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Copy pathprimitives-test.cpp
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126 lines (111 loc) · 4.64 KB
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#include <iostream>
#include <vector>
#include <fstream>
#include "sre/Texture.hpp"
#include "sre/Renderer.hpp"
#include "sre/Material.hpp"
#include "sre/SDLRenderer.hpp"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
using namespace sre;
class PrimitivesTest {
public:
PrimitivesTest(){
r.init();
camera.lookAt({0,0,3},{0,0,0},{0,1,0});
camera.setPerspectiveProjection(60,0.1,100);
material = Shader::getStandardBlinnPhong()->createMaterial();
material->setColor({1.0f,1.0f,1.0f,1.0f});
material->setSpecularity(Color(1,1,1,20.0f));
mesh = Mesh::create().withCube().build();
worldLights.setAmbientLight({0.0,0.0,0.0});
worldLights.addLight(Light::create().withPointLight({0, 3,0}).withColor({1,0,0}).withRange(20).build());
worldLights.addLight(Light::create().withPointLight({3, 0,0}).withColor({0,1,0}).withRange(20).build());
worldLights.addLight(Light::create().withPointLight({0,-3,0}).withColor({0,0,1}).withRange(20).build());
worldLights.addLight(Light::create().withPointLight({-3,0,0}).withColor({1,1,1}).withRange(20).build());
r.frameRender = [&](){
render();
};
r.startEventLoop();
}
void render(){
auto renderPass = RenderPass::create()
.withCamera(camera)
.withWorldLights(&worldLights)
.withClearColor(true, {1, 0, 0, 1})
.build();
renderPass.draw(mesh, glm::eulerAngleY(glm::radians((float)i*0.5f)), material);
gui();
i++;
}
void gui(){
bool changed = ImGui::Combo("Shader",&shader,"Phong\0UVs\0Normals\0Tangents\0");
if (changed){
switch (shader){
case 0:
material = Shader::getStandardBlinnPhong()->createMaterial();
break;
case 1:
material = Shader::create()
.withSourceResource("debug_uv_vert.glsl", ShaderType::Vertex)
.withSourceResource("debug_uv_frag.glsl", ShaderType::Fragment)
.build()->createMaterial();
break;
case 2:
material = Shader::create()
.withSourceResource("debug_normal_vert.glsl", ShaderType::Vertex)
.withSourceResource("debug_normal_frag.glsl", ShaderType::Fragment)
.build()->createMaterial();
break;
case 3:
material = Shader::create()
.withSourceResource("debug_tangent_vert.glsl", ShaderType::Vertex)
.withSourceResource("debug_tangent_frag.glsl", ShaderType::Fragment)
.build()->createMaterial();
break;
default:
std::cout << "Err"<<std::endl;
}
material->setColor({1.0f,1.0f,1.0f,1.0f});
material->setSpecularity(Color(1,1,1,20.0f));
}
changed |= ImGui::Checkbox("Recompute normals",&recomputeNormals);
changed |= ImGui::Checkbox("Recompute tangents",&recomputeTangents);
changed |= ImGui::Combo("Primitive",&primitive,"Cube\0Sphere\0Quad\0Torus\0");
if (changed){
switch (primitive){
case 0:
mesh = Mesh::create().withCube(1).withRecomputeNormals(recomputeNormals).withRecomputeTangents(recomputeTangents).build();
break;
case 1:
mesh = Mesh::create().withSphere().withRecomputeNormals(recomputeNormals).withRecomputeTangents(recomputeTangents).build();
break;
case 2:
mesh = Mesh::create().withQuad(1).withRecomputeNormals(recomputeNormals).withRecomputeTangents(recomputeTangents).build();
break;
case 3:
mesh = Mesh::create().withTorus().withRecomputeNormals(recomputeNormals).withRecomputeTangents(recomputeTangents).build();
break;
default:
std::cout << "Err"<<std::endl;
}
}
}
private:
bool recomputeNormals = false;
bool recomputeTangents = false;
int shader = 0;
int primitive = 0;
SDLRenderer r;
Camera camera;
WorldLights worldLights;
std::shared_ptr<Mesh> mesh;
std::shared_ptr<Material> material;
int i=0;
};
int main() {
std::make_unique<PrimitivesTest>();
return 0;
}