[ADD] The scene switching works now, the only thing to do is controling the scenes with the keys!

This commit is contained in:
Lars
2021-05-28 16:04:41 +02:00
parent 93b3223737
commit 5d31327a47
7 changed files with 133 additions and 139 deletions

View File

@@ -27,9 +27,8 @@
static double UpdateDelta();
GLFWwindow* window;
std::map<scene::Scenes, scene::Scene*> scenes;
scene::Scene* current_scene = nullptr;
static GLFWwindow* window;
scene::Scene* current_scene;
int main(void)
{
@@ -47,103 +46,51 @@ int main(void)
glGetError();
#pragma endregion
current_scene = new scene::Startup_Scene();
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
{
current_scene->onKey(key, scancode, action, mods);
if (key == GLFW_KEY_ESCAPE)
glfwSetWindowShouldClose(window, true);
});
scenes[scene::Scenes::STARTUP] = new scene::Startup_Scene();
scenes[scene::Scenes::INGAME] = new scene::In_Game_Scene();
current_scene = scenes[scene::Scenes::STARTUP];
/* models::RawModel raw_model = render_engine::LoadObjModel("res/House.obj");
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10;
texture.reflectivity = 0;
models::TexturedModel model = { raw_model, texture };*/
/**
* load and add some models (in this case some level sections) to the entities list.
* */
/*std::vector<entities::Entity> entities;
int z = 0;
for (int i = 0; i < 5; ++i)
{
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
z += (raw_model.model_size.x * 20);
}*/
/* std::vector<entities::Light> lights;
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));*/
/*shaders::EntityShader shader;
shader.Init();
render_engine::renderer::Init(shader);*/
//entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
// GUI stuff
/* shaders::GuiShader gui_shader;
gui_shader.Init();
std::vector<gui::GuiTexture*> guis;
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
button.SetOnClickAction([]()
{
std::cout << "I got clicked on!" << std::endl;
current_scene->onKey(window, key, scancode, action, mods);
if (key == GLFW_KEY_ESCAPE)
glfwSetWindowShouldClose(window, true);
});
guis.push_back(&button);
*/
bool window_open = true;
// Main game loop
while (!glfwWindowShouldClose(window))
while (!glfwWindowShouldClose(window) && window_open)
{
// Update
//Update
const double delta = UpdateDelta();
//camera.Move(window);
current_scene->update();
// button.Update(window);
current_scene->render();
// Render
//render_engine::renderer::Prepare();
// Start rendering the entities
//shader.Start();
//shader.LoadSkyColor(render_engine::renderer::SKY_COLOR);
//shader.LoadLights(lights);
//shader.LoadViewMatrix(camera);
// Renders each entity in the entities list
/* for (entities::Entity& entity : entities)
{
render_engine::renderer::Render(entity, shader);
}*/
scene::Scenes return_value = current_scene->start(window);
delete current_scene;
// Stop rendering the entities
//shader.Stop();
switch (return_value) {
case scene::Scenes::STOP:
window_open = false;
break;
// Render GUI items
//render_engine::renderer::Render(guis, gui_shader);
case scene::Scenes::STARTUP:
current_scene = new scene::Startup_Scene();
break;
// Finish up
glfwSwapBuffers(window);
glfwPollEvents();
case scene::Scenes::INGAME:
current_scene = new scene::In_Game_Scene();
break;
default:
std::cout << "Wrong return value!!! ->" << std::endl;
break;
}
}
// Clean up
//shader.CleanUp();
// gui_shader.CleanUp();
render_engine::loader::CleanUp();
// Clean up -> preventing memory leaks!!!
std::cout << "ending..." << std::endl;
delete current_scene;
glfwTerminate();
return 0;
}
@@ -155,4 +102,4 @@ static double UpdateDelta()
double delt_time = current_time - last_frame_time;
last_frame_time = current_time;
return delt_time;
}
}