#include #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" #include #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 { std::deque house_models; std::deque lights; std::deque trees; models::RawModel raw_model; models::ModelTexture texture; shaders::EntityShader* shader; shaders::GuiShader* gui_shader; entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)); std::vector guis; models::TexturedModel model; models::TexturedModel tree; In_Game_Scene::In_Game_Scene() { shader = new shaders::EntityShader; shader->Init(); render_engine::renderer::Init(*shader); gui_shader = new shaders::GuiShader(); 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 (house_models.size() >= MAX_MODEL_DEQUE_SIZE) { house_models.pop_back(); trees.pop_back(); } int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20)); trees.push_front(entities::Entity(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3)); } scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window) { raw_model = render_engine::LoadObjModel("res/House.obj"); texture = { render_engine::loader::LoadTexture("res/Texture.png") }; texture.shine_damper = 10; texture.reflectivity = 0; model = { raw_model, texture }; models::RawModel raw_tree_model = render_engine::LoadObjModel("res/Tree.obj"); models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") }; tree = { raw_tree_model, tree_texture }; // load the first few house models 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 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))); // GUI stuff gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f)); button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png")); button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png")); button.SetOnClickAction([]() { std::cout << "I got clicked on!" << std::endl; }); guis.push_back(&button); while (return_value == scene::Scenes::INGAME) { update(window); button.Update(window); render(); glfwSwapBuffers(window); glfwPollEvents(); } shader->CleanUp(); gui_shader->CleanUp(); render_engine::loader::CleanUp(); return return_value; } 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); for (entities::Entity& model_entity : house_models) { render_engine::renderer::Render(model_entity, *shader); } for (entities::Entity& tree_entity : trees) { render_engine::renderer::Render(tree_entity, *shader); } // Render GUI items render_engine::renderer::Render(guis, *gui_shader); // Stop rendering the entities shader->Stop(); } void scene::In_Game_Scene::update(GLFWwindow* 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); } // remember the position at which the new model was added last_model_pos = model_pos; } void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods) { if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) { return_value = scene::Scenes::STOP; } } }