[ADDED] simple house generation
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@@ -10,7 +10,10 @@
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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#include "../entities/HouseGenerator.h"
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#include <deque>
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#include <functional>
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#include <memory>
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#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
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#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
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@@ -18,9 +21,10 @@
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namespace scene
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{
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std::deque<entities::Entity> house_models;
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entities::HouseGenerator* house_generator;
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std::deque<std::shared_ptr<entities::Entity>> house_models;
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std::deque<entities::Light> lights;
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std::deque<entities::Entity> trees;
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std::deque<std::shared_ptr<entities::Entity>> trees;
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models::RawModel raw_model;
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models::ModelTexture texture;
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@@ -29,9 +33,6 @@ namespace scene
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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models::TexturedModel model;
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models::TexturedModel tree;
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In_Game_Scene::In_Game_Scene()
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{
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@@ -43,6 +44,11 @@ namespace scene
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gui_shader->Init();
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}
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In_Game_Scene::~In_Game_Scene()
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{
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delete house_generator;
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}
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/**
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* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
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*
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@@ -51,32 +57,27 @@ namespace scene
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*/
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void load_chunk(int model_pos)
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{
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static unsigned int furniture_count = 0;
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std::cout << "loading model chunk" << std::endl;
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE)
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{
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house_models.pop_back();
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trees.pop_back();
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for (int i = 0; i < furniture_count; i++)
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{
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house_models.pop_back();
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}
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}
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int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model
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house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20));
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int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
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trees.push_front(entities::Entity(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3));
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std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
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furniture_count = furniture.size();
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house_models.insert(house_models.begin(), furniture.begin(), furniture.end());
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}
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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{
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raw_model = render_engine::LoadObjModel("res/House.obj");
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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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texture.reflectivity = 0;
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model = { raw_model, texture };
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models::RawModel raw_tree_model = render_engine::LoadObjModel("res/Tree.obj");
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models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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tree = { raw_tree_model, tree_texture };
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{
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house_generator = new entities::HouseGenerator();
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// load the first few house models
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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{
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@@ -123,12 +124,12 @@ namespace scene
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shader->LoadLightsDeque(lights);
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shader->LoadViewMatrix(camera);
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for (entities::Entity& model_entity : house_models)
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for (std::shared_ptr<entities::Entity> model_entity : house_models)
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{
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render_engine::renderer::Render(model_entity, *shader);
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}
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for (entities::Entity& tree_entity : trees)
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for (std::shared_ptr<entities::Entity> tree_entity : trees)
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{
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render_engine::renderer::Render(tree_entity, *shader);
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}
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@@ -146,7 +147,7 @@ namespace scene
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// calculate where the next house model should be loaded
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static int last_model_pos = 0;
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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
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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
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// if we have passed a model, load a new one and delete the one behind us
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if (last_model_pos != model_pos)
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