fixed models; cut the plane

This commit is contained in:
dawid 2023-02-07 19:56:33 +01:00
parent 1c4b65ed79
commit 4e64a7e1b1
8 changed files with 25114 additions and 144927 deletions

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@ -0,0 +1,15 @@
# Blender MTL File: 'ceramic_vase_02_4k.blend'
# Material Count: 1
newmtl ceramic_vase_02
Ns 225.000000
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
map_Bump textures\\ceramic_vase_02_nor_gl_4k.exr
map_Kd textures\\ceramic_vase_02_diff_4k.jpg
map_Ns textures\\ceramic_vase_02_rough_4k.jpg

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16
cw 9/models/chair.mtl Normal file
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@ -0,0 +1,16 @@
# Blender MTL File: 'painted_wooden_chair_01_4k.blend'
# Material Count: 1
newmtl painted_wooden_chair_01
Ns 225.000000
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
map_Bump textures\\painted_wooden_chair_01_nor_gl_4k.exr
map_Kd textures\\painted_wooden_chair_01_diff_4k.jpg
map_Ns textures\\painted_wooden_chair_01_rough_4k.jpg
refl textures\\painted_wooden_chair_01_metal_4k.exr

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@ -1,12 +1,16 @@
# Blender MTL File: 'desk.blend' # Blender MTL File: 'wooden_table_02_4k.blend'
# Material Count: 1 # Material Count: 1
newmtl Material.009 newmtl wooden_table_02
Ns 96.078431 Ns 225.000000
Ka 1.000000 1.000000 1.000000 Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000 Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000 Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000 Ke 0.000000 0.000000 0.000000
Ni 1.000000 Ni 1.450000
d 1.000000 d 1.000000
illum 2 illum 2
map_Bump textures\\wooden_table_02_nor_gl_4k.exr
map_Kd textures\\wooden_table_02_diff_4k.jpg
map_Ns textures\\wooden_table_02_rough_4k.jpg
refl textures\\wooden_table_02_metal_4k.exr

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@ -2,10 +2,10 @@
# www.blender.org # www.blender.org
mtllib plane.mtl mtllib plane.mtl
o Plane o Plane
v -5.190380 -0.000000 2.500000 v -4.901168 -0.000000 2.500000
v 5.190380 -0.000000 2.500000 v 4.901168 -0.000000 2.500000
v 5.190380 0.000000 -2.500000 v 4.901168 0.000000 -2.500000
v -5.190380 0.000000 -2.500000 v -4.901168 0.000000 -2.500000
vt 0.000000 0.000000 vt 0.000000 0.000000
vt 1.000000 0.000000 vt 1.000000 0.000000
vt 1.000000 1.000000 vt 1.000000 1.000000

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@ -4,7 +4,7 @@
#include "ext.hpp" #include "ext.hpp"
#include <iostream> #include <iostream>
#include <cmath> #include <cmath>
#include<array> #include <array>
#include "Shader_Loader.h" #include "Shader_Loader.h"
#include "Render_Utils.h" #include "Render_Utils.h"
@ -49,6 +49,7 @@ namespace models {
Core::RenderContext easelContext; Core::RenderContext easelContext;
Core::RenderContext carContext; Core::RenderContext carContext;
Core::RenderContext flowerContext; Core::RenderContext flowerContext;
Core::RenderContext vaseContext;
} }
namespace texture { namespace texture {
@ -84,7 +85,6 @@ GLuint programSkybox;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext;
Core::RenderContext sphereContext; Core::RenderContext sphereContext;
glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f); glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
@ -268,20 +268,13 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z); glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi); glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
//Core::SetActiveTexture(texture::earth, "colorTexture", program, 2);
//Core::SetActiveTexture(texture::earthNormal, "normalSampler", program, 3);
Core::DrawContext(context); Core::DrawContext(context);
} }
void renderShadowapSun(GLuint depthFBO, glm::mat4 light) { void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
float time = glfwGetTime(); float time = glfwGetTime();
//uzupelnij o renderowanie glebokosci do tekstury
//ustawianie przestrzeni rysowania
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
//bindowanie FBO
glBindFramebuffer(GL_FRAMEBUFFER, depthFBO); glBindFramebuffer(GL_FRAMEBUFFER, depthFBO);
//czyszczenie mapy głębokości
glClear(GL_DEPTH_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT);
//ustawianie programu
glUseProgram(programDepth); glUseProgram(programDepth);
drawObjectDepth(sphereContext, light, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f))); drawObjectDepth(sphereContext, light, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)));
@ -290,20 +283,14 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
light, light,
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)));
// draw furniture
drawObjectDepth(models::couchContext, light, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f)); drawObjectDepth(models::couchContext, light, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f));
//drawObjectPBR(models::couchContext, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
drawObjectDepth(models::coffeeTableContext, light, glm::translate(glm::vec3(2.8f, 0, 0.5f))); drawObjectDepth(models::coffeeTableContext, light, glm::translate(glm::vec3(2.8f, 0, 0.5f)));
//drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f);
drawObjectDepth(models::doorContext, light, glm::mat4()); drawObjectDepth(models::doorContext, light, glm::mat4());
//drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectDepth(models::planeContext, light, glm::mat4()); drawObjectDepth(models::planeContext, light, glm::mat4());
//drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectDepth(models::roomContext, light, glm::mat4()); drawObjectDepth(models::roomContext, light, glm::mat4());
//drawObjectPBR(models::roomContext, glm::scale(glm::vec3(2.5f, 1.0f, 1.f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f); drawObjectDepth(models::deskContext, light,glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f)));
drawObjectDepth(models::deskContext, light, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(0.2, 0.2, 0.2)) * glm::translate(glm::vec3(7.5f, 0.0f, -15.0f)));
drawObjectDepth(models::displayScreenContext, light, glm::scale(glm::vec3(0.1, 0.1, 0.1)) * glm::translate(glm::vec3(-28.5f, 9.0f, -20.0f))); drawObjectDepth(models::displayScreenContext, light, glm::scale(glm::vec3(0.1, 0.1, 0.1)) * glm::translate(glm::vec3(-28.5f, 9.0f, -20.0f)));
drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(0.03, 0.03, 0.03)) * glm::translate(glm::vec3(-100.5f, 0.0f, -35.0f))); drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(1.0f, 1.2f, 1.0f)) * glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.5f)));
drawObjectDepth(models::ps5Context, light, glm::mat4()); drawObjectDepth(models::ps5Context, light, glm::mat4());
drawObjectDepth(models::tvStandContext, light, glm::mat4()); drawObjectDepth(models::tvStandContext, light, glm::mat4());
drawObjectDepth(models::carpetContext, light, glm::mat4()); drawObjectDepth(models::carpetContext, light, glm::mat4());
@ -314,8 +301,8 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
drawObjectDepth(models::easelContext, light, glm::mat4()); drawObjectDepth(models::easelContext, light, glm::mat4());
drawObjectDepth(models::carContext, light, glm::translate(carPosTranform)); drawObjectDepth(models::carContext, light, glm::translate(carPosTranform));
drawObjectDepth(models::flowerContext, light, glm::mat4()); drawObjectDepth(models::flowerContext, light, glm::mat4());
drawObjectDepth(models::vaseContext, light, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f)));
// draw windows
drawObjectDepth(models::windowContext, light, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f))); drawObjectDepth(models::windowContext, light, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)));
drawObjectDepth(models::windowContext, light, glm::eulerAngleY(3.14f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.3f))); drawObjectDepth(models::windowContext, light, glm::eulerAngleY(3.14f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.3f)));
drawObjectDepth(models::windowContext, light, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f))); drawObjectDepth(models::windowContext, light, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f)));
@ -329,11 +316,7 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
0.,0.,0.,1., 0.,0.,0.,1.,
}); });
//drawObjectColor(shipContext, drawObjectDepth(models::spaceshipContext,
// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
// glm::vec3(0.3, 0.3, 0.5)
// );
drawObjectDepth(shipContext,
light, light,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)) glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f))
); );
@ -405,7 +388,6 @@ void renderScene(GLFWwindow* window)
drawSkyBox(cubeContext, glm::translate(cameraPos)); drawSkyBox(cubeContext, glm::translate(cameraPos));
//space lamp
if (lightOn) { if (lightOn) {
glUseProgram(programSun); glUseProgram(programSun);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
@ -424,15 +406,14 @@ 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);
// draw furniture
drawObjectPBR(models::couchContext, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f); drawObjectPBR(models::couchContext, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f); drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f);
drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f); drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f);
drawObjectPBR(models::deskContext, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(0.2, 0.2, 0.2)) * glm::translate(glm::vec3(7.5f, 0.0f, -15.0f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.0f); drawObjectPBR(models::deskContext, glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.0f);
drawObjectPBR(models::displayScreenContext, glm::scale(glm::vec3(0.1, 0.1, 0.1)) * glm::translate(glm::vec3(-28.5f, 9.0f, -20.0f)), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.3f); drawObjectPBR(models::displayScreenContext, glm::scale(glm::vec3(0.1, 0.1, 0.1)) * glm::translate(glm::vec3(-28.5f, 9.0f, -20.0f)), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.3f);
drawObjectPBR(models::chairContext, glm::scale(glm::vec3(0.03, 0.03, 0.03)) * glm::translate(glm::vec3(-100.5f, 0.0f, -35.0f)), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f); drawObjectPBR(models::chairContext, glm::scale(glm::vec3(1.0f, 1.2f, 1.0f)) * glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.5f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.0f, 0.2f);
drawObjectPBR(models::tvContext, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f); drawObjectPBR(models::tvContext, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f);
drawObjectPBR(models::ps5Context, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f); drawObjectPBR(models::ps5Context, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f);
drawObjectPBR(models::tvStandContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f); drawObjectPBR(models::tvStandContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
@ -445,29 +426,18 @@ void renderScene(GLFWwindow* window)
drawObjectPBR(models::easelContext, glm::mat4(), glm::vec3(0.6745098039215686f, 0.6352941176470588f, 0.6235294117647059f), 0.0f, 0.2f); drawObjectPBR(models::easelContext, glm::mat4(), glm::vec3(0.6745098039215686f, 0.6352941176470588f, 0.6235294117647059f), 0.0f, 0.2f);
drawObjectPBR(models::carContext, glm::translate(carPosTranform), glm::vec3(1.0f, 0.0f, 0.0f), 0.0f, 0.2f); drawObjectPBR(models::carContext, glm::translate(carPosTranform), glm::vec3(1.0f, 0.0f, 0.0f), 0.0f, 0.2f);
drawObjectPBR(models::flowerContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f); drawObjectPBR(models::flowerContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::vaseContext, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f)), glm::vec3(244.0f/255.0f, 245.0f/255.0f, 220.0f/255.0f), 0.0f, 0.2f);
// draw windows
drawObjectPBR(models::windowContext, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::windowContext, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::windowContext, glm::eulerAngleY(3.14f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.3f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::windowContext, glm::eulerAngleY(3.14f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.3f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::windowContext, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::windowContext, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
//drawObjectColor(shipContext, drawObjectPBR(models::spaceshipContext,
// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
// glm::vec3(0.3, 0.3, 0.5)
// );
drawObjectPBR(shipContext,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)), glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
glm::vec3(0.3, 0.3, 0.5), glm::vec3(0.3, 0.3, 0.5),
0.2,1.0 0.2,1.0
); );
//test depth buffer
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glUseProgram(programTest);
//glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, depthMap);
//Core::DrawContext(models::testContext);
glUseProgram(0); glUseProgram(0);
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }
@ -490,11 +460,6 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
return; return;
} }
std::cout << scene->mNumMeshes << std::endl; std::cout << scene->mNumMeshes << std::endl;
//for (unsigned int i = 0; i < scene->mNumMeshes; i++)
//{
// context.initFromAssimpMesh(scene->mMeshes[i]);
//}
context.initFromAssimpMesh(scene->mMeshes[0]); context.initFromAssimpMesh(scene->mMeshes[0]);
} }
@ -517,10 +482,10 @@ void init(GLFWwindow* window)
texture::earthNormal = Core::LoadTexture("textures/room/earth_normalmap.png"); texture::earthNormal = Core::LoadTexture("textures/room/earth_normalmap.png");
loadModelToContext("./models/sphere.obj", sphereContext); loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext);
loadModelToContext("./models/cube.obj", cubeContext); loadModelToContext("./models/cube.obj", cubeContext);
loadModelToContext("./models/couch.obj", models::couchContext); loadModelToContext("./models/couch.obj", models::couchContext);
loadModelToContext("./models/coffeeTable.obj", models::coffeeTableContext); loadModelToContext("./models/coffeeTable.obj", models::coffeeTableContext);
loadModelToContext("./models/ceramic_vase_02_4k.obj", models::vaseContext);
loadModelToContext("./models/door.obj", models::doorContext); loadModelToContext("./models/door.obj", models::doorContext);
loadModelToContext("./models/drawer.obj", models::drawerContext); loadModelToContext("./models/drawer.obj", models::drawerContext);
loadModelToContext("./models/plane.obj", models::planeContext); loadModelToContext("./models/plane.obj", models::planeContext);
@ -531,7 +496,7 @@ void init(GLFWwindow* window)
loadModelToContext("./models/test.obj", models::testContext); loadModelToContext("./models/test.obj", models::testContext);
loadModelToContext("./models/desk.obj", models::deskContext); loadModelToContext("./models/desk.obj", models::deskContext);
loadModelToContext("./models/monitor.obj", models::displayScreenContext); loadModelToContext("./models/monitor.obj", models::displayScreenContext);
loadModelToContext("./models/Chair.obj", models::chairContext); loadModelToContext("./models/chair.obj", models::chairContext);
loadModelToContext("./models/tv/tv.obj", models::tvContext); loadModelToContext("./models/tv/tv.obj", models::tvContext);
loadModelToContext("./models/tv_stand/tv_stand.obj", models::tvStandContext); loadModelToContext("./models/tv_stand/tv_stand.obj", models::tvStandContext);
loadModelToContext("./models/ps5/ps5.obj", models::ps5Context); loadModelToContext("./models/ps5/ps5.obj", models::ps5Context);
@ -555,7 +520,6 @@ void shutdown(GLFWwindow* window)
shaderLoader.DeleteProgram(program); shaderLoader.DeleteProgram(program);
} }
//obsluga wejscia
void processInput(GLFWwindow* window) void processInput(GLFWwindow* window)
{ {
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)));
@ -603,7 +567,6 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS)
lightOn = !lightOn; lightOn = !lightOn;
// if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
carPosTranform += carUp * moveSpeed; carPosTranform += carUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
@ -612,12 +575,8 @@ void processInput(GLFWwindow* window)
carPosTranform -= carSide * moveSpeed; carPosTranform -= carSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
carPosTranform += carSide * moveSpeed; carPosTranform += carSide * moveSpeed;
//cameraDir = glm::normalize(-cameraPos);
} }
// funkcja jest glowna petla
void renderLoop(GLFWwindow* window) { void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
@ -626,5 +585,4 @@ void renderLoop(GLFWwindow* window) {
renderScene(window); renderScene(window);
glfwPollEvents(); glfwPollEvents();
} }
} }
//}