[ADD] comments

This commit is contained in:
Sem van der Hoeven
2021-06-01 14:24:16 +02:00
parent 8d52703297
commit f69e104a8d

View File

@@ -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);
}