#include #include #include "in_Game_Scene.h" #include "startup_Scene.h" #include "../gui/gui_interactable.h" #include "../models/model.h" #include "../renderEngine/loader.h" #include "../renderEngine/obj_loader.h" #include "../renderEngine/renderer.h" #include "../shaders/entity_shader.h" #include "../toolbox/toolbox.h" namespace scene { std::vector entities; std::vector lights; models::RawModel raw_model; models::ModelTexture texture; shaders::EntityShader shader; entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)); extern GLFWwindow* window; void scene::In_Game_Scene::start() { raw_model = render_engine::LoadObjModel("res/House.obj"); texture = { render_engine::loader::LoadTexture("res/Texture.png") }; texture.shine_damper = 10; texture.reflectivity = 0; models::TexturedModel 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); } shader.Init(); render_engine::renderer::Init(shader); lights.push_back(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, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f))); } void scene::In_Game_Scene::render() { // Render render_engine::renderer::Prepare(); shader.Start(); shader.LoadSkyColor(render_engine::renderer::SKY_COLOR); shader.LoadLights(lights); shader.LoadViewMatrix(camera); // Renders each entity in the entities list for (entities::Entity& entity : entities) { render_engine::renderer::Render(entity, shader); } // Stop rendering the entities shader.Stop(); } void scene::In_Game_Scene::update() { camera.Move(window); } void scene::In_Game_Scene::onKey(int key, int scancode, int action, int mods) { } }