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main.cpp
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#include"renderer/renderer.hpp"
#include<iostream>
#include<vector>
using namespace LemonCube;
int main(int argc, char* argv[]){
Renderer<float> renderer(500, 500, Vec3f(0.0f, 0.0f, 0.0f));
vector<shared_ptr<LightSource>> lights{
make_shared<ShadowLight>(
Vec3f(5, 5, 5), Vec3f(1.0f, 1.0f, 1.0f),
Vec3f(0.0f, 0.0f, 0.0f), 600
),
make_shared<LightSource>(Vec3f(0, -3, 0),Vec3f(1.0f, 1.0f, 1.0f)),
make_shared<LightSource>(Vec3f(-2, 0, 0),Vec3f(1.0f, 1.0f, 1.0f)),
make_shared<LightSource>(Vec3f(0, 2, 0),Vec3f(1.0f, 1.0f, 1.0f)),
make_shared<LightSource>(Vec3f(0, 0, -2),Vec3f(1.0f, 1.0f, 1.0f)),
make_shared<LightSource>(Vec3f(-2, -2, 2),Vec3f(1.0f, 1.0f, 1.0f)),
make_shared<LightSource>(Vec3f(2, -2, -2),Vec3f(1.0f, 1.0f, 1.0f)),
make_shared<LightSource>(Vec3f(-2, 2, -2),Vec3f(1.0f, 1.0f, 1.0f))
};
array<Vec3f, 4> vertices{
Vec3f(1.5f,-0.75f,1.5f),Vec3f(1.5f,-0.75f,-1.5f),
Vec3f(-1.5f,-0.75f,-1.5f),Vec3f(-1.5f,-0.75f,1.5f)
};
array<Vec3f, 4> normals{
Vec3f(0.0f,1.0f,0.0f),Vec3f(0.0f,1.0f,0.0f),
Vec3f(0.0f,1.0f,0.0f),Vec3f(0.0f,1.0f,0.0f)
};
renderer.LoadRectangle(vertices, normals);
/*
array<Vec3f,4> vertices1{
Vec3f(0.7f, 0.6f, 0.8f),Vec3f(0.7f, 0.6f, 0.1f),
Vec3f(-0.7f, 0.6f, 0.1f),Vec3f(-0.7f, 0.6f, 0.8f)
};
array<Vec3f,4> normals1{
Vec3f(0.0f,1.0f,0.0f),Vec3f(0.0f,1.0f,0.0f),
Vec3f(0.0f,1.0f,0.0f),Vec3f(0.0f,1.0f,0.0f)
};
renderer.LoadRectangle(vertices1, normals1);
*/
renderer.SetShader(make_shared<ShadowShader<float>>());
renderer.LoadLightSource(lights);
renderer.LoadModel("../test_model/cow/cow.obj", "../test_model/cow/cow.png");
renderer.RenderModel(true);
Vec3f eye_pos(0.0f, 0.0f, -4.0f);
float theta_per_second = 1.0f;
int count = 0;
char key = '0';
renderer.ShowProcessing(false);
while((key = cv::waitKey(2)) != ' '){
if(key == 'w'){
eye_pos.z += 0.2f;
}
else if(key == 's'){
eye_pos.z -= 0.2f;
}
else if(key == 'a'){
eye_pos.x -= 0.2f;
}
else if(key == 'd'){
eye_pos.x += 0.2f;
}
renderer.StartClock();
renderer.ClearCanvas();
renderer.SetModelMatrix(10.0f, count * theta_per_second, 0.0f);
renderer.SetViewMatrix(eye_pos);
renderer.SetProjectionMatrix(90.0f, 1.0f, 1.0f, 50.0f);
renderer.VertexShader();
renderer.Rendering();
renderer.GetTimeCost();
renderer.ShowImage("Rendering", 20);
renderer.ClearTimeCounter();
count++;
}
renderer.SaveImage("../output0.jpg");
return 0;
}