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Add a second Utah teapot demo
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#include "t.hpp" | ||
#include <chrono> | ||
#include <iomanip> | ||
#include <iostream> | ||
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using namespace t; | ||
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int main() { | ||
auto teapot = UtahTeapot(); | ||
// auto material = NormalColor(); | ||
auto material = BlinnPhong(Color(0, 0, 244), Color(255, 255, 255), 128); | ||
auto mesh = Mesh(teapot, material); | ||
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auto ambient = AmbientLight(Color(64, 64, 64), 1); | ||
auto light = PointLight(Color(255, 255, 255), 1); | ||
light.translate(0, 1, 0); | ||
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mesh.translate(0, -1.3, 0); | ||
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const auto width = 80; | ||
const auto height = 24; | ||
const auto fwidth = static_cast<double>(width); | ||
const auto fheight = static_cast<double>(height); | ||
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auto scene = Scene(); | ||
auto camera = PerspectiveCamera(M_PI / 4, fwidth / fheight, 0.0001, 100); | ||
camera.translate(0, 0, 2.5); | ||
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scene.add(ambient); | ||
scene.add(light); | ||
scene.add(mesh); | ||
scene.add(camera); | ||
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auto renderer = Rasterizer(); | ||
auto renderTarget = | ||
RenderTarget<double>(width, height, TextureFormat::RgbDouble); | ||
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const auto characters = std::array<char, 12>{'.', ',', '-', '~', ':', ';', | ||
'=', '!', '*', '#', '$', '@'}; | ||
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auto startTime = std::chrono::high_resolution_clock::now(); | ||
long lastRenderTimestamp = 0; | ||
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while (true) { | ||
auto currentTime = std::chrono::high_resolution_clock::now(); | ||
auto elapsedMs = std::chrono::duration_cast<std::chrono::milliseconds>( | ||
currentTime - startTime) | ||
.count(); | ||
std::cout << "\x1b[H"; | ||
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if (elapsedMs > 0) { | ||
std::cout << "FPS: " << std::setfill(' ') << std::setw(3) | ||
<< 1000 / (elapsedMs - lastRenderTimestamp); | ||
} | ||
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// mesh.localRotation.y = 0.001 * elapsedMs; | ||
light.localPosition.x = cos(0.001 * elapsedMs) * 2; | ||
light.localPosition.z = sin(0.001 * elapsedMs) * 2; | ||
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lastRenderTimestamp = elapsedMs; | ||
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renderer.render(scene, camera, renderTarget); | ||
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for (int j = 0; j < renderTarget.height; j++) { | ||
for (int i = renderTarget.width - 1; i > -1; i--) { | ||
if (j == 0 && i > renderTarget.width - 8) { | ||
continue; | ||
} | ||
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int index = (i + j * renderTarget.width) * 3; | ||
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auto r = renderTarget.texture.image[index]; | ||
auto g = renderTarget.texture.image[index + 1]; | ||
auto b = renderTarget.texture.image[index + 2]; | ||
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const auto luminance = t::Color(r, g, b).luminance(); | ||
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r = std::clamp(r, 0.0, 1.0); | ||
g = std::clamp(g, 0.0, 1.0); | ||
b = std::clamp(b, 0.0, 1.0); | ||
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char c = ' '; | ||
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for (int cs = 11; cs > -1; cs--) { | ||
if ((1.0 / 12) * cs < luminance) { | ||
c = characters[cs]; | ||
break; | ||
} | ||
} | ||
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std::cout << "\033[38;2;" << static_cast<int>(r * 255) << ";" | ||
<< static_cast<int>(g * 255) << ";" | ||
<< static_cast<int>(b * 255) << "m" << c << "\033[0m"; | ||
} | ||
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if (j < renderTarget.height - 1) { | ||
std::cout << "\n"; | ||
} | ||
} | ||
} | ||
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return 0; | ||
} |