merge Feature/loading all models into develop #8
@@ -22,7 +22,10 @@ namespace entities
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const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
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const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
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{
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{
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FurnitureType random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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FurnitureType random_type = FurnitureType::CEILING_OBJECTS;
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while (random_type == FurnitureType::CEILING_OBJECTS ) {
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random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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}
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for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
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{
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@@ -59,25 +62,25 @@ namespace entities
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int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE / 2);
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int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE / 2);
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int offset_z = house_model.raw_model.model_size.x * (HOUSE_SIZE / 2);
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int offset_z = house_model.raw_model.model_size.x * (HOUSE_SIZE / 2);
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double multiplier_x = house_size_x / 2;
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double multiplier_x = house_size_x / 4;
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double multiplier_z = house_size_z / 3;
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double multiplier_z = house_size_z / 3;
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for (int z = 1; z < 4; z++) {
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for (int z = 1; z < 4; z++) {
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for (int x = 1; x < 3; x++)
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for (int x = 1; x < 4; x++)
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{
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{
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if (toolbox::Random(0, 100) < 90) {
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//if (toolbox::Random(0, 100) < 90) {
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const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
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const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
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if (furniture_piece->type != FurnitureType::CEILING_OBJECTS) {
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if (furniture_piece->type != FurnitureType::CEILING_OBJECTS) {
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models::TexturedModel model = GetFurnitureModel(furniture_piece);
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models::TexturedModel model = GetFurnitureModel(furniture_piece);
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if (!(furniture_piece->size > 1 && x > 1)) {
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//if (!(furniture_piece->size > 1 && x > 1)) {
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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);
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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);
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collision::Box model_box = { model_pos, model.raw_model.model_size };
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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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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, model_box));
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furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
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}
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}
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}
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//}
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}
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//}
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}
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}
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}
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}
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@@ -19,7 +19,7 @@ namespace gui
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*/
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*/
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struct GuiTexture
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struct GuiTexture
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{
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{
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int texture;
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GLuint texture;
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glm::vec2 position;
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glm::vec2 position;
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glm::vec2 scale;
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glm::vec2 scale;
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@@ -20,12 +20,12 @@ namespace scene
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Scenes Loading_Scene::start(GLFWwindow* window)
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Scenes Loading_Scene::start(GLFWwindow* window)
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{
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{
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render();
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render();
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return Scenes::STARTUP;
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}
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}
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void Loading_Scene::render()
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void Loading_Scene::render()
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{
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{
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render_engine::renderer::Prepare();
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/*render_engine::renderer::Prepare();
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gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/menu_item_start1.png"),
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gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/menu_item_start1.png"),
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glm::vec2(0,0),glm::vec2(1,1) };
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glm::vec2(0,0),glm::vec2(1,1) };
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@@ -33,7 +33,7 @@ namespace scene
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std::vector<gui::GuiTexture*> image_list;
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std::vector<gui::GuiTexture*> image_list;
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image_list.push_back(&loading_image);
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image_list.push_back(&loading_image);
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render_engine::renderer::Render(image_list, *gui_shader);
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render_engine::renderer::Render(image_list, *gui_shader);*/
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}
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}
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void Loading_Scene::update(GLFWwindow* window)
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void Loading_Scene::update(GLFWwindow* window)
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