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lighting v0.0
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@ -105,6 +105,7 @@
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<ItemGroup>
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<ClCompile Include="camera.cpp" />
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<ClCompile Include="ebo.cpp" />
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<ClCompile Include="lightCaster.cpp" />
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<ClCompile Include="logger.cpp" />
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<ClCompile Include="mesh.cpp" />
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<ClCompile Include="model.cpp" />
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@ -129,6 +130,7 @@
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="camera.h" />
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<ClInclude Include="lightCaster.h" />
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<ClInclude Include="logger.h" />
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<ClInclude Include="mesh.h" />
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<ClInclude Include="model.h" />
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@ -100,6 +100,9 @@
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<ClCompile Include="logger.cpp">
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<Filter>Source Files\Utils</Filter>
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</ClCompile>
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<ClCompile Include="lightCaster.cpp">
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<Filter>Source Files\OpenGL Abstractions</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="camera.h">
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@ -150,6 +153,9 @@
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<ClInclude Include="skybox.h">
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<Filter>Header Files\OpenGL Abstractions</Filter>
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</ClInclude>
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<ClInclude Include="lightCaster.h">
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<Filter>Header Files\OpenGL Abstractions</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<QtMoc Include="sceneviewer.h">
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0
FinalProject/lightCaster.cpp
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0
FinalProject/lightCaster.cpp
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1
FinalProject/lightCaster.h
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1
FinalProject/lightCaster.h
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@ -0,0 +1 @@
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#pragma once
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@ -65,7 +65,7 @@ void SceneViewer::initializeGL() {
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vertexShader.dispose();
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fragmentShader.dispose();
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Model* backpackModel = new Model("D:\\ProgrammingFile\\SceneEditor\\Models\\backpack\\backpack.obj");
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Model* backpackModel = new Model("D:\\code\\ComputerGraphic\\nanosuit\\nanosuit.obj");
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Logger::info("Model loaded");
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Renderable backpack(backpackModel);
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_objects.push_back(backpack);
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@ -12,6 +12,7 @@
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#include "renderable.h"
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#include "vao.h"
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#include "utils.h"
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#include "lightCaster.h"
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class SceneViewer : public QOpenGLWidget, protected QOpenGLFunctions
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{
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@ -21,6 +22,8 @@ private:
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// OpenGL section-------------------------------------
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// List of objects currently in the scene
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std::vector<Renderable> _objects;
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// List of light casters in the scene
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std::vector<LightCaster> _casters;
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// Shader program for objects
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ShaderProgram _shaderProgram = ShaderProgram::empty();
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// Main camera
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