From 8d52703297092252a7a838a79d8b8430049825ae Mon Sep 17 00:00:00 2001 From: Sem van der Hoeven Date: Tue, 1 Jun 2021 14:06:28 +0200 Subject: [PATCH] [ADD] added deque support for light loading --- src/scenes/in_Game_Scene.cpp | 11 +---------- src/shaders/entity_shader.h | 1 + 2 files changed, 2 insertions(+), 10 deletions(-) diff --git a/src/scenes/in_Game_Scene.cpp b/src/scenes/in_Game_Scene.cpp index 9816336..a809258 100644 --- a/src/scenes/in_Game_Scene.cpp +++ b/src/scenes/in_Game_Scene.cpp @@ -20,7 +20,6 @@ namespace scene { std::deque entites; std::deque lights; - entities::Light sun; models::RawModel raw_model; models::ModelTexture texture; @@ -51,8 +50,6 @@ namespace scene } 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)); - - } @@ -76,7 +73,7 @@ namespace scene load_chunk(i); } - sun = entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)); + 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))); @@ -116,12 +113,6 @@ namespace scene shader->LoadLights(lights); shader->LoadViewMatrix(camera); - // Renders each entity in the entities list - /*for (entities::Entity& entity : entities) - { - render_engine::renderer::Render(entity, *shader); - }*/ - for (entities::Entity& model_entity : entites) { render_engine::renderer::Render(model_entity, *shader); diff --git a/src/shaders/entity_shader.h b/src/shaders/entity_shader.h index 7e73037..6cc1e8a 100644 --- a/src/shaders/entity_shader.h +++ b/src/shaders/entity_shader.h @@ -2,6 +2,7 @@ #include #include +#include #include "shader_program.h" #include "../entities/camera.h" #include "../entities/light.h"