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Copy pathmain.cpp
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53 lines (40 loc) · 1.51 KB
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#include "engine.hpp"
static int SCR_HEIGHT = 600;
static int SCR_WIDTH = 800;
const char *cubeSource = "/cube2.obj";
const char *catSource = "/cat.obj";
const char *benchSource = "/bench.obj";
const char *vertexShaderSource = "/vertex/standart.vshader";
const char *fragmentShaderSource = "/fragment/standart.fshader";
Object* initModel();
int main() {
auto engine = Engine(SCR_WIDTH, SCR_HEIGHT);
Object* testObj = initModel();
engine.AddObject<>(testObj);
engine.Run(SCR_WIDTH, SCR_HEIGHT);
}
Object* initModel() {
// build and compile our shader program ------------------------------------
Shader vShader = Shader(VertexShader, vertexShaderSource);
Shader fShader = Shader(FragmentShader, fragmentShaderSource);
// init a model
Model * model = Model::loadFromFile(catSource);
auto obj = new Object();
obj->renderData = new RenderData();
obj->renderData->model = model;
obj->renderData->model->shader = new ShaderProgram(vShader, fShader);
obj->transform = new Transform(glm::vec3(0.f, -3.f, -8.f), glm::vec3(.1f, .1f, .1f), glm::mat4(1.0));
obj->transform->Rotate(1.67f, glm::vec3(-1.f, 0.f, 0.f));
auto render_data = obj->renderData;
bindRenderData(render_data);
// Maybe this can be less clunky?
// Perhaps variadic functions?
auto images = std::vector<std::string>();
images.push_back("/Cat_diffuse.png");
images.push_back("/Cat_specular.png");
obj->renderData->material = {
4.f,
Texture(images),
};
return obj;
}