[FIX] in game scene

This commit is contained in:
Sem van der Hoeven
2021-06-11 10:42:52 +02:00
parent 8835646e32
commit 645c4df494
2 changed files with 31 additions and 33 deletions

View File

@@ -30,7 +30,6 @@
namespace scene
{
std::shared_ptr<entities::MainCharacter>main_character;
std::deque<entities::Light> lights;
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
entities::HouseGenerator* house_generator;
std::deque<std::shared_ptr<entities::Entity>> house_models;
@@ -39,9 +38,8 @@ namespace scene
models::ModelTexture texture;
shaders::EntityShader* shader;
shaders::GuiShader* gui_shader;
entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis;
int furniture_count_old;
int score;
@@ -53,7 +51,7 @@ namespace scene
*/
In_Game_Scene::In_Game_Scene()
{
camera = new entities::Camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
shader = new shaders::EntityShader;
shader->Init();
@@ -69,9 +67,9 @@ namespace scene
*/
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
collision::Box box = collision::Box();
box.size.x = size.z* scale;
box.size.y = size.y* scale;
box.size.z = size.x* scale;
box.size.x = size.z * scale;
box.size.y = size.y * scale;
box.size.z = size.x * scale;
box.center_pos = pos;
return box;
}
@@ -80,30 +78,29 @@ namespace scene
*/
In_Game_Scene::~In_Game_Scene()
{
delete camera;
delete shader;
delete gui_shader;
delete house_generator;
delete house_generator;
}
/**
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
*
*
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
*
*
*/
void load_chunk(int model_pos)
{
static unsigned int furniture_count = 0;
// set up squares according to size of camera input
cv::Mat camera_frame;
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
reg_left.SetXPos(10);
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight()/2);
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight()/2);
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
reg_up.SetYPos(10);
std::cout << "loading model chunk" << std::endl;
@@ -118,13 +115,13 @@ namespace scene
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
furniture_count = furniture.size();
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
furniture_count_old = furniture_count -1;
furniture_count_old = furniture_count - 1;
}
/**
/**
* starts the game scene, calls the render and update methods in a while loop
*/
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
@@ -132,7 +129,7 @@ namespace scene
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10;
texture.reflectivity = 0;
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
models::TexturedModel model_char = { raw_model_char, texture };
@@ -188,10 +185,10 @@ namespace 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)
switch (game_state)
{
/*case scene::Game_State::IDLE:
break;*/
/*case scene::Game_State::IDLE:
break;*/
case scene::Game_State::PAUSED:
render();
@@ -208,7 +205,7 @@ namespace scene
std::cout << "Game state unknown" << std::endl;
break;
}
glfwSwapBuffers(window);
glfwPollEvents();
@@ -230,14 +227,14 @@ namespace scene
shader->Start();
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
shader->LoadLightsDeque(lights);
shader->LoadViewMatrix(camera);
shader->LoadViewMatrix(*camera);
for (std::shared_ptr<entities::Entity> model_entity : house_models)
{
render_engine::renderer::Render(model_entity, *shader);
}
render_engine::renderer::Render(*main_character, *shader);
render_engine::renderer::Render(main_character, *shader);
// Render GUI items
//render_engine::renderer::Render(guis, *gui_shader);
@@ -250,15 +247,15 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window)
{
//camera.Move(window);
main_character->Move(window);
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
camera.Follow(main_character->GetPosition());
camera->Follow(main_character->GetPosition());
// calculate where the next house model should be loaded
static int last_model_pos = 0;
int model_pos = -round(camera.GetPosition().z / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis
int model_pos = -round(camera->GetPosition().z / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis
// if we have passed a model, load a new one and delete the one behind us
if (last_model_pos != model_pos)
@@ -270,7 +267,7 @@ namespace scene
}
// remember the position at which the new model was added
last_model_pos = model_pos;
collision::CheckCollisions(collision_entities);
update_hand_detection();
}

View File

@@ -2,6 +2,7 @@
#include <iostream>
#include <ostream>
#include <vector>
#include <memory>
#include "scene.h"
#include "../gui/gui_interactable.h"
#include "../models/model.h"
@@ -38,7 +39,7 @@ namespace scene
//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;
std::deque<entities::Light> lights;
models::RawModel raw_model;
models::ModelTexture texture;
@@ -47,7 +48,7 @@ namespace scene
//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;
std::unique_ptr<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.