zmiana_statku #1
BIN
.vs/grk-cw/v17/ipch/AutoPCH/fb10e04556d1f6f7/CAMERA.ipch
Normal file
@ -2,9 +2,9 @@
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main.cpp
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C:\Program Files (x86)\Windows Kits\10\Include\10.0.22000.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1): message : zobacz poprzednią definicję „APIENTRY”
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(91,10): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(174,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(192,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(96,10): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(204,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(222,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
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LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka
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grk-cw7.vcxproj -> D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\Debug\projekt_grk.exe
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@ -39,12 +39,12 @@
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<ItemGroup>
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<None Include="shaders\shader_5_1.frag" />
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<None Include="shaders\shader_5_1.vert" />
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<None Include="shaders\shader_5_1_tex.frag" />
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<None Include="shaders\shader_5_1_tex.vert" />
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<None Include="shaders\shader_5_1_tex_copy.frag" />
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<None Include="shaders\shader_5_1_tex_copy.vert" />
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<None Include="shaders\shader_5_sun.frag" />
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<None Include="shaders\shader_5_sun.vert" />
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<None Include="shaders\shader_sun.frag" />
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<None Include="shaders\shader_sun.vert" />
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<None Include="shaders\shader_pbr.frag" />
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<None Include="shaders\shader_pbr.vert" />
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<None Include="shaders\shader_skybox.frag" />
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<None Include="shaders\shader_skybox.vert" />
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</ItemGroup>
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@ -91,10 +91,10 @@
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="shaders\shader_5_sun.frag">
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<None Include="shaders\shader_sun.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_5_sun.vert">
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<None Include="shaders\shader_sun.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_5_1.frag">
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@ -103,12 +103,6 @@
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<None Include="shaders\shader_5_1.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_5_1_tex.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_5_1_tex.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_5_1_tex_copy.frag">
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<Filter>Shader Files</Filter>
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</None>
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@ -121,5 +115,11 @@
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<None Include="shaders\shader_skybox.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_pbr.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_pbr.vert">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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</Project>
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61172
projekt_grk/models/new_spaceship.obj
Normal file
@ -1,21 +0,0 @@
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#version 430 core
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float AMBIENT = 0.1;
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uniform vec3 color;
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uniform vec3 lightPos;
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uniform sampler2D colorTexture;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vecTex;
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out vec4 outColor;
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void main()
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{
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vec3 lightDir = normalize(lightPos-worldPos);
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vec3 normal = normalize(vecNormal);
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vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
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float diffuse=max(0,dot(normal,lightDir));
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outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0);
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}
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@ -1,23 +0,0 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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layout(location = 3) in vec3 vertexTangent;
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layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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out vec2 vecTex;
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void main()
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{
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
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vecTex = vertexTexCoord;
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vecTex.y = 1.0 - vecTex.y;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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}
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74
projekt_grk/shaders/shader_pbr.frag
Normal file
@ -0,0 +1,74 @@
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#version 430 core
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const float DIFFUSE_INTENSITY = 0.6;
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const float MAX_RENDER_DISTANCE = 16.0;
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float surfaceRoughness;
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float metalnessValue;
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uniform vec3 primaryColor;
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uniform sampler2D colorTexture;
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uniform sampler2D normalMap;
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uniform sampler2D metalnessMap;
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uniform sampler2D roughnessMap;
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in vec3 worldPos;
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in vec2 vecTex;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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in float distanceToCamera;
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out vec4 fragmentColor;
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float calculateMicrofacetDistribution(float roughness, vec3 normal, vec3 halfVector) {
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float NdotH = max(0.0, dot(normal, halfVector));
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float roughnessSq = roughness * roughness;
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float denom = 3.14159 * pow(NdotH * NdotH * (roughnessSq - 1.0) + 1.0, 2.0);
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return roughnessSq / denom;
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}
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float calculateGeometryTerm(float roughness, float NdotV, float NdotL) {
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float k = pow(roughness + 1.0, 2.0) / 8.0;
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return NdotV / (NdotV * (1.0 - k) + k) * NdotL / (NdotL * (1.0 - k) + k);
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}
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vec3 calculateFresnelTerm(float metallic, vec3 F0, float VdotH) {
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return F0 + (1.0 - F0) * pow(1.0 - VdotH, 5.0);
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}
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void main() {
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vec3 textureColor = texture(colorTexture, vecTex).xyz;
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metalnessValue = texture(metalnessMap, vecTex).r;
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surfaceRoughness = texture(roughnessMap, vecTex).r;
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vec3 normal = texture(normalMap, vecTex).xyz;
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normal = normalize(normal);
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vec3 viewDir = normalize(viewDirTS);
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vec3 lightDir = normalize(lightDirTS);
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vec3 halfVector = normalize(lightDir + viewDir);
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float microfacetDistribution = calculateMicrofacetDistribution(surfaceRoughness, normal, halfVector);
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float NdotV = max(0.0, dot(normal, viewDir));
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float NdotL = max(dot(normal, lightDir), 0.0000001);
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float geometryTerm = calculateGeometryTerm(surfaceRoughness, NdotV, NdotL);
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vec3 F0 = mix(vec3(0.04), vec3(1.0), vec3(metalnessValue));
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float VdotH = max(0.00001, dot(viewDir, halfVector));
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vec3 fresnelTerm = calculateFresnelTerm(metalnessValue, F0, VdotH);
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vec3 specular = (microfacetDistribution * geometryTerm * fresnelTerm) / (4.0 * NdotL * NdotV + 0.00001);
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vec3 diffuseReflectance = vec3(1.0) - fresnelTerm;
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vec3 BRDF = diffuseReflectance * (textureColor / 3.1458493) + specular;
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if (distanceToCamera > MAX_RENDER_DISTANCE) {
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discard;
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}
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float diffuse = max(0.0001, dot(normal, lightDir));
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fragmentColor = vec4(BRDF * (DIFFUSE_INTENSITY + diffuse) * 1.5, 1.0);
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}
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45
projekt_grk/shaders/shader_pbr.vert
Normal file
@ -0,0 +1,45 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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layout(location = 3) in vec3 vertexTangent;
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layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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out vec3 worldPos;
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out vec2 vecTex;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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out vec3 viewDirTS;
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out vec3 lightDirTS;
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out float distanceToCamera;
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mat3 TBN;
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void main()
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{
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vec3 tangent = normalize(mat3(modelMatrix) * vertexTangent);
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vec3 bitangent = normalize(mat3(modelMatrix) * vertexBitangent);
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vec3 normal = normalize(mat3(modelMatrix) * vertexNormal);
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TBN = transpose(mat3(tangent, bitangent, normal));
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vec3 worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
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vec3 viewDir = normalize(cameraPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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viewDirTS = vec3(TBN * viewDir);
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lightDirTS = vec3(TBN * lightDir);
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vecTex = vertexTexCoord;
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vecTex.y = 1.0 - vecTex.y;
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distanceToCamera = length(worldPos - cameraPos);
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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}
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@ -22,7 +22,6 @@ namespace texture {
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GLuint venus;
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GLuint earth;
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GLuint moon;
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GLuint ship;
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GLuint sun;
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GLuint mars;
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GLuint jupiter;
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@ -34,31 +33,37 @@ namespace texture {
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GLuint venusNormal;
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GLuint earthNormal;
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GLuint asteroidNormal;
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GLuint shipNormal;
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GLuint marsNormal;
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GLuint jupiterNormal;
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GLuint saturnNormal;
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GLuint uranusNormal;
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GLuint neptuneNormal;
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GLuint ship;
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GLuint shipNormal;
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GLuint shipMetalness;
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GLuint shipRoughness;
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GLuint grid;
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}
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GLuint program;
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GLuint programSun;
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GLuint programTex;
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GLuint programEarth;
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GLuint programProcTex;
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GLuint programSkyBox;
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GLuint programSpaceShip;
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Core::Shader_Loader shaderLoader;
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Core::RenderContext shipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext cubeContext;
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glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0);
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glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f);
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glm::vec3 cameraDir = glm::vec3(1.f, 0, 0.f);
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glm::vec3 spaceshipPos = glm::vec3(-4.f, 0, 0);
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glm::vec3 spaceshipDir = glm::vec3(1.f, 0.f, 0.f);
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@ -157,6 +162,31 @@ void drawObjectSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
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glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
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Core::DrawContext(context);
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glEnable(GL_DEPTH_TEST);
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}
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void drawSpaceShip(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint normalMapId, GLuint metalnessTexture, GLuint roughnessTexture) {
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glUseProgram(programSpaceShip);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programSpaceShip, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programSpaceShip, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform3f(glGetUniformLocation(programSpaceShip, "lightPos"), 0, 0, 0);
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Core::SetActiveTexture(normalMapId, "normalSampler", programSpaceShip, 1);
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Core::SetActiveTexture(textureID, "colorTexture", programSpaceShip, 0);
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glUniform1i(glGetUniformLocation(programSpaceShip, "metalnessTexture"), 2);
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glUniform1i(glGetUniformLocation(programSpaceShip, "roughnessTexture"), 3);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, metalnessTexture);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, roughnessTexture);
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glUniform3f(glGetUniformLocation(programSpaceShip, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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Core::DrawContext(context);
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}
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@ -237,7 +267,6 @@ void renderScene(GLFWwindow* window)
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glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//skybox
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drawObjectSkyBox(cubeContext, glm::translate(cameraPos));
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@ -248,8 +277,10 @@ void renderScene(GLFWwindow* window)
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renderPlanets();
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// obliczanie orientacji statku
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
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glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
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spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
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spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
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@ -257,10 +288,13 @@ void renderScene(GLFWwindow* window)
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0.,0.,0.,1.,
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});
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//spaceship drawing
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drawObjectTexture(shipContext,
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glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
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texture::ship, texture::shipNormal
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drawSpaceShip(shipContext,
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glm::translate(spaceshipPos) *
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specshipCameraRotrationMatrix *
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glm::eulerAngleY(glm::pi<float>()) *
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glm::scale(glm::vec3(0.04f)), //pomniejszenie statku
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texture::ship, texture::shipNormal, texture::shipMetalness, texture::shipRoughness
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);
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glUseProgram(0);
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@ -290,21 +324,19 @@ void init(GLFWwindow* window)
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glEnable(GL_DEPTH_TEST);
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program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag");
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//programTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
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programTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex_copy.vert", "shaders/shader_5_1_tex_copy.frag");
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programEarth = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
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programProcTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
|
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programSun = shaderLoader.CreateProgram("shaders/shader_5_sun.vert", "shaders/shader_5_sun.frag");
|
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
|
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programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
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programSpaceShip = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
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loadModelToContext("./models/sphere.obj", sphereContext);
|
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loadModelToContext("./models/spaceship.obj", shipContext);
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loadModelToContext("./models/new_spaceship.obj", shipContext);
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loadModelToContext("./models/cube.obj", cubeContext);
|
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|
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texture::mercury = Core::LoadTexture("textures/mercury/mercury.jpg");
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texture::venus = Core::LoadTexture("textures/venus/venus.jpg");
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texture::earth = Core::LoadTexture("textures/earth/earth.png");
|
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texture::ship = Core::LoadTexture("textures/spaceship/spaceship.jpg");
|
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texture::moon = Core::LoadTexture("textures/earths_moon/moon.jpg");
|
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texture::sun = Core::LoadTexture("textures/sun/sun.jpg");
|
||||
texture::mars = Core::LoadTexture("textures/mars/mars.jpg");
|
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@ -316,7 +348,6 @@ void init(GLFWwindow* window)
|
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texture::mercuryNormal = Core::LoadTexture("textures/mercury/mercury_normal.png");
|
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texture::venusNormal = Core::LoadTexture("textures/venus/venus_normal.png");
|
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texture::earthNormal = Core::LoadTexture("textures/earth/earth_normal.png");
|
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texture::shipNormal = Core::LoadTexture("textures/spaceship/spaceship_normal.jpg");
|
||||
texture::asteroidNormal = Core::LoadTexture("textures/earths_moon/moon_normal.jpg");
|
||||
texture::marsNormal = Core::LoadTexture("textures/mars/mars_normal.jpg");
|
||||
texture::jupiterNormal = Core::LoadTexture("textures/jupiter/jupiter_normal.png");
|
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@ -324,8 +355,13 @@ void init(GLFWwindow* window)
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texture::uranusNormal = Core::LoadTexture("textures/uranus/uranus_normal.png");
|
||||
texture::neptuneNormal = Core::LoadTexture("textures/neptune/neptune_normal.png");
|
||||
|
||||
texture::ship = Core::LoadTexture("textures/new_spaceship/black_and_blue/ship_texture.jpg");
|
||||
texture::shipNormal = Core::LoadTexture("textures/new_spaceship/ship_normal.jpg");
|
||||
texture::shipMetalness = Core::LoadTexture("textures/new_spaceship/ship_metalic.jpg");
|
||||
texture::shipRoughness = Core::LoadTexture("textures/new_spaceship/ship_roughness.jpg");
|
||||
|
||||
//tutaj skybox start
|
||||
|
||||
//skybox
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
||||
|
||||
@ -369,6 +405,7 @@ void processInput(GLFWwindow* window)
|
||||
{
|
||||
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
|
||||
glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
|
||||
|
||||
float angleSpeed = 0.005f;
|
||||
float moveSpeed = 0.0025f;
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
||||
@ -393,15 +430,13 @@ void processInput(GLFWwindow* window)
|
||||
|
||||
cameraPos = spaceshipPos - 1.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.5f;
|
||||
cameraDir = spaceshipDir;
|
||||
|
||||
//cameraDir = glm::normalize(-cameraPos);
|
||||
|
||||
}
|
||||
|
||||
// funkcja jest glowna petla
|
||||
|
||||
void renderLoop(GLFWwindow* window) {
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
|
||||
processInput(window);
|
||||
|
||||
renderScene(window);
|
||||
|
BIN
projekt_grk/textures/new_spaceship/Material.001_Emissive.jpg
Normal file
After Width: | Height: | Size: 309 KiB |
BIN
projekt_grk/textures/new_spaceship/Material.001_Mixed_AO.jpg
Normal file
After Width: | Height: | Size: 2.9 MiB |
After Width: | Height: | Size: 312 KiB |
After Width: | Height: | Size: 2.4 MiB |
After Width: | Height: | Size: 2.4 MiB |
After Width: | Height: | Size: 307 KiB |
BIN
projekt_grk/textures/new_spaceship/ship_metalic.jpg
Normal file
After Width: | Height: | Size: 3.1 MiB |
BIN
projekt_grk/textures/new_spaceship/ship_normal.jpg
Normal file
After Width: | Height: | Size: 2.9 MiB |
BIN
projekt_grk/textures/new_spaceship/ship_roughness.jpg
Normal file
After Width: | Height: | Size: 1.3 MiB |
BIN
projekt_grk/textures/new_spaceship/ship_texture.jpg
Normal file
After Width: | Height: | Size: 2.5 MiB |