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main.cpp
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113 lines (96 loc) · 2.49 KB
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#include <Windows.h>
#include <WinUser.h>
#include <windef.h>
#include <WinBase.h>
#include <time.h>
#include <assert.h>
#include <map>
#include <vector>
#include <math.h>
#include "Screen.h"
#include "Config.h"
#include "Renderer.h"
#include "Matrix.h"
#include <fcntl.h>
#include <io.h>
#include <tchar.h>
#include <stdio.h>
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define PI 3.14159265f
Screen* screen = NULL;
Renderer* renderer = NULL;
#define VK_J 0x4A
#define VK_K 0x4B
static float r = 0.f;
Vector axis;
void init()
{
//init
Vector pos(0.f, 15.f, 0.f, 1.f);
Vector gaze(0.f, -1.f, 0.f, 1.f);
Vector up(0.f, 0.f, 1.f, 1.f);
float aspect = (float)WINDOW_WIDTH / WINDOW_HEIGHT;
float fovy = PI * 0.5f;
float n = 1.f, f = 500.f;
r = 0.f;
axis = Vector(0, 0, 1, 1);
axis.normalize();
Matrix mat = rotate(axis, r);
renderer->shader.setWord(mat);
gaze.normalize(); up.normalize();
renderer->shader.setView(pos, gaze, up);
renderer->shader.setProjection(fovy, aspect, n, f);
Vector L = Vector(0.f, -1.f, 0.f, 1.f).normalize();
Color C = Color(1.f, 1.f, 1.f, 1.f);
renderer->shader.setLight(L, C, 20);
}
void render()
{
//renderer->drawLine2D(150, 200, 100, 100, Color(1, 0, 0, 1), Color(0, 1, 1, 1));
//renderer->drawLine3D(Vector(-10, 0, 0), Vector(10, 0, 0), Color(1, 0, 0, 1), Color(0, 1, 1, 1));
Vertex tv1, tv2, tv3;
tv1.pos = Vector(-5.f, 0.f, 0.f);
tv2.pos = Vector(5.f, 0.f, 0.f);
tv3.pos = Vector(0.f, 0.f, 10.f);
tv1.color = Color(1.f, 0.f, 0.f);
tv2.color = Color(0.f, 1.f, 0.f);
tv3.color = Color(0.f, 0.f, 1.f);
tv1.normal = Vector(0.f, 1.f, 0.f);
tv2.normal = Vector(0.f, 1.f, 0.f);
tv3.normal = Vector(0.f, 1.f, 0.f);
renderer->drawTriangle(tv1, tv2, tv3);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd)
{
if (AllocConsole()) {
freopen("CONOUT$", "w", stdout);
}
srand((unsigned)time(NULL));
screen = new Screen();
int ret = screen->init(WINDOW_WIDTH, WINDOW_HEIGHT, _T("SoftRendering"));
if (ret < 0) {
printf("screen init failed(%d)!\n", ret);
exit(ret);
}
uint32* wfb = (uint32*)(screen->getFrameBuffer());
renderer = new Renderer(WINDOW_WIDTH, WINDOW_HEIGHT, wfb);
init();
while (!screen->isExit()){
renderer->clear();
screen->dispatch();
//renderer->drawPoint(50, 58, 0xffffff);
r += 0.03f;
Matrix mat = rotate(axis, r);
renderer->shader.setWord(mat);
render();
screen->dispatch();
screen->update();
Sleep(1);
}
screen->close();
delete screen;
delete renderer;
FreeConsole();
return 0;
}