merge Develop into main after sprint 1 #1

Merged
SemvdH merged 55 commits from develop into main 2021-06-02 09:02:27 +00:00
3 changed files with 13 additions and 0 deletions
Showing only changes of commit e2464ec8fd - Show all commits

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@@ -52,6 +52,9 @@ int main(void)
texture.reflectivity = 0;
models::TexturedModel model = { raw_model, texture };
/**
* load and add some models (in this case some level sections) to the entities list.
* */
std::vector<entities::Entity> entities;
int z = 0;
for (int i = 0; i < 5; ++i)
@@ -82,6 +85,9 @@ int main(void)
shader.LoadLight(light);
shader.LoadViewMatrix(camera);
/**
* renders eacht entitie in the entities list
**/
for (entities::Entity& entity : entities)
{
render_engine::renderer::Render(entity, shader);

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@@ -10,6 +10,8 @@ namespace models
This structure represents a Bare bones Model (A mesh without a texture).
The vao_id, points to an ID stored by openGL and the
vertex_count is how many triangles in the mesh there are.
model_size is a vec3 that contains the size of the loaded model.
*/
struct RawModel
{

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@@ -128,6 +128,11 @@ namespace render_engine
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
}
/**
* @brief gets the width, height and depth of a model
* @param positions all the points of a model
* @returns vec3<float> the size values of a model (width, height and depth)
**/
static glm::vec3 GetSizeModel(std::vector<float>& positions)
{
float minX = 100;