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#include<chrono>
#include<SFML/Window.hpp>
#include<SFML/Graphics.hpp>
#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("model/modelTexture.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("model/model.obj");
std::chrono::high_resolution_clock::time_point time2 = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> speed = std::chrono::duration_cast<std::chrono::duration<double>>(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;
}
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