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main.cpp
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139 lines (107 loc) · 2.64 KB
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#include "ObjectModel.h"
#include "MatrixVector.h"
#include "Graphics.h"
#include "Transform.h"
Vec3 camera(-10,0,-40);
//Vec3 fcamera(-5,0,-80);
int color = 1;
int wireframe = 0;
float intensity = 1;
int lightsource = 5;
//Vec3 camera(-25,-25,-25);
Vec3 LookTo(0,0,0);
vector<Vec3> Lightposition1;
vector<Vec3> Lightposition2;
vector<Vec3> Lightposition3;
int processInput(){
Uint8* keystate = SDL_GetKeyState(NULL);
//continuous-response keys
if(keystate[SDLK_z]){
camera.z += 1;
}
if(keystate[SDLK_x]){
camera.z -= 1;
}
if(keystate[SDLK_1]){
color = 1;
}
if(keystate[SDLK_2]){
color = 2;
}
if(keystate[SDLK_3]){
color = 3;
}
if(keystate[SDLK_4]){
color = 4;
}
if(keystate[SDLK_8]){
wireframe = 1;
}
if(keystate[SDLK_9]){
wireframe = 0;
}
if(keystate[SDLK_5]){
lightsource = 5;
}
if(keystate[SDLK_6]){
lightsource = 6;
}
if(keystate[SDLK_LEFT]){
RotateY(camera,-2);
}
if(keystate[SDLK_RIGHT]){
RotateY(camera,2);
}
if(keystate[SDLK_UP]){
RotateX(camera,2);
}
if(keystate[SDLK_DOWN]){
RotateX(camera,-2);
}
if(keystate[SDLK_a]){
intensity = intensity + 0.1;
}
if(keystate[SDLK_s]){
intensity = intensity - 0.1;
}
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
return -1;
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_ESCAPE)
return -1;
break;
}
}
return 0;
}
int main(int argc, char* args[]){
Screen Scr(640,480);
Object3d model(0,0);
model.LoadObject("objects/chasma3.obj");
//select this light source when 5 pressed
Lightposition1.push_back(Vec3(0,0,400));
//select this light source when 6 pressed
Lightposition2.push_back(Vec3(400,0,0));
while (processInput() != -1){
Scr.clrscr();
Scr.resetZ();
if(wireframe == 1){
model.drawWire(&Scr,camera,LookTo,0.5,0.5);
}
else{
if(lightsource == 5){
model.render(&Scr,camera,LookTo,Lightposition1,0.5,0.5,color,intensity);
}
else if(lightsource == 6){
model.render(&Scr,camera,LookTo,Lightposition2,0.5,0.5,color,intensity);
}
}
Scr.refresh();
}
return 0;
}