Loaded all marching cube models into marching cube renderer.

This commit is contained in:
Warwick 2022-08-15 11:33:16 +01:00
parent 8a699ae422
commit bb349e9994
3 changed files with 28 additions and 9 deletions

@ -1 +1 @@
Subproject commit 40364e65f0acfcd74effad083c94a179f765678a Subproject commit d1d1c195d789a9815e1585f29b74515b3fd32c72

View file

@ -33,7 +33,7 @@ void Model::resize(glm::vec3 scale) {
// Return model to position. // Return model to position.
this->setPosition(pos); this->setPosition(pos);
this->scale = scale; this->scale = this->scale * scale;
} }
void Model::rotate(float angle, glm::vec3 axis) { void Model::rotate(float angle, glm::vec3 axis) {
this->model = glm::rotate(this->model, angle, axis); this->model = glm::rotate(this->model, angle, axis);

View file

@ -14,19 +14,38 @@ Terrain::Terrain() : renderer(nullptr) {
chunks.push_back(Chunk(fnGenerator, ti)); chunks.push_back(Chunk(fnGenerator, ti));
// Create chunks renderer. // Create models for chunk renderer to use.
models = {new Model(ROOT_DIR "data/game-models/12/MetalFloor.obj")}; models = {
models.at(0)->resize(glm::vec3(0.5f)); new Model(ROOT_DIR "data/game-models/1/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/2/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/3/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/4/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/5/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/6/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/7/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/8/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/9/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/10/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/11/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/12/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/13/MetalFloor.obj"),
new Model(ROOT_DIR "data/game-models/14/MetalFloor.obj"),
};
// Resize models to fit in coordinate system.
for (int i = 0; i < models.size(); i++) {
models.at(i)->resize(glm::vec3(0.5f));
}
// Create chunk renderer.
renderer = new MarchingCubeChunkRenderer(this->chunks, models); renderer = new MarchingCubeChunkRenderer(this->chunks, models);
} }
Terrain::~Terrain() { Terrain::~Terrain() {
// Since we created our renderer member in our constructer it has to be a // Since we created our renderer member in our constructer and defined it in
// nullptr before being updated to the created object, which means it's // the header file it has to be a nullptr before being updated to the created
// lifecycle needs to be managed by this class. // object, which means it's lifecycle needs to be managed by this class.
delete renderer; delete renderer;
// Creating models here for OPENGL purposes means that we can't duplicate the // Creating models here for OpenGL purposes means that we can't duplicate the
// data, so we need to delete them after creating them as pointers. // data, so we need to delete them after creating them as pointers.
for (int i = 0; i < models.size(); i++) { for (int i = 0; i < models.size(); i++) {
delete models.at(i); delete models.at(i);