Dodanie większości modeli

This commit is contained in:
s464903 2023-02-10 22:17:59 +01:00
parent 0d48e6ee37
commit 6637e01913
31 changed files with 362 additions and 49 deletions

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cw 9/models/bed.mtl Normal file
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# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.011
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/dark_oak.jpg

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cw 9/models/books.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.017
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/books texture.png

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cw 9/models/cactus.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.015
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/cactus texture.png

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cw 9/models/chair.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.014
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/chair texture.png

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cw 9/models/desk.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.001
Ns 4.846980
Ka 1.000000 1.000000 1.000000
Ks 0.177215 0.177215 0.177215
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/dark_oak.jpg

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cw 9/models/desklamp.mtl Normal file
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@ -0,0 +1,22 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.013
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/desk lamp texture.png
newmtl Material.019
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/desk lamp texture.png

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cw 9/models/door.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.007
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/doorTexture.png

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# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org

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# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.010
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

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cw 9/models/lamp.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.016
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/lamp texture.png

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cw 9/models/laptop.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.018
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/macbook texture.png

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cw 9/models/materace.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.009
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

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cw 9/models/painting.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/paintingBigTexture.png

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cw 9/models/pstryczek.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.012
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

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cw 9/models/room.fbx Normal file

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cw 9/models/room.mtl Normal file
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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.005
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/source/repos/ProjektGrafika/cw 9/textures/room.png

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cw 9/models/shelf.mtl Normal file
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# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org

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cw 9/models/wardrobe.mtl Normal file
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# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.004
Ns 5.768307
Ka 1.000000 1.000000 1.000000
Ks 0.284810 0.284810 0.284810
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/dark_oak.jpg

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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.003
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Ks 0.554348 0.554348 0.554348
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/dark_oak.jpg

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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.003
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Ks 0.554348 0.554348 0.554348
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd C:/Users/obses/Downloads/dark_oak.jpg

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cw 9/models/window.mtl Normal file
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@ -0,0 +1,22 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.006
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl Material.008
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

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@ -0,0 +1,12 @@
# Blender 3.4.1 MTL File: 'room.blend'
# www.blender.org
newmtl Material.008
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

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@ -7,7 +7,7 @@
#include "Shader_Loader.h" #include "Shader_Loader.h"
#include "Render_Utils.h" #include "Render_Utils.h"
//#include "Texture.h" #include "Texture.h"
#include "Box.cpp" #include "Box.cpp"
#include <assimp/Importer.hpp> #include <assimp/Importer.hpp>
@ -20,22 +20,53 @@ const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
int WIDTH = 500, HEIGHT = 500; int WIDTH = 500, HEIGHT = 500;
namespace models { namespace models {
Core::RenderContext bedContext;
Core::RenderContext chairContext;
Core::RenderContext deskContext;
Core::RenderContext doorContext;
Core::RenderContext drawerContext;
Core::RenderContext marbleBustContext;
Core::RenderContext materaceContext;
Core::RenderContext pencilsContext;
Core::RenderContext planeContext;
Core::RenderContext roomContext; Core::RenderContext roomContext;
Core::RenderContext spaceshipContext; Core::RenderContext mattressContext;
Core::RenderContext sphereContext; Core::RenderContext bedContext;
Core::RenderContext wardrobeContext;
Core::RenderContext wardrobeDoorLeftContext;
Core::RenderContext wardrobeDoorRightContext;
Core::RenderContext deskContext;
Core::RenderContext chairContext;
Core::RenderContext windowContext; Core::RenderContext windowContext;
Core::RenderContext testContext; Core::RenderContext shelfContext;
Core::RenderContext lampContext;
Core::RenderContext windowsillContext;
Core::RenderContext paintingContext;
Core::RenderContext doorContext;
Core::RenderContext doorframeContext;
Core::RenderContext floorthingContext;
Core::RenderContext booksContext;
Core::RenderContext laptopContext;
Core::RenderContext pstryczekContext;
Core::RenderContext cactusContext;
} }
namespace texture {
GLuint room;
GLuint bed;
GLuint mattress;
GLuint wardrobe;
GLuint wardrobeDoorLeft;
GLuint wardrobeDoorRight;
GLuint desk;
GLuint chair;
GLuint oak;
GLuint window;
GLuint windowsill;
GLuint shelf;
GLuint lamp;
GLuint painting;
GLuint door;
GLuint doorframe;
GLuint floorthing;
GLuint books;
GLuint cactus;
GLuint pstryczek;
GLuint laptop;
}
GLuint depthMapFBO; GLuint depthMapFBO;
GLuint depthMap; GLuint depthMap;
@ -213,17 +244,26 @@ void renderShadowapSun(glm::mat4 lightViewPointMatrix) {
glUseProgram(programDepth); glUseProgram(programDepth);
// umieszczenie w mapie wszystkich modeli które mają rzucać cień // umieszczenie w mapie wszystkich modeli które mają rzucać cień
drawObjectDepth(models::bedContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::chairContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::deskContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::doorContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::drawerContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::marbleBustContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::materaceContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::pencilsContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::planeContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::roomContext, glm::mat4(), lightViewPointMatrix); drawObjectDepth(models::roomContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::bedContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::mattressContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::wardrobeContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::wardrobeDoorLeftContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::wardrobeDoorRightContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::deskContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::chairContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::windowContext, glm::mat4(), lightViewPointMatrix); drawObjectDepth(models::windowContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::windowsillContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::shelfContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::lampContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::paintingContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::doorContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::doorframeContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::floorthingContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::laptopContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::pstryczekContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::cactusContext, glm::mat4(), lightViewPointMatrix);
drawObjectDepth(models::booksContext, glm::mat4(), lightViewPointMatrix);
glUseProgram(0); glUseProgram(0);
@ -258,17 +298,26 @@ void renderScene(GLFWwindow* window)
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)), glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0); glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0);
drawObjectPBR(models::bedContext, glm::mat4(), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f); drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(0.1, 0.4, 0.6), 0.8f, 0.0f);
drawObjectPBR(models::chairContext, glm::mat4(), glm::vec3(0.195239f, 0.37728f, 0.8f), 0.4f, 0.0f); drawObjectPBR(models::bedContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::deskContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f); drawObjectPBR(models::mattressContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::wardrobeContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f); drawObjectPBR(models::wardrobeDoorLeftContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f); drawObjectPBR(models::wardrobeDoorRightContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::materaceContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f); drawObjectPBR(models::deskContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::pencilsContext, glm::mat4(), glm::vec3(0.10039f, 0.018356f, 0.001935f), 0.1f, 0.0f); drawObjectPBR(models::chairContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::windowContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f); drawObjectPBR(models::windowsillContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::windowContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::shelfContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::lampContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::paintingContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::doorframeContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::floorthingContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::booksContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::cactusContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::laptopContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
drawObjectPBR(models::pstryczekContext, glm::mat4(), glm::vec3(1, 1, 1), 0.8f, 0.0f);
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir)); glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
@ -340,24 +389,36 @@ void init(GLFWwindow* window)
// program odpowiadający za generowanie mapy głębokości // program odpowiadający za generowanie mapy głębokości
programDepth = shaderLoader.CreateProgram("shaders/shader_depth.vert", "shaders/shader_depth.frag"); programDepth = shaderLoader.CreateProgram("shaders/shader_depth.vert", "shaders/shader_depth.frag");
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext);
loadModelToContext("./models/bed.obj", models::bedContext);
loadModelToContext("./models/chair.obj", models::chairContext);
loadModelToContext("./models/desk.obj", models::deskContext);
loadModelToContext("./models/door.obj", models::doorContext);
loadModelToContext("./models/drawer.obj", models::drawerContext);
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
loadModelToContext("./models/materace.obj", models::materaceContext);
loadModelToContext("./models/pencils.obj", models::pencilsContext);
loadModelToContext("./models/plane.obj", models::planeContext);
loadModelToContext("./models/room.obj", models::roomContext); loadModelToContext("./models/room.obj", models::roomContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext); loadModelToContext("./models/bed.obj", models::bedContext);
loadModelToContext("./models/sphere.obj", models::sphereContext); loadModelToContext("./models/materace.obj", models::mattressContext);
loadModelToContext("./models/wardrobe.obj", models::wardrobeContext);
loadModelToContext("./models/wardrobeDoorLeft.obj", models::wardrobeDoorLeftContext);
loadModelToContext("./models/wardrobeDoorRight.obj", models::wardrobeDoorRightContext);
loadModelToContext("./models/desk.obj", models::deskContext);
loadModelToContext("./models/chair.obj", models::chairContext);
loadModelToContext("./models/window.obj", models::windowContext); loadModelToContext("./models/window.obj", models::windowContext);
loadModelToContext("./models/test.obj", models::testContext); loadModelToContext("./models/windowsill.obj", models::windowsillContext);
loadModelToContext("./models/shelf.obj", models::shelfContext);
loadModelToContext("./models/lamp.obj", models::lampContext);
loadModelToContext("./models/painting.obj", models::paintingContext);
loadModelToContext("./models/door.obj", models::doorContext);
loadModelToContext("./models/doorframe.obj", models::doorframeContext);
loadModelToContext("./models/floorthing.obj", models::floorthingContext);
loadModelToContext("./models/books.obj", models::booksContext);
loadModelToContext("./models/cactus.obj", models::cactusContext);
loadModelToContext("./models/pstryczek.obj", models::pstryczekContext);
loadModelToContext("./models/laptop.obj", models::laptopContext);
texture::room = Core::LoadTexture("textures/room.png");
texture::oak = Core::LoadTexture("textures/dark_oak.jpg");
texture::bed = Core::LoadTexture("textures/dark_oak.jpg");
texture::books = Core::LoadTexture("textures/books.png");
texture::laptop = Core::LoadTexture("textures/laptop.png");
texture::cactus = Core::LoadTexture("textures/cactus.png");
texture::lamp = Core::LoadTexture("textures/lamp.png");
texture::painting = Core::LoadTexture("textures/painting.png");
texture::door = Core::LoadTexture("textures/door.png");
// inicjalizacja mapy głębokości // inicjalizacja mapy głębokości
initDepthMap(); initDepthMap();

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