diff --git a/src/scenes/in_Game_Scene.cpp b/src/scenes/in_Game_Scene.cpp index 0e7c268..9816336 100644 --- a/src/scenes/in_Game_Scene.cpp +++ b/src/scenes/in_Game_Scene.cpp @@ -10,46 +10,73 @@ #include "../renderEngine/renderer.h" #include "../shaders/entity_shader.h" #include "../toolbox/toolbox.h" +#include + +#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time +#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us namespace scene { - std::vector entities; - std::vector lights; + std::deque entites; + std::deque lights; + entities::Light sun; + models::RawModel raw_model; models::ModelTexture texture; - shaders::EntityShader *shader; - shaders::GuiShader *gui_shader; + shaders::EntityShader* shader; + shaders::GuiShader* gui_shader; entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)); std::vector guis; - + models::TexturedModel model; + + In_Game_Scene::In_Game_Scene() { shader = new shaders::EntityShader; - shader->Init(); + shader->Init(); render_engine::renderer::Init(*shader); gui_shader = new shaders::GuiShader(); gui_shader->Init(); } + void load_chunk(int model_pos) + { + std::cout << "loading model chunk" << std::endl; + if (entites.size() >= MAX_MODEL_DEQUE_SIZE) + { + entites.pop_back(); + } + int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model + entites.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20)); + + + } + + scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window) { raw_model = render_engine::LoadObjModel("res/House.obj"); texture = { render_engine::loader::LoadTexture("res/Texture.png") }; texture.shine_damper = 10; texture.reflectivity = 0; - models::TexturedModel model = { raw_model, texture }; - - int z = 0; + model = { raw_model, texture }; + + /*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); + }*/ + for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++) + { + load_chunk(i); } - lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); + sun = 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))); @@ -58,11 +85,11 @@ namespace scene 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; - }); + { + std::cout << "I got clicked on!" << std::endl; + }); guis.push_back(&button); - + while (return_value == scene::Scenes::INGAME) { @@ -90,9 +117,14 @@ namespace scene shader->LoadViewMatrix(camera); // Renders each entity in the entities list - for (entities::Entity& entity : entities) + /*for (entities::Entity& entity : entities) { render_engine::renderer::Render(entity, *shader); + }*/ + + for (entities::Entity& model_entity : entites) + { + render_engine::renderer::Render(model_entity, *shader); } // Render GUI items @@ -105,6 +137,17 @@ namespace scene void scene::In_Game_Scene::update(GLFWwindow* window) { camera.Move(window); + + // calculate where the next house model should be loaded + static int last_model_pos = 0; + int model_pos = -round(camera.GetPosition().z / (model.raw_model.model_size.x * 20)); // 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) + { + load_chunk(model_pos + UPCOMING_MODEL_AMOUNT); + } + last_model_pos = model_pos; } void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods) diff --git a/src/shaders/entity_shader.cpp b/src/shaders/entity_shader.cpp index 3a5a0c0..0d1b8db 100644 --- a/src/shaders/entity_shader.cpp +++ b/src/shaders/entity_shader.cpp @@ -1,5 +1,6 @@ #include "entity_shader.h" #include "../toolbox/toolbox.h" +#include namespace shaders { @@ -160,6 +161,25 @@ namespace shaders } } + void EntityShader::LoadLights(std::deque& lights) const + { + for (int i = 0; i < MAX_LIGHTS; ++i) + { + if (i < lights.size()) + { + LoadVector(location_light_position[i], lights[i].GetPosition()); + LoadVector(location_light_color[i], lights[i].GetColor()); + LoadVector(location_light_attenuation[i], lights[i].GetAttenuation()); + } + else + { + LoadVector(location_light_position[i], glm::vec3(0, 0, 0)); + LoadVector(location_light_color[i], glm::vec3(0, 0, 0)); + LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0)); + } + } + } + void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const { LoadFloat(location_shine_damper, shine_damper); diff --git a/src/shaders/entity_shader.h b/src/shaders/entity_shader.h index 514bbb4..7e73037 100644 --- a/src/shaders/entity_shader.h +++ b/src/shaders/entity_shader.h @@ -58,6 +58,13 @@ namespace shaders */ void LoadLights(std::vector& lights) const; + /** + * @brief loads some lights contained in a deque. + * + * @param lights the deque containing the lights to load + */ + void LoadLights(std::deque& lights) const; + /* * @brief: A method to load the the shine variables from a model into the shader *