dodanie textur
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28
lazik.cpp
28
lazik.cpp
@@ -1,15 +1,21 @@
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#include "lazik.hpp"
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lazik::lazik(float x, float y, float z, const char* modelpath){
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//lazik::lazik(float x, float y, float z, const char* modelpath, const char* texturepath) {
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lazik::lazik(float x, float y, float z, const char* modelpath) {
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this->c_x = x;
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this->c_y = y;
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this->c_z = z;
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this->modelpath = modelpath;
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// this->texturepath = texturepath;
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timestampedCout("lazik.cpp: Zaladowano dane w konstruktorze.")
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}
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// void lazik::passProgramID(GLuint programID) {
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// this->programID = programID;
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// }
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void lazik::loadModel() {
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timestampedCout("lazik.cpp:");
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@@ -18,6 +24,11 @@ void lazik::loadModel() {
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if (res) timestampedCout("Pomyslnie zaladowano model lazika.")
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else timestampedCout("Nie udalo sie zaladowac modelu lazika.");
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//this->Texture = loadDDS(this->texturepath);
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//timestampedCout("lazik.cpp: this->Texture = " << this->Texture);
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//this->TextureID = glGetUniformLocation(this->programID, "myTextureSampler");
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//timestampedCout("lazik.cpp: this->TextureID = " << this->TextureID);
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glGenBuffers(1, &vertexbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, this->vertexbuffer);
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glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
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@@ -30,6 +41,13 @@ void lazik::loadModel() {
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void lazik::draw() {
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// glEnable(GL_TEXTURE_2D);
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// // Bind our texture in Texture Unit 0
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// glActiveTexture(GL_TEXTURE0);
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// glBindTexture(GL_TEXTURE_2D, Texture);
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// // Set our "myTextureSampler" sampler to use Texture Unit 0
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// glUniform1i(TextureID, 0);
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// 1st attribute buffer: vertices
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, this->vertexbuffer);
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@@ -57,11 +75,19 @@ void lazik::draw() {
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// Draw vertices
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glDrawArrays(GL_TRIANGLES, 0, this->vertices.size());
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// glDisable(GL_TEXTURE_2D);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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}
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void lazik::unload(){
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glDeleteBuffers(1, &this->vertexbuffer);
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glDeleteBuffers(1, &this->uvbuffer);
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// glDeleteTextures(1, &this->Texture);
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}
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void lazik::moveX(float x){
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// TODO: dodać timer do poniższych funkcji, aby czas przejścia z punktu A do B był uniezależniony od FPSów
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timestampedCout("dummy moveX");
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