1.830748 1.492687 -0.216283
|
||||
v -1.815936 1.512226 -0.216283
|
||||
v -1.801125 1.492687 -0.216283
|
||||
v -1.815936 1.473148 -0.216283
|
||||
v -1.830748 1.937813 0.250000
|
||||
v -1.815936 1.937813 0.269539
|
||||
v -1.801125 1.937813 0.250000
|
||||
v -1.815936 1.937813 0.230461
|
||||
v -1.830748 1.047560 0.250000
|
||||
v -1.815936 1.047560 0.269539
|
||||
v -1.801125 1.047560 0.250000
|
||||
v -1.815936 1.047560 0.230461
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
vt 0.000000 0.000000
|
||||
vt 0.000000 0.000000
|
||||
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 -0.0334 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
|
||||
vn 0.9994 0.0334 0.0000
|
||||
vn 0.9995 0.0000 -0.0319
|
||||
vn -0.9995 0.0000 0.0319
|
||||
vn 0.7969 0.0000 -0.6041
|
||||
vn 0.7969 0.0000 0.6041
|
||||
vn 0.7969 0.6041 0.0000
|
||||
vn 0.7969 -0.6041 0.0000
|
||||
vn -0.7969 -0.6041 0.0000
|
||||
vn -0.7969 0.6041 0.0000
|
||||
vn -0.7969 0.0000 -0.6041
|
||||
vn -0.7969 0.0000 0.6041
|
||||
usemtl Material.005
|
||||
s off
|
||||
f 29/1/1 30/2/1 8/3/1 4/4/1
|
||||
f 17/5/2 18/6/2 7/7/2 3/8/2
|
||||
f 21/9/3 4/4/3 8/3/3 22/10/3
|
||||
f 25/11/4 2/12/4 6/13/4 26/14/4
|
||||
f 36/15/2 13/16/2 24/17/2 41/18/2 42/19/2
|
||||
f 35/20/1 14/21/1 28/22/1 45/23/1 46/24/1
|
||||
f 33/25/4 50/26/4 49/27/4 32/28/4 15/29/4
|
||||
f 26/14/5 28/22/5 14/21/5 5/30/5
|
||||
f 21/9/6 23/31/6 12/32/6 4/4/6
|
||||
f 25/11/7 27/33/7 9/34/7 2/12/7
|
||||
f 30/2/8 7/7/8 15/29/8 32/28/8
|
||||
f 18/6/9 5/30/9 14/21/9 20/35/9
|
||||
f 29/1/10 4/4/10 12/32/10 31/36/10
|
||||
f 17/5/11 3/8/11 11/37/11 19/38/11
|
||||
f 22/10/12 24/17/12 13/16/12 6/13/12
|
||||
f 1/39/11 17/5/11 19/38/11 10/40/11
|
||||
f 7/7/9 18/6/9 20/35/9 15/29/9
|
||||
f 19/38/3 11/37/3 33/25/3 40/41/3 39/42/3
|
||||
f 1/39/2 5/30/2 18/6/2 17/5/2
|
||||
f 8/3/12 16/43/12 24/17/12 22/10/12
|
||||
f 2/12/6 9/34/6 23/31/6 21/9/6
|
||||
f 23/31/2 43/44/2 44/45/2 34/46/2 12/32/2
|
||||
f 2/12/3 21/9/3 22/10/3 6/13/3
|
||||
f 1/39/7 10/40/7 27/33/7 25/11/7
|
||||
f 6/13/5 13/16/5 28/22/5 26/14/5
|
||||
f 27/33/1 47/47/1 48/48/1 36/15/1 9/34/1
|
||||
f 1/39/4 25/11/4 26/14/4 5/30/4
|
||||
f 3/8/10 29/1/10 31/36/10 11/37/10
|
||||
f 8/3/8 30/2/8 32/28/8 16/43/8
|
||||
f 31/36/4 12/32/4 34/46/4 52/49/4 51/50/4
|
||||
f 3/8/1 7/7/1 30/2/1 29/1/1
|
||||
f 49/27/4 52/49/4 34/46/4 16/43/4 32/28/4
|
||||
f 45/23/1 28/22/1 13/16/1 36/15/1 48/48/1
|
||||
f 41/18/2 24/17/2 16/43/2 34/46/2 44/45/2
|
||||
f 37/51/3 40/41/3 33/25/3 15/29/3 20/35/3
|
||||
f 10/40/1 35/20/1 46/24/1 47/47/1 27/33/1
|
||||
f 9/34/2 36/15/2 42/19/2 43/44/2 23/31/2
|
||||
f 10/40/3 19/38/3 39/42/3 38/52/3 35/20/3
|
||||
f 11/37/4 31/36/4 51/50/4 50/26/4 33/25/4
|
||||
f 47/47/13 51/50/13 52/49/13 48/48/13
|
||||
f 46/24/14 50/26/14 51/50/14 47/47/14
|
||||
f 35/20/3 38/52/3 37/51/3 20/35/3 14/21/3
|
||||
f 38/52/15 39/42/15 43/44/15 42/19/15
|
||||
f 39/42/16 40/41/16 44/45/16 43/44/16
|
||||
f 40/41/17 37/51/17 41/18/17 44/45/17
|
||||
f 37/51/18 38/52/18 42/19/18 41/18/18
|
||||
f 48/48/19 52/49/19 49/27/19 45/23/19
|
||||
f 45/23/20 49/27/20 50/26/20 46/24/20
|
7
cw 9/render.py
Normal file
@ -0,0 +1,7 @@
|
||||
|
||||
import os
|
||||
rootdir = './'
|
||||
for filename in os.listdir(rootdir):
|
||||
if filename.endswith(".md"):
|
||||
name = filename[:-3]
|
||||
os.system(f'pandoc -s -o "{name}.html" "{name}.md" --mathjax --css style.css')
|
11
cw 9/shaders/shader_8_sun.frag
Normal file
@ -0,0 +1,11 @@
|
||||
#version 430 core
|
||||
|
||||
uniform vec3 color;
|
||||
uniform float exposition;
|
||||
|
||||
|
||||
out vec4 outColor;
|
||||
void main()
|
||||
{
|
||||
outColor = vec4(vec3(1.0) - exp(-color*exposition),1);
|
||||
}
|
13
cw 9/shaders/shader_8_sun.vert
Normal file
@ -0,0 +1,13 @@
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
layout(location = 1) in vec3 vertexNormal;
|
||||
layout(location = 2) in vec2 vertexTexCoord;
|
||||
|
||||
uniform mat4 transformation;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
//gl_Position = vec4(vertexPosition, 1.0);
|
||||
}
|
157
cw 9/shaders/shader_9_1.frag
Normal file
@ -0,0 +1,157 @@
|
||||
#version 430 core
|
||||
|
||||
float AMBIENT = 0.03;
|
||||
float PI = 3.14;
|
||||
|
||||
uniform sampler2D depthMap;
|
||||
uniform sampler2D sleighDepthMap;
|
||||
|
||||
uniform vec3 cameraPos;
|
||||
|
||||
uniform vec3 color;
|
||||
|
||||
uniform vec3 sunDir;
|
||||
uniform vec3 sunColor;
|
||||
|
||||
uniform vec3 lightPos[8];
|
||||
uniform vec3 lightColor[8];
|
||||
|
||||
uniform vec3 spotlightPos;
|
||||
uniform vec3 spotlightColor;
|
||||
uniform vec3 spotlightConeDir;
|
||||
uniform vec3 spotlightPhi;
|
||||
|
||||
uniform float alpha;
|
||||
uniform float metallic;
|
||||
uniform float roughness;
|
||||
|
||||
uniform float exposition;
|
||||
|
||||
in vec3 vecNormal;
|
||||
in vec3 worldPos;
|
||||
in vec4 sunSpacePos;
|
||||
in vec4 sleighLightSpacePos;
|
||||
|
||||
out vec4 outColor;
|
||||
|
||||
|
||||
in vec3 viewDirTS;
|
||||
in vec3 lightDirTS[8];
|
||||
in vec3 spotlightDirTS;
|
||||
in vec3 sunDirTS;
|
||||
|
||||
in vec3 test;
|
||||
|
||||
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 generateShadow(vec3 normal, vec3 lightDir) {
|
||||
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
|
||||
|
||||
float closestDepth = texture2D(depthMap, sunSpacePosNormalized.xy).r;
|
||||
|
||||
float bias = max(0.01*(1.0-dot(normal,lightDir)),0.001);
|
||||
|
||||
return (closestDepth + bias - sunSpacePosNormalized.z > 0.0 ) ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
float generateShadowSleigh(vec3 normal, vec3 spotLightDir) {
|
||||
vec4 sleighLightSpacePosNormalized = (0.5 * sleighLightSpacePos / (sleighLightSpacePos.w)) + 0.5;
|
||||
|
||||
float closestDepth = texture2D(sleighDepthMap, sleighLightSpacePosNormalized.xy).r;
|
||||
|
||||
float bias = max(0.02*(1.0-dot(normal,spotLightDir)),0.002);
|
||||
|
||||
return (closestDepth + bias - sleighLightSpacePosNormalized.z > 0.0 ) ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// based on https://youtu.be/95WAAYsOifQ
|
||||
vec3 totalIllumination = vec3(0.0);
|
||||
|
||||
for (int i=0; i<8; i++) {
|
||||
vec3 normal = normalize(vecNormal);
|
||||
|
||||
vec3 viewDir = normalize(cameraPos-worldPos);
|
||||
|
||||
vec3 lightDir = normalize(lightPos[i]-worldPos);
|
||||
|
||||
|
||||
vec3 ambient = AMBIENT*color;
|
||||
vec3 attenuatedlightColor = lightColor[i]/pow(length(lightPos[i]-worldPos),2);
|
||||
vec3 ilumination;
|
||||
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
|
||||
|
||||
//flashlight
|
||||
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*generateShadowSleigh(normal, spotlightDir), normal,viewDir);
|
||||
|
||||
//sun
|
||||
ilumination=ilumination+PBRLight(sunDir,sunColor*generateShadow(normal, lightDir),normal,viewDir);
|
||||
totalIllumination = totalIllumination + ilumination;
|
||||
}
|
||||
|
||||
outColor = vec4(vec3(1.0) - exp(-totalIllumination*exposition), alpha);
|
||||
}
|
54
cw 9/shaders/shader_9_1.vert
Normal file
@ -0,0 +1,54 @@
|
||||
#version 430 core
|
||||
|
||||
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 LightVP;
|
||||
uniform mat4 sleighLightVP;
|
||||
|
||||
out vec3 vecNormal;
|
||||
out vec3 worldPos;
|
||||
out vec4 sunSpacePos;
|
||||
out vec4 sleighLightSpacePos;
|
||||
|
||||
uniform vec3 lightPos[8];
|
||||
uniform vec3 spotlightPos;
|
||||
uniform vec3 cameraPos;
|
||||
uniform vec3 sunDir;
|
||||
|
||||
out vec3 viewDirTS;
|
||||
out vec3 lightDirTS[8];
|
||||
out vec3 spotlightDirTS;
|
||||
out vec3 sunDirTS;
|
||||
|
||||
void main()
|
||||
{
|
||||
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
||||
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;
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
vec3 L = normalize(lightPos[i]-worldPos);
|
||||
lightDirTS[i] = TBN*L;
|
||||
}
|
||||
|
||||
vec3 SL = normalize(spotlightPos-worldPos);
|
||||
spotlightDirTS = TBN*SL;
|
||||
sunDirTS = TBN*sunDir;
|
||||
|
||||
sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
|
||||
sleighLightSpacePos=sleighLightVP*modelMatrix*vec4(vertexPosition,1);
|
||||
}
|
5
cw 9/shaders/shader_shadow.frag
Normal file
@ -0,0 +1,5 @@
|
||||
#version 430 core
|
||||
|
||||
void main()
|
||||
{
|
||||
}
|
13
cw 9/shaders/shader_shadow.vert
Normal file
@ -0,0 +1,13 @@
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
layout(location = 1) in vec3 vertexNormal;
|
||||
layout(location = 2) in vec2 vertexTexCoord;
|
||||
|
||||
uniform mat4 viewProjectionMatrix;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0);
|
||||
}
|
12
cw 9/shaders/shader_skybox-1.frag
Normal file
@ -0,0 +1,12 @@
|
||||
#version 430 core
|
||||
|
||||
uniform samplerCube skybox;
|
||||
|
||||
in vec3 texCoord;
|
||||
|
||||
out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = texture(skybox,texCoord);
|
||||
}
|
13
cw 9/shaders/shader_skybox-1.vert
Normal file
@ -0,0 +1,13 @@
|
||||
#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);
|
||||
}
|
165
cw 9/shaders/shader_tex.frag
Normal file
@ -0,0 +1,165 @@
|
||||
#version 430 core
|
||||
|
||||
float AMBIENT = 0.03;
|
||||
float PI = 3.14;
|
||||
|
||||
uniform sampler2D depthMap;
|
||||
uniform sampler2D sleighDepthMap;
|
||||
|
||||
uniform vec3 cameraPos;
|
||||
|
||||
uniform vec3 sunDir;
|
||||
uniform vec3 sunColor;
|
||||
|
||||
uniform vec3 lightPos[8];
|
||||
uniform vec3 lightColor[8];
|
||||
|
||||
uniform vec3 spotlightPos;
|
||||
uniform vec3 spotlightColor;
|
||||
uniform vec3 spotlightConeDir;
|
||||
uniform vec3 spotlightPhi;
|
||||
|
||||
uniform float alpha;
|
||||
uniform float metallic;
|
||||
uniform float roughness;
|
||||
|
||||
uniform float exposition;
|
||||
|
||||
in vec3 vecNormal;
|
||||
in vec3 worldPos;
|
||||
|
||||
in vec4 sunSpacePos;
|
||||
in vec4 sleighLightSpacePos;
|
||||
|
||||
out vec4 outColor;
|
||||
|
||||
|
||||
in vec3 viewDirTS;
|
||||
in vec3 lightDirTS[8];
|
||||
in vec3 spotlightDirTS;
|
||||
in vec3 sunDirTS;
|
||||
|
||||
in vec3 test;
|
||||
in vec2 texCoord;
|
||||
|
||||
uniform sampler2D colorTexture;
|
||||
vec3 color;
|
||||
|
||||
|
||||
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 generateShadow(vec3 normal, vec3 lightDir) {
|
||||
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
|
||||
|
||||
float closestDepth = texture2D(depthMap, sunSpacePosNormalized.xy).r;
|
||||
|
||||
float bias = max(0.01*(1.0-dot(normal,lightDir)),0.001);
|
||||
|
||||
|
||||
return (closestDepth + bias - sunSpacePosNormalized.z > 0.0 ) ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
float generateShadowSleigh(vec3 normal, vec3 spotLightDir) {
|
||||
vec4 sleighLightSpacePosNormalized = (0.5 * sleighLightSpacePos / (sleighLightSpacePos.w)) + 0.5;
|
||||
|
||||
float closestDepth = texture2D(sleighDepthMap, sleighLightSpacePosNormalized.xy).r;
|
||||
|
||||
float bias = max(0.02*(1.0-dot(normal,spotLightDir)),0.002);
|
||||
|
||||
return (closestDepth + bias - sleighLightSpacePosNormalized.z > 0.0) ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// based on https://youtu.be/95WAAYsOifQ
|
||||
vec3 totalIllumination = vec3(0.0);
|
||||
|
||||
for (int i=0; i<8; i++) {
|
||||
vec4 textureColor = texture2D(colorTexture, texCoord);
|
||||
color = textureColor.xyz;
|
||||
|
||||
vec3 normal = normalize(vecNormal);
|
||||
|
||||
vec3 viewDir = normalize(cameraPos-worldPos);
|
||||
|
||||
vec3 lightDir = normalize(lightPos[i]-worldPos);
|
||||
|
||||
|
||||
vec3 ambient = AMBIENT*color;
|
||||
vec3 attenuatedlightColor = lightColor[i]/pow(length(lightPos[i]-worldPos),2);
|
||||
vec3 ilumination;
|
||||
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
|
||||
|
||||
//flashlight
|
||||
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*generateShadowSleigh(normal,spotlightDir),normal,viewDir);
|
||||
|
||||
//sun
|
||||
ilumination=ilumination+PBRLight(sunDir,sunColor*generateShadow(normal, lightDir),normal,viewDir);
|
||||
totalIllumination = totalIllumination + ilumination;
|
||||
}
|
||||
|
||||
outColor = vec4(vec3(1.0) - exp(-totalIllumination*exposition), alpha);
|
||||
}
|
58
cw 9/shaders/shader_tex.vert
Normal file
@ -0,0 +1,58 @@
|
||||
#version 430 core
|
||||
|
||||
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 LightVP;
|
||||
uniform mat4 sleighLightVP;
|
||||
|
||||
out vec3 vecNormal;
|
||||
out vec3 worldPos;
|
||||
out vec4 sunSpacePos;
|
||||
|
||||
out vec4 sleighLightSpacePos;
|
||||
|
||||
uniform vec3 lightPos[8];
|
||||
uniform vec3 spotlightPos;
|
||||
uniform vec3 cameraPos;
|
||||
uniform vec3 sunDir;
|
||||
|
||||
out vec3 viewDirTS;
|
||||
out vec3 lightDirTS[8];
|
||||
out vec3 spotlightDirTS;
|
||||
out vec3 sunDirTS;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
||||
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;
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
vec3 L = normalize(lightPos[i]-worldPos);
|
||||
lightDirTS[i] = TBN*L;
|
||||
}
|
||||
|
||||
vec3 SL = normalize(spotlightPos-worldPos);
|
||||
spotlightDirTS = TBN*SL;
|
||||
sunDirTS = TBN*sunDir;
|
||||
|
||||
sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
|
||||
sleighLightSpacePos=sleighLightVP*modelMatrix*vec4(vertexPosition,1);
|
||||
texCoord = vertexTexCoord;
|
||||
}
|
144
cw 9/shaders/shader_tex_normal.frag
Normal file
@ -0,0 +1,144 @@
|
||||
#version 430 core
|
||||
|
||||
float AMBIENT = 0.03;
|
||||
float PI = 3.14;
|
||||
|
||||
uniform sampler2D depthMap;
|
||||
|
||||
uniform vec3 cameraPos;
|
||||
|
||||
uniform vec3 sunDir;
|
||||
uniform vec3 sunColor;
|
||||
|
||||
uniform vec3 lightPos[8];
|
||||
uniform vec3 lightColor[8];
|
||||
|
||||
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[8];
|
||||
in vec3 spotlightDirTS;
|
||||
in vec3 sunDirTS;
|
||||
|
||||
in vec3 test;
|
||||
in vec2 texCoord;
|
||||
|
||||
uniform sampler2D colorTexture;
|
||||
uniform sampler2D normalSampler;
|
||||
|
||||
vec3 color;
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// based on https://youtu.be/95WAAYsOifQ
|
||||
vec3 totalIllumination = vec3(0.0);
|
||||
|
||||
for (int i=0; i<8; i++) {
|
||||
vec4 textureColor = texture2D(colorTexture, texCoord);
|
||||
vec4 normalTexture = texture2D(normalSampler, texCoord);
|
||||
normalTexture = normalize(2*normalTexture - 1);
|
||||
color = textureColor.xyz;
|
||||
|
||||
vec3 normal = normalize(vecNormal);
|
||||
|
||||
vec3 viewDir = normalize(cameraPos-worldPos);
|
||||
|
||||
vec3 lightDir = normalize(lightPos[i]-worldPos);
|
||||
|
||||
|
||||
vec3 ambient = AMBIENT*color;
|
||||
vec3 attenuatedlightColor = lightColor[i]/pow(length(lightPos[i]-worldPos),2);
|
||||
vec3 ilumination;
|
||||
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
|
||||
|
||||
//flashlight
|
||||
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,normal,viewDir);
|
||||
totalIllumination = totalIllumination + ilumination;
|
||||
}
|
||||
|
||||
outColor = vec4(vec3(1.0) - exp(-totalIllumination*exposition), 1);
|
||||
}
|
50
cw 9/shaders/shader_tex_normal.vert
Normal file
@ -0,0 +1,50 @@
|
||||
#version 430 core
|
||||
|
||||
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;
|
||||
|
||||
out vec3 vecNormal;
|
||||
out vec3 worldPos;
|
||||
|
||||
uniform vec3 lightPos[8];
|
||||
uniform vec3 spotlightPos;
|
||||
uniform vec3 cameraPos;
|
||||
uniform vec3 sunDir;
|
||||
|
||||
out vec3 viewDirTS;
|
||||
out vec3 lightDirTS[8];
|
||||
out vec3 spotlightDirTS;
|
||||
out vec3 sunDirTS;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
||||
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;
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
vec3 L = normalize(lightPos[i]-worldPos);
|
||||
lightDirTS[i] = TBN*L;
|
||||
}
|
||||
|
||||
vec3 SL = normalize(spotlightPos-worldPos);
|
||||
spotlightDirTS = TBN*SL;
|
||||
sunDirTS = TBN*sunDir;
|
||||
|
||||
texCoord = vertexTexCoord;
|
||||
}
|
12
cw 9/shaders/test.frag
Normal file
@ -0,0 +1,12 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 tc;
|
||||
|
||||
uniform sampler2D depthMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
float depthValue = texture(depthMap, tc).r;
|
||||
FragColor = vec4(vec3(depthValue+0.5), 1.0);
|
||||
}
|
14
cw 9/shaders/test.vert
Normal file
@ -0,0 +1,14 @@
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
layout(location = 1) in vec3 vertexNormal;
|
||||
layout(location = 2) in vec2 vertexTexCoord;
|
||||
|
||||
|
||||
out vec2 tc;
|
||||
|
||||
void main()
|
||||
{
|
||||
tc = vertexTexCoord;
|
||||
gl_Position = vec4(vertexPosition*0.9, 1.0);
|
||||
}
|
55
cw 9/src/Box.cpp
Normal file
@ -0,0 +1,55 @@
|
||||
|
||||
|
||||
// dane 36 wierzcholkow i kolorow opisujace model pudelka
|
||||
const float box[] = {
|
||||
|
||||
// points colors
|
||||
0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
-0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
|
||||
0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
-0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
-0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
|
||||
0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
|
||||
-0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
|
||||
0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
|
||||
|
||||
0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
|
||||
-0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
|
||||
-0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
|
||||
|
||||
-0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
-0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
-0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
|
||||
-0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
-0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
-0.25f, 0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
|
||||
0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
0.25f, -0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
|
||||
0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
0.25f, 0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
|
||||
0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
-0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
|
||||
0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
-0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
-0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
};
|
||||
|
31
cw 9/src/Camera.cpp
Normal file
@ -0,0 +1,31 @@
|
||||
#include "Camera.h"
|
||||
|
||||
glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar, float frustumScale)
|
||||
{
|
||||
glm::mat4 perspective;
|
||||
perspective[0][0] = 1.f;
|
||||
perspective[1][1] = frustumScale;
|
||||
perspective[2][2] = (zFar + zNear) / (zNear - zFar);
|
||||
perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar);
|
||||
perspective[2][3] = -1;
|
||||
perspective[3][3] = 0;
|
||||
|
||||
return perspective;
|
||||
}
|
||||
|
||||
glm::mat4 Core::createViewMatrix( glm::vec3 position, glm::vec3 forward, glm::vec3 up )
|
||||
{
|
||||
glm::vec3 side = glm::cross(forward, up);
|
||||
|
||||
// Trzeba pamietac o minusie przy ustawianiu osi Z kamery.
|
||||
// Wynika to z tego, ze standardowa macierz perspektywiczna zaklada, ze "z przodu" jest ujemna (a nie dodatnia) czesc osi Z.
|
||||
glm::mat4 cameraRotation;
|
||||
cameraRotation[0][0] = side.x; cameraRotation[1][0] = side.y; cameraRotation[2][0] = side.z;
|
||||
cameraRotation[0][1] = up.x; cameraRotation[1][1] = up.y; cameraRotation[2][1] = up.z;
|
||||
cameraRotation[0][2] = -forward.x; cameraRotation[1][2] = -forward.y; cameraRotation[2][2] = -forward.z;
|
||||
|
||||
glm::mat4 cameraTranslation;
|
||||
cameraTranslation[3] = glm::vec4(-position, 1.0f);
|
||||
|
||||
return cameraRotation * cameraTranslation;
|
||||
}
|
14
cw 9/src/Camera.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "glm.hpp"
|
||||
|
||||
namespace Core
|
||||
{
|
||||
glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f, float frustumScale = 1.f);
|
||||
|
||||
// position - pozycja kamery
|
||||
// forward - wektor "do przodu" kamery (jednostkowy)
|
||||
// up - wektor "w gore" kamery (jednostkowy)
|
||||
// up i forward musza byc ortogonalne!
|
||||
glm::mat4 createViewMatrix(glm::vec3 position, glm::vec3 forward, glm::vec3 up);
|
||||
}
|