game/src/Terrain.cpp

60 lines
2.1 KiB
C++

#include "Terrain.h"
Terrain::Terrain() : renderer(nullptr) {
// Create chunk
TerrainInfo ti;
ti.xRange[0] = 0;
ti.xRange[1] = 16;
ti.yRange[0] = 0;
ti.yRange[1] = 16;
ti.zRange[0] = 0;
ti.zRange[1] = 16;
ti.frequency = 0.2f;
ti.seed = 0;
chunks.push_back(Chunk(fnGenerator, ti));
// Create models for chunk renderer to use.
models = {
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);
}
Terrain::~Terrain() {
// Since we created our renderer member in our constructer and defined it in
// the header file it has to be a nullptr before being updated to the created
// object, which means it's lifecycle needs to be managed by this class.
delete renderer;
// 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.
for (int i = 0; i < models.size(); i++) {
delete models.at(i);
}
}
void Terrain::draw(ShaderLoader &shader) {
if (renderer != nullptr)
renderer->draw(shader);
else
error.warn("Terrain attempted to draw with no chunk renderer!");
}