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No commits in common. "f5469d85e187c04f8eb22c443ce8b26c06af21b5" and "31db98c4c11d2d9a19daf0c1b5b89bd8eea5cf6a" have entirely different histories.

12 changed files with 80 additions and 343 deletions

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@ -71,8 +71,8 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<IncludePath>$(OPENGL_LIBS)\assimp;$(OPENGL_LIBS)\glad\include;$(OPENGL_LIBS)\glfw\include;$(OPENGL_LIBS)\glm;$(IncludePath)</IncludePath>
<LibraryPath>$(OPENGL_LIBS)\glfw\lib;$(LibraryPath)</LibraryPath>
<IncludePath>T:\Privat\Daniel\Selfmade\libraries\glad\include;T:\Privat\Daniel\Selfmade\libraries\glfw\include;$(IncludePath)</IncludePath>
<LibraryPath>T:\Privat\Daniel\Selfmade\libraries\glfw\lib;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<IncludePath>$(OPENGL_LIBS)\glm;C:\Users\Daniel\Documents\SelfmadeProgramme\libraries\glad\include;C:\Users\Daniel\Documents\SelfmadeProgramme\libraries\glfw\include;$(IncludePath)</IncludePath>
@ -151,8 +151,6 @@
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<ClInclude Include="lights\directionalLight.h" />
<ClInclude Include="lights\pointLight.h" />
<ClInclude Include="object\game_object.h" />
<ClInclude Include="util\camera\camera.h" />
<ClInclude Include="Exceptions\IOException.h" />
@ -169,8 +167,6 @@
<ItemGroup>
<Image Include="images\awesomeface.png" />
<Image Include="images\container.jpg" />
<Image Include="images\container2.png" />
<Image Include="images\container2_specular.png" />
<Image Include="images\wall.jpg" />
</ItemGroup>
<ItemGroup>

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@ -65,12 +65,6 @@
<ClInclude Include="vertices.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="lights\directionalLight.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="lights\pointLight.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="Shaders\default\default.frag" />
@ -88,12 +82,6 @@
<Image Include="images\awesomeface.png">
<Filter>Resource Files</Filter>
</Image>
<Image Include="images\container2.png">
<Filter>Resource Files</Filter>
</Image>
<Image Include="images\container2_specular.png">
<Filter>Resource Files</Filter>
</Image>
</ItemGroup>
<ItemGroup>
<None Include="shaders\default\simple.vert" />

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@ -1,37 +0,0 @@
#pragma once
#include <glm/glm.hpp>
#include "../shaders/Shader.h"
namespace Nebulix
{
struct DirectionalLight
{
public:
DirectionalLight(glm::vec3 direction, glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular)
: direction{ direction }, ambient{ambient}, diffuse{diffuse}, specular{specular}
{
}
/**
Sets the values of a directional light in the shader
name: The name of the variable in the shader. Needs to be a struct with the same components as this struct
shader: The shader to set the values of
*/
void SetLight(std::string name, Shader& shader)
{
shader.SetFloat(name + ".direction", direction);
shader.SetFloat(name + ".ambient", ambient);
shader.SetFloat(name + ".diffuse", diffuse);
shader.SetFloat(name + ".specular", specular);
}
glm::vec3 direction;
glm::vec3 ambient;
glm::vec3 diffuse;
glm::vec3 specular;
};
}

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@ -1,45 +0,0 @@
#pragma once
#include <glm/glm.hpp>
#include "../shaders/Shader.h"
namespace Nebulix
{
struct PointLight
{
public:
PointLight(glm::vec3 &position, glm::vec3 &ambient, glm::vec3 &diffuse, glm::vec3 specular, float linear = 0.09f, float quadratic = 0.032f, float constant = 1.0f)
: position{position}, ambient{ambient}, diffuse{diffuse}, specular{specular}, linear{linear}, quadratic{quadratic}, constant{constant}
{
}
/**
Sets the values of a spot light in the shader
name: The name of the variable in the shader. Needs to be a struct with the same components as this struct
shader: The shader to set the values of
*/
void SetLight(std::string name, Shader &shader)
{
shader.SetFloat(name + ".position", position);
shader.SetFloat(name + ".constant", constant);
shader.SetFloat(name + ".linear", linear);
shader.SetFloat(name + ".quadratic", quadratic);
shader.SetFloat(name + ".ambient", ambient);
shader.SetFloat(name + ".diffuse", diffuse);
shader.SetFloat(name + ".specular", specular);
}
glm::vec3 position;
float constant;
float linear;
float quadratic;
glm::vec3 ambient;
glm::vec3 diffuse;
glm::vec3 specular;
};
}

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@ -12,14 +12,13 @@
#include "util/stb_image.h"
#include "util/camera/camera.h"
#include "object/game_object.h"
#include "lights/directionalLight.h"
#include "lights/pointLight.h"
#include "vertices.h"
// Continue: https://learnopengl.com/Model-Loading/Mesh
// Continue: https://learnopengl.com/Lighting/Materials
// Chapter: Not yet started
//
// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
// For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS
// (so basically having an "external" folder which has open gl, GLAD, GLM, stb_image etc. in it or something like this)
@ -147,12 +146,6 @@ int main()
vec3(1.5f, 0.2f, -1.5f),
vec3(-1.3f, 1.0f, -1.5f)
};
std::vector<vec3> pointLightPositions = {
vec3(0.7f, 0.2f, 2.0f),
vec3(2.3f, -3.3f, -4.0f),
vec3(-4.0f, 2.0f, -12.0f),
vec3(0.0f, 0.0f, -3.0f)
};
std::string lightingVertexPath = "shaders/default/default.vert", lampVertexPath = "shaders/default/simple.vert";
@ -174,35 +167,20 @@ int main()
}
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
Texture2D diffuseMap("images/container2.png", GL_RGBA);
Texture2D specularMap("images/container2_specular.png", GL_RGBA);
// TEXTURES
//Texture2D containerImage("images/container.jpg");
//Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
std::vector<float> objVerts(std::begin(vertices_cube_normals), std::end(vertices_cube_normals));
std::vector<float> lightVerts(std::begin(vertices_cube_normals), std::end(vertices_cube_normals));
std::vector<Nebulix::VertexAttribute> objVertexAttribs = { Nebulix::VertexAttribute(), Nebulix::VertexAttribute(), Nebulix::VertexAttribute(2) };
std::vector<Nebulix::VertexAttribute> lightVertexAttribs = { Nebulix::VertexAttribute()};
Nebulix::GameObject cube(objVerts, objVertexAttribs);
std::vector<float> verts(std::begin(vertices_cube_normals), std::end(vertices_cube_normals));
std::vector<Nebulix::VertexAttribute> vertexAttribs = { Nebulix::VertexAttribute(), Nebulix::VertexAttribute() };
Nebulix::GameObject cube(verts, vertexAttribs);
vec3 lightPosition = glm::vec3(1.2f, 1.0f, 2.0f);
Nebulix::GameObject lightBulb(lightVerts, objVertexAttribs, lightPosition, glm::vec3(0.2f));
Nebulix::GameObject lightBulb(verts, vertexAttribs, lightPosition, glm::vec3(0.2f));
auto allObjects = std::vector<Nebulix::GameObject>();
std::vector<Nebulix::GameObject> allObjects = std::vector<Nebulix::GameObject>();
allObjects.push_back(cube);
allObjects.push_back(lightBulb);
vec3 diffuseColour = vec3(1.0f);
vec3 ambientColour = diffuseColour * vec3(0.1f);
Nebulix::DirectionalLight dirLight(vec3(-0.2f, -1.0f, -0.3f), ambientColour, vec3(0.4f), vec3(0.5f));
auto pointLights = std::vector<Nebulix::PointLight>();
Nebulix::PointLight pLight1(pointLightPositions[0], ambientColour, diffuseColour, vec3(1.0f));
Nebulix::PointLight pLight2(pointLightPositions[1], ambientColour, diffuseColour, vec3(1.0f));
Nebulix::PointLight pLight3(pointLightPositions[2], ambientColour, diffuseColour, vec3(1.0f));
Nebulix::PointLight pLight4(pointLightPositions[3], ambientColour, diffuseColour, vec3(1.0f));
pointLights.push_back(pLight1);
pointLights.push_back(pLight2);
pointLights.push_back(pLight3);
pointLights.push_back(pLight4);
// main loop
while(!glfwWindowShouldClose(window))
{
@ -220,70 +198,31 @@ int main()
for (size_t i = 0; i < allShaders.size(); i++)
{
auto shader = allShaders[i];
glm::mat4 model = allObjects[i].GetModelMatrix();
auto model = allObjects[i].GetModelMatrix();
if(i == 0)
{
float angle = 20.0f * currentFrameTime;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
}
shader->Use();
shader->SetMatrix("viewMatrix", cam.GetViewMatrix()); // more or less the camera
shader->SetMatrix("projectionMatrix", projectionMatrix);
//shader->SetMatrix("modelMatrix", allObjects[i].GetModelMatrix());
shader->SetMatrix("modelMatrix", model);
}
lighting->Use();
lighting->SetInt("material.diffuseMap", 0);
lighting->SetInt("material.specularMap", 1);
lighting->SetFloat("material.specularColour", 0.5f, 0.5f, 0.5f);
lighting->SetFloat("material.shininess", 32.0f);
dirLight.SetLight("dirLight", *lighting.get());
for (size_t i = 0; i < pointLights.size(); i++)
{
pointLights[i].SetLight("pointLights[" + std::to_string(i) + "]", *lighting.get());
}
//lighting->SetFloat("spotLight.ambientIntensity", ambientColour);
//lighting->SetFloat("spotLight.diffuseIntensity", diffuseColour);
//lighting->SetFloat("spotLight.specularIntensity", 1.0f, 1.0f, 1.0f);
//lighting->SetFloat("spotLight.position", cam.Position);
//lighting->SetFloat("spotLight.direction", cam.Front);
//lighting->SetFloat("spotLight.cutOffAngle", glm::cos(glm::radians(12.5f)));
//lighting->SetFloat("spotLight.outerCutOffAngle", glm::cos(glm::radians(20.0f)));
lighting->SetFloat("lightColour", 1.0f, 1.0f, 1.0f);
lighting->SetFloat("objectColour", 1.0f, 0.5f, 0.31f);
lighting->SetFloat("lightPosition", lightPosition);
lighting->SetFloat("viewPosition", cam.Position);
//lighting->SetFloat("spotLight.constant", 1.0f);
//lighting->SetFloat("spotLight.linear", 0.09f);
//lighting->SetFloat("spotLight.quadratic", 0.032f);
diffuseMap.BindTexture();
specularMap.BindTexture(GL_TEXTURE1);
for (size_t i = 0; i < allObjects.size(); i++)
{
allShaders[i]->Use();
if (i == 0)
{
for (size_t j = 0; j < 10; j++)
{
allObjects[i].Position = cubePositions[j];
glm::mat4 model = allObjects[i].GetModelMatrix();
float angle = 20.0f * j;// * currentFrameTime;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
allShaders[i]->SetMatrix("modelMatrix", model);
allObjects[i].Draw();
}
}
else
{
for (size_t j = 0; j < 4; j++)
{
allObjects[i].Position = pointLightPositions[j];
glm::mat4 model = allObjects[i].GetModelMatrix();
allShaders[i]->SetMatrix("modelMatrix", model);
allObjects[i].Draw();
}
}
allObjects[i].Draw();
}
glfwSwapBuffers(window);

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@ -54,7 +54,7 @@ namespace Nebulix
glDeleteBuffers(1, &vertexBuffer);
}
// NOTE: This method will not call "Shader.Use()" and will not set any properties.
// NOTE: This method will not call "Shader.Use()" but will not set any properties.
// This is because I do not know the names and values of the properties. Most likely this will be possible after learning about materials
void Draw()
{

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@ -1,128 +1,28 @@
#version 330 core
#define NR_POINT_LIGHTS 4
struct Material {
sampler2D diffuseMap;
sampler2D specularMap;
float shininess;
};
struct SpotLight {
vec3 position;
vec3 direction;
float cutOffAngle;
float outerCutOffAngle;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float quadratic;
};
struct DirectionalLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct PointLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 FragColor;
uniform vec3 viewPosition;
uniform Material material;
uniform DirectionalLight dirLight;
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
uniform vec3 lightColour, objectColour;
uniform vec3 lightPosition, viewPosition;
in vec2 TexCoords;
in vec3 FragPos;
in vec3 FragmentPos;
in vec3 Normal;
vec3 CalculateDirectionalLight(DirectionalLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectionDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectionDir), 0.0), material.shininess);
vec3 ambient = light.ambient * vec3(texture(material.diffuseMap, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuseMap, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.specularMap, TexCoords));
return ambient + diffuse + specular;
}
vec3 CalculatePointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectionDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectionDir), 0.0), material.shininess);
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
vec3 ambientLight = light.ambient * texture(material.diffuseMap, TexCoords).rgb * attenuation;
vec3 diffuseLight = light.diffuse * diff * texture(material.diffuseMap, TexCoords).rgb * attenuation;
vec3 specularLight = light.specular * spec * texture(material.specularMap, TexCoords).rgb * attenuation;
return ambientLight + diffuseLight + specularLight;
}
vec3 CalculateSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.cutOffAngle - light.outerCutOffAngle;
float intensity = clamp((theta - light.outerCutOffAngle) / epsilon, 0.0, 1.0);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
vec3 ambientLight = light.ambient * texture(material.diffuseMap, TexCoords).rgb * attenuation;
vec3 diffuseLight = light.diffuse * diff * texture(material.diffuseMap, TexCoords).rgb * attenuation * intensity;
vec3 specularLight = light.specular * spec * texture(material.specularMap, TexCoords).rgb * attenuation * intensity;
return ambientLight + diffuseLight + specularLight;
}
void main()
{
float ambientStrength = 0.1;
vec3 ambientLight = lightColour * ambientStrength;
vec3 normal = normalize(Normal);
vec3 viewDir = normalize(viewPosition - FragPos);
vec3 lightDir = normalize(lightPosition - FragmentPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuseLight = diff * lightColour;
vec3 result = CalculateDirectionalLight(dirLight, normal, viewDir);
for(int i = 0; i < NR_POINT_LIGHTS; i++)
result += CalculatePointLight(pointLights[i], normal, FragPos, viewDir);
//result += CalculateSpotLight(spotLight, normal, FragPos, viewDir);
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPosition - FragmentPos);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); // The exponent (here 32) is the shininess of the specular highlight
vec3 specularLight = specularStrength * spec * lightColour;
vec3 result = (ambientLight + diffuseLight + specularLight) * objectColour;
FragColor = vec4(result, 1.0);
}

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@ -1,22 +1,19 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 normalVector;
layout (location = 2) in vec2 texCoords;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
out vec2 TexCoords;
out vec3 FragPos;
out vec3 FragmentPos;
out vec3 Normal;
void main()
{
// NOTE: inverse() is very costly to calculate, so the normal matrix should be calculated on the CPU and sent over (just like we do with the model matrix)
Normal = mat3(transpose(inverse(modelMatrix))) * normalVector;
FragPos = vec3((modelMatrix) * vec4(aPos, 1.0));
TexCoords = texCoords;
FragmentPos = vec3((modelMatrix) * vec4(aPos, 1.0));
// note that we read the multiplication from right to left
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPos, 1.0);
}

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@ -28,7 +28,7 @@ public:
// maybe add a parameter for configuring mipmapping
Texture2D(std::string pathToTexture, GLenum fileFormat = GL_RGB, int desiredColourChannels = 0)
Texture2D(std::string pathToTexture, int desiredColourChannels = 0, GLenum fileFormat = GL_RGB)
: TextureWrapMode{GL_REPEAT}, MinifyingInterpolation{GL_LINEAR}, MagnifyingInterpolation{GL_LINEAR}
{

View File

@ -45,49 +45,48 @@ float vertices_cube[] = {
-0.5f, 0.5f, -0.5f
};
float vertices_cube_normals[] = {
// positions // normals // texture coords
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
float vertices_cube_normals[] = { // object coordinates; normal vector
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
float vertices_container[] = { // object coordinates, uv-coordinates