Добавлен снеговик, добавлены кординатные оси, рефактор рендеринга

This commit is contained in:
vlad 2023-03-23 21:07:42 +03:00
parent 273ae90ea3
commit e42ce2fc73
15 changed files with 5242 additions and 229 deletions

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@ -22,7 +22,7 @@ add_executable(
src/graphics/Mesh.cpp src/graphics/Mesh.cpp
src/graphics/Shader.h src/graphics/Shader.h
src/graphics/Shader.cpp src/graphics/Shader.cpp
src/graphics/MeshLoader.cpp src/graphics/MeshLoader.h) src/graphics/MeshLoader.cpp src/graphics/MeshLoader.h src/render.cpp src/render.h)
target_link_libraries(${PROJECT_NAME} glfw) target_link_libraries(${PROJECT_NAME} glfw)
target_link_libraries(${PROJECT_NAME} GLEW::GLEW) target_link_libraries(${PROJECT_NAME} GLEW::GLEW)

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@ -1,12 +0,0 @@
# Blender MTL File: 'cube.blend'
# Material Count: 1
newmtl CubeColor
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.447721 0.037177
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

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@ -1,32 +0,0 @@
# Blender v3.4.1 OBJ File: 'cube.blend'
# www.blender.org
mtllib cube.mtl
o Cube
v 1.000000 1.000000 -1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 1.000000 -1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 1.000000
vn 0.0000 1.0000 0.0000
vn 0.0000 0.0000 1.0000
vn -1.0000 0.0000 0.0000
vn 0.0000 -1.0000 0.0000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
usemtl CubeColor
s off
f 5//1 3//1 1//1
f 3//2 8//2 4//2
f 7//3 6//3 8//3
f 2//4 8//4 6//4
f 1//5 4//5 2//5
f 5//6 2//6 6//6
f 5//1 7//1 3//1
f 3//2 7//2 8//2
f 7//3 5//3 6//3
f 2//4 4//4 8//4
f 1//5 3//5 4//5
f 5//6 1//6 2//6

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@ -1,10 +1,24 @@
#version 330 core #version 330 core
in vec4 a_color; in vec4 fragColor;
in vec3 fragPos;
in vec3 fragNormal;
out vec4 f_color; out vec4 f_color;
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
void main(){ void main(){
f_color = a_color; vec3 lightColor = vec3(1, 1, 1);
vec3 lightDir = vec3(1, 1, 1);
// диффузное освещение
// dot получается [-1 ... 1]
float diff = dot(normalize(fragNormal), normalize(lightDir));
// теперь делаем диапазон [0.2 ... 1]
diff = map(diff, -1, 1, 0.2, 1);
f_color = vec4(diff * lightColor * fragColor.rgb, fragColor.a);
} }

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@ -4,20 +4,18 @@ layout (location = 0) in vec3 v_position;
layout (location = 1) in vec3 v_normal; layout (location = 1) in vec3 v_normal;
layout (location = 2) in vec3 v_color; layout (location = 2) in vec3 v_color;
out vec4 a_color; out vec4 fragColor;
out vec3 fragPos;
out vec3 fragNormal;
uniform mat4 projview; uniform mat4 projview;
uniform mat4 model; uniform mat4 model;
void main(){ void main(){
// gl_Position = vec4(v_position, 1) * projview; // gl_Position = vec4(v_position, 1) * projview;
gl_Position = projview * model * vec4(v_position, 1); fragPos = vec3(model * vec4(v_position, 1.0));
gl_Position = projview * vec4(fragPos, 1.0);
// dot получается [-1 ... 1] fragNormal = mat3(transpose(inverse(model))) * v_normal;
float l = dot((model * vec4(v_position, 1)).xyz, normalize(vec3(1, 1, 1))); fragColor = vec4(v_color, 1);
// сначала делаем диапазон [1 ... 3]
// потом [0.5 ... 1]
l = (l + 2) / 3;
a_color = vec4(v_color * l, 1);
} }

BIN
lab2/res/snowman.blend Normal file

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42
lab2/res/snowman.mtl Normal file
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@ -0,0 +1,42 @@
# Blender MTL File: 'mesh_snowman.blend'
# Material Count: 4
newmtl Body-0
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.310327 0.800000 0.457029
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl Body-1
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.569280 0.266345 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl Face
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.116962 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl Neck
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.502547 0.345282
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

4839
lab2/res/snowman.obj Normal file

File diff suppressed because it is too large Load Diff

42
lab2/res/xyz.mtl Normal file
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@ -0,0 +1,42 @@
# Blender MTL File: 'xyz.blend'
# Material Count: 4
newmtl Blue
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl Green
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.000000 1.000000 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl Red
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 1.000000 0.000000 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl center_color
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.043866 0.393530
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

155
lab2/res/xyz.obj Normal file
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@ -0,0 +1,155 @@
# Blender v3.4.1 OBJ File: 'xyz.blend'
# www.blender.org
mtllib xyz.mtl
o DirX_Cube.001
v 0.000000 -0.039002 0.039002
v 0.000000 0.039002 0.039002
v 0.000000 -0.039002 -0.039002
v 0.000000 0.039002 -0.039002
v 0.874245 -0.039002 0.039002
v 0.874245 0.039002 0.039002
v 0.874245 -0.039002 -0.039002
v 0.874245 0.039002 -0.039002
v 0.871079 -0.088003 0.087236
v 0.871079 0.088003 0.087236
v 0.871079 -0.088003 -0.088770
v 0.871079 0.088003 -0.088770
v 0.999919 0.000000 -0.000767
vn -1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 0.0000 0.0000 1.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
vn 0.5640 0.0000 -0.8258
vn 0.5640 0.0000 0.8258
vn 0.5640 -0.8258 0.0000
vn 0.5640 0.8258 0.0000
usemtl Red
s off
f 2//1 3//1 1//1
f 4//2 7//2 3//2
f 6//3 1//3 5//3
f 7//4 1//4 3//4
f 4//5 6//5 8//5
f 10//1 11//1 9//1
f 11//6 12//6 13//6
f 13//7 10//7 9//7
f 11//8 13//8 9//8
f 13//9 12//9 10//9
f 2//1 4//1 3//1
f 4//2 8//2 7//2
f 6//3 2//3 1//3
f 7//4 5//4 1//4
f 4//5 2//5 6//5
f 10//1 12//1 11//1
o DirY_Cube.004
v 0.039002 0.000000 0.039002
v -0.039002 0.000000 0.039002
v 0.039002 0.000000 -0.039002
v -0.039002 0.000000 -0.039002
v 0.039002 0.874245 0.039002
v -0.039002 0.874245 0.039002
v 0.039002 0.874245 -0.039002
v -0.039002 0.874245 -0.039002
v 0.088003 0.871079 0.087236
v -0.088003 0.871079 0.087236
v 0.088003 0.871079 -0.088770
v -0.088003 0.871079 -0.088770
v -0.000000 0.999919 -0.000767
vn 0.0000 -1.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 0.0000 0.0000 1.0000
vn 1.0000 0.0000 0.0000
vn -1.0000 -0.0000 0.0000
vn 0.0000 0.5640 -0.8258
vn 0.0000 0.5640 0.8258
vn 0.8258 0.5640 0.0000
vn -0.8258 0.5640 0.0000
usemtl Green
s off
f 15//10 16//10 14//10
f 17//11 20//11 16//11
f 19//12 14//12 18//12
f 20//13 14//13 16//13
f 17//14 19//14 21//14
f 23//10 24//10 22//10
f 24//15 25//15 26//15
f 26//16 23//16 22//16
f 24//17 26//17 22//17
f 26//18 25//18 23//18
f 15//10 17//10 16//10
f 17//11 21//11 20//11
f 19//12 15//12 14//12
f 20//13 18//13 14//13
f 17//14 15//14 19//14
f 23//10 25//10 24//10
o DirZ_Cube.005
v -0.039002 -0.039002 0.000000
v -0.039002 0.039002 0.000000
v 0.039002 -0.039002 0.000000
v 0.039002 0.039002 0.000000
v -0.039002 -0.039002 0.874245
v -0.039002 0.039002 0.874245
v 0.039002 -0.039002 0.874245
v 0.039002 0.039002 0.874245
v -0.087236 -0.088003 0.871079
v -0.087236 0.088003 0.871079
v 0.088770 -0.088003 0.871079
v 0.088770 0.088003 0.871079
v 0.000767 0.000000 0.999919
vn 0.0000 0.0000 -1.0000
vn 1.0000 0.0000 0.0000
vn -1.0000 0.0000 -0.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
vn 0.8258 0.0000 0.5640
vn -0.8258 0.0000 0.5640
vn 0.0000 -0.8258 0.5640
vn 0.0000 0.8258 0.5640
usemtl Blue
s off
f 28//19 29//19 27//19
f 30//20 33//20 29//20
f 32//21 27//21 31//21
f 33//22 27//22 29//22
f 30//23 32//23 34//23
f 36//19 37//19 35//19
f 37//24 38//24 39//24
f 39//25 36//25 35//25
f 37//26 39//26 35//26
f 39//27 38//27 36//27
f 28//19 30//19 29//19
f 30//20 34//20 33//20
f 32//21 28//21 27//21
f 33//22 31//22 27//22
f 30//23 28//23 32//23
f 36//19 38//19 37//19
o center_Cube.006
v 0.062605 0.062605 -0.062605
v 0.062605 -0.062605 -0.062605
v 0.062605 0.062605 0.062605
v 0.062605 -0.062605 0.062605
v -0.062605 0.062605 -0.062605
v -0.062605 -0.062605 -0.062605
v -0.062605 0.062605 0.062605
v -0.062605 -0.062605 0.062605
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 1.0000
vn -1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 0.0000 1.0000 0.0000
vn 0.0000 -1.0000 0.0000
usemtl center_color
s off
f 41//28 40//28 42//28
f 43//29 42//29 46//29
f 47//30 46//30 44//30
f 45//31 44//31 40//31
f 46//32 42//32 40//32
f 43//33 47//33 45//33
f 41//28 42//28 43//28
f 43//29 46//29 47//29
f 47//30 44//30 45//30
f 45//31 40//31 41//31
f 46//32 40//32 44//32
f 43//33 45//33 41//33

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@ -11,12 +11,6 @@
#include <sstream> #include <sstream>
enum ParserState {
IDLE,
COMMENT,
READ_STR
};
struct MeshPoint { struct MeshPoint {
glm::vec3 point; glm::vec3 point;
glm::vec3 normal; glm::vec3 normal;
@ -62,123 +56,70 @@ Mesh *MeshLoader::loadMesh(const std::string &filename) {
std::ifstream file(filename + ".obj", std::ios::in); std::ifstream file(filename + ".obj", std::ios::in);
ParserState state = IDLE; int line_number = 1;
int line = 1;
char tmp_buff[128];
int tmp_buff_index = 0;
glm::vec3 color(0.5f, 0.0f, 1.0f); // дефолтный цвет glm::vec3 color(0.5f, 0.0f, 1.0f); // дефолтный цвет
while (true) { std::string source;
char in; while (std::getline(file, source)) {
if (source.find("v ") == 0) {
// вершина
char* end = nullptr;
file.read(&in, 1); glm::vec3 tmp_point(0, 0, 0);
tmp_point.x = std::strtof(source.c_str() + 2, &end);
tmp_point.y = std::strtof(end, &end);
tmp_point.z = std::strtof(end, &end);
points.push_back(tmp_point);
} else if (source.find("vn ") == 0) {
// нормаль
char* end = nullptr;
if (file.eof()) { glm::vec3 tmp_point(0, 0, 0);
break; tmp_point.x = std::strtof(source.c_str() + 3, &end);
} tmp_point.y = std::strtof(end, &end);
tmp_point.z = std::strtof(end, &end);
normals.push_back(tmp_point);
} else if (source.find("f ") == 0) {
// фрагмент, он же треугольник
std::istringstream source_stream(source.c_str() + 2);
std::string point;
while (getline(source_stream, point, ' ')) {
std::istringstream point_stream(point);
std::string vertex, texture, normal;
getline(point_stream, vertex, '/');
getline(point_stream, texture, '/');
getline(point_stream, normal, '\0'); // до конца строки
if (tmp_buff_index >= 128) { MeshPoint p{};
std::cerr << "[MeshLoader] Error: tmp buffer overflow" // сначала точка
" (line " << line << " file: " << filename << ")" << std::endl; int tmp = std::atoi(vertex.c_str());
return nullptr; if (tmp > 0) {
} tmp -= 1;
p.point = points[tmp];
if (in == '\n') {
line++;
}
switch (state) {
case IDLE:
tmp_buff[0] = in;
tmp_buff_index = 1;
// нет состояния, возможно после пустой строки
if (in == '#' || in == 'o' || in == 's') {
// коммент если это информация о имени объекта или о сглаживании
state = COMMENT;
} else if (in == 'v' || in == 'f' || in == 'u') {
state = READ_STR;
} }
break;
case COMMENT: tmp = std::atoi(normal.c_str());
// строка коммента, читаем до конца линии if (tmp > 0) {
if (in == '\n') { tmp -= 1;
state = IDLE; p.normal = normals[tmp];
} }
break;
case READ_STR: p.color = color;
if (in == '\n') {
state = IDLE;
// парсим строку
tmp_buff[tmp_buff_index] = 0; // делаем null-terminator
tmp_buff_index = 0;
std::string source(tmp_buff);
if (source.find("v ") == 0) { mesh_points.push_back(p);
// вершина }
char* end = nullptr; } else if (source.find("usemtl ") == 0) {
// материал
std::string mtl_name = source.substr(7);
glm::vec3 tmp_point(0, 0, 0); for (const auto& m: materials) {
tmp_point.x = std::strtof(tmp_buff + 2, &end); if (m.name == mtl_name) {
tmp_point.y = std::strtof(end, &end); color = m.color;
tmp_point.z = std::strtof(end, &end); break;
points.push_back(tmp_point);
} else if (source.find("vn ") == 0) {
// нормаль
char* end = nullptr;
glm::vec3 tmp_point(0, 0, 0);
tmp_point.x = std::strtof(tmp_buff + 3, &end);
tmp_point.y = std::strtof(end, &end);
tmp_point.z = std::strtof(end, &end);
normals.push_back(tmp_point);
} else if (source.find("f ") == 0) {
// фрагмент, он же треугольник
std::istringstream source_stream(tmp_buff + 2);
std::string point;
while (getline(source_stream, point, ' ')) {
std::istringstream point_stream(point);
std::string vertex, texture, normal;
getline(point_stream, vertex, '/');
getline(point_stream, texture, '/');
getline(point_stream, normal, '\0'); // до конца строки
MeshPoint p{};
// сначала точка
int tmp = std::atoi(vertex.c_str());
if (tmp > 0) {
tmp -= 1;
p.point = points[tmp];
}
tmp = std::atoi(normal.c_str());
if (tmp > 0) {
tmp -= 1;
p.normal = normals[tmp];
}
p.color = color;
mesh_points.push_back(p);
}
} else if (source.find("usemtl ") == 0) {
// материал
std::string mtl_name = source.substr(7);
for (const auto& m: materials) {
if (m.name == mtl_name) {
color = m.color;
break;
}
}
}
} else {
tmp_buff[tmp_buff_index++] = in;
} }
break; }
} }
line_number++;
} }
// тут имеем готовый массив вершин // тут имеем готовый массив вершин

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@ -18,7 +18,7 @@
#include "window/Events.h" #include "window/Events.h"
#include "graphics/Mesh.h" #include "graphics/Mesh.h"
#include "graphics/Shader.h" #include "graphics/Shader.h"
#include "graphics/MeshLoader.h" #include "render.h"
#define SPEED_FACTOR 2.5f #define SPEED_FACTOR 2.5f
@ -78,32 +78,6 @@ static void updateCameraPosition(Camera& cam, float delta) {
} }
static Mesh* world;
static Mesh* model_mesh;
static Shader* shader;
static void drawWorld(Camera& cam) {
auto projview = cam.getProjection() * cam.getView();
shader->use();
// shader->uniformMatrix("pr", cam.getProjection() * cam.getView());
shader->uniformMatrix("projview", projview);
shader->uniformMatrix("model", glm::mat4(1.0f));
world->draw();
auto model_scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f, 0.5f, 0.5f));
static float angle = 0.0f;
auto model_translate = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, -3));
auto model_rotate = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0, 1, 0));
angle += 0.0002f;
shader->uniformMatrix("model", model_scale * model_translate * model_rotate);
// world->draw();
model_mesh->draw();
}
void mainloop(Camera& camera) { void mainloop(Camera& camera) {
long frame = 0; long frame = 0;
float lastTime = Window::getTime(); float lastTime = Window::getTime();
@ -129,51 +103,22 @@ void mainloop(Camera& camera) {
updateCameraPosition(camera, delta); updateCameraPosition(camera, delta);
drawWorld(camera); renderScene(camera);
// worldRenderer.draw(world, camera, occlusion);
// hud.draw(level, assets);
// if (devdata) {
// hud.drawDebug(level, assets, fps, occlusion);
// }
Window::swapBuffers(); Window::swapBuffers();
Events::pullEvents(); Events::pullEvents();
} }
} }
void loadResources() {
const float buffer[] = {
// треугольник
// X Y Z nX nY nZ R G B
-1, -1, 0.5, 0, 0, 1, 0, 0, 1,
1, -1, 0.5, 0, 0, 1, 0, 0, 1,
0, 1, 0.5, 0, 0, 1, 0, 0, 1,
-1, -1, -0.5, 0, 0, -1, 0, 1, 1,
1, -1, -0.5, 0, 0, -1, 0, 1, 1,
0, 1, -0.5, 0, 0, -1, 0, 1, 1,
};
const int mesh_attrs[] {
3, 3, 3, 0
};
world = new Mesh(buffer, 6, mesh_attrs);
model_mesh = MeshLoader::loadMesh("res/cube");
shader = Shader::loadShader("res/main.vsh", "res/main.fsh");
}
void unloadResources() {
delete world;
delete shader;
}
int main() { int main() {
Window::initialize(800, 600, "Lab2"); Window::initialize(800, 600, "Lab2");
Events::initialize(); Events::initialize();
loadResources(); if (loadResources() != 0) {
std::cerr << "Failed to load resources" << std::endl;
return 1;
}
// glDisable(GL_DEPTH_TEST); // glDisable(GL_DEPTH_TEST);
// glDisable(GL_CULL_FACE); // glDisable(GL_CULL_FACE);

66
lab2/src/render.cpp Normal file
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@ -0,0 +1,66 @@
//
// Created by vlad on 23.03.23.
//
#include "render.h"
#include "graphics/MeshLoader.h"
#include "graphics/Shader.h"
#include <glm/ext/matrix_transform.hpp>
static Mesh* mesh_xyz;
static Mesh* mesh_snowman;
static Shader* shader;
static void drawSnowman() {
auto model_scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f, 0.5f, 0.5f));
static float angle = 0.0f;
auto model_translate = glm::translate(glm::mat4(1.0f), glm::vec3(3, 2, 5));
auto model_rotate = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0, 1, 0));
angle += 0.0002f;
shader->uniformMatrix("model", model_scale * model_translate * model_rotate);
mesh_snowman->draw();
}
void renderScene(Camera& cam) {
auto projview = cam.getProjection() * cam.getView();
shader->use();
// shader->uniformMatrix("pr", cam.getProjection() * cam.getView());
shader->uniformMatrix("projview", projview);
shader->uniformMatrix("model", glm::mat4(1.0f));
mesh_xyz->draw();
drawSnowman();
}
int loadResources() {
mesh_xyz = MeshLoader::loadMesh("res/xyz");
if (mesh_xyz == nullptr) {
return -1;
}
mesh_snowman = MeshLoader::loadMesh("res/snowman");
if (mesh_snowman == nullptr) {
return -1;
}
shader = Shader::loadShader("res/main.vsh", "res/main.fsh");
if (shader == nullptr) {
return -1;
}
return 0;
}
void unloadResources() {
delete mesh_xyz;
delete mesh_snowman;
delete shader;
}

15
lab2/src/render.h Normal file
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@ -0,0 +1,15 @@
//
// Created by vlad on 23.03.23.
//
#ifndef GRAPHICS_LABS_RENDER_H
#define GRAPHICS_LABS_RENDER_H
#include "window/Camera.h"
int loadResources();
void unloadResources();
void renderScene(Camera& cam);
#endif //GRAPHICS_LABS_RENDER_H