Develop into master #9

Merged
SemvdH merged 126 commits from develop into main 2021-06-18 15:56:41 +00:00
3 changed files with 85 additions and 15 deletions
Showing only changes of commit 658b809ef2 - Show all commits

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@@ -10,12 +10,18 @@
#include "../renderEngine/renderer.h" #include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h" #include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h" #include "../toolbox/toolbox.h"
#include <deque>
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
namespace scene namespace scene
{ {
std::vector<entities::Entity> entities; std::deque<entities::Entity> entites;
std::vector<entities::Light> lights; std::deque<entities::Light> lights;
entities::Light sun;
models::RawModel raw_model; models::RawModel raw_model;
models::ModelTexture texture; models::ModelTexture texture;
shaders::EntityShader* shader; shaders::EntityShader* shader;
@@ -23,6 +29,8 @@ namespace scene
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)); entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis; std::vector<gui::GuiTexture*> guis;
models::TexturedModel model;
In_Game_Scene::In_Game_Scene() In_Game_Scene::In_Game_Scene()
{ {
@@ -34,22 +42,41 @@ namespace scene
gui_shader->Init(); gui_shader->Init();
} }
void load_chunk(int model_pos)
{
std::cout << "loading model chunk" << std::endl;
if (entites.size() >= MAX_MODEL_DEQUE_SIZE)
{
entites.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));
}
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window) scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
{ {
raw_model = render_engine::LoadObjModel("res/House.obj"); raw_model = render_engine::LoadObjModel("res/House.obj");
texture = { render_engine::loader::LoadTexture("res/Texture.png") }; texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10; texture.shine_damper = 10;
texture.reflectivity = 0; texture.reflectivity = 0;
models::TexturedModel model = { raw_model, texture }; model = { raw_model, texture };
/*int z = 0;
int z = 0;
for (int i = 0; i < 5; ++i) 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)); 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); z += (raw_model.model_size.x * 20);
}*/
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
{
load_chunk(i);
} }
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); sun = 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, -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)));
@@ -90,9 +117,14 @@ namespace scene
shader->LoadViewMatrix(camera); shader->LoadViewMatrix(camera);
// Renders each entity in the entities list // Renders each entity in the entities list
for (entities::Entity& entity : entities) /*for (entities::Entity& entity : entities)
{ {
render_engine::renderer::Render(entity, *shader); render_engine::renderer::Render(entity, *shader);
}*/
for (entities::Entity& model_entity : entites)
{
render_engine::renderer::Render(model_entity, *shader);
} }
// Render GUI items // Render GUI items
@@ -105,6 +137,17 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window) void scene::In_Game_Scene::update(GLFWwindow* window)
{ {
camera.Move(window); camera.Move(window);
// calculate where the next house model should be loaded
static int last_model_pos = 0;
int model_pos = -round(camera.GetPosition().z / (model.raw_model.model_size.x * 20)); // how much models we have passed, minus because we are moving in the negative z axis
// if we have passed a model, load a new one and delete the one behind us
if (last_model_pos != model_pos)
{
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
}
last_model_pos = model_pos;
} }
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods) void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)

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@@ -1,5 +1,6 @@
#include "entity_shader.h" #include "entity_shader.h"
#include "../toolbox/toolbox.h" #include "../toolbox/toolbox.h"
#include <deque>
namespace shaders namespace shaders
{ {
@@ -160,6 +161,25 @@ namespace shaders
} }
} }
void EntityShader::LoadLights(std::deque<entities::Light>& lights) const
{
for (int i = 0; i < MAX_LIGHTS; ++i)
{
if (i < lights.size())
{
LoadVector(location_light_position[i], lights[i].GetPosition());
LoadVector(location_light_color[i], lights[i].GetColor());
LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
}
else
{
LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
}
}
}
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
{ {
LoadFloat(location_shine_damper, shine_damper); LoadFloat(location_shine_damper, shine_damper);

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@@ -58,6 +58,13 @@ namespace shaders
*/ */
void LoadLights(std::vector<entities::Light>& lights) const; void LoadLights(std::vector<entities::Light>& lights) const;
/**
* @brief loads some lights contained in a deque.
*
* @param lights the deque containing the lights to load
*/
void LoadLights(std::deque<entities::Light>& lights) const;
/* /*
* @brief: A method to load the the shine variables from a model into the shader * @brief: A method to load the the shine variables from a model into the shader
* *