diff --git a/lab2/CMakeLists.txt b/lab2/CMakeLists.txt index 0f6a71d..04ebf41 100644 --- a/lab2/CMakeLists.txt +++ b/lab2/CMakeLists.txt @@ -55,3 +55,6 @@ target_link_libraries(${PROJECT_NAME}_8 ${LIBS}) add_executable(${PROJECT_NAME}_9 ${CORE_SOURCES} src/render/render-9.cpp) target_link_libraries(${PROJECT_NAME}_9 ${LIBS}) + +add_executable(${PROJECT_NAME}_10 ${CORE_SOURCES} src/render/render-10.cpp) +target_link_libraries(${PROJECT_NAME}_10 ${LIBS}) diff --git a/lab2/src/render/render-10.cpp b/lab2/src/render/render-10.cpp new file mode 100644 index 0000000..8c5e8d0 --- /dev/null +++ b/lab2/src/render/render-10.cpp @@ -0,0 +1,107 @@ +// +// Created by vlad on 23.03.23. +// + +#include "render.h" +#include "../graphics/MeshLoader.h" +#include "../graphics/Shader.h" + +#include + +static Mesh* mesh_xyz; +static Mesh* mesh_sphere; +static Mesh* mesh_cone; + +static Shader* shader; + + +static void drawSnowman(const glm::mat4& model) { + // снеговик, типа собран + + // нижний шар + shader->uniformMatrix("model", model); + mesh_sphere->draw(); + + // теперь хитрость: надо сделать базовую матрицу для головы + static float rotation_angle = 0.0f; + // повернуть в + + auto rotate_p = glm::rotate(glm::mat4(1.0f), rotation_angle, glm::vec3(0, 0, 1)); + // повернуть в - + auto rotate_m = glm::rotate(glm::mat4(1.0f), -rotation_angle, glm::vec3(0, 0, 1)); + rotation_angle += 0.0004f; + + auto translate = glm::translate(glm::mat4(1.0f), glm::vec3(0, 1.5,0)); + auto scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.5, 0.5 ,0.5)); + + // базовая матрица для головы + auto head_base = model * rotate_m * translate * rotate_p; + + shader->uniformMatrix("model", head_base * scale); + mesh_sphere->draw(); + + // глаз X- (со смещением по Z) + translate = glm::translate(glm::mat4(1.0f), glm::vec3(-0.25, 0.25, 0.25)); + scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.25, 0.25,0.25)); + shader->uniformMatrix("model", head_base * translate * scale); + mesh_sphere->draw(); + + // глаз X+ (со смещением по Z) + translate = glm::translate(glm::mat4(1.0f), glm::vec3(0.25, 0.25, 0.25)); + shader->uniformMatrix("model", head_base * translate * scale); + mesh_sphere->draw(); + + // нос, (со смещением по Z) + translate = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 0.5)); + auto rotate = glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(1, 0, 0)); + shader->uniformMatrix("model", head_base * translate * scale * rotate); + mesh_cone->draw(); +} + + +void renderScene(Camera& cam) { + auto projview = cam.getProjection() * cam.getView(); + shader->use(); + shader->uniformMatrix("projview", projview); + + // мировой центр + auto base = glm::mat4(1.0f); + shader->uniformMatrix("model", base); + mesh_xyz->draw(); + + // ну и сюда же просто отрисовать снеговика + drawSnowman(base); +} + +int loadResources() { + mesh_xyz = MeshLoader::loadMesh("res/xyz"); + if (mesh_xyz == nullptr) { + std::cerr << "Failed to load 'xyz' mesh!" << std::endl; + return -1; + } + + mesh_sphere = MeshLoader::loadMesh("res/sphere"); + if (mesh_sphere == nullptr) { + std::cerr << "Failed to load 'sphere' mesh!" << std::endl; + return -1; + } + + mesh_cone = MeshLoader::loadMesh("res/cone"); + if (mesh_cone == nullptr) { + std::cerr << "Failed to load 'cone' mesh!" << std::endl; + return -1; + } + + shader = Shader::loadShader("res/main-colored.vsh", "res/main-colored.fsh"); + if (shader == nullptr) { + return -1; + } + + return 0; +} + +void unloadResources() { + delete mesh_xyz; + delete mesh_cone; + delete mesh_sphere; + delete shader; +} \ No newline at end of file