[COMMENTS] added some comments for all the scene files

the only thing i could not find was the on key method, the other params are empty(thus no comments)
This commit is contained in:
Lars
2021-06-04 16:44:10 +02:00
parent 2468d7fa7f
commit 4587559030
5 changed files with 149 additions and 10 deletions

View File

@@ -14,7 +14,9 @@
namespace scene
{
/**
* sets up the first things when the objects has been made
*/
In_Game_Scene::In_Game_Scene()
{
camera = new entities::Camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
@@ -26,7 +28,9 @@ namespace scene
gui_shader = new shaders::GuiShader();
gui_shader->Init();
}
/**
* deletes certain veriables when the object will be deleted, prevents memory leaks
*/
In_Game_Scene::~In_Game_Scene()
{
delete camera;
@@ -34,7 +38,9 @@ namespace scene
delete gui_shader;
}
/**
* starts the game scene, calls the render and update methods in a while loop
*/
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
{
raw_model = render_engine::LoadObjModel("res/House.obj");
@@ -87,8 +93,11 @@ namespace scene
});
pause_guis.push_back(&pause_button_quit);
//the scene loop, this while loop represent the scene
while (return_value == scene::Scenes::INGAME)
{
//checks the current game state, so it can render the correct models for each state
switch (game_state)
{
/*case scene::Game_State::IDLE:
@@ -120,11 +129,14 @@ namespace scene
return return_value;
}
/**
* renders the game models
*/
void scene::In_Game_Scene::render()
{
// Render
render_engine::renderer::Prepare();
//starts the shader and begins to render
shader->Start();
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
shader->LoadLights(lights);
@@ -143,11 +155,19 @@ namespace scene
shader->Stop();
}
//updates certain variables
void scene::In_Game_Scene::update(GLFWwindow* window)
{
camera->Move(window);
}
//renders the models for the pause menu
void In_Game_Scene::render_pause_menu()
{
render_engine::renderer::Render(pause_guis, *gui_shader);
}
//manages the key input in the game scene
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
@@ -163,10 +183,4 @@ namespace scene
game_state = scene::Game_State::RUNNING;
}
}
void In_Game_Scene::render_pause_menu()
{
render_engine::renderer::Render(pause_guis, *gui_shader);
}
}

View File

@@ -14,6 +14,11 @@
namespace scene
{
/**
* This enum is for managing the game scene state.
* for example: when pressed on a specific button, the game will be in a paused state and nothing about the player or the speed of the game will be updated
* and the pause screen will show up.
**/
enum class Game_State
{
//IDLE,
@@ -21,30 +26,75 @@ namespace scene
PAUSED
};
class In_Game_Scene : public scene::Scene
{
private:
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
scene::Scenes return_value = scene::Scenes::INGAME;
//game_state is an enum that keeps track of the current game state. For example: is the game running(thus the user is playing the game) of is the game paused.
scene::Game_State game_state = scene::Game_State::RUNNING;
//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
std::vector<entities::Entity> entities_to_render;
//lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps.
std::vector<entities::Light> lights;
models::RawModel raw_model;
models::ModelTexture texture;
//the shader that is used for rendering the models.
shaders::EntityShader* shader;
//the gui_shader is used of rendering the gui models (for example the pause buttons).
shaders::GuiShader* gui_shader;
//camera is the camera view of the game scene, this camera will be behind the main character.
entities::Camera *camera;
//guis is a list of all the gui components that needs to be load in the scene.
std::vector<gui::GuiTexture*> guis;
//pause_guis is a list of components that will be rendered when the game is paused.
std::vector<gui::GuiTexture*> pause_guis;
/**
* @brief renders the objects/gui models
* @param
* @return void
*/
void render_pause_menu();
public:
In_Game_Scene();
~In_Game_Scene();
/**
* @brief the method start is the start of the scene where a while loop runs, this runs the scene.
* @param window the main window of the application
* @return Scene value that indicates in which scene the application is
*/
Scenes start(GLFWwindow* window) override;
/**
* @brief this method renders the models for the game scene
* @param
* @return void
*/
void render() override;
/**
* @brief this method updates the models/variables for the game scene
* @param window the main window of the application
* @return void
*/
void update(GLFWwindow* window) override;
/**
* @brief this method updates the models/variables for the game scene
* @param window the main window of the application
* @param key this is the keycode on which key has been pressed
* @param scancode -
* @param action-
* @param mods -
* @return void
*/
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

View File

@@ -6,6 +6,9 @@
namespace scene {
/**
* this enum represents the scenes in the game, those wil help to keep track in which scene the game is.
*/
enum class Scenes
{
STARTUP,
@@ -19,9 +22,37 @@ namespace scene {
{
public:
virtual ~Scene() = 0;
/**
* @brief the method start is the start of a scene where a while loop runs, this runs the scene.
* @param window the main window of the application
* @return Scene value that indicates in which scene the application is
*/
virtual Scenes start(GLFWwindow* window) = 0;
/**
* @brief this method renders the models for a scene
* @param
* @return void
*/
virtual void render() = 0;
/**
* @brief this method updates the models/variables for a scene
* @param window the main window of the application
* @return void
*/
virtual void update(GLFWwindow* window) = 0;
/**
* @brief this method updates the models/variables for a scene
* @param window the main window of the application
* @param key this is the keycode on which key has been pressed
* @param scancode -
* @param action-
* @param mods -
* @return void
*/
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
};
}

View File

@@ -6,11 +6,17 @@
namespace scene
{
/**
* deletes certain variables to prevent memory leaks
*/
Startup_Scene::~Startup_Scene()
{
std::cout << "startup scene gone!" << std::endl;
}
/**
* starts the start-up scene, calls the render and update methods in a while loop
*/
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
{
while (return_value == scene::Scenes::STARTUP)
@@ -25,16 +31,25 @@ namespace scene
return return_value;
}
/**
* renders the models in the start-up scene
*/
void scene::Startup_Scene::render()
{
}
/**
* updates the variables for the start-up scene
*/
void scene::Startup_Scene::update(GLFWwindow* window)
{
}
/**
* manages the key input in the start-up scene
*/
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)

View File

@@ -9,13 +9,42 @@ namespace scene
class Startup_Scene : public scene::Scene
{
private:
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
scene::Scenes return_value = scene::Scenes::STARTUP;
public:
~Startup_Scene();
/**
* @brief the method start is the start of the start-up scene where a while loop runs, this runs the scene.
* @param window the main window of the application
* @return Scene value that indicates in which scene the application is
*/
Scenes start(GLFWwindow* window) override;
/**
* @brief this method renders the models for the start-up scene
* @param
* @return void
*/
void render() override;
/**
* @brief this method updates the models/variables for the start-up scene
* @param window the main window of the application
* @return void
*/
void update(GLFWwindow* window) override;
/**
* @brief this method updates the models/variables for the start-up scene
* @param window the main window of the application
* @param key this is the keycode on which key has been pressed
* @param scancode -
* @param action-
* @param mods -
* @return void
*/
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}