[ADD] (test) trees at every chunk

This commit is contained in:
Sem van der Hoeven
2021-06-02 09:37:13 +02:00
parent f69e104a8d
commit ad35e14bfc

View File

@@ -20,6 +20,7 @@ namespace scene
{ {
std::deque<entities::Entity> house_models; std::deque<entities::Entity> house_models;
std::deque<entities::Light> lights; std::deque<entities::Light> lights;
std::deque<entities::Entity> trees;
models::RawModel raw_model; models::RawModel raw_model;
models::ModelTexture texture; models::ModelTexture texture;
@@ -29,6 +30,7 @@ namespace scene
std::vector<gui::GuiTexture*> guis; std::vector<gui::GuiTexture*> guis;
models::TexturedModel model; models::TexturedModel model;
models::TexturedModel tree;
In_Game_Scene::In_Game_Scene() In_Game_Scene::In_Game_Scene()
@@ -53,9 +55,12 @@ namespace scene
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE) if (house_models.size() >= MAX_MODEL_DEQUE_SIZE)
{ {
house_models.pop_back(); house_models.pop_back();
trees.pop_back();
} }
int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model
house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20)); house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20));
trees.push_front(entities::Entity(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3));
} }
@@ -67,13 +72,18 @@ namespace scene
texture.reflectivity = 0; texture.reflectivity = 0;
model = { raw_model, texture }; model = { raw_model, texture };
models::RawModel raw_tree_model = render_engine::LoadObjModel("res/Tree.obj");
models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
tree = { raw_tree_model, tree_texture };
// load the first few house models // load the first few house models
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++) for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
{ {
load_chunk(i); load_chunk(i);
} }
lights.push_back(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))); // sun
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, -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))); lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
@@ -118,6 +128,11 @@ namespace scene
render_engine::renderer::Render(model_entity, *shader); render_engine::renderer::Render(model_entity, *shader);
} }
for (entities::Entity& tree_entity : trees)
{
render_engine::renderer::Render(tree_entity, *shader);
}
// Render GUI items // Render GUI items
render_engine::renderer::Render(guis, *gui_shader); render_engine::renderer::Render(guis, *gui_shader);
@@ -138,6 +153,7 @@ namespace scene
{ {
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT); load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
} }
// remember the position at which the new model was added
last_model_pos = model_pos; last_model_pos = model_pos;
} }