[FIX] fixed the loading scene, everything runs correctly now

This commit is contained in:
Jasper
2021-06-18 14:53:16 +02:00
parent 06a6930c58
commit ad2d651d41
8 changed files with 158 additions and 374 deletions

View File

@@ -12,56 +12,55 @@ namespace entities
{
HouseGenerator::HouseGenerator()
{
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
default_texture.shine_damper = 10;
house_model = { raw_model, default_texture };
GenerateFurnitureModels();
}
const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
void HouseGenerator::GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece)
{
FurnitureType random_type = FurnitureType::CEILING_OBJECTS;
while (random_type == FurnitureType::CEILING_OBJECTS ) {
random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
singleton::FurnitureType random_type = singleton::FurnitureType::CEILING_OBJECTS;
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
while (random_type == singleton::FurnitureType::CEILING_OBJECTS ) {
random_type = singleton::FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
}
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if (it->furniture.type == random_type)
{
return &it->furniture;
furniture_piece->type = it->furniture.type;
furniture_piece->size = it->furniture.size;
break;
}
}
return nullptr;
}
const FurniturePiece* HouseGenerator::GetFurniturePiece(FurnitureType type)
void HouseGenerator::GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece)
{
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if (it->furniture.type == type)
{
return &it->furniture;
furniture_piece->type = it->furniture.type;
furniture_piece->size = it->furniture.size;
break;
}
}
return nullptr;
}
std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
void HouseGenerator::GenerateHouse(std::deque<std::shared_ptr<Entity>>* furniture_list , const glm::vec3& position, float y_rotation)
{
std::deque<std::shared_ptr<Entity>> furniture;
// Add house
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
int house_size_x = house_model.raw_model.model_size.x * HOUSE_SIZE;
int house_size_y = house_model.raw_model.model_size.x * HOUSE_SIZE;
int house_size_z = house_model.raw_model.model_size.x * HOUSE_SIZE;
furniture_list->push_front(std::make_shared<Entity>(singleton::Model_Storage::get_instance()->get_house_model(), position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
int house_size_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
int house_size_y = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
int house_size_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE / 2);
int offset_z = house_model.raw_model.model_size.x * (HOUSE_SIZE / 2);
int offset_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.z * (HOUSE_SIZE / 2);
int offset_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * (HOUSE_SIZE / 2);
double multiplier_x = house_size_x / 4;
double multiplier_z = house_size_z / 3;
@@ -69,298 +68,63 @@ namespace entities
for (int x = 1; x < 4; x++)
{
//if (toolbox::Random(0, 100) < 90) {
const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
if (furniture_piece->type != FurnitureType::CEILING_OBJECTS) {
models::TexturedModel model = GetFurnitureModel(furniture_piece);
//if (!(furniture_piece->size > 1 && x > 1)) {
glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
singleton::FurniturePiece furniture_piece;
GetRandomFurniturePiece(&furniture_piece);
if (furniture_piece.type != singleton::FurnitureType::CEILING_OBJECTS) {
std::cout << "Furniture Piece: " << int(furniture_piece.type) << std::endl;
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
//if (!(furniture_piece->size > 1 && x > 1)) {
glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
collision::Box model_box = { model_pos, model.raw_model.model_size };
model_box.SetRotation(-90);
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
}
//}
collision::Box model_box = { model_pos, model.raw_model.model_size };
model_box.SetRotation(-90);
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
}
//}
//}
}
}
models::TexturedModel model = GetFurnitureModel(GetFurniturePiece(FurnitureType::CEILING_OBJECTS));
glm::vec3 model_pos = glm::vec3(position.x, position.y + (house_size_y/5 *3), position.z);
singleton::FurniturePiece furniture_piece;
GetFurniturePiece(singleton::FurnitureType::CEILING_OBJECTS, &furniture_piece);
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
glm::vec3 model_pos = glm::vec3(position.x, position.y + (house_size_y / 5 * 3), position.z);
collision::Box model_box = { model_pos, model.raw_model.model_size };
model_box.SetRotation(-90);
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
return furniture;
/*
// Add furniture
models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
couch_box.SetRotation(-90);
furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
collision::Box table_box = { table_pos, table.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
*/
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
}
models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
models::TexturedModel HouseGenerator::GetFurnitureModel(const singleton::FurniturePiece* furniture)
{
std::deque<models::TexturedModel>* furniture_list = nullptr;
std::deque<models::TexturedModel> furniture_list;
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
std::cout << "type of furniture_piece: " << int(furniture->type) << std::endl;
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if (it->furniture.type == furniture->type)
{
furniture_list = &it->texture;
std::deque<models::TexturedModel> textures = it->texture;
for (int i = 0; i< textures.size(); i++)
{
furniture_list.push_back(textures.at(i));
}
std::cout << "Size of textures: " << textures.size() << std::endl;
std::cout << "Size of furniture_list: " << furniture_list.size() << std::endl;
break;
}
}
if (furniture_list == nullptr)
std::cout << "Size of furniture_list after for loop: " << furniture_list.size() << std::endl;
if (furniture_list.empty())
{
std::cerr << "OH NEEEEEEEEEEEEEEE";
}
const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
const int modelNumber = toolbox::Random(0, furniture_list.size() - 1);
return furniture_list->at(modelNumber);
//return {};
return furniture_list.at(modelNumber);
}
void HouseGenerator::GenerateFurnitureModels()
{
// Couches
std::deque<models::TexturedModel> couches;
models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
models::TexturedModel couch_inside = { couch_inside_model, default_texture };
couches.push_back(couch_inside);
models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
couches.push_back(couch_inside2);
models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
couches.push_back(couch_inside3);
FurnitureModel couch;
couch.furniture = {
FurnitureType::COUCH, 2 };
couch.texture = couches;
furniture_models.push_back(couch);
// Tables
std::deque<models::TexturedModel> tables;
models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
models::TexturedModel table1 = { table_model1, default_texture };
tables.push_back(table1);
models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
models::TexturedModel table2 = { table_model2, default_texture };
tables.push_back(table2);
models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
models::TexturedModel table3 = { table_model3, default_texture };
tables.push_back(table3);
FurnitureModel table;
table.furniture = {
FurnitureType::TABLE, 2 };
table.texture = tables;
furniture_models.push_back(table);
// Chairs
std::deque<models::TexturedModel> chairs;
models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
models::TexturedModel chair1 = { chair_model1, default_texture };
chairs.push_back(chair1);
models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
models::TexturedModel chair2 = { chair_model2, default_texture };
chairs.push_back(chair2);
models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
models::TexturedModel chair3 = { chair_model3, default_texture };
chairs.push_back(chair3);
FurnitureModel chair;
chair.furniture = {
FurnitureType::CHAIR, 1 };
chair.texture = chairs;
furniture_models.push_back(chair);
// Plants
std::deque<models::TexturedModel> plants;
models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
models::TexturedModel plant1 = { plant_model1, default_texture };
plants.push_back(plant1);
models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
models::TexturedModel plant2 = { plant_model2, default_texture };
plants.push_back(plant2);
models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
models::TexturedModel plant3 = { plant_model3, default_texture };
plants.push_back(plant3);
FurnitureModel plant;
plant.furniture = {
FurnitureType::PLANT, 1 };
plant.texture = plants;
furniture_models.push_back(plant);
// Guitars
std::deque<models::TexturedModel> guitars;
models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
models::TexturedModel guitar1 = { guitar_model1, default_texture };
guitars.push_back(guitar1);
models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
models::TexturedModel guitar2 = { guitar_model2, default_texture };
guitars.push_back(guitar2);
FurnitureModel guitar;
guitar.furniture = {
FurnitureType::GUITAR, 1 };
guitar.texture = guitars;
furniture_models.push_back(guitar);
// Bookshelves
std::deque<models::TexturedModel> bookshelves;
models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
bookshelves.push_back(bookshelf1);
models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
bookshelves.push_back(bookshelf2);
models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
bookshelves.push_back(bookshelf3);
FurnitureModel bookshelf;
bookshelf.furniture = {
FurnitureType::BOOKSHELF, 1 };
bookshelf.texture = bookshelves;
furniture_models.push_back(bookshelf);
// Lamps
std::deque<models::TexturedModel>lamps;
models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
models::TexturedModel lamp1 = { lamp_model1, default_texture };
lamps.push_back(lamp1);
models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
models::TexturedModel lamp2 = { lamp_model2, default_texture };
lamps.push_back(lamp2);
FurnitureModel lamp;
lamp.furniture = {
FurnitureType::LAMP, 1 };
lamp.texture = lamps;
furniture_models.push_back(lamp);
// Ceiling objects
std::deque<models::TexturedModel>ceiling_Objects;
models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
ceiling_Objects.push_back(ceiling_Obj1);
models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
ceiling_Objects.push_back(ceiling_Obj2);
models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
ceiling_Objects.push_back(ceiling_Obj3);
models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
ceiling_Objects.push_back(ceiling_Obj4);
FurnitureModel ceiling_object;
ceiling_object.furniture = {
FurnitureType::CEILING_OBJECTS, 1 };
ceiling_object.texture = ceiling_Objects;
furniture_models.push_back(ceiling_object);
// Miscs
std::deque<models::TexturedModel> miscs;
models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
models::TexturedModel misc1 = { misc_model1, default_texture };
miscs.push_back(misc1);
models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
models::TexturedModel misc2 = { misc_model2, default_texture };
miscs.push_back(misc2);
models::RawModel misc_model3 = render_engine::LoadObjModel("res/Flowerpot.obj");
models::TexturedModel misc3 = { misc_model3, default_texture };
miscs.push_back(misc3);
FurnitureModel misc;
misc.furniture = {
FurnitureType::MISC, 1 };
misc.texture = miscs;
furniture_models.push_back(misc);
}
}

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@@ -5,50 +5,14 @@
#include <map>
#include "../models/Model.h"
#include "../collision/collision.h"
#include "../model_Storage.h"
namespace entities
{
enum class FurnitureType
{
COUCH,
TABLE,
CHAIR,
PLANT,
GUITAR,
BOOKSHELF,
LAMP,
CEILING_OBJECTS,
MISC
};
struct FurniturePiece
{
FurnitureType type;
int size;
};
struct FurnitureModel
{
FurniturePiece furniture;
std::deque<models::TexturedModel> texture;
bool operator<(FurnitureModel a)
{
return true;
}
};
class HouseGenerator
{
private:
const float HOUSE_SIZE = 30;
models::TexturedModel house_model;
models::ModelTexture default_texture;
//std::map<FurniturePiece, std::deque<models::TexturedModel>> furniture_models;
std::deque<FurnitureModel> furniture_models;
public:
HouseGenerator();
@@ -60,21 +24,16 @@ namespace entities
*
* @return: A list with all the entities of the generated house (the furniture)
*/
std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
void GenerateHouse(std::deque<std::shared_ptr<Entity>>* furniture_list, const glm::vec3& position, float y_rotation);
/*
* @brief: Returns the depth of the house (chunk)
*/
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
float GetHouseDepth() const { return singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE; }
private:
const FurniturePiece* GetRandomFurniturePiece();
const FurniturePiece* GetFurniturePiece(FurnitureType type);
/*
* @brief: This function loads all the 3D furniture models
*/
void GenerateFurnitureModels();
void GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece);
void GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece);
/*
* @brief: This funtion chooses and returns a random furniture of the given furniture type
@@ -83,6 +42,6 @@ namespace entities
*
* @return: The model of the random furniture of the chosen furniture type
*/
models::TexturedModel GetFurnitureModel(const FurniturePiece* furniture);
models::TexturedModel GetFurnitureModel(const singleton::FurniturePiece* furniture);
};
}

View File

@@ -132,6 +132,7 @@ int main(void)
// Clean up -> preventing memory leaks!!!
std::cout << "ending..." << std::endl;
render_engine::loader::CleanUp();
glfwTerminate();
return 0;
}

View File

@@ -6,6 +6,7 @@ std::mutex singleton::Model_Storage::mutex;
singleton::Model_Storage::~Model_Storage()
{
std::cout << "DELETING...." << std::endl;
delete instance;
}
@@ -57,7 +58,7 @@ void singleton::Model_Storage::add_lamp(models::TexturedModel lamp)
lamps.push_back(lamp);
}
void singleton::Model_Storage::addd_ceiling_object(models::TexturedModel co)
void singleton::Model_Storage::add_ceiling_object(models::TexturedModel co)
{
ceiling_objects.push_back(co);
}
@@ -67,6 +68,11 @@ void singleton::Model_Storage::add_misc(models::TexturedModel misc)
miscs.push_back(misc);
}
void singleton::Model_Storage::add_furniture_model(FurnitureModel model)
{
furniture_models.push_back(model);
}
/**
* getters
*/
@@ -116,6 +122,11 @@ std::deque<models::TexturedModel> singleton::Model_Storage::get_all_miscs()
return miscs;
}
std::deque<singleton::FurnitureModel> singleton::Model_Storage::get_all_furniture_models()
{
return furniture_models;
}
models::TexturedModel singleton::Model_Storage::get_couch(int index)
{
return couches[index];
@@ -161,6 +172,11 @@ models::TexturedModel singleton::Model_Storage::get_misc(int index)
return miscs[index];
}
singleton::FurnitureModel singleton::Model_Storage::get_furniture_model(int index)
{
return furniture_models[index];
}
//getters for default variables
models::TexturedModel singleton::Model_Storage::get_house_model()

View File

@@ -6,6 +6,35 @@
#include "entities/Entity.h"
namespace singleton {
enum class FurnitureType
{
COUCH,
TABLE,
CHAIR,
PLANT,
GUITAR,
BOOKSHELF,
LAMP,
CEILING_OBJECTS,
MISC
};
struct FurniturePiece
{
FurnitureType type;
int size;
};
struct FurnitureModel
{
FurniturePiece furniture;
std::deque<models::TexturedModel> texture;
bool operator<(FurnitureModel a)
{
return true;
}
};
class Model_Storage
{
private:
@@ -17,6 +46,8 @@ namespace singleton {
//default texture
models::ModelTexture default_texture;
//list that sorts furniture_models on type
std::deque<FurnitureModel> furniture_models;
//list of furniture:
//couches
@@ -64,8 +95,9 @@ namespace singleton {
void add_guitar(models::TexturedModel guitar);
void add_bookshelf(models::TexturedModel bookshelf);
void add_lamp(models::TexturedModel lamp);
void addd_ceiling_object(models::TexturedModel co);
void add_ceiling_object(models::TexturedModel co);
void add_misc(models::TexturedModel misc);
void add_furniture_model(FurnitureModel model);
//getters for the whole list
std::deque<models::TexturedModel> get_all_couches();
@@ -77,6 +109,7 @@ namespace singleton {
std::deque<models::TexturedModel> get_all_lamps();
std::deque<models::TexturedModel> get_all_ceiling_objects();
std::deque<models::TexturedModel> get_all_miscs();
std::deque<FurnitureModel> get_all_furniture_models();
//getters for one model
models::TexturedModel get_couch(int index);
@@ -88,6 +121,7 @@ namespace singleton {
models::TexturedModel get_lamp(int index);
models::TexturedModel get_ceiling_object(int index);
models::TexturedModel get_misc(int index);
FurnitureModel get_furniture_model(int index);
//getters for the standard variables
models::TexturedModel get_house_model();

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@@ -113,7 +113,8 @@ namespace scene
}
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
std::deque<std::shared_ptr<entities::Entity>> furniture;
house_generator->GenerateHouse(&furniture, glm::vec3(0, -75, -50 - z_offset), 90);
furniture_count = furniture.size();
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
@@ -212,7 +213,7 @@ namespace scene
}
shader->CleanUp();
gui_shader->CleanUp();
render_engine::loader::CleanUp();
//render_engine::loader::CleanUp();
return return_value;
}

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@@ -90,45 +90,54 @@ namespace scene
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/couchThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/Coach.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/lawnBenchOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::COUCH, 2}, singleton::Model_Storage::get_instance()->get_all_couches() });
// Tables
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/tableOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/tableTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/bureauOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/bureauOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::TABLE, 2}, singleton::Model_Storage::get_instance()->get_all_tables() });
// Chairs
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/launchchair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/lawnChairOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/ugly_chair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/launchchair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/lawnChairOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/ugly_chair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CHAIR, 1}, singleton::Model_Storage::get_instance()->get_all_chairs() });
// Plants
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/plantOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/plantTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/plantThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::PLANT, 1}, singleton::Model_Storage::get_instance()->get_all_plants() });
// Guitars
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/guitarOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/guitarTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::GUITAR, 1}, singleton::Model_Storage::get_instance()->get_all_guitars() });
// Bookshelves
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/bookShelfOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/bookShelfTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/bookShelfThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::BOOKSHELF, 1}, singleton::Model_Storage::get_instance()->get_all_bookshelves() });
// Lamps
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/lampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/lampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::LAMP, 1}, singleton::Model_Storage::get_instance()->get_all_lamps() });
// Ceiling objects
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/ceilingFan.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/ceilingFanTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/ceilingLampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/ceilingLampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFan.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFanTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CEILING_OBJECTS, 1}, singleton::Model_Storage::get_instance()->get_all_ceiling_objects() });
// Miscs
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/tv.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/radio.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/Flowerpot.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/tv.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/radio.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/Flowerpot.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::MISC, 1}, singleton::Model_Storage::get_instance()->get_all_miscs() });
}
}

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@@ -175,7 +175,7 @@ namespace scene
glfwPollEvents();
}
gui_shader1->CleanUp();
render_engine::loader::CleanUp();
//render_engine::loader::CleanUp();
return return_value;
}