diff --git a/lab2/CMakeLists.txt b/lab2/CMakeLists.txt index 5b16a56..b0b773f 100644 --- a/lab2/CMakeLists.txt +++ b/lab2/CMakeLists.txt @@ -40,3 +40,6 @@ target_link_libraries(${PROJECT_NAME}_3 ${LIBS}) add_executable(${PROJECT_NAME}_4 ${CORE_SOURCES} src/render/render-4.cpp) target_link_libraries(${PROJECT_NAME}_4 ${LIBS}) + +add_executable(${PROJECT_NAME}_5 ${CORE_SOURCES} src/render/render-5.cpp) +target_link_libraries(${PROJECT_NAME}_5 ${LIBS}) diff --git a/lab2/src/render/render-5.cpp b/lab2/src/render/render-5.cpp new file mode 100644 index 0000000..f9f4d7b --- /dev/null +++ b/lab2/src/render/render-5.cpp @@ -0,0 +1,108 @@ +// +// 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(); + + // шар 2 + 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)); + shader->uniformMatrix("model", model * translate * scale); + mesh_sphere->draw(); + + // глаз X- (со смещением по Z) + translate = glm::translate(glm::mat4(1.0f), glm::vec3(-0.25, 1.75, 0.25)); + scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.25, 0.25,0.25)); + shader->uniformMatrix("model", model * translate * scale); + mesh_sphere->draw(); + + // глаз X+ (со смещением по Z) + translate = glm::translate(glm::mat4(1.0f), glm::vec3(0.25, 1.75, 0.25)); + shader->uniformMatrix("model", model * translate * scale); + mesh_sphere->draw(); + + // нос, (со смещением по Z) + translate = glm::translate(glm::mat4(1.0f), glm::vec3(0, 1.5, 0.5)); + auto rotate = glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(1, 0, 0)); + shader->uniformMatrix("model", model * translate * scale * rotate); + mesh_cone->draw(); +} + + +void renderScene(Camera& cam) { + auto projview = cam.getProjection() * cam.getView(); + shader->use(); + shader->uniformMatrix("projview", projview); + + // мировой центр + shader->uniformMatrix("model", glm::mat4(1.0f)); + mesh_xyz->draw(); + + static float rotation_angle = 0.0f; + auto rotate = glm::rotate(glm::mat4(1.0f), rotation_angle, glm::vec3(0, 1, 0)); + rotation_angle += 0.0004f; + + // тут то же самое что и в пункте 3 и 4, только translate другой + auto translate = glm::translate(glm::mat4(1.0f), glm::vec3(0, 2.7, 0)); + auto scale_0_7 = glm::scale(glm::mat4(1.0f), glm::vec3(0.7, 0.7,0.7));; + + // закомментированное - вращение снеговиков вокруг себя + + drawSnowman(rotate); + drawSnowman(rotate * translate * scale_0_7); +// drawSnowman(translate * scale_0_7 * rotate); + drawSnowman(rotate * translate * scale_0_7 * translate * scale_0_7); +// drawSnowman(translate * scale_0_7 * translate * scale_0_7 * rotate); +} + +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