#include "RenderHelp.h" #include "Model.h" int main(void) { RenderHelp rh(600, 800); // 加载模型 Model model("res/diablo3_pose.obj"); Vec3f eye_pos = {0, -0.5, 1.7}; Vec3f eye_at = {0, 0, 0}; Vec3f eye_up = {0, 1, 0}; Vec3f light_dir = {1, 1, 0.85}; // 光的方向 float perspective = 3.1415926f * 0.5f; Mat4x4f mat_model = matrix_set_scale(1, 1, 1); Mat4x4f mat_view = matrix_set_lookat(eye_pos, eye_at, eye_up); Mat4x4f mat_proj = matrix_set_perspective(perspective, 6 / 8.0, 1.0, 500.0f); Mat4x4f mat_mvp = mat_model * mat_view * mat_proj; // 用于将法向量从模型坐标系变换到世界坐标系 Mat4x4f mat_model_it = matrix_invert(mat_model).Transpose(); // 顶点属性 struct { Vec3f pos; Vec3f normal; Vec2f uv; } vs_input[3]; const int VARYING_UV = 0; const int VARYING_NORMAL = 1; rh.SetVertexShader([&] (int index, ShaderContext& output) -> Vec4f { Vec4f pos = vs_input[index].pos.xyz1() * mat_mvp; Vec4f normal = (vs_input[index].normal.xyz1() * mat_model_it); output.varying_vec2f[VARYING_UV] = vs_input[index].uv; output.varying_vec3f[VARYING_NORMAL] = normal.xyz(); // 转化为三维 return pos; }); rh.SetPixelShader([&] (ShaderContext& input) -> Vec4f { Vec2f uv = input.varying_vec2f[VARYING_UV]; Vec3f n = input.varying_vec3f[VARYING_NORMAL]; Vec3f l = vector_normalize(light_dir); Vec4f color = model.diffuse(uv); // 从模型取得纹理颜色 // 点乘 n,l 获得光照强度,Saturate 可以对范围 [0,1] 裁剪 float intense = Saturate(vector_dot(n, l)) + 0.1; return color * intense; }); // 迭代模型每一个面 for (int i = 0; i < model.nfaces(); i++) { // 设置三个顶点的输入,供 VS 读取 for (int j = 0; j < 3; j++) { vs_input[j].pos = model.vert(i, j); vs_input[j].uv = model.uv(i, j); vs_input[j].normal = model.normal(i, j); } // 绘制三角形 rh.DrawPrimitive(); } rh.SaveFile("output.bmp"); #if defined(WIN32) || defined(_WIN32) system("mspaint output.bmp"); #endif return 0; }