Merge pull request #2 from SemvdH/feature/house-generation
Feature/house generation into develop
This commit is contained in:
2
.gitignore
vendored
2
.gitignore
vendored
@@ -2,6 +2,8 @@
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# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
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res/**
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### C++ ###
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# Prerequisites
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*.d
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4495
res/House.obj
4495
res/House.obj
File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,6 @@
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#pragma once
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#include <iostream>
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#include <glm/gtc/matrix_transform.hpp>
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#include "../entities/entity.h"
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@@ -15,6 +16,18 @@ namespace collision
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{
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glm::vec3 center_pos;
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glm::vec3 size;
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void SetRotation(float angle)
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{
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double sinTheta = glm::sin(glm::radians(angle));
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double cosTheta = glm::cos(glm::radians(angle));
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float x = size.x * cosTheta + size.z * sinTheta;
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float z = size.z * cosTheta - size.x * sinTheta;
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size.x = x < 0 ? -x : x;
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size.z = z < 0 ? -z : z;
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}
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};
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/*
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@@ -33,12 +33,14 @@ namespace entities
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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rotation.x -= ROT_SPEED;
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//rotation.x -= ROT_SPEED;
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position.y += 5;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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{
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rotation.x += ROT_SPEED;
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//rotation.x += ROT_SPEED;
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position.y -= 5;
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}
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float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
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@@ -13,7 +13,7 @@ namespace entities
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{
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private:
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// The movement speed of the camera
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const float SPEED = 0.52f;
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const float SPEED = 2.0f;
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const float ROT_SPEED = 1.0f;
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glm::vec3 position;
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258
src/entities/house_generator.cpp
Normal file
258
src/entities/house_generator.cpp
Normal file
@@ -0,0 +1,258 @@
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#include "house_generator.h"
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#include <functional>
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#include <iostream>
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/Loader.h"
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#include "../toolbox/toolbox.h"
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#include "collision_entity.h"
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namespace entities
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{
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HouseGenerator::HouseGenerator()
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{
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models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
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default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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default_texture.shine_damper = 10;
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house_model = { raw_model, default_texture };
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GenerateFurnitureModels();
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}
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std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
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{
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std::deque<std::shared_ptr<Entity>> furniture;
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// Add house
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furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
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for(int i = 0; i<toolbox::Random(1,4);i++)
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{
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FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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models::TexturedModel model = GetFurnitureModel(type);
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glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
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collision::Box model_box = { model_pos, model.raw_model.model_size };
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model_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
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}
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/*
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// Add furniture
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models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
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glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
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collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
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couch_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
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models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
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glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
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collision::Box table_box = { table_pos, table.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
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models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
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glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
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models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
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glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
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models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
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glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
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models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
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glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
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models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
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glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
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models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
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glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
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models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
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glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
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*/
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return furniture;
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}
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models::TexturedModel HouseGenerator::GetFurnitureModel(FurnitureType furniture)
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{
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const auto found = furniture_models.find(furniture);
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if (found == furniture_models.end())
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{
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std::cerr << "OH NEEEEEEEEEEEEEEE";
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}
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auto models = found->second;
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const int modelNumber = toolbox::Random(0, models.size() - 1);
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return models[modelNumber];
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}
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void HouseGenerator::GenerateFurnitureModels()
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{
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// Couches
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std::deque<models::TexturedModel> couches;
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models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
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models::TexturedModel couch_inside = { couch_inside_model, default_texture };
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couches.push_back(couch_inside);
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models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
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models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
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couches.push_back(couch_inside2);
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models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
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models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
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couches.push_back(couch_inside3);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::COUCH, couches));
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// Tables
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std::deque<models::TexturedModel> tables;
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models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
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models::TexturedModel table1 = { table_model1, default_texture };
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tables.push_back(table1);
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models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
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models::TexturedModel table2 = { table_model2, default_texture };
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tables.push_back(table2);
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models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
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models::TexturedModel table3 = { table_model3, default_texture };
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tables.push_back(table3);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::TABLE, tables));
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// Chairs
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std::deque<models::TexturedModel> chairs;
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models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
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models::TexturedModel chair1 = { chair_model1, default_texture };
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chairs.push_back(chair1);
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models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
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models::TexturedModel chair2 = { chair_model2, default_texture };
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chairs.push_back(chair2);
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models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
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models::TexturedModel chair3 = { chair_model3, default_texture };
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chairs.push_back(chair3);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CHAIR, chairs));
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// Plants
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std::deque<models::TexturedModel> plants;
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models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
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models::TexturedModel plant1 = { plant_model1, default_texture };
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plants.push_back(plant1);
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models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
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models::TexturedModel plant2 = { plant_model2, default_texture };
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plants.push_back(plant2);
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models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
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models::TexturedModel plant3 = { plant_model3, default_texture };
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plants.push_back(plant3);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::PLANT, plants));
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// Guitars
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std::deque<models::TexturedModel> guitars;
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models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
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models::TexturedModel guitar1 = { guitar_model1, default_texture };
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guitars.push_back(guitar1);
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models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
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models::TexturedModel guitar2 = { guitar_model2, default_texture };
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guitars.push_back(guitar2);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::GUITAR, guitars));
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// Bookshelves
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std::deque<models::TexturedModel> bookshelves;
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models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
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models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
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bookshelves.push_back(bookshelf1);
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models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
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models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
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bookshelves.push_back(bookshelf2);
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models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
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models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
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bookshelves.push_back(bookshelf3);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::BOOKSHELF, bookshelves));
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// Lamps
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std::deque<models::TexturedModel>lamps;
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models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
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models::TexturedModel lamp1 = { lamp_model1, default_texture };
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lamps.push_back(lamp1);
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models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
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models::TexturedModel lamp2 = { lamp_model2, default_texture };
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lamps.push_back(lamp2);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::LAMP, lamps));
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// Ceiling objects
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std::deque<models::TexturedModel>ceiling_Objects;
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models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
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models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
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ceiling_Objects.push_back(ceiling_Obj1);
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models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
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models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
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ceiling_Objects.push_back(ceiling_Obj2);
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models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
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models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
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ceiling_Objects.push_back(ceiling_Obj3);
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models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
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models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
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ceiling_Objects.push_back(ceiling_Obj4);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CEILING_OBJECTS, ceiling_Objects));
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// Miscs
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std::deque<models::TexturedModel> miscs;
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models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
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models::TexturedModel misc1 = { misc_model1, default_texture };
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miscs.push_back(misc1);
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models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
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models::TexturedModel misc2 = { misc_model2, default_texture };
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miscs.push_back(misc2);
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models::RawModel misc_model3 = render_engine::LoadObjModel("res/Flowerpot.obj");
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models::TexturedModel misc3 = { misc_model3, default_texture };
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miscs.push_back(misc3);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
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}
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}
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67
src/entities/house_generator.h
Normal file
67
src/entities/house_generator.h
Normal file
@@ -0,0 +1,67 @@
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#pragma once
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#include <deque>
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#include <memory>
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#include <map>
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#include "../models/Model.h"
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#include "../collision/collision.h"
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namespace entities
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{
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enum class FurnitureType
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{
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COUCH,
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TABLE,
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CHAIR,
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PLANT,
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GUITAR,
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BOOKSHELF,
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LAMP,
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CEILING_OBJECTS,
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MISC
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};
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class HouseGenerator
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{
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private:
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const float HOUSE_SIZE = 30;
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models::TexturedModel house_model;
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models::ModelTexture default_texture;
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std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
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public:
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HouseGenerator();
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/*
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* @brief: This function generates a house with furniture at the given position and rotation
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*
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* @param position: The position of the house to render
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* @param y_rotation: The y rotation the house needs to be rendered with
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*
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* @return: A list with all the entities of the generated house (the furniture)
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*/
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std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
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/*
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* @brief: Returns the depth of the house (chunk)
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*/
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float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
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private:
|
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/*
|
||||
* @brief: This function loads all the 3D furniture models
|
||||
*/
|
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void GenerateFurnitureModels();
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/*
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* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
||||
*
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||||
* @param furniture: The furniture you want to get
|
||||
*
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* @return: The model of the random furniture of the chosen furniture type
|
||||
*/
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models::TexturedModel GetFurnitureModel(FurnitureType furniture);
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};
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}
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@@ -14,6 +14,7 @@
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#include <opencv2/videoio.hpp>
|
||||
#include <opencv2/video.hpp>
|
||||
|
||||
#include "collision/collision.h"
|
||||
#include "gui/gui_interactable.h"
|
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#include "models/model.h"
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#include "renderEngine/loader.h"
|
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|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
namespace models
|
||||
{
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
#include "loader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "renderer.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace render_engine
|
||||
@@ -51,12 +50,12 @@ namespace render_engine
|
||||
/*
|
||||
This function will Render a Model on the screen.
|
||||
*/
|
||||
void Render(entities::Entity& entity, shaders::EntityShader& shader)
|
||||
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader)
|
||||
{
|
||||
const models::TexturedModel model = entity.GetModel();
|
||||
const models::TexturedModel model = entity.get()->GetModel();
|
||||
const models::RawModel raw_model = model.raw_model;
|
||||
const models::ModelTexture texture = model.texture;
|
||||
|
||||
|
||||
// Enable the model (VAO)
|
||||
glBindVertexArray(raw_model.vao_id);
|
||||
|
||||
@@ -66,7 +65,7 @@ namespace render_engine
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
// Load the transformation of the model into the shader
|
||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
|
||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.get()->GetPosition(), entity.get()->GetRotation(), entity.get()->GetScale());
|
||||
shader.LoadModelMatrix(modelMatrix);
|
||||
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include "../gui/gui_element.h"
|
||||
#include "../entities/entity.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
@@ -30,7 +31,7 @@ namespace render_engine
|
||||
@param entity: The entity which needs to be rendered
|
||||
@param shader: The shader the entity needs to be rendered with
|
||||
*/
|
||||
void Render(entities::Entity& entity, shaders::EntityShader& shader);
|
||||
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader);
|
||||
|
||||
/*
|
||||
@brief: Call this function to render gui_textures on the screen
|
||||
|
||||
@@ -10,39 +10,62 @@
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../entities/house_generator.h"
|
||||
#include <deque>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include <queue>
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
|
||||
#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::vector<entities::Entity> entities;
|
||||
std::vector<entities::Light> lights;
|
||||
entities::HouseGenerator* house_generator;
|
||||
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||
std::deque<entities::Light> lights;
|
||||
std::deque<std::shared_ptr<entities::Entity>> 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));
|
||||
shaders::EntityShader* shader;
|
||||
shaders::GuiShader* gui_shader;
|
||||
entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0));
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
|
||||
|
||||
std::vector<computervision::HandDetectRegion> regions;
|
||||
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
|
||||
|
||||
|
||||
In_Game_Scene::In_Game_Scene()
|
||||
{
|
||||
shader = new shaders::EntityShader;
|
||||
shader->Init();
|
||||
shader->Init();
|
||||
render_engine::renderer::Init(*shader);
|
||||
|
||||
gui_shader = new shaders::GuiShader();
|
||||
gui_shader->Init();
|
||||
}
|
||||
|
||||
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
||||
In_Game_Scene::~In_Game_Scene()
|
||||
{
|
||||
delete house_generator;
|
||||
}
|
||||
|
||||
/**
|
||||
* @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)
|
||||
{
|
||||
static unsigned int furniture_count = 0;
|
||||
// set up squares according to size of camera input
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
||||
@@ -52,22 +75,34 @@ namespace scene
|
||||
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight()/2);
|
||||
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
||||
reg_up.SetYPos(10);
|
||||
|
||||
|
||||
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)
|
||||
std::cout << "loading model chunk" << std::endl;
|
||||
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
||||
{
|
||||
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);
|
||||
for (int i = 0; i < furniture_count; i++)
|
||||
{
|
||||
house_models.pop_front();
|
||||
}
|
||||
}
|
||||
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);
|
||||
furniture_count = furniture.size();
|
||||
|
||||
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||
}
|
||||
|
||||
|
||||
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
||||
{
|
||||
house_generator = new entities::HouseGenerator();
|
||||
// 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)));
|
||||
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)));
|
||||
|
||||
@@ -76,11 +111,11 @@ namespace scene
|
||||
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;
|
||||
});
|
||||
{
|
||||
std::cout << "I got clicked on!" << std::endl;
|
||||
});
|
||||
guis.push_back(&button);
|
||||
|
||||
|
||||
|
||||
while (return_value == scene::Scenes::INGAME)
|
||||
{
|
||||
@@ -104,13 +139,17 @@ namespace scene
|
||||
|
||||
shader->Start();
|
||||
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||
shader->LoadLights(lights);
|
||||
shader->LoadLightsDeque(lights);
|
||||
shader->LoadViewMatrix(camera);
|
||||
|
||||
// Renders each entity in the entities list
|
||||
for (entities::Entity& entity : entities)
|
||||
for (std::shared_ptr<entities::Entity> model_entity : house_models)
|
||||
{
|
||||
render_engine::renderer::Render(entity, *shader);
|
||||
render_engine::renderer::Render(model_entity, *shader);
|
||||
}
|
||||
|
||||
for (std::shared_ptr<entities::Entity> tree_entity : trees)
|
||||
{
|
||||
render_engine::renderer::Render(tree_entity, *shader);
|
||||
}
|
||||
|
||||
// Render GUI items
|
||||
@@ -123,12 +162,25 @@ namespace scene
|
||||
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 / (house_generator->GetHouseDepth())); // 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;
|
||||
|
||||
update_hand_detection();
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
{
|
||||
cv::destroyWindow("camera");
|
||||
return_value = scene::Scenes::STOP;
|
||||
|
||||
@@ -12,6 +12,7 @@ namespace scene
|
||||
|
||||
public:
|
||||
In_Game_Scene();
|
||||
~In_Game_Scene();
|
||||
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
void render() override;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include <deque>
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
@@ -28,7 +29,7 @@ namespace shaders
|
||||
uniform vec3 light_position[4];
|
||||
|
||||
const float density = 0.0017;
|
||||
const float gradient = 4;
|
||||
const float gradient = 3;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
@@ -160,6 +161,25 @@ namespace shaders
|
||||
}
|
||||
}
|
||||
|
||||
void EntityShader::LoadLightsDeque(std::deque<entities::Light>& lights) const
|
||||
{
|
||||
for (int i = 0; i < MAX_LIGHTS; ++i)
|
||||
{
|
||||
if (i < lights.size())
|
||||
{
|
||||
LoadVector(location_light_position[i], lights[i].GetPosition());
|
||||
LoadVector(location_light_color[i], lights[i].GetColor());
|
||||
LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
|
||||
LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
|
||||
LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
|
||||
{
|
||||
LoadFloat(location_shine_damper, shine_damper);
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <vector>
|
||||
#include <deque>
|
||||
#include "shader_program.h"
|
||||
#include "../entities/camera.h"
|
||||
#include "../entities/light.h"
|
||||
@@ -58,6 +59,13 @@ namespace shaders
|
||||
*/
|
||||
void LoadLights(std::vector<entities::Light>& lights) const;
|
||||
|
||||
/**
|
||||
* @brief loads some lights contained in a deque.
|
||||
*
|
||||
* @param lights the deque containing the lights to load
|
||||
*/
|
||||
void LoadLightsDeque(std::deque<entities::Light>& lights) const;
|
||||
|
||||
/*
|
||||
* @brief: A method to load the the shine variables from a model into the shader
|
||||
*
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#include <ctime>
|
||||
#include "toolbox.h"
|
||||
|
||||
namespace toolbox
|
||||
@@ -31,4 +32,15 @@ namespace toolbox
|
||||
matrix = glm::translate(matrix, negative_cam_pos);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
int Random(const int min, const int max)
|
||||
{
|
||||
static bool first = true;
|
||||
if (first)
|
||||
{
|
||||
srand(time(0));
|
||||
first = false;
|
||||
}
|
||||
return min + rand() % ((max + 1) - min);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,4 +46,14 @@ namespace toolbox
|
||||
* @return: The view matrix
|
||||
*/
|
||||
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
||||
|
||||
/*
|
||||
* @brief: This function will return a value between min and max
|
||||
*
|
||||
* @param min: The min value
|
||||
* @param max: The max value
|
||||
*
|
||||
* @return: The random number
|
||||
*/
|
||||
int Random(const int min, const int max);
|
||||
}
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
@@ -46,6 +47,7 @@
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
<ClInclude Include="src\entities\house_generator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
|
||||
@@ -26,6 +26,152 @@
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\entities\Camera.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\entities\Entity.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\renderEngine\Loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\renderEngine\Renderer.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\shader_program.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\gui_shader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\gui\gui_interactable.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\entities\collision_entity.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\computervision\FaceDetector.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\entities\house_generator.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\entities\Camera.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\Entity.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\models\Model.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\Loader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\Renderer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\stb_image.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\shader_program.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\obj_loader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\toolbox\toolbox.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\light.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\entity_shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\gui_shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\gui\gui_element.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\gui\gui_interactable.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\startup_Scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\collision_entity.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision_handler.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\SkinDetector.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\FingerCount.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\FaceDetector.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\toolbox\Timer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\house_generator.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
|
||||
Reference in New Issue
Block a user