added black, floor, spaceship, wood, wall textures;

This commit is contained in:
Angelika Iskra 2023-02-12 12:30:46 +01:00
parent 58a9a512a3
commit d66ce91a4c
41 changed files with 85 additions and 109 deletions

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@ -1,35 +1,34 @@
 main.cpp
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
C:\Users\Genos\source\repos\GRK_Roomfinal\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(124,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(142,38): warning C4305: "=": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(165,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(184,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(202,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(344,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(350,96): warning C4305: "argument": obcięcie z "double" do "T"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(142,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(160,38): warning C4305: "=": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(183,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(202,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(220,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(310,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(316,96): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(353,59): warning C4305: "argument": obcięcie z "double" do "T"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(319,59): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(501,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(526,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(540,109): warning C4305: "argument": obcięcie z "double" do "T"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(467,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(492,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(506,109): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(593,2): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(737,21): warning C4305: "-=": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Roomfinal\cw 9\src\room.hpp(739,21): warning C4305: "+=": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(714,21): warning C4305: "-=": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(716,21): warning C4305: "+=": obcięcie z "double" do "float"
Trwa generowanie kodu
5 of 607 functions ( 0.8%) were compiled, the rest were copied from previous compilation.
50 of 607 functions ( 8.2%) were compiled, the rest were copied from previous compilation.
0 functions were new in current compilation
7 functions had inline decision re-evaluated but remain unchanged
9 functions had inline decision re-evaluated but remain unchanged
Zakończono generowanie kodu
grk-cw9.vcxproj -> C:\Users\Genos\source\repos\GRK_Roomfinal\Release\room.exe
grk-cw9.vcxproj -> D:\UAM\Grafika komputerowa\projekt\GRK_Room\Release\room.exe

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@ -2,7 +2,7 @@
<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>C:\Users\Genos\source\repos\GRK_Roomfinal\Release\room.exe</FullPath>
<FullPath>D:\UAM\Grafika komputerowa\projekt\GRK_Room\Release\room.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />

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@ -1,2 +1,2 @@
PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
Release|Win32|C:\Users\Genos\source\repos\GRK_Roomfinal\|
Release|Win32|D:\UAM\Grafika komputerowa\projekt\GRK_Room\|

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@ -57,11 +57,29 @@ namespace texture {
GLuint earth;
GLuint earthNormal;
GLuint spaceship;
GLuint spaceshipNormal;
GLuint spaceshipARM;
GLuint brick;
GLuint brickNormal;
GLuint brickARM;
GLuint floor;
GLuint floorNormal;
GLuint floorARM;
GLuint wall;
GLuint wallNormal;
GLuint wallARM;
GLuint wood;
GLuint woodNormal;
GLuint woodARM;
GLuint black;
GLuint blackNormal;
GLuint blackARM;
}
Core::RenderContext cubeContext;
@ -247,7 +265,7 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint textureNormalID, GLuint textureARMID) {
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(program, "depthMap"), 0);
glBindTexture(GL_TEXTURE_2D, depthMap);
@ -265,11 +283,6 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
glUniform1f(glGetUniformLocation(program, "exposition"), exposition);
//glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
//glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
@ -287,59 +300,12 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
Core::SetActiveTexture(texture::brick, "colorTexture", program, 2);
Core::SetActiveTexture(texture::brickNormal, "normalSampler", program, 3);
Core::SetActiveTexture(texture::brickARM, "armSampler", program, 4);
Core::SetActiveTexture(textureID, "colorTexture", program, 2);
Core::SetActiveTexture(textureNormalID, "normalSampler", program, 3);
Core::SetActiveTexture(textureARMID, "armSampler", program, 4);
Core::DrawContext(context);
}
void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, glm::vec3 color, float roughness, float metallic) {
glUseProgram(programTex);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform1f(glGetUniformLocation(programTex, "exposition"), exposition);
glUniform1f(glGetUniformLocation(programTex, "roughness"), roughness);
glUniform1f(glGetUniformLocation(programTex, "metallic"), metallic);
glUniform3f(glGetUniformLocation(programTex, "color"), color.x, color.y, color.z);
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(programTex, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(programTex, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
if (lightOn > 0.0f)
glUniform3f(glGetUniformLocation(programTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
else
glUniform3f(glGetUniformLocation(programTex, "lightPos"), 1000.f, 1000.f, 1000.f);
glUniform3f(glGetUniformLocation(programTex, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
glUniform3f(glGetUniformLocation(programTex, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
glUniform3f(glGetUniformLocation(programTex, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
glUniform3f(glGetUniformLocation(programTex, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(programTex, "depthMapSun"), 0);
glBindTexture(GL_TEXTURE_2D, depthMap);
glUniformMatrix4fv(glGetUniformLocation(programTex, "LightVPSun"), 1, GL_FALSE, (float*)&lightVP);
glActiveTexture(GL_TEXTURE1);
glUniform1i(glGetUniformLocation(programTex, "depthMapShip"), 1);
glBindTexture(GL_TEXTURE_2D, depthMapShip);
glUniformMatrix4fv(glGetUniformLocation(programTex, "lightShipVP"), 1, GL_FALSE, (float*)&lightShipVP);
Core::SetActiveTexture(textureID, "colorTexture", programTex, 0);
Core::DrawContext(context);
glUseProgram(0);
}
void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
float time = glfwGetTime();
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
@ -546,34 +512,32 @@ void renderScene(GLFWwindow* window)
glUseProgram(program);
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::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::roomContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 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::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)), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::doorContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::planeContext, glm::mat4(), texture::floor, texture::floorNormal, texture::floorARM);
drawObjectPBR(models::roomContext, glm::mat4(), texture::wall, texture::wallNormal, texture::wallARM);
drawObjectPBR(models::deskContext, glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f)), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::displayScreenContext, glm::scale(glm::vec3(0.1, 0.1, 0.1)) * glm::translate(glm::vec3(-28.5f, 9.0f, -20.0f)), texture::black, texture::blackNormal, texture::blackARM);
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::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::carpetContext, glm::mat4(), glm::vec3(0.6745098039215686f, 0.6352941176470588f, 0.6235294117647059f), 0.0f, 0.2f);
drawObjectPBR(models::cabinet1Context, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::cabinet2Context, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::lampContext, glm::translate(glm::vec3(0.022f, 0.15f, 0.04f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::bookshelfContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::lightSwitchContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 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::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);
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)), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::tvContext, glm::mat4(), texture::black, texture::blackNormal, texture::blackARM);
drawObjectPBR(models::ps5Context, glm::mat4(), texture::black, texture::blackNormal, texture::blackARM);
drawObjectPBR(models::tvStandContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
//drawObjectPBR(models::carpetContext, glm::mat4(), glm::vec3(0.6745098039215686f, 0.6352941176470588f, 0.6235294117647059f), 0.0f, 0.2f);
drawObjectPBR(models::cabinet1Context, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::cabinet2Context, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::lampContext, glm::translate(glm::vec3(0.022f, 0.15f, 0.04f)), texture::black, texture::blackNormal, texture::blackARM);
drawObjectPBR(models::bookshelfContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
//drawObjectPBR(models::lightSwitchContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::easelContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
//drawObjectPBR(models::carContext, glm::translate(carPosTranform), glm::vec3(1.0f, 0.0f, 0.0f), 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::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);
//drawObjectTexture(models::planeContext, glm::mat4(), texture::floor, 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)), texture::wood, texture::woodNormal, texture::woodARM);
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)), texture::wood, texture::woodNormal, texture::woodARM);
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)), texture::wood, texture::woodNormal, texture::woodARM);
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));
@ -588,8 +552,7 @@ void renderScene(GLFWwindow* window)
//drawObjectPBR(shipContext,
drawObjectPBR(models::spaceshipContext,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
glm::vec3(0.3, 0.3, 0.5),
0.2,1.0
texture::spaceship, texture::spaceshipNormal, texture::spaceshipARM
);
@ -648,15 +611,30 @@ void init(GLFWwindow* window)
loadCubemap(faces);
initDepthMap();
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
texture::earth = Core::LoadTexture("textures/room/earth.png");
texture::earthNormal = Core::LoadTexture("textures/room/earth_normalmap.png");
texture::floor = Core::LoadTexture("textures/floor/floor_wood.jpg");
texture::brick = Core::LoadTexture("textures/room/brick.jpg");
texture::brickNormal = Core::LoadTexture("textures/room/brick_normal.jpg");
texture::brickARM = Core::LoadTexture("textures/room/brick_arm.jpg");
texture::spaceship = Core::LoadTexture("textures/spaceship/spaceship_albedo.png");
texture::spaceshipNormal = Core::LoadTexture("textures/spaceship/spaceship_normal.png");
texture::spaceshipARM = Core::LoadTexture("textures/spaceship/spaceship_amr.png");
texture::floor = Core::LoadTexture("textures/floor/floor.jpg");
texture::floorNormal = Core::LoadTexture("textures/floor/floor_normal.png");
texture::floorARM = Core::LoadTexture("textures/floor/floor_arm.png");
texture::wall = Core::LoadTexture("textures/wall/wall.png");
texture::wallNormal = Core::LoadTexture("textures/wall/wall_normal.png");
texture::wallARM = Core::LoadTexture("textures/wall/wall_arm.png");
texture::wood = Core::LoadTexture("textures/wood/wood.jpg");
texture::woodNormal = Core::LoadTexture("textures/wood/wood_normal.png");
texture::woodARM = Core::LoadTexture("textures/wood/wood_arm.png");
texture::black = Core::LoadTexture("textures/black/black.jpg");
texture::blackNormal = Core::LoadTexture("textures/black/black_normal.png");
texture::blackARM = Core::LoadTexture("textures/black/black_arm.png");
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/cube.obj", cubeContext);
loadModelToContext("./models/couch.obj", models::couchContext);
@ -665,7 +643,6 @@ void init(GLFWwindow* window)
loadModelToContext("./models/door.obj", models::doorContext);
loadModelToContext("./models/drawer.obj", models::drawerContext);
loadModelToContext("./models/plane.obj", models::planeContext);
//loadModelToContext("./models/room_2.obj", models::roomContext);
loadModelToContext("./models/room/room3.obj", models::roomContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext);

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