[ADD] comments
This commit is contained in:
@@ -18,7 +18,7 @@
|
||||
|
||||
namespace scene
|
||||
{
|
||||
std::deque<entities::Entity> entites;
|
||||
std::deque<entities::Entity> house_models;
|
||||
std::deque<entities::Light> lights;
|
||||
|
||||
models::RawModel raw_model;
|
||||
@@ -41,15 +41,21 @@ namespace scene
|
||||
gui_shader->Init();
|
||||
}
|
||||
|
||||
/**
|
||||
* @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)
|
||||
{
|
||||
std::cout << "loading model chunk" << std::endl;
|
||||
if (entites.size() >= MAX_MODEL_DEQUE_SIZE)
|
||||
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE)
|
||||
{
|
||||
entites.pop_back();
|
||||
house_models.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));
|
||||
house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20));
|
||||
}
|
||||
|
||||
|
||||
@@ -61,13 +67,7 @@ namespace scene
|
||||
texture.reflectivity = 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);
|
||||
}*/
|
||||
// load the first few house models
|
||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||
{
|
||||
load_chunk(i);
|
||||
@@ -113,7 +113,7 @@ namespace scene
|
||||
shader->LoadLights(lights);
|
||||
shader->LoadViewMatrix(camera);
|
||||
|
||||
for (entities::Entity& model_entity : entites)
|
||||
for (entities::Entity& model_entity : house_models)
|
||||
{
|
||||
render_engine::renderer::Render(model_entity, *shader);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user