[ADD] automatic loading of models

This commit is contained in:
Sem van der Hoeven
2021-06-01 13:57:45 +02:00
parent ef466c9d95
commit 658b809ef2
3 changed files with 85 additions and 15 deletions

View File

@@ -10,46 +10,73 @@
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h"
#include <deque>
#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::Entity> entities;
std::vector<entities::Light> lights;
std::deque<entities::Entity> entites;
std::deque<entities::Light> 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<gui::GuiTexture*> 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)