#include #include #include #include"Render.h" int main() { float width, height; float fov; std::cout << "Enter window width and height.\n"; std::cin >> width >> height; std::cout << "Enter Field of View.\n"; std::cin >> fov; std::cout << "Loading...\n"; sf::RenderWindow window(sf::VideoMode(width, height), "C++ CPU Renderer", sf::Style::Titlebar | sf::Style::Close); sf::Event event; window.setFramerateLimit(60); sf::Texture texture; texture.create(width, height); sf::Sprite sprite(texture); sf::Clock clock; sf::Time time; Render render(width, height); sf::Image image; image.loadFromFile("rusImage.png"); Bitmap map(image.getSize().x, image.getSize().y); const sf::Uint8* pp = image.getPixelsPtr(); for (int i = 0; i < image.getSize().x * image.getSize().y * 4; i += 4) { map.pixels[i + 0] = (unsigned char)pp[i + 0]; map.pixels[i + 1] = (unsigned char)pp[i + 1]; map.pixels[i + 2] = (unsigned char)pp[i + 2]; map.pixels[i + 3] = (unsigned char)pp[i + 3]; } std::chrono::high_resolution_clock::time_point time1 = std::chrono::high_resolution_clock::now(); ObjModel vehicle("rus3.obj"); std::chrono::high_resolution_clock::time_point time2 = std::chrono::high_resolution_clock::now(); std::chrono::duration speed = std::chrono::duration_cast>(time2 - time1); std::cout << "Model loading time: " << speed.count() << "s\n"; std::cout << "Vertice count: " << vehicle.vertices.size() << "\nNumber of normals: " << vehicle.normals.size() << "\nUV count: " << vehicle.uvcoo.size() << "\n"; std::cout << "Number of faces: " << vehicle.faces.size() << "\n"; while (window.isOpen()) { while (window.pollEvent(event)) if (event.type == sf::Event::Closed) window.close(); time = clock.getElapsedTime(); Vertice a1, b1, c1, d1, e1, f1; Matrix4f move = Matrix4f::move(0.0f, -150.0f, 600.0f); Matrix4f rotate = Matrix4f::rotate(0.0f, time.asSeconds() * 25.0f, 0.0f); Matrix4f scale = Matrix4f::scale(1.0f, 1.0f, 1.0f); Matrix4f project = Matrix4f::perspective(1.0f, 10000.0f, fov, width / height); Matrix4f end_matrix = project * move * rotate * scale; ObjModel vehicle2 = vehicle.multiplyMatrix(end_matrix); vehicle2.divideW(); vehicle2.screenspace(width, height); render.fill(255, 255, 255); render.resetZBuf(); render.renderModel(vehicle2, map); texture.update((sf::Uint8*)render.pixels); window.draw(sprite); window.display(); } return 0; }