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main.cpp
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119 lines (105 loc) · 5.73 KB
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#include <iostream>
#include <eigen3/Eigen/Eigen>
#include <opencv4/opencv2/opencv.hpp>
#include "global.hpp"
#include "OBJ_Loader.h"
#include "transformation.hpp"
#include "Triangle.hpp"
#include "payload.hpp"
#include "Shader.hpp"
#include "rasterizer.hpp"
int main(int argc, const char **argv) {
if (DEMO) {
// initialize rasterizer
rst::rasterizer r(WIDTH, HEIGHT);
r.clear(rst::Buffers::Color | rst::Buffers::Depth);
std::cout << "Rasterizer initialized" << std::endl;
// set eye/camera
Eigen::Vector3f eye_position = {EYE_POS_X, EYE_POS_Y, EYE_POS_Z};
Eigen::Vector3f eye_g = {EYE_G_X, EYE_G_Y, EYE_G_Z};
Eigen::Vector3f eye_t = {EYE_T_X, EYE_T_Y, EYE_T_Z};
// set primitives
std::vector<Eigen::Vector3f> positions{{TRI1_1_X, TRI1_1_Y, TRI1_1_Z}, {TRI1_2_X, TRI1_2_Y, TRI1_2_Z}, {TRI1_3_X, TRI1_3_Y, TRI1_3_Z},
{TRI2_1_X, TRI2_1_Y, TRI2_1_Z}, {TRI2_2_X, TRI2_2_Y, TRI2_2_Z}, {TRI2_3_X, TRI2_3_Y, TRI2_3_Z}};
std::vector<Eigen::Vector3f> colors{{TRI1_1_R, TRI1_1_G, TRI1_1_B}, {TRI1_2_R, TRI1_2_G, TRI1_2_B}, {TRI1_3_R, TRI1_3_G, TRI1_3_B},
{TRI2_1_R, TRI2_1_G, TRI2_1_B}, {TRI2_2_R, TRI2_2_G, TRI2_2_B}, {TRI2_3_R, TRI2_3_G, TRI2_3_B}};
std::vector<Eigen::Vector3i> indices{{0, 1, 2}, {3, 4, 5}};
auto pos_id = r.load_positions(positions);
auto col_id = r.load_colors(colors);
auto ind_id = r.load_indices(indices);
std::cout << "Set up scene" << std::endl;
// viewing transformation
r.set_model(get_model_matrix(MODEL_S_X, MODEL_S_Y, MODEL_S_Z, MODEL_T_X, MODEL_T_Y, MODEL_T_Z, MODEL_R_X, MODEL_R_Y, MODEL_R_Z));
r.set_view(get_view_matrix(eye_position, eye_g, eye_t));
r.set_projection(get_projection_matrix(FOV, ASPECT, Z_NEAR, Z_FAR));
std::cout << "Set up transformations" << std::endl;
// draw
r.draw(pos_id, col_id, ind_id, rst::Primitive::Triangle);
cv::Mat image(WIDTH, HEIGHT, CV_32FC3, r.get_frame_buffer().data());
image.convertTo(image, CV_8UC3, 1.0f);
cv::cvtColor(image, image, cv::COLOR_RGB2BGR);
cv::imwrite(FILENAME, image);
std::cout << "Draw done" << std::endl;
} else {
// initialize rasterizer
rst::rasterizer r(WIDTH, HEIGHT);
r.clear(rst::Buffers::Color | rst::Buffers::Depth);
r.set_texture(Texture(HAMP_FILE)); // hamp texture by default
std::function<Eigen::Vector3f(fragment_shader_payload)> active_shader = phong_fragment_shader; // phong shader by default
if (argc == 2) {
if (std::string(argv[1]) == "normal") {
std::cout << "Rasterizing using the normal shader" << std::endl;
active_shader = normal_fragment_shader;
} else if (std::string(argv[1]) == "phong") {
std::cout << "Rasterizing using the phong shader" << std::endl;
active_shader = phong_fragment_shader;
} else if (std::string(argv[1]) == "texture") {
std::cout << "Rasterizing using the texture shader" << std::endl;
active_shader = texture_fragment_shader;
r.set_texture(Texture(TEXTURE_FILE));
} else if (std::string(argv[1]) == "bump") {
std::cout << "Rasterizing using the bump shader" << std::endl;
active_shader = bump_fragment_shader;
} else if (std::string(argv[1]) == "displacement") {
std::cout << "Rasterizing using the displacement shader" << std::endl;
active_shader = displacement_fragment_shader;
}
}
r.set_vertex_shader(vertex_shader);
r.set_fragment_shader(active_shader);
std::cout << "Rasterizer initialized" << std::endl;
// set eye/camera
Eigen::Vector3f eye_position = {EYE_POS_X, EYE_POS_Y, EYE_POS_Z};
Eigen::Vector3f eye_g = {EYE_G_X, EYE_G_Y, EYE_G_Z};
Eigen::Vector3f eye_t = {EYE_T_X, EYE_T_Y, EYE_T_Z};
// Load .obj File
std::vector<Triangle *> TriangleList;
objl::Loader Loader;
bool loadout = Loader.LoadFile(OBJ_FILE);
for (auto mesh:Loader.LoadedMeshes) {
for (int i = 0; i < mesh.Vertices.size(); i += 3) {
Triangle *t = new Triangle();
for (int j = 0; j < 3; ++j) {
t->setVertex(j, Eigen::Vector4f(mesh.Vertices[i+j].Position.X, mesh.Vertices[i+j].Position.Y, mesh.Vertices[i+j].Position.Z, 1.0));
t->setNormal(j, Eigen::Vector3f(mesh.Vertices[i+j].Normal.X, mesh.Vertices[i+j].Normal.Y, mesh.Vertices[i+j].Normal.Z));
t->setTexCoord(j, mesh.Vertices[i+j].TextureCoordinate.X, mesh.Vertices[i+j].TextureCoordinate.Y);
}
TriangleList.push_back(t);
}
}
std::cout << "Set up scene" << std::endl;
// viewing transformation
r.set_model(get_model_matrix(MODEL_S_X, MODEL_S_Y, MODEL_S_Z, MODEL_T_X, MODEL_T_Y, MODEL_T_Z, MODEL_R_X, MODEL_R_Y, MODEL_R_Z));
r.set_view(get_view_matrix(eye_position, eye_g, eye_t));
r.set_projection(get_projection_matrix(FOV, ASPECT, Z_NEAR, Z_FAR));
std::cout << "Set up transformations" << std::endl;
// draw
r.draw(TriangleList);
cv::Mat image(WIDTH, HEIGHT, CV_32FC3, r.get_frame_buffer().data());
image.convertTo(image, CV_8UC3, 1.0f);
cv::cvtColor(image, image, cv::COLOR_RGB2BGR);
cv::imwrite(FILENAME, image);
std::cout << "Draw done" << std::endl;
}
return 0;
}