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main.cpp
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#include "include/Camera.h"
#include "include/Loader.h"
#include "include/Renderer.h"
#include "include/Window.h"
#include "include/Shader.h"
#include <iostream>
#include <string>
#include <vector>
int main() {
Window window(800, 600, "3D OBJ Viewer");
Loader loader;
Renderer renderer;
Camera camera;
glm::vec3 center;
float scale;
// Load the OBJ model
std::vector<float> vertices;
std::vector<unsigned int> indices;
if (!loader.loadOBJ("teapot.obj", vertices, indices, center, scale)) {
std::cerr << "Failed to load OBJ file!" << std::endl;
return -1;
}
// Skybox setup
std::vector<std::string> faces = {"textures/right.jpg", "textures/left.jpg",
"textures/top.jpg", "textures/bottom.jpg",
"textures/front.jpg", "textures/back.jpg"};
unsigned int cubemapTexture = renderer.loadCubemap(faces);
Shader skyboxShader("shaders/skybox_vertex.glsl", "shaders/skybox_fragment.glsl");
// Define shader for the 3D model
Shader modelShader("shaders/vertex_shader.glsl", "shaders/fragment_shader.glsl");
float deltaTime = 0.0f;
float lastFrame = 0.0f;
// Main rendering loop
while (!window.shouldClose()) {
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Process input for camera movement
window.processInput(camera, deltaTime);
window.pollEvents();
// Render the skybox
renderer.renderSkybox(skyboxShader, cubemapTexture, camera);
// Render the model
renderer.render(vertices, modelShader, camera, center, scale);
window.swapBuffers();
}
return 0;
}