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 */
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code span.im { } /* Import */
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code span.in { color: #60a0b0; font-weight: bold; font-style: italic; } /* Information */
|
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code span.kw { color: #007020; font-weight: bold; } /* Keyword */
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||||||
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code span.op { color: #666666; } /* Operator */
|
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code span.ot { color: #007020; } /* Other */
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code span.pp { color: #bc7a00; } /* Preprocessor */
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code span.sc { color: #4070a0; } /* SpecialChar */
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code span.ss { color: #bb6688; } /* SpecialString */
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code span.st { color: #4070a0; } /* String */
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code span.vs { color: #4070a0; } /* VerbatimString */
|
||||||
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code span.wa { color: #60a0b0; font-weight: bold; font-style: italic; } /* Warning */
|
||||||
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</style>
|
||||||
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<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"?>
|
||||||
|
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<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" />
|
||||||
|
<ClInclude Include="src\Texture.h" />
|
||||||
|
</ItemGroup>
|
||||||
|
<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" />
|
||||||
|
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<Link>
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||||||
|
<SubSystem>Console</SubSystem>
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|
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|
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|
</Link>
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|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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||||||
|
<ClCompile>
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||||||
|
<WarningLevel>Level3</WarningLevel>
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||||||
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<PrecompiledHeader>
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||||||
|
</PrecompiledHeader>
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||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
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|
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|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
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|
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|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
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|
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||||||
|
<AdditionalLibraryDirectories>$(SolutionDir)dependencies\glfw-3.3.8.bin.WIN32\lib-vc2019;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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||||||
|
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||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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131
cw 9/grk-cw9.vcxproj.filters
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|||||||
|
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||||||
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||||||
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|
||||||
|
<Filter Include="Header Files">
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||||||
|
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||||
|
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
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||||||
|
</Filter>
|
||||||
|
<Filter Include="Resource Files">
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||||||
|
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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||||||
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||||||
|
</Filter>
|
||||||
|
<Filter Include="Shader Files">
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|
<UniqueIdentifier>{0a247bb8-2e8e-4a90-b0ef-17415b0941ba}</UniqueIdentifier>
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</Filter>
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||||||
|
<Filter Include="Source Files\SOIL">
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|
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</Filter>
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||||||
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|
<ItemGroup>
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||||||
|
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|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\Shader_Loader.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\Box.cpp">
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||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
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||||||
|
<ClCompile Include="src\Camera.cpp">
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||||||
|
<Filter>Source Files</Filter>
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||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\main.cpp">
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||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
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||||||
|
<ClCompile Include="src\Texture.cpp">
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||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\SOIL\SOIL.c">
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||||||
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<Filter>Source Files\SOIL</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\SOIL\stb_image_aug.c">
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|
<Filter>Source Files\SOIL</Filter>
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||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\SOIL\image_DXT.c">
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|
<Filter>Source Files\SOIL</Filter>
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|
</ClCompile>
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|
<ClCompile Include="src\SOIL\image_helper.c">
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|
<Filter>Source Files\SOIL</Filter>
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</ClCompile>
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|
</ItemGroup>
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||||||
|
<ItemGroup>
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|
<ClInclude Include="src\objload.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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BIN
cw 9/img/2.png
Normal file
After Width: | Height: | Size: 6.7 KiB |
BIN
cw 9/img/3.webp
Normal file
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BIN
cw 9/img/384px-PerlinNoiseDotProducts.png
Normal file
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BIN
cw 9/img/384px-PerlinNoiseInterpolated.png
Normal file
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BIN
cw 9/img/4.png
Normal file
After Width: | Height: | Size: 7.0 KiB |
BIN
cw 9/img/5.webp
Normal file
After Width: | Height: | Size: 35 KiB |
BIN
cw 9/img/6.webp
Normal file
After Width: | Height: | Size: 3.9 KiB |
BIN
cw 9/img/7.webp
Normal file
After Width: | Height: | Size: 2.9 KiB |
BIN
cw 9/img/8.webp
Normal file
After Width: | Height: | Size: 34 KiB |
1254
cw 9/img/Figure_1.eps
Normal file
BIN
cw 9/img/PerlinNoiseDotProducts.png
Normal file
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BIN
cw 9/img/PerlinNoiseGradientGrid.png
Normal file
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BIN
cw 9/img/PerlinNoiseInterpolated.png
Normal file
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BIN
cw 9/img/blending1.webp
Normal file
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BIN
cw 9/img/camera.jpg
Normal file
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BIN
cw 9/img/capture.webm
Normal file
BIN
cw 9/img/coordinate_systems.jpg
Normal file
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BIN
cw 9/img/cubemaps_sampling.png
Normal file
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BIN
cw 9/img/gamma_correction_brightness.png
Normal file
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BIN
cw 9/img/lighting_result.png
Normal file
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BIN
cw 9/img/noise_examples.jpg
Normal file
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BIN
cw 9/img/shadow_mapping_projection.png
Normal file
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BIN
cw 9/img/shadows1.bmp
Normal file
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BIN
cw 9/img/spotlight.png
Normal file
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BIN
cw 9/img/stride_offest.jpg
Normal file
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BIN
cw 9/img/stride_offest_2_2.jpg
Normal file
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BIN
cw 9/img/struktura.jpg
Normal file
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BIN
cw 9/img/sun.png
Normal file
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BIN
cw 9/img/textures.png
Normal file
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BIN
cw 9/img/z_depth_graph.jpg
Normal file
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BIN
cw 9/img/z_depth_graph2.jpg
Normal file
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BIN
cw 9/models/BoxHappy.fbx
Normal file
BIN
cw 9/models/CatcusLowpoly.fbx
Normal file
BIN
cw 9/models/Gift.fbx
Normal file
BIN
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Normal file
BIN
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Normal file
802
cw 9/models/TOPOR.obj
Normal file
@ -0,0 +1,802 @@
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|||||||
|
# Blender v2.72 (sub 0) OBJ File: 'untitled.blend'
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||||||
|
# www.blender.org
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mtllib TOPOR.mtl
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|
||||||
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|
||||||
|
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|
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|
||||||
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|
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|
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|
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|
||||||
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|
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|
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|
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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 0.778060 0.001044
|
||||||
|
vt 0.786020 0.001044
|
||||||
|
vt 0.798754 0.001044
|
||||||
|
vt 0.806713 0.001044
|
||||||
|
vt 0.806713 0.443994
|
||||||
|
vt 0.463957 0.277525
|
||||||
|
vt 0.463957 0.274044
|
||||||
|
vt 0.483961 0.274044
|
||||||
|
vt 0.483961 0.277525
|
||||||
|
vt 0.483961 0.283095
|
||||||
|
vt 0.483961 0.286577
|
||||||
|
vt 0.463957 0.286577
|
||||||
|
vt 0.463957 0.283095
|
||||||
|
vt 0.881053 0.001044
|
||||||
|
vt 0.881053 0.444289
|
||||||
|
vt 0.861049 0.444289
|
||||||
|
vt 0.861049 0.001044
|
||||||
|
vt 0.698469 0.001044
|
||||||
|
vt 0.706428 0.001044
|
||||||
|
vt 0.706428 0.443994
|
||||||
|
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
|
||||||
|
vt 0.555521 0.422918
|
||||||
|
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
|
||||||
|
vt 0.571512 0.173127
|
||||||
|
vt 0.558777 0.173127
|
||||||
|
vt 0.558777 0.249864
|
||||||
|
vt 0.571512 0.249864
|
||||||
|
vt 0.094190 0.015697
|
||||||
|
vt 0.094762 0.062516
|
||||||
|
vt 0.086803 0.062535
|
||||||
|
vt 0.086231 0.015715
|
||||||
|
vt 0.571512 0.287187
|
||||||
|
vt 0.558777 0.287187
|
||||||
|
vt 0.571512 0.210451
|
||||||
|
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
|
||||||
|
vt 0.648219 0.984199
|
||||||
|
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
|
||||||
|
f 34/73 36/74 31/75 29/76
|
||||||
|
f 32/77 30/78 38/79 40/80
|
||||||
|
f 35/81 33/82 30/78 32/77
|
||||||
|
f 47/83 45/84 33/82 35/81
|
||||||
|
f 46/85 48/86 36/74 34/73
|
||||||
|
f 47/87 35/69 36/72 48/88
|
||||||
|
f 45/89 46/90 34/66 33/65
|
||||||
|
f 37/91 39/92 40/93 38/94
|
||||||
|
f 30/68 29/67 37/95 38/96
|
||||||
|
f 31/71 32/70 40/97 39/98
|
||||||
|
f 29/76 31/75 39/99 37/100
|
||||||
|
f 49/101 42/102 41/103 50/104
|
||||||
|
f 51/105 52/106 43/107 44/108
|
||||||
|
f 50/109 41/110 43/111 52/112
|
||||||
|
f 44/113 56/114 54/115 42/116
|
||||||
|
f 51/117 44/113 42/116 49/118
|
||||||
|
f 47/83 51/117 49/118 45/84
|
||||||
|
f 46/85 50/109 52/112 48/86
|
||||||
|
f 47/87 48/88 52/106 51/105
|
||||||
|
f 45/89 49/101 50/104 46/90
|
||||||
|
f 53/119 54/120 56/121 55/122
|
||||||
|
f 42/102 54/123 53/124 41/103
|
||||||
|
f 43/107 55/125 56/126 44/108
|
||||||
|
f 41/110 53/127 55/128 43/111
|
||||||
|
f 58/129 60/130 59/131 57/132
|
||||||
|
f 60/133 64/134 63/135 59/136
|
||||||
|
f 64/137 62/138 61/139 63/140
|
||||||
|
f 62/141 58/142 57/143 61/144
|
||||||
|
f 57/145 59/146 63/147 61/148
|
||||||
|
f 62/149 64/150 60/151 58/152
|
||||||
|
f 69/153 70/154 78/155 77/156
|
||||||
|
f 68/157 72/158 80/159 76/160 75/161 78/162 70/163 67/164
|
||||||
|
f 74/165 73/166 77/167 78/168 75/169 76/170 80/171 79/172
|
||||||
|
f 72/173 71/174 79/175 80/176
|
||||||
|
f 66/177 65/178 69/179 77/180 73/181 74/182 79/183 71/184
|
||||||
|
f 85/185 93/186 94/187 86/188
|
||||||
|
f 84/189 83/190 86/191 94/192 91/193 92/194 96/195 88/196
|
||||||
|
f 90/197 95/198 96/199 92/200 91/201 94/202 93/203 89/204
|
||||||
|
f 88/205 96/206 95/207 87/208
|
||||||
|
f 82/209 87/210 95/211 90/212 89/213 93/214 85/215 81/216
|
||||||
|
f 101/217 102/218 97/219 98/220
|
||||||
|
f 103/221 100/222 99/223 104/224
|
||||||
|
f 102/225 104/226 99/227 97/228
|
||||||
|
f 100/229 98/230 106/231 108/232
|
||||||
|
f 103/233 101/234 98/230 100/229
|
||||||
|
f 147/235 145/236 101/234 103/233
|
||||||
|
f 146/237 148/238 104/226 102/225
|
||||||
|
f 147/239 103/221 104/224 148/240
|
||||||
|
f 145/241 146/242 102/218 101/217
|
||||||
|
f 108/243 106/244 117/245 118/246
|
||||||
|
f 98/220 97/219 105/247 106/248
|
||||||
|
f 99/223 100/222 108/249 107/250
|
||||||
|
f 97/228 99/227 107/251 105/252
|
||||||
|
f 111/253 112/254 120/255 119/256 110/257 109/258 115/259 116/260
|
||||||
|
f 113/261 114/262 116/263 115/264
|
||||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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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'
|
||||||
|
# www.blender.org
|
||||||
|
mtllib chair.mtl
|
||||||
|
o chair_Cube.003
|
||||||
|
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|
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|
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|
||||||
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|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
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|
||||||
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|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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BIN
cw 9/models/christmas.fbx
Normal file
12
cw 9/models/cube.mtl
Normal file
@ -0,0 +1,12 @@
|
|||||||
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# Blender MTL File: 'None'
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||||||
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newmtl _PBR
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||||||
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illum 3
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40
cw 9/models/cube.obj
Normal file
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|
|||||||
|
# Blender v2.90.0 OBJ File: ''
|
||||||
|
# www.blender.org
|
||||||
|
mtllib cube.mtl
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BIN
cw 9/models/deer.fbx
Normal file
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cw 9/models/desk.obj
Normal file
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cw 9/models/door.obj
Normal file
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cw 9/models/drawer.obj
Normal file
BIN
cw 9/models/giftTest.fbx
Normal file
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cw 9/models/keyboard.obj
Normal file
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cw 9/models/lowpoly_ChristmasPresent.obj
Normal file
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cw 9/models/lowpolytree.obj
Normal file
@ -0,0 +1,410 @@
|
|||||||
|
# Blender v2.75 (sub 0) OBJ File: 'lowpolytree.blend'
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||||||
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# www.blender.org
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||||||
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mtllib lowpolytree.mtl
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|
||||||
|
v 0.231064 -0.720161 -0.282063
|
||||||
|
v 0.364060 -1.895607 -0.051708
|
||||||
|
v 0.364060 -0.720161 -0.051708
|
||||||
|
v 0.317871 -1.895607 0.210242
|
||||||
|
v 0.317871 -0.720161 0.210242
|
||||||
|
v 0.114110 -1.895607 0.381218
|
||||||
|
v 0.114110 -0.720161 0.381218
|
||||||
|
v -0.151881 -1.895607 0.381218
|
||||||
|
v -0.151881 -0.720161 0.381218
|
||||||
|
v -0.355642 -1.895607 0.210242
|
||||||
|
v -0.355642 -0.720161 0.210242
|
||||||
|
v -0.401831 -1.895607 -0.051708
|
||||||
|
v -0.401831 -0.720161 -0.051708
|
||||||
|
v -0.268836 -1.895607 -0.282063
|
||||||
|
v -0.268836 -0.720161 -0.282063
|
||||||
|
v -0.018886 -1.314390 -0.264436
|
||||||
|
v 0.161257 -1.314390 -0.198870
|
||||||
|
v 0.257109 -1.314390 -0.032850
|
||||||
|
v 0.223820 -1.314390 0.155942
|
||||||
|
v 0.076966 -1.314390 0.279167
|
||||||
|
v -0.114738 -1.314390 0.279166
|
||||||
|
v -0.261591 -1.314390 0.155942
|
||||||
|
v -0.294880 -1.314390 -0.032850
|
||||||
|
v -0.199028 -1.314390 -0.198870
|
||||||
|
vn 0.323800 0.322100 -0.889600
|
||||||
|
vn 0.873000 0.302200 -0.382700
|
||||||
|
vn 0.953600 0.297100 0.047700
|
||||||
|
vn 0.610900 0.311200 0.728000
|
||||||
|
vn -0.116400 0.296500 0.947900
|
||||||
|
vn -0.531300 0.301500 0.791700
|
||||||
|
vn -0.932700 0.321000 0.164500
|
||||||
|
vn 0.000000 1.000000 -0.000000
|
||||||
|
vn -0.380900 0.316900 -0.868600
|
||||||
|
vn -0.789800 0.316600 -0.525300
|
||||||
|
vn 0.041500 -0.999100 0.002400
|
||||||
|
vn -0.766700 0.431000 -0.475700
|
||||||
|
vn -0.335600 0.430400 -0.837900
|
||||||
|
vn -0.889800 0.428500 0.156900
|
||||||
|
vn -0.551100 0.423000 0.719300
|
||||||
|
vn -0.045500 0.418700 0.907000
|
||||||
|
vn 0.584400 0.416300 0.696500
|
||||||
|
vn 0.907900 0.396000 0.137600
|
||||||
|
vn 0.802300 0.402500 -0.440800
|
||||||
|
vn 0.309300 0.426600 -0.849900
|
||||||
|
vn -0.783800 0.337000 -0.521700
|
||||||
|
vn -0.378300 0.336700 -0.862300
|
||||||
|
vn -0.927900 0.335100 0.163600
|
||||||
|
vn -0.527700 0.328800 0.783200
|
||||||
|
vn -0.112700 0.325600 0.938800
|
||||||
|
vn 0.607800 0.325400 0.724400
|
||||||
|
vn 0.943700 0.312200 0.109300
|
||||||
|
vn 0.844400 0.317300 -0.431700
|
||||||
|
vn 0.322400 0.334200 -0.885700
|
||||||
|
vn 0.320900 0.345800 -0.881700
|
||||||
|
vn 0.832500 0.330400 -0.444700
|
||||||
|
vn 0.936600 0.326000 0.128300
|
||||||
|
vn 0.604700 0.339000 0.720700
|
||||||
|
vn -0.073500 0.340900 0.937200
|
||||||
|
vn -0.553400 0.344100 0.758500
|
||||||
|
vn -0.923000 0.348700 0.162700
|
||||||
|
vn -0.357900 0.349000 -0.866100
|
||||||
|
vn -0.790600 0.350000 -0.502400
|
||||||
|
vn -0.795700 0.350700 -0.493900
|
||||||
|
vn -0.348600 0.349600 -0.869600
|
||||||
|
vn -0.922800 0.349100 0.162700
|
||||||
|
vn -0.566400 0.344600 0.748700
|
||||||
|
vn -0.055100 0.340800 0.938500
|
||||||
|
vn 0.604800 0.338500 0.720800
|
||||||
|
vn 0.935900 0.324300 0.137500
|
||||||
|
vn 0.829000 0.329300 -0.452000
|
||||||
|
vn 0.320900 0.346100 -0.881600
|
||||||
|
vn 0.311400 0.413300 -0.855700
|
||||||
|
vn 0.807700 0.391000 -0.441200
|
||||||
|
vn 0.912900 0.384900 0.135700
|
||||||
|
vn 0.588100 0.403500 0.700900
|
||||||
|
vn -0.050900 0.405600 0.912600
|
||||||
|
vn -0.551300 0.409600 0.726800
|
||||||
|
vn -0.896000 0.415000 0.158000
|
||||||
|
vn -0.340400 0.416800 -0.842900
|
||||||
|
vn -0.770800 0.417400 -0.481200
|
||||||
|
vn 0.182400 -0.862800 0.471500
|
||||||
|
vn 0.434600 -0.856700 0.277800
|
||||||
|
vn 0.451100 -0.888900 -0.079500
|
||||||
|
vn 0.033800 -0.816400 -0.576500
|
||||||
|
vn 0.332600 -0.824000 -0.458600
|
||||||
|
vn -0.304900 -0.880400 -0.363300
|
||||||
|
vn -0.650200 -0.758200 0.048500
|
||||||
|
vn -0.618900 -0.766100 0.173400
|
||||||
|
vn -0.143900 -0.907200 0.395400
|
||||||
|
vn -0.129500 -0.925500 0.355900
|
||||||
|
vn -0.535900 -0.819600 0.202800
|
||||||
|
vn -0.587300 -0.809300 -0.008200
|
||||||
|
vn -0.269100 -0.908100 -0.320700
|
||||||
|
vn 0.198400 -0.887000 -0.417000
|
||||||
|
vn 0.115600 -0.885800 -0.449500
|
||||||
|
vn 0.398700 -0.914400 -0.070300
|
||||||
|
vn 0.303300 -0.907700 0.290100
|
||||||
|
vn 0.229600 -0.909100 0.347700
|
||||||
|
vn 0.213700 -0.937900 0.273300
|
||||||
|
vn 0.232200 -0.937700 0.258600
|
||||||
|
vn 0.335600 -0.940100 -0.059200
|
||||||
|
vn 0.120800 -0.925500 -0.359000
|
||||||
|
vn 0.137900 -0.925700 -0.352300
|
||||||
|
vn -0.226300 -0.936000 -0.269700
|
||||||
|
vn -0.512900 -0.858100 -0.023500
|
||||||
|
vn -0.461800 -0.865900 0.192000
|
||||||
|
vn -0.110700 -0.946200 0.304100
|
||||||
|
vn -0.130200 -0.924700 0.357700
|
||||||
|
vn -0.503100 -0.832000 0.233900
|
||||||
|
vn -0.569500 -0.820500 -0.049400
|
||||||
|
vn -0.266000 -0.910400 -0.317000
|
||||||
|
vn 0.107200 -0.903800 -0.414400
|
||||||
|
vn 0.183900 -0.904700 -0.384400
|
||||||
|
vn 0.392700 -0.917000 -0.069300
|
||||||
|
vn 0.223200 -0.920100 0.321800
|
||||||
|
vn 0.279900 -0.919300 0.276500
|
||||||
|
vn 0.243400 -0.939800 0.240100
|
||||||
|
vn 0.193800 -0.940200 0.280100
|
||||||
|
vn 0.338100 -0.939200 -0.059600
|
||||||
|
vn 0.157200 -0.930900 -0.329700
|
||||||
|
vn 0.092200 -0.930300 -0.355000
|
||||||
|
vn -0.228200 -0.934800 -0.272000
|
||||||
|
vn -0.498900 -0.865600 -0.043200
|
||||||
|
vn -0.442200 -0.873000 0.205700
|
||||||
|
vn -0.113300 -0.943500 0.311400
|
||||||
|
vn -0.281700 -0.567300 0.773800
|
||||||
|
vn -0.696600 -0.665800 0.267300
|
||||||
|
vn -0.464800 -0.884400 -0.041800
|
||||||
|
vn -0.511600 -0.723900 -0.462700
|
||||||
|
vn 0.052300 -0.535900 -0.842700
|
||||||
|
vn 0.463500 -0.730300 -0.501900
|
||||||
|
vn 0.295600 -0.953900 -0.052100
|
||||||
|
vn 0.366300 -0.744100 0.558700
|
||||||
|
vn 0.211800 -0.954000 0.212200
|
||||||
|
vn 0.337100 -0.169300 -0.926100
|
||||||
|
vn 0.853500 -0.169300 -0.492800
|
||||||
|
vn 0.970600 -0.169300 0.171100
|
||||||
|
vn 0.633500 -0.169300 0.755000
|
||||||
|
vn -0.000000 -0.169300 0.985600
|
||||||
|
vn -0.633500 -0.169300 0.755000
|
||||||
|
vn -0.970600 -0.169300 0.171100
|
||||||
|
vn -0.337100 -0.169300 -0.926100
|
||||||
|
vn -0.853500 -0.169300 -0.492800
|
||||||
|
vn 0.000000 -1.000000 0.000000
|
||||||
|
vn -0.853000 0.172900 -0.492500
|
||||||
|
vn -0.336900 0.172900 -0.925500
|
||||||
|
vn -0.970000 0.172900 0.171000
|
||||||
|
vn -0.633100 0.172900 0.754500
|
||||||
|
vn -0.000000 0.172900 0.984900
|
||||||
|
vn 0.633100 0.172900 0.754500
|
||||||
|
vn 0.970000 0.172900 0.171000
|
||||||
|
vn 0.853000 0.172900 -0.492500
|
||||||
|
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
|
||||||
|
f 66//3 6//3 8//3 67//3
|
||||||
|
f 67//4 8//4 10//4 68//4
|
||||||
|
f 68//5 10//5 12//5 69//5
|
||||||
|
f 69//6 12//6 14//6 70//6
|
||||||
|
f 70//7 14//7 16//7 71//7
|
||||||
|
f 4//8 2//8 18//8 16//8 14//8 12//8 10//8 8//8 6//8
|
||||||
|
f 72//9 18//9 2//9 64//9
|
||||||
|
f 71//10 16//10 18//10 72//10
|
||||||
|
f 1//11 3//11 5//11 7//11 9//11 11//11 13//11 15//11 17//11
|
||||||
|
f 115//12 26//12 27//12 116//12
|
||||||
|
f 116//13 27//13 19//13 117//13
|
||||||
|
f 114//14 25//14 26//14 115//14
|
||||||
|
f 113//15 24//15 25//15 114//15
|
||||||
|
f 112//16 23//16 24//16 113//16
|
||||||
|
f 111//17 22//17 23//17 112//17
|
||||||
|
f 110//18 21//18 22//18 111//18
|
||||||
|
f 109//19 20//19 21//19 110//19
|
||||||
|
f 117//20 19//20 20//20 109//20
|
||||||
|
f 80//21 35//21 36//21 81//21
|
||||||
|
f 81//22 36//22 28//22 73//22
|
||||||
|
f 79//23 34//23 35//23 80//23
|
||||||
|
f 78//24 33//24 34//24 79//24
|
||||||
|
f 77//25 32//25 33//25 78//25
|
||||||
|
f 76//26 31//26 32//26 77//26
|
||||||
|
f 75//27 30//27 31//27 76//27
|
||||||
|
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
|
||||||
|
v -0.000000 0.000000 -0.386716
|
||||||
|
v -0.334906 0.000000 0.193358
|
||||||
|
v 0.000000 0.000000 0.386716
|
||||||
|
v 0.334906 0.000000 0.193358
|
||||||
|
v 0.334906 0.000000 -0.193358
|
||||||
|
v -0.323009 0.234122 -0.186489
|
||||||
|
v 0.000000 0.234122 -0.372978
|
||||||
|
v -0.323009 0.234122 0.186489
|
||||||
|
v 0.000000 0.234122 0.372978
|
||||||
|
v 0.323009 0.234122 0.186489
|
||||||
|
v 0.323009 0.234122 -0.186489
|
||||||
|
v -0.296824 0.486911 -0.171467
|
||||||
|
v -0.010202 0.512697 -0.339107
|
||||||
|
v -0.296824 0.522576 0.171467
|
||||||
|
v -0.011796 0.544933 0.335919
|
||||||
|
v 0.296824 0.536968 0.171466
|
||||||
|
v 0.296824 0.489271 -0.171466
|
||||||
|
v 0.391303 0.000000 -0.133407
|
||||||
|
v 0.391303 0.000000 0.133407
|
||||||
|
v 0.391303 0.130371 -0.116708
|
||||||
|
v 0.391303 0.130371 0.116708
|
||||||
|
v 0.566339 0.000801 -0.066632
|
||||||
|
v 0.566339 0.000801 0.066632
|
||||||
|
v 0.522176 0.044149 -0.059085
|
||||||
|
v 0.522176 0.044149 0.057498
|
||||||
|
v -0.171881 0.001869 0.436884
|
||||||
|
v -0.358148 -0.000765 0.289867
|
||||||
|
v -0.172694 0.088968 0.436355
|
||||||
|
v -0.358962 0.086334 0.289338
|
||||||
|
v -0.331759 0.001152 -0.320024
|
||||||
|
v -0.125147 0.001288 -0.418225
|
||||||
|
v -0.328322 0.109260 -0.300921
|
||||||
|
v -0.125147 0.109260 -0.418225
|
||||||
|
v -0.347315 -0.002184 -0.486024
|
||||||
|
v -0.275954 -0.002184 -0.527224
|
||||||
|
v -0.333988 0.035738 -0.458418
|
||||||
|
v -0.262627 0.035738 -0.499618
|
||||||
|
v -0.376814 -0.001762 0.459389
|
||||||
|
v -0.434053 0.001233 0.387079
|
||||||
|
v -0.344448 0.033326 0.439399
|
||||||
|
v -0.010202 0.512697 -0.291902
|
||||||
|
v -0.255966 0.521216 0.147864
|
||||||
|
v -0.011796 0.544933 0.288714
|
||||||
|
v 0.255966 0.538328 0.147864
|
||||||
|
v 0.255966 0.490631 -0.147864
|
||||||
|
v -0.256485 0.480865 -0.148101
|
||||||
|
v -0.001524 0.466900 -0.295727
|
||||||
|
v -0.257490 0.475420 0.147864
|
||||||
|
v -0.001524 0.466900 0.295727
|
||||||
|
v 0.254441 0.458381 0.147864
|
||||||
|
v 0.254441 0.458381 -0.147864
|
||||||
|
v 0.000000 0.450324 0.349660
|
||||||
|
v 0.035540 0.511514 0.322403
|
||||||
|
v 0.026479 0.511815 0.280431
|
||||||
|
v 0.018819 0.501860 -0.332062
|
||||||
|
v -0.000000 0.483857 -0.346043
|
||||||
|
v 0.012606 0.502067 -0.288445
|
||||||
|
v 0.187895 0.458931 -0.238337
|
||||||
|
v 0.110058 0.472608 -0.282166
|
||||||
|
v 0.090237 0.412287 -0.300464
|
||||||
|
v 0.184532 0.375600 -0.249726
|
||||||
|
v 0.210409 0.489254 -0.299029
|
||||||
|
v 0.144759 0.498165 -0.329416
|
||||||
|
v 0.139847 0.457333 -0.363315
|
||||||
|
v 0.223096 0.432982 -0.334830
|
||||||
|
v 0.217807 0.551933 -0.354387
|
||||||
|
v 0.181478 0.554393 -0.368875
|
||||||
|
v 0.182864 0.541264 -0.394308
|
||||||
|
v 0.230220 0.533978 -0.383644
|
||||||
|
vn 0.4997 0.0990 -0.8605
|
||||||
|
vn -0.0065 -0.9999 -0.0151
|
||||||
|
vn -0.7883 -0.0111 -0.6152
|
||||||
|
vn 0.5019 0.0229 0.8646
|
||||||
|
vn 0.9327 -0.0580 0.3559
|
||||||
|
vn -0.0008 -1.0000 -0.0005
|
||||||
|
vn 0.9956 0.0934 -0.0062
|
||||||
|
vn 0.4994 0.0508 0.8649
|
||||||
|
vn -0.9990 0.0451 -0.0035
|
||||||
|
vn 0.7457 0.0672 0.6629
|
||||||
|
vn -0.9636 0.0271 -0.2659
|
||||||
|
vn -0.3876 0.6317 -0.6713
|
||||||
|
vn 0.4994 0.0508 -0.8649
|
||||||
|
vn 0.0329 0.9885 -0.1476
|
||||||
|
vn -0.4979 0.0871 0.8629
|
||||||
|
vn -0.5009 0.0943 -0.8603
|
||||||
|
vn 0.4954 0.0898 0.8640
|
||||||
|
vn -0.9953 0.0963 -0.0048
|
||||||
|
vn 0.4260 0.2381 0.8729
|
||||||
|
vn 0.8353 0.5498 0.0000
|
||||||
|
vn 0.0000 -1.0000 0.0000
|
||||||
|
vn 0.7457 0.0672 -0.6629
|
||||||
|
vn 0.7005 0.7137 0.0000
|
||||||
|
vn 0.0046 -1.0000 0.0000
|
||||||
|
vn 0.4210 0.2295 -0.8776
|
||||||
|
vn 0.5502 0.8351 0.0000
|
||||||
|
vn -0.3563 0.8696 0.3417
|
||||||
|
vn -0.4165 0.6546 0.6309
|
||||||
|
vn 0.0001 -1.0000 0.0076
|
||||||
|
vn 0.2965 0.0431 0.9541
|
||||||
|
vn -0.9940 0.1009 0.0412
|
||||||
|
vn 0.2755 0.0386 -0.9605
|
||||||
|
vn -0.3893 0.6276 -0.6742
|
||||||
|
vn -0.9995 0.0292 0.0146
|
||||||
|
vn 0.0099 -0.9998 0.0188
|
||||||
|
vn 0.5268 0.1113 -0.8427
|
||||||
|
vn -0.2335 0.8843 -0.4044
|
||||||
|
vn 0.0426 0.1548 0.9870
|
||||||
|
vn -0.5198 0.7312 0.4418
|
||||||
|
vn 0.0035 -1.0000 -0.0055
|
||||||
|
vn -0.0568 0.9970 -0.0519
|
||||||
|
vn 0.9994 -0.0333 0.0028
|
||||||
|
vn -0.0432 0.9930 0.1098
|
||||||
|
vn 0.0424 0.9991 0.0064
|
||||||
|
vn 0.0899 0.9890 -0.1177
|
||||||
|
vn -0.9996 0.0272 -0.0022
|
||||||
|
vn 0.5002 -0.0137 -0.8658
|
||||||
|
vn -0.4994 0.0224 0.8661
|
||||||
|
vn -0.0631 0.9953 0.0732
|
||||||
|
vn -0.5005 0.0123 -0.8656
|
||||||
|
vn 0.1629 -0.4278 -0.8891
|
||||||
|
vn 0.5039 0.0991 -0.8581
|
||||||
|
vn -0.8332 0.4005 -0.3813
|
||||||
|
vn -0.0225 -0.8157 -0.5781
|
||||||
|
vn -0.0781 0.9016 0.4254
|
||||||
|
vn -0.2406 0.6581 0.7134
|
||||||
|
vn 0.9588 0.0871 0.2705
|
||||||
|
vn -0.8882 0.3650 -0.2792
|
||||||
|
vn 0.0386 0.9992 0.0031
|
||||||
|
vn 0.9918 0.1275 0.0059
|
||||||
|
vn -0.8077 0.5589 0.1875
|
||||||
|
vn -0.8538 0.5201 0.0224
|
||||||
|
vn 0.9698 0.2372 0.0564
|
||||||
|
vn 0.2322 0.8696 -0.4357
|
||||||
|
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
|
||||||
|
v 1.427630 0.290372 -0.807401
|
||||||
|
v 1.453484 0.297289 -0.807401
|
||||||
|
v 1.427630 0.297289 -0.833255
|
||||||
|
v 1.452230 0.303802 -0.832001
|
||||||
|
v 1.427630 0.316294 -0.852260
|
||||||
|
v 1.427630 0.342148 -0.859177
|
||||||
|
v 1.427630 0.469987 -0.859177
|
||||||
|
v 1.453484 0.469987 -0.852260
|
||||||
|
v 1.427630 0.495841 -0.852260
|
||||||
|
v 1.452230 0.494587 -0.845747
|
||||||
|
v 1.427630 0.514846 -0.833255
|
||||||
|
v 1.452230 0.508333 -0.832001
|
||||||
|
v 1.427630 0.521763 -0.807401
|
||||||
|
v 1.453484 0.514846 -0.807401
|
||||||
|
v 1.472489 0.495841 -0.807401
|
||||||
|
v 1.479406 0.469987 -0.807401
|
||||||
|
v 1.479406 0.342148 -0.807401
|
||||||
|
v 1.472489 0.316294 -0.807401
|
||||||
|
v 1.465976 0.317548 -0.832001
|
||||||
|
v 1.472489 0.342148 -0.833255
|
||||||
|
v 1.452230 0.317548 -0.845747
|
||||||
|
v 1.453484 0.342148 -0.852260
|
||||||
|
v 1.472489 0.469987 -0.833255
|
||||||
|
v 1.465976 0.494587 -0.832001
|
||||||
|
v 0.886278 0.290372 -0.807401
|
||||||
|
v 0.886278 0.521763 -0.807401
|
||||||
|
v 0.886278 0.297306 -0.833285
|
||||||
|
v 0.886278 0.316264 -0.852242
|
||||||
|
v 0.886278 0.342148 -0.859177
|
||||||
|
v 0.886278 0.469987 -0.859177
|
||||||
|
v 0.886278 0.495871 -0.852242
|
||||||
|
v 0.886278 0.514828 -0.833285
|
||||||
|
v 0.344926 0.290372 -0.807401
|
||||||
|
v 0.319072 0.297289 -0.807401
|
||||||
|
v 0.344926 0.297289 -0.833255
|
||||||
|
v 0.320326 0.303802 -0.832001
|
||||||
|
v 0.344926 0.316294 -0.852260
|
||||||
|
v 0.344926 0.342148 -0.859177
|
||||||
|
v 0.344926 0.469987 -0.859177
|
||||||
|
v 0.319072 0.469987 -0.852260
|
||||||
|
v 0.344926 0.495841 -0.852260
|
||||||
|
v 0.320326 0.494587 -0.845747
|
||||||
|
v 0.344926 0.514846 -0.833255
|
||||||
|
v 0.320326 0.508333 -0.832001
|
||||||
|
v 0.344926 0.521763 -0.807401
|
||||||
|
v 0.319072 0.514846 -0.807401
|
||||||
|
v 0.300067 0.495841 -0.807401
|
||||||
|
v 0.293150 0.469987 -0.807401
|
||||||
|
v 0.293150 0.342148 -0.807401
|
||||||
|
v 0.300067 0.316294 -0.807401
|
||||||
|
v 0.306580 0.317548 -0.832001
|
||||||
|
v 0.300067 0.342148 -0.833255
|
||||||
|
v 0.320326 0.317548 -0.845747
|
||||||
|
v 0.319072 0.342148 -0.852260
|
||||||
|
v 0.300067 0.469987 -0.833255
|
||||||
|
v 0.306580 0.494587 -0.832001
|
||||||
|
v 1.427630 0.290372 0.053381
|
||||||
|
v 1.427630 0.521763 0.053381
|
||||||
|
v 1.453510 0.297304 0.053381
|
||||||
|
v 1.472474 0.316268 0.053381
|
||||||
|
v 1.453510 0.514831 0.053381
|
||||||
|
v 1.472474 0.495867 0.053381
|
||||||
|
v 1.479406 0.469987 0.053381
|
||||||
|
v 1.479406 0.342148 0.053381
|
||||||
|
v 0.886278 0.521763 0.053381
|
||||||
|
v 0.886278 0.290372 0.053381
|
||||||
|
v 0.344926 0.290372 0.053381
|
||||||
|
v 0.344926 0.521763 0.053381
|
||||||
|
v 0.319046 0.297304 0.053381
|
||||||
|
v 0.300082 0.316268 0.053381
|
||||||
|
v 0.319046 0.514831 0.053381
|
||||||
|
v 0.300082 0.495867 0.053381
|
||||||
|
v 0.293150 0.469987 0.053381
|
||||||
|
v 0.293150 0.342148 0.053381
|
||||||
|
v 1.427630 0.290372 0.914162
|
||||||
|
v 1.453484 0.297289 0.914163
|
||||||
|
v 1.427630 0.297289 0.940016
|
||||||
|
v 1.452230 0.303802 0.938762
|
||||||
|
v 1.427630 0.316294 0.959021
|
||||||
|
v 1.427630 0.342148 0.965938
|
||||||
|
v 1.427630 0.469987 0.965938
|
||||||
|
v 1.453484 0.469987 0.959021
|
||||||
|
v 1.427630 0.495841 0.959021
|
||||||
|
v 1.452230 0.494587 0.952508
|
||||||
|
v 1.427630 0.514846 0.940016
|
||||||
|
v 1.452230 0.508333 0.938762
|
||||||
|
v 1.427630 0.521763 0.914162
|
||||||
|
v 1.453484 0.514846 0.914163
|
||||||
|
v 1.472489 0.495841 0.914163
|
||||||
|
v 1.479406 0.469987 0.914162
|
||||||
|
v 1.479406 0.342148 0.914162
|
||||||
|
v 1.472489 0.316294 0.914163
|
||||||
|
v 1.465976 0.317548 0.938762
|
||||||
|
v 1.472489 0.342148 0.940016
|
||||||
|
v 1.452230 0.317548 0.952508
|
||||||
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||||||
|
usemtl None
|
||||||
|
s 1
|
||||||
|
f 1/1/1 3/2/2 4/3/3 2/4/4
|
||||||
|
f 3/2/2 5/5/5 21/6/6 4/3/3
|
||||||
|
f 29/7/7 6/8/8 5/5/5 28/9/9
|
||||||
|
f 31/10/10 9/11/11 7/12/12 30/13/13
|
||||||
|
f 32/14/14 11/15/15 9/11/11 31/10/10
|
||||||
|
f 8/16/16 22/17/17 6/8/8 7/12/12
|
||||||
|
f 7/12/12 9/11/11 10/18/18 8/16/16
|
||||||
|
f 9/11/11 11/15/15 12/19/19 10/18/18
|
||||||
|
f 26/20/20 13/21/21 11/15/15 32/14/14
|
||||||
|
f 13/21/21 14/22/22 12/19/19 11/15/15
|
||||||
|
f 27/23/23 3/2/2 1/1/1 25/24/24
|
||||||
|
f 64/25/25 17/26/26 16/27/27 63/28/28
|
||||||
|
f 28/9/9 5/5/5 3/2/2 27/23/23
|
||||||
|
f 17/26/26 18/29/29 19/30/30 20/31/31
|
||||||
|
f 18/29/29 2/4/4 4/3/3 19/30/30
|
||||||
|
f 22/17/17 20/31/31 19/30/30 21/6/6
|
||||||
|
f 21/6/6 19/30/30 4/3/3
|
||||||
|
f 6/8/8 22/17/17 21/6/6 5/5/5
|
||||||
|
f 23/32/32 20/31/31 22/17/17 8/16/16
|
||||||
|
f 16/27/27 17/26/26 20/31/31 23/32/32
|
||||||
|
f 16/27/27 23/32/32 24/33/33 15/34/34
|
||||||
|
f 23/32/32 8/16/16 10/18/18 24/33/33
|
||||||
|
f 14/22/22 15/34/34 24/33/33 12/19/19
|
||||||
|
f 10/18/18 12/19/19 24/33/33
|
||||||
|
f 6/8/8 29/7/7 30/13/13 7/12/12
|
||||||
|
f 33/35/35 34/36/36 36/37/37 35/38/38
|
||||||
|
f 35/38/38 36/37/37 53/39/39 37/40/40
|
||||||
|
f 29/7/7 28/9/9 37/40/40 38/41/41
|
||||||
|
f 31/10/10 30/13/13 39/42/42 41/43/43
|
||||||
|
f 32/14/14 31/10/10 41/43/43 43/44/44
|
||||||
|
f 40/45/45 39/42/42 38/41/41 54/46/46
|
||||||
|
f 39/42/42 40/45/45 42/47/47 41/43/43
|
||||||
|
f 41/43/43 42/47/47 44/48/48 43/44/44
|
||||||
|
f 26/20/20 32/14/14 43/44/44 45/49/49
|
||||||
|
f 45/49/49 43/44/44 44/48/48 46/50/50
|
||||||
|
f 27/23/23 25/24/24 33/35/35 35/38/38
|
||||||
|
f 74/51/51 73/52/52 48/53/53 49/54/54
|
||||||
|
f 28/9/9 27/23/23 35/38/38 37/40/40
|
||||||
|
f 49/54/54 52/55/55 51/56/56 50/57/57
|
||||||
|
f 50/57/57 51/56/56 36/37/37 34/36/36
|
||||||
|
f 54/46/46 53/39/39 51/56/56 52/55/55
|
||||||
|
f 53/39/39 36/37/37 51/56/56
|
||||||
|
f 38/41/41 37/40/40 53/39/39 54/46/46
|
||||||
|
f 55/58/58 40/45/45 54/46/46 52/55/55
|
||||||
|
f 48/53/53 55/58/58 52/55/55 49/54/54
|
||||||
|
f 48/53/53 47/59/59 56/60/60 55/58/58
|
||||||
|
f 55/58/58 56/60/60 42/47/47 40/45/45
|
||||||
|
f 46/50/50 44/48/48 56/60/60 47/59/59
|
||||||
|
f 42/47/47 56/60/60 44/48/48
|
||||||
|
f 38/41/41 39/42/42 30/13/13 29/7/7
|
||||||
|
f 47/59/59 48/53/53 73/52/52 72/61/61
|
||||||
|
f 46/50/50 47/59/59 72/61/61 71/62/62
|
||||||
|
f 49/54/54 50/57/57 70/63/63 74/51/51
|
||||||
|
f 50/57/57 34/36/36 69/64/64 70/63/63
|
||||||
|
f 45/49/49 46/50/50 71/62/62 68/65/65
|
||||||
|
f 34/36/36 33/35/35 67/66/66 69/64/64
|
||||||
|
f 33/35/35 25/24/24 66/67/67 67/66/66
|
||||||
|
f 45/49/49 68/65/65 65/68/68 26/20/20
|
||||||
|
f 15/34/34 62/69/69 63/28/28 16/27/27
|
||||||
|
f 14/22/22 61/70/70 62/69/69 15/34/34
|
||||||
|
f 17/26/26 64/25/25 60/71/71 18/29/29
|
||||||
|
f 18/29/29 60/71/71 59/72/72 2/4/4
|
||||||
|
f 13/21/21 58/73/73 61/70/70 14/22/22
|
||||||
|
f 13/21/21 26/20/20 65/68/68 58/73/73
|
||||||
|
f 2/4/4 59/72/72 57/74/74 1/1/1
|
||||||
|
f 1/1/1 57/74/74 66/67/67 25/24/24
|
||||||
|
f 75/75/75 76/76/76 78/77/77 77/78/78
|
||||||
|
f 77/78/78 78/77/77 95/79/79 79/80/80
|
||||||
|
f 103/81/81 102/82/82 79/80/80 80/83/83
|
||||||
|
f 105/84/84 104/85/85 81/86/86 83/87/87
|
||||||
|
f 106/88/88 105/84/84 83/87/87 85/89/89
|
||||||
|
f 82/90/90 81/86/86 80/83/83 96/91/91
|
||||||
|
f 81/86/86 82/90/90 84/92/92 83/87/87
|
||||||
|
f 83/87/87 84/92/92 86/93/93 85/89/89
|
||||||
|
f 100/94/94 106/88/88 85/89/89 87/95/95
|
||||||
|
f 87/95/95 85/89/89 86/93/93 88/96/96
|
||||||
|
f 101/97/97 99/98/98 75/75/75 77/78/78
|
||||||
|
f 64/25/25 63/28/28 90/99/99 91/100/100
|
||||||
|
f 102/82/82 101/97/97 77/78/78 79/80/80
|
||||||
|
f 91/100/100 94/101/101 93/102/102 92/103/103
|
||||||
|
f 92/103/103 93/102/102 78/77/77 76/76/76
|
||||||
|
f 96/91/91 95/79/79 93/102/102 94/101/101
|
||||||
|
f 95/79/79 78/77/77 93/102/102
|
||||||
|
f 80/83/83 79/80/80 95/79/79 96/91/91
|
||||||
|
f 97/104/104 82/90/90 96/91/91 94/101/101
|
||||||
|
f 90/99/99 97/104/104 94/101/101 91/100/100
|
||||||
|
f 90/99/99 89/105/105 98/106/106 97/104/104
|
||||||
|
f 97/104/104 98/106/106 84/92/92 82/90/90
|
||||||
|
f 88/96/96 86/93/93 98/106/106 89/105/105
|
||||||
|
f 84/92/92 98/106/106 86/93/93
|
||||||
|
f 80/83/83 81/86/86 104/85/85 103/81/81
|
||||||
|
f 107/107/107 109/108/108 110/109/109 108/110/110
|
||||||
|
f 109/108/108 111/111/111 127/112/112 110/109/109
|
||||||
|
f 103/81/81 112/113/113 111/111/111 102/82/82
|
||||||
|
f 105/84/84 115/114/114 113/115/115 104/85/85
|
||||||
|
f 106/88/88 117/116/116 115/114/114 105/84/84
|
||||||
|
f 114/117/117 128/118/118 112/113/113 113/115/115
|
||||||
|
f 113/115/115 115/114/114 116/119/119 114/117/117
|
||||||
|
f 115/114/114 117/116/116 118/120/120 116/119/119
|
||||||
|
f 100/94/94 119/121/121 117/116/116 106/88/88
|
||||||
|
f 119/121/121 120/122/122 118/120/120 117/116/116
|
||||||
|
f 101/97/97 109/108/108 107/107/107 99/98/98
|
||||||
|
f 74/51/51 123/123/123 122/124/124 73/52/52
|
||||||
|
f 102/82/82 111/111/111 109/108/108 101/97/97
|
||||||
|
f 123/123/123 124/125/125 125/126/126 126/127/127
|
||||||
|
f 124/125/125 108/110/110 110/109/109 125/126/126
|
||||||
|
f 128/118/118 126/127/127 125/126/126 127/112/112
|
||||||
|
f 127/112/112 125/126/126 110/109/109
|
||||||
|
f 112/113/113 128/118/118 127/112/112 111/111/111
|
||||||
|
f 129/128/128 126/127/127 128/118/118 114/117/117
|
||||||
|
f 122/124/124 123/123/123 126/127/127 129/128/128
|
||||||
|
f 122/124/124 129/128/128 130/129/129 121/130/130
|
||||||
|
f 129/128/128 114/117/117 116/119/119 130/129/129
|
||||||
|
f 120/122/122 121/130/130 130/129/129 118/120/120
|
||||||
|
f 116/119/119 118/120/120 130/129/129
|
||||||
|
f 112/113/113 103/81/81 104/85/85 113/115/115
|
||||||
|
f 121/130/130 72/61/61 73/52/52 122/124/124
|
||||||
|
f 120/122/122 71/62/62 72/61/61 121/130/130
|
||||||
|
f 123/123/123 74/51/51 70/63/63 124/125/125
|
||||||
|
f 124/125/125 70/63/63 69/64/64 108/110/110
|
||||||
|
f 119/121/121 68/65/65 71/62/62 120/122/122
|
||||||
|
f 108/110/110 69/64/64 67/66/66 107/107/107
|
||||||
|
f 107/107/107 67/66/66 66/67/67 99/98/98
|
||||||
|
f 119/121/121 100/94/94 65/68/68 68/65/65
|
||||||
|
f 89/105/105 90/99/99 63/28/28 62/69/69
|
||||||
|
f 88/96/96 89/105/105 62/69/69 61/70/70
|
||||||
|
f 91/100/100 92/103/103 60/71/71 64/25/25
|
||||||
|
f 92/103/103 76/76/76 59/72/72 60/71/71
|
||||||
|
f 87/95/95 88/96/96 61/70/70 58/73/73
|
||||||
|
f 87/95/95 58/73/73 65/68/68 100/94/94
|
||||||
|
f 76/76/76 75/75/75 57/74/74 59/72/72
|
||||||
|
f 75/75/75 99/98/98 66/67/67 57/74/74
|
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
|
||||||
|
v -2.000000 2.500003 -1.502442 128 128 128
|
||||||
|
v -2.000000 2.500005 2.500000 128 128 128
|
||||||
|
v 0.001123 4.500926 2.499996 128 128 128
|
||||||
|
v 0.001122 4.500924 -1.502446 128 128 128
|
||||||
|
v 2.002442 2.500000 -1.502447 128 128 128
|
||||||
|
v 2.002443 2.500002 2.499995 128 128 128
|
||||||
|
v -2.000000 2.500003 -1.502442 128 128 128
|
||||||
|
v -2.000000 2.500005 2.500000 128 128 128
|
||||||
|
v 2.002443 2.500002 2.499995 128 128 128
|
||||||
|
v 2.002443 2.500002 2.499995 128 128 128
|
||||||
|
v -2.000000 2.500003 -1.502442 128 128 128
|
||||||
|
v 2.002442 2.500000 -1.502447 128 128 128
|
||||||
|
v -2.002444 2.500003 -2.499994 128 128 128
|
||||||
|
v -2.002443 2.500005 1.502448 128 128 128
|
||||||
|
v -0.001320 4.500926 1.502444 255 255 255
|
||||||
|
v -0.001321 4.500924 -2.499998 128 128 128
|
||||||
|
v 1.999999 2.500000 -2.499999 128 128 128
|
||||||
|
v 2.000000 2.500002 1.502443 128 128 128
|
||||||
|
v -2.002444 2.500003 -2.499994 128 128 128
|
||||||
|
v 2.000000 2.500002 1.502443 128 128 128
|
||||||
|
v -2.002444 2.500003 -2.499994 128 128 128
|
||||||
|
v 1.999999 2.500000 -2.499999 128 128 128
|
||||||
|
vt 1.000000 0.000001
|
||||||
|
vt 0.333300 0.000000
|
||||||
|
vt 0.000000 1.000000
|
||||||
|
vt 0.666700 1.000000
|
||||||
|
vt 0.666700 0.999999
|
||||||
|
vt 0.000000 1.000000
|
||||||
|
vt 0.333300 0.000001
|
||||||
|
vt 1.000000 0.000000
|
||||||
|
vt 1.000000 0.000001
|
||||||
|
vt 0.333300 0.000000
|
||||||
|
vt 0.000000 1.000000
|
||||||
|
vt 0.666700 1.000000
|
||||||
|
vt 0.666700 0.999999
|
||||||
|
vt 0.000000 1.000000
|
||||||
|
vt 0.333300 0.000001
|
||||||
|
vt 1.000000 0.000000
|
||||||
|
|
||||||
|
usemtl Mat_0
|
||||||
|
f 4 5 1
|
||||||
|
f 6 2 7
|
||||||
|
f 3 8 9
|
||||||
|
f 10 11 12
|
||||||
|
f 1/1 2/2 3/3
|
||||||
|
f 3/3 4/4 1/1
|
||||||
|
f 4/5 3/6 6/7
|
||||||
|
f 5/8 4/5 6/7
|
||||||
|
f 16 17 13
|
||||||
|
f 18 14 19
|
||||||
|
f 20 21 22
|
||||||
|
f 15 14 18
|
||||||
|
f 13/9 14/10 15/11
|
||||||
|
f 15/11 16/12 13/9
|
||||||
|
f 16/13 15/14 18/15
|
||||||
|
f 17/16 16/13 18/15
|
||||||
|
|
4
cw 9/models/room.mtl
Normal file
@ -0,0 +1,4 @@
|
|||||||
|
# Exported from 3D Builder
|
||||||
|
|
||||||
|
newmtl Default_0
|
||||||
|
Kd 0.737255 0.737255 0.737255
|
490
cw 9/models/room.obj
Normal file
@ -0,0 +1,490 @@
|
|||||||
|
# Blender v3.2.1 OBJ File: 'untitled.blend'
|
||||||
|
# www.blender.org
|
||||||
|
mtllib room.mtl
|
||||||
|
o room_Cube.001
|
||||||
|
v -2.000000 0.000000 2.500000
|
||||||
|
v -2.000000 2.500000 2.500000
|
||||||
|
v -2.000000 0.000000 -2.500000
|
||||||
|
v -2.000000 2.500000 -2.500000
|
||||||
|
v 2.000000 0.000000 2.500000
|
||||||
|
v 2.000000 2.500000 2.500000
|
||||||
|
v 2.000000 0.000000 -2.500000
|
||||||
|
v 2.000000 2.500000 -2.500000
|
||||||
|
v 1.800000 0.000000 -2.500000
|
||||||
|
v 1.800000 2.500000 -2.500000
|
||||||
|
v 1.800000 0.000000 2.500000
|
||||||
|
v 1.800000 2.500000 2.500000
|
||||||
|
v -1.800000 0.000000 -2.500000
|
||||||
|
v -1.800000 2.500000 2.500000
|
||||||
|
v -1.800000 2.500000 -2.500000
|
||||||
|
v -1.800000 0.000000 2.500000
|
||||||
|
v -2.000000 0.000000 -2.300000
|
||||||
|
v -2.000000 0.000000 2.300000
|
||||||
|
v -2.000000 2.500000 2.300000
|
||||||
|
v -2.000000 2.500000 -2.300000
|
||||||
|
v 2.000000 0.000000 2.300000
|
||||||
|
v 2.000000 0.000000 -2.300000
|
||||||
|
v 2.000000 2.500000 -2.300000
|
||||||
|
v 2.000000 2.500000 2.300000
|
||||||
|
v 1.800000 2.500000 -2.300000
|
||||||
|
v 1.800000 2.500000 2.300000
|
||||||
|
v 1.800000 0.000000 -2.300000
|
||||||
|
v 1.800000 0.000000 2.300000
|
||||||
|
v -1.800000 0.000000 -2.300000
|
||||||
|
v -1.800000 0.000000 2.300000
|
||||||
|
v -1.800000 2.500000 -2.300000
|
||||||
|
v -1.800000 2.500000 2.300000
|
||||||
|
v 1.800000 2.300000 -2.300000
|
||||||
|
v 1.800000 2.300000 2.300000
|
||||||
|
v -1.800000 2.300000 -2.300000
|
||||||
|
v -1.800000 2.300000 2.300000
|
||||||
|
v -0.480000 2.500000 -2.500000
|
||||||
|
v -0.480000 0.000000 2.500000
|
||||||
|
v -0.480000 0.000000 -2.500000
|
||||||
|
v -0.480000 2.500000 2.500000
|
||||||
|
v -0.480000 2.500000 -2.300000
|
||||||
|
v -0.480000 2.500000 2.300000
|
||||||
|
v -0.480000 0.000000 -2.300000
|
||||||
|
v -0.480000 0.000000 2.300000
|
||||||
|
v -0.480000 2.300000 -2.300000
|
||||||
|
v -0.480000 2.300000 2.300000
|
||||||
|
v 0.480000 2.500000 -2.500000
|
||||||
|
v 0.480000 0.000000 2.500000
|
||||||
|
v 0.480000 2.500000 -2.300000
|
||||||
|
v 0.480000 2.500000 2.300000
|
||||||
|
v 0.480000 0.000000 -2.500000
|
||||||
|
v 0.480000 2.500000 2.500000
|
||||||
|
v 0.480000 0.000000 -2.300000
|
||||||
|
v 0.480000 0.000000 2.300000
|
||||||
|
v 0.480000 2.300000 -2.300000
|
||||||
|
v 0.480000 2.300000 2.300000
|
||||||
|
v -2.000000 1.970000 2.500000
|
||||||
|
v -2.000000 1.970000 -2.500000
|
||||||
|
v 2.000000 1.970000 -2.500000
|
||||||
|
v 2.000000 1.970000 2.500000
|
||||||
|
v 1.800000 1.970000 2.500000
|
||||||
|
v 1.800000 1.970000 -2.500000
|
||||||
|
v -1.800000 1.970000 -2.500000
|
||||||
|
v -1.800000 1.970000 2.500000
|
||||||
|
v 2.000000 1.970000 -2.300000
|
||||||
|
v 2.000000 1.970000 2.300000
|
||||||
|
v -2.000000 1.970000 2.300000
|
||||||
|
v -2.000000 1.970000 -2.300000
|
||||||
|
v -0.480000 1.970000 2.500000
|
||||||
|
v -0.480000 1.970000 -2.500000
|
||||||
|
v 0.480000 1.970000 2.500000
|
||||||
|
v 0.480000 1.970000 -2.500000
|
||||||
|
v -1.800000 1.970000 2.300000
|
||||||
|
v 1.800000 1.970000 2.300000
|
||||||
|
v -1.800000 1.970000 -2.300000
|
||||||
|
v 1.800000 1.970000 -2.300000
|
||||||
|
v -0.480000 1.970000 -2.300000
|
||||||
|
v -0.480000 1.970000 2.300000
|
||||||
|
v 0.480000 1.970000 2.300000
|
||||||
|
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||||||
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|
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||||||
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||||||
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||||||
|
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
|
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||||||
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||||||
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||||||
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||||||
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||||||
|
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|
||||||
|
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|
||||||
|
v -1.800000 1.015374 -2.300000
|
||||||
|
v -0.480000 1.015374 -2.300000
|
||||||
|
v -0.480000 1.015374 2.300000
|
||||||
|
v 0.480000 1.015374 2.300000
|
||||||
|
v 0.480000 1.015374 -2.300000
|
||||||
|
v -1.800000 1.015374 0.750000
|
||||||
|
v 1.800000 1.015374 0.750000
|
||||||
|
v 2.000000 1.015374 0.750000
|
||||||
|
v -2.000000 1.015374 0.750000
|
||||||
|
v 2.000000 1.015374 -0.250000
|
||||||
|
v 1.800000 1.015374 -0.250000
|
||||||
|
v -1.800000 1.015374 -0.250000
|
||||||
|
v -2.000000 1.015374 -0.250000
|
||||||
|
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|
||||||
|
vt 0.625000 0.237945
|
||||||
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|
||||||
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||||||
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|
||||||
|
vt 0.625000 0.481764
|
||||||
|
vt 0.625000 0.500000
|
||||||
|
vt 0.571865 0.500000
|
||||||
|
vt 0.571865 0.733848
|
||||||
|
vt 0.625000 0.733848
|
||||||
|
vt 0.625000 0.750000
|
||||||
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vt 0.571865 0.750000
|
||||||
|
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|
||||||
|
vt 0.625000 0.942864
|
||||||
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vt 0.625000 1.000000
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||||||
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vt 0.571865 1.000000
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||||||
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vt 0.356764 0.733848
|
||||||
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vt 0.375000 0.733848
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||||||
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||||||
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||||||
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|
||||||
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vt 0.875000 0.733848
|
||||||
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vt 0.875000 0.750000
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||||||
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||||||
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vt 0.643236 0.733848
|
||||||
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vt 0.643236 0.750000
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||||||
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vt 0.303586 0.733848
|
||||||
|
vt 0.303586 0.750000
|
||||||
|
vt 0.625000 0.768236
|
||||||
|
vt 0.571865 0.768236
|
||||||
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|
||||||
|
vt 0.625000 0.428586
|
||||||
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vt 0.625000 0.307136
|
||||||
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vt 0.571865 0.307136
|
||||||
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|
||||||
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vt 0.182136 0.733848
|
||||||
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|
||||||
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vt 0.125000 0.750000
|
||||||
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vt 0.752288 0.733848
|
||||||
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vt 0.752288 0.750000
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||||||
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vt 0.571865 0.877288
|
||||||
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vt 0.625000 0.877288
|
||||||
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vt 0.752288 0.500000
|
||||||
|
vt 0.817864 0.500000
|
||||||
|
vt 0.817864 0.512055
|
||||||
|
vt 0.752288 0.512055
|
||||||
|
vt 0.752288 0.622952
|
||||||
|
vt 0.817864 0.622952
|
||||||
|
vt 0.125000 0.500000
|
||||||
|
vt 0.182136 0.500000
|
||||||
|
vt 0.182136 0.512055
|
||||||
|
vt 0.125000 0.512055
|
||||||
|
vt 0.125000 0.622952
|
||||||
|
vt 0.182136 0.622952
|
||||||
|
vt 0.303586 0.500000
|
||||||
|
vt 0.356764 0.500000
|
||||||
|
vt 0.356764 0.512055
|
||||||
|
vt 0.303586 0.512055
|
||||||
|
vt 0.247712 0.733848
|
||||||
|
vt 0.182136 0.733848
|
||||||
|
vt 0.182136 0.733848
|
||||||
|
vt 0.247712 0.733848
|
||||||
|
vt 0.643236 0.500000
|
||||||
|
vt 0.643236 0.512055
|
||||||
|
vt 0.625000 0.512055
|
||||||
|
vt 0.625000 0.622952
|
||||||
|
vt 0.643236 0.622952
|
||||||
|
vt 0.875000 0.500000
|
||||||
|
vt 0.875000 0.512055
|
||||||
|
vt 0.875000 0.622952
|
||||||
|
vt 0.375000 0.500000
|
||||||
|
vt 0.375000 0.512055
|
||||||
|
vt 0.356764 0.622952
|
||||||
|
vt 0.375000 0.622952
|
||||||
|
vt 0.571865 0.512055
|
||||||
|
vt 0.571865 0.622952
|
||||||
|
vt 0.571865 0.000000
|
||||||
|
vt 0.625000 0.000000
|
||||||
|
vt 0.625000 0.016152
|
||||||
|
vt 0.571865 0.016152
|
||||||
|
vt 0.571865 0.182497
|
||||||
|
vt 0.625000 0.182497
|
||||||
|
vt 0.303586 0.622952
|
||||||
|
vt 0.356764 0.622952
|
||||||
|
vt 0.356764 0.733848
|
||||||
|
vt 0.303586 0.733848
|
||||||
|
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|
||||||
|
vt 0.182136 0.512055
|
||||||
|
vt 0.182136 0.512055
|
||||||
|
vt 0.182136 0.567503
|
||||||
|
vt 0.356764 0.622952
|
||||||
|
vt 0.356764 0.733848
|
||||||
|
vt 0.303586 0.512055
|
||||||
|
vt 0.356764 0.512055
|
||||||
|
vt 0.356764 0.512055
|
||||||
|
vt 0.303586 0.512055
|
||||||
|
vt 0.247712 0.512055
|
||||||
|
vt 0.247712 0.512055
|
||||||
|
vt 0.182136 0.622952
|
||||||
|
vt 0.247712 0.622952
|
||||||
|
vt 0.303586 0.733848
|
||||||
|
vt 0.247712 0.500000
|
||||||
|
vt 0.247712 0.512055
|
||||||
|
vt 0.696414 0.622952
|
||||||
|
vt 0.696414 0.733848
|
||||||
|
vt 0.696414 0.500000
|
||||||
|
vt 0.696414 0.512055
|
||||||
|
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|
||||||
|
vt 0.625000 0.821414
|
||||||
|
vt 0.696414 0.750000
|
||||||
|
vt 0.625000 0.372712
|
||||||
|
vt 0.571865 0.372712
|
||||||
|
vt 0.247712 0.733848
|
||||||
|
vt 0.247712 0.750000
|
||||||
|
vt 0.476468 0.768236
|
||||||
|
vt 0.476468 0.821414
|
||||||
|
vt 0.476468 0.307136
|
||||||
|
vt 0.476468 0.372712
|
||||||
|
vt 0.476468 0.877288
|
||||||
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|
||||||
|
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|
||||||
|
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||||||
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|
||||||
|
vt 0.476468 0.622952
|
||||||
|
vt 0.476468 0.733848
|
||||||
|
vt 0.476468 0.500000
|
||||||
|
vt 0.476468 0.512055
|
||||||
|
vt 0.476468 0.942864
|
||||||
|
vt 0.476468 0.250000
|
||||||
|
vt 0.476468 0.428586
|
||||||
|
vt 0.476468 0.481764
|
||||||
|
vt 0.476468 0.750000
|
||||||
|
vt 0.476468 1.000000
|
||||||
|
vt 0.303586 0.512055
|
||||||
|
vt 0.441862 0.463192
|
||||||
|
vt 0.356764 0.733848
|
||||||
|
vt 0.303586 0.733848
|
||||||
|
vt 0.247712 0.733848
|
||||||
|
vt 0.182136 0.512055
|
||||||
|
vt 0.247712 0.512055
|
||||||
|
vt 0.356764 0.512055
|
||||||
|
vt 0.356764 0.622952
|
||||||
|
vt 0.182136 0.567503
|
||||||
|
vt 0.182136 0.733848
|
||||||
|
vt 0.414786 0.434393
|
||||||
|
vt 0.182136 0.622952
|
||||||
|
vt 0.182136 0.622952
|
||||||
|
vt 0.356764 0.567503
|
||||||
|
vt 0.356764 0.567503
|
||||||
|
vt 0.476468 0.567503
|
||||||
|
vt 0.571865 0.567503
|
||||||
|
vt 0.571865 0.127048
|
||||||
|
vt 0.476468 0.127048
|
||||||
|
vt 0.247712 0.567503
|
||||||
|
vt 0.303586 0.567503
|
||||||
|
vt 0.643236 0.567503
|
||||||
|
vt 0.696414 0.567503
|
||||||
|
vt 0.752288 0.567503
|
||||||
|
vt 0.356764 0.567503
|
||||||
|
vt 0.625000 0.127048
|
||||||
|
vt 0.625000 0.567503
|
||||||
|
vt 0.356764 0.567503
|
||||||
|
vt 0.375000 0.567503
|
||||||
|
vt 0.817864 0.567503
|
||||||
|
vt 0.875000 0.567503
|
||||||
|
vt 0.125000 0.567503
|
||||||
|
vt 0.182136 0.567503
|
||||||
|
vt 0.375000 0.127048
|
||||||
|
vt 0.375000 0.182497
|
||||||
|
vt 0.375000 0.016152
|
||||||
|
vt 0.375000 0.237945
|
||||||
|
vt 0.375000 0.250000
|
||||||
|
vt 0.375000 0.481764
|
||||||
|
vt 0.375000 0.942864
|
||||||
|
vt 0.375000 1.000000
|
||||||
|
vt 0.375000 0.768236
|
||||||
|
vt 0.375000 0.428586
|
||||||
|
vt 0.375000 0.307136
|
||||||
|
vt 0.375000 0.877288
|
||||||
|
vt 0.375000 0.000000
|
||||||
|
vt 0.375000 0.821414
|
||||||
|
vt 0.375000 0.372712
|
||||||
|
vn -1.0000 0.0000 0.0000
|
||||||
|
vn 0.0000 0.0000 -1.0000
|
||||||
|
vn 1.0000 0.0000 0.0000
|
||||||
|
vn 0.0000 0.0000 1.0000
|
||||||
|
vn 0.0000 -1.0000 0.0000
|
||||||
|
vn 0.0000 1.0000 0.0000
|
||||||
|
usemtl None
|
||||||
|
s off
|
||||||
|
f 68/1/1 20/2/1 4/3/1 58/4/1
|
||||||
|
f 62/5/2 10/6/2 8/7/2 59/8/2
|
||||||
|
f 66/9/3 24/10/3 6/11/3 60/12/3
|
||||||
|
f 64/13/4 14/14/4 2/15/4 57/16/4
|
||||||
|
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||||||
|
f 32/21/6 19/22/6 2/23/6 14/24/6
|
||||||
|
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||||||
|
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||||||
|
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||||||
|
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||||||
|
f 58/4/2 4/3/2 15/33/2 63/34/2
|
||||||
|
f 18/35/5 30/36/5 16/37/5 1/38/5
|
||||||
|
f 42/39/6 32/21/6 14/24/6 40/40/6
|
||||||
|
f 69/41/4 40/42/4 14/14/4 64/13/4
|
||||||
|
f 37/43/6 15/44/6 31/45/6 41/46/6
|
||||||
|
f 92/47/6 88/48/6 32/21/6 42/39/6
|
||||||
|
f 3/49/5 13/50/5 29/51/5 17/52/5
|
||||||
|
f 81/53/5 87/54/5 30/36/5 18/35/5
|
||||||
|
f 51/55/5 9/56/5 27/57/5 53/58/5
|
||||||
|
f 78/59/2 73/60/2 36/61/2 46/62/2
|
||||||
|
f 8/7/6 10/63/6 25/64/6 23/65/6
|
||||||
|
f 84/66/6 85/67/6 26/25/6 24/10/6
|
||||||
|
f 15/44/6 4/68/6 20/69/6 31/45/6
|
||||||
|
f 88/48/6 82/70/6 19/22/6 32/21/6
|
||||||
|
f 9/56/5 7/71/5 22/72/5 27/57/5
|
||||||
|
f 86/73/5 83/74/5 21/18/5 28/17/5
|
||||||
|
f 59/8/3 8/7/3 23/65/3 65/75/3
|
||||||
|
f 96/76/3 84/66/3 24/10/3 66/9/3
|
||||||
|
f 57/77/1 2/78/1 19/79/1 67/80/1
|
||||||
|
f 101/81/1 99/82/1 20/2/1 68/1/1
|
||||||
|
f 94/83/5 89/84/5 34/85/5 56/86/5
|
||||||
|
f 116/87/3 75/88/3 35/89/3 110/90/3
|
||||||
|
f 97/91/1 74/92/1 34/85/1 89/84/1
|
||||||
|
f 80/93/4 76/94/4 33/95/4 55/96/4
|
||||||
|
f 75/88/4 77/97/4 45/98/4 35/89/4
|
||||||
|
f 90/99/5 91/100/5 46/62/5 36/61/5
|
||||||
|
f 79/101/2 78/59/2 46/62/2 56/86/2
|
||||||
|
f 13/50/5 39/102/5 43/103/5 29/51/5
|
||||||
|
f 93/104/6 92/47/6 42/39/6 50/105/6
|
||||||
|
f 47/106/6 37/43/6 41/46/6 49/107/6
|
||||||
|
f 71/108/4 52/109/4 40/42/4 69/41/4
|
||||||
|
f 50/105/6 42/39/6 40/40/6 52/110/6
|
||||||
|
f 63/34/2 15/33/2 37/111/2 70/112/2
|
||||||
|
f 30/36/5 44/113/5 38/114/5 16/37/5
|
||||||
|
f 26/25/6 50/105/6 52/110/6 12/26/6
|
||||||
|
f 61/30/4 12/29/4 52/109/4 71/108/4
|
||||||
|
f 10/63/6 47/106/6 49/107/6 25/64/6
|
||||||
|
f 85/67/6 93/104/6 50/105/6 26/25/6
|
||||||
|
f 74/92/2 79/101/2 56/86/2 34/85/2
|
||||||
|
f 77/97/4 80/93/4 55/96/4 45/98/4
|
||||||
|
f 91/100/5 94/83/5 56/86/5 46/62/5
|
||||||
|
f 70/112/2 37/111/2 47/32/2 72/31/2
|
||||||
|
f 44/113/5 54/27/5 48/28/5 38/114/5
|
||||||
|
f 77/97/5 70/112/5 72/31/5 80/93/5
|
||||||
|
f 120/115/4 61/30/4 71/108/4 132/116/4
|
||||||
|
f 122/117/2 63/34/2 70/112/2 131/118/2
|
||||||
|
f 132/116/4 71/108/4 69/41/4 130/119/4
|
||||||
|
f 148/120/1 101/81/1 68/1/1 127/121/1
|
||||||
|
f 134/122/1 57/77/1 67/80/1 126/123/1
|
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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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o room_Cube.001
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|
||||||
|
vt 0.182136 0.500000
|
||||||
|
vt 0.182136 0.512055
|
||||||
|
vt 0.125000 0.512055
|
||||||
|
vt 0.125000 0.622952
|
||||||
|
vt 0.182136 0.622952
|
||||||
|
vt 0.303586 0.500000
|
||||||
|
vt 0.356764 0.500000
|
||||||
|
vt 0.356764 0.512055
|
||||||
|
vt 0.303586 0.512055
|
||||||
|
vt 0.247712 0.733848
|
||||||
|
vt 0.182136 0.733848
|
||||||
|
vt 0.182136 0.733848
|
||||||
|
vt 0.247712 0.733848
|
||||||
|
vt 0.643236 0.500000
|
||||||
|
vt 0.643236 0.512055
|
||||||
|
vt 0.625000 0.512055
|
||||||
|
vt 0.625000 0.622952
|
||||||
|
vt 0.643236 0.622952
|
||||||
|
vt 0.875000 0.500000
|
||||||
|
vt 0.875000 0.512055
|
||||||
|
vt 0.875000 0.622952
|
||||||
|
vt 0.375000 0.500000
|
||||||
|
vt 0.375000 0.512055
|
||||||
|
vt 0.356764 0.622952
|
||||||
|
vt 0.375000 0.622952
|
||||||
|
vt 0.571865 0.512055
|
||||||
|
vt 0.571865 0.622952
|
||||||
|
vt 0.571865 0.000000
|
||||||
|
vt 0.625000 0.000000
|
||||||
|
vt 0.625000 0.016152
|
||||||
|
vt 0.571865 0.016152
|
||||||
|
vt 0.571865 0.182497
|
||||||
|
vt 0.625000 0.182497
|
||||||
|
vt 0.303586 0.622952
|
||||||
|
vt 0.356764 0.622952
|
||||||
|
vt 0.356764 0.733848
|
||||||
|
vt 0.303586 0.733848
|
||||||
|
vt 0.182136 0.567503
|
||||||
|
vt 0.182136 0.512055
|
||||||
|
vt 0.182136 0.512055
|
||||||
|
vt 0.182136 0.567503
|
||||||
|
vt 0.356764 0.622952
|
||||||
|
vt 0.356764 0.733848
|
||||||
|
vt 0.303586 0.512055
|
||||||
|
vt 0.356764 0.512055
|
||||||
|
vt 0.356764 0.512055
|
||||||
|
vt 0.303586 0.512055
|
||||||
|
vt 0.247712 0.512055
|
||||||
|
vt 0.247712 0.512055
|
||||||
|
vt 0.182136 0.622952
|
||||||
|
vt 0.247712 0.622952
|
||||||
|
vt 0.303586 0.733848
|
||||||
|
vt 0.247712 0.500000
|
||||||
|
vt 0.247712 0.512055
|
||||||
|
vt 0.696414 0.622952
|
||||||
|
vt 0.696414 0.733848
|
||||||
|
vt 0.696414 0.500000
|
||||||
|
vt 0.696414 0.512055
|
||||||
|
vt 0.571865 0.821414
|
||||||
|
vt 0.625000 0.821414
|
||||||
|
vt 0.696414 0.750000
|
||||||
|
vt 0.625000 0.372712
|
||||||
|
vt 0.571865 0.372712
|
||||||
|
vt 0.247712 0.733848
|
||||||
|
vt 0.247712 0.750000
|
||||||
|
vt 0.476468 0.768236
|
||||||
|
vt 0.476468 0.821414
|
||||||
|
vt 0.476468 0.307136
|
||||||
|
vt 0.476468 0.372712
|
||||||
|
vt 0.476468 0.877288
|
||||||
|
vt 0.476468 0.182497
|
||||||
|
vt 0.476468 0.237945
|
||||||
|
vt 0.476468 0.000000
|
||||||
|
vt 0.476468 0.016152
|
||||||
|
vt 0.476468 0.622952
|
||||||
|
vt 0.476468 0.733848
|
||||||
|
vt 0.476468 0.500000
|
||||||
|
vt 0.476468 0.512055
|
||||||
|
vt 0.476468 0.942864
|
||||||
|
vt 0.476468 0.250000
|
||||||
|
vt 0.476468 0.428586
|
||||||
|
vt 0.476468 0.481764
|
||||||
|
vt 0.476468 0.750000
|
||||||
|
vt 0.476468 1.000000
|
||||||
|
vt 0.303586 0.512055
|
||||||
|
vt 0.441862 0.463192
|
||||||
|
vt 0.356764 0.733848
|
||||||
|
vt 0.303586 0.733848
|
||||||
|
vt 0.247712 0.733848
|
||||||
|
vt 0.182136 0.512055
|
||||||
|
vt 0.247712 0.512055
|
||||||
|
vt 0.356764 0.512055
|
||||||
|
vt 0.356764 0.622952
|
||||||
|
vt 0.182136 0.567503
|
||||||
|
vt 0.182136 0.733848
|
||||||
|
vt 0.414786 0.434393
|
||||||
|
vt 0.182136 0.622952
|
||||||
|
vt 0.182136 0.622952
|
||||||
|
vt 0.356764 0.567503
|
||||||
|
vt 0.356764 0.567503
|
||||||
|
vt 0.476468 0.567503
|
||||||
|
vt 0.571865 0.567503
|
||||||
|
vt 0.571865 0.127048
|
||||||
|
vt 0.476468 0.127048
|
||||||
|
vt 0.247712 0.567503
|
||||||
|
vt 0.303586 0.567503
|
||||||
|
vt 0.643236 0.567503
|
||||||
|
vt 0.696414 0.567503
|
||||||
|
vt 0.752288 0.567503
|
||||||
|
vt 0.356764 0.567503
|
||||||
|
vt 0.625000 0.127048
|
||||||
|
vt 0.625000 0.567503
|
||||||
|
vt 0.356764 0.567503
|
||||||
|
vt 0.375000 0.567503
|
||||||
|
vt 0.817864 0.567503
|
||||||
|
vt 0.875000 0.567503
|
||||||
|
vt 0.125000 0.567503
|
||||||
|
vt 0.182136 0.567503
|
||||||
|
vt 0.375000 0.127048
|
||||||
|
vt 0.375000 0.182497
|
||||||
|
vt 0.375000 0.016152
|
||||||
|
vt 0.375000 0.237945
|
||||||
|
vt 0.375000 0.250000
|
||||||
|
vt 0.375000 0.481764
|
||||||
|
vt 0.375000 0.942864
|
||||||
|
vt 0.375000 1.000000
|
||||||
|
vt 0.375000 0.768236
|
||||||
|
vt 0.375000 0.428586
|
||||||
|
vt 0.375000 0.307136
|
||||||
|
vt 0.375000 0.877288
|
||||||
|
vt 0.375000 0.000000
|
||||||
|
vt 0.375000 0.821414
|
||||||
|
vt 0.375000 0.372712
|
||||||
|
vn -1.0000 0.0000 0.0000
|
||||||
|
vn 0.0000 0.0000 -1.0000
|
||||||
|
vn 1.0000 0.0000 0.0000
|
||||||
|
vn 0.0000 0.0000 1.0000
|
||||||
|
vn 0.0000 -1.0000 0.0000
|
||||||
|
vn 0.0000 1.0000 0.0000
|
||||||
|
usemtl None
|
||||||
|
s off
|
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|
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||||||
|
f 147/143/4 116/87/4 101/81/4 148/120/4
|
||||||
|
f 116/87/5 98/147/5 95/152/5 101/81/5
|
||||||
|
f 141/146/2 144/153/2 95/152/2 98/147/2
|
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
|
||||||
|
v -1.000000 -1.000000 -0.000000
|
||||||
|
v 1.000000 -1.000000 -0.000000
|
||||||
|
v -1.000000 1.000000 0.000000
|
||||||
|
v 1.000000 1.000000 0.000000
|
||||||
|
vt 0.000000 0.000000
|
||||||
|
vt 1.000000 0.000000
|
||||||
|
vt 1.000000 1.000000
|
||||||
|
vt 0.000000 1.000000
|
||||||
|
vn 0.0000 -0.0000 1.0000
|
||||||
|
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
|
||||||
|
v -1.800000 1.970000 0.750000
|
||||||
|
v -1.800000 1.970000 -0.250000
|
||||||
|
v -1.800000 1.015374 0.750000
|
||||||
|
v -1.800000 1.015374 -0.250000
|
||||||
|
v -1.831872 1.970000 0.750000
|
||||||
|
v -1.831872 1.970000 -0.250000
|
||||||
|
v -1.831872 1.015374 0.750000
|
||||||
|
v -1.831872 1.015374 -0.250000
|
||||||
|
v -1.801075 1.937813 -0.216283
|
||||||
|
v -1.801075 1.937813 0.716284
|
||||||
|
v -1.801075 1.047560 0.716284
|
||||||
|
v -1.801075 1.047560 -0.216283
|
||||||
|
v -1.830798 1.937813 -0.216283
|
||||||
|
v -1.830798 1.937813 0.716284
|
||||||
|
v -1.830798 1.047560 0.716284
|
||||||
|
v -1.830798 1.047560 -0.216283
|
||||||
|
v -1.800000 1.492687 0.750000
|
||||||
|
v -1.831872 1.492687 0.750000
|
||||||
|
v -1.801075 1.492687 0.716284
|
||||||
|
v -1.830798 1.492687 0.716284
|
||||||
|
v -1.800000 1.492687 -0.250000
|
||||||
|
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);
|
||||||
|
}
|