ADD: Forest Tiles
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@ -27,7 +27,8 @@ void GameLayer::onAttach()
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mousePicker = std::make_unique<MousePicker>(renderer->getProjectionMatrix(), MathUtils::createViewMatrix(*camera));
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//Map Generation
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hexModel = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader));
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hexModelDefault = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 1.0f, RessourceType::NONE));
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hexModelWood = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 1.0f, RessourceType::WOOD));
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map = std::make_unique<Map>();
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MapGenerator::generateHexMap(*map, 10,10,1.f);
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printf("Generated Terrain with %lu Tiles!\n", map->tiles.size());
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@ -61,7 +62,7 @@ void GameLayer::onUpdate()
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tile.isHighlighted = highlight;
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}
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std::vector<HexRenderData> terrainRenderData = map->getTerrainRenderData(hexModel);
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std::vector<HexRenderData> terrainRenderData = map->getTerrainRenderData(hexModelDefault, hexModelWood);
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for (auto& renderData : terrainRenderData) {
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@ -32,7 +32,8 @@ private:
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std::unique_ptr<MousePicker> mousePicker;
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std::unique_ptr<MasterRenderer> renderer = std::make_unique<MasterRenderer>();
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std::shared_ptr<TexturedModel> hexModel;
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std::shared_ptr<TexturedModel> hexModelDefault;
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std::shared_ptr<TexturedModel> hexModelWood;
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std::unique_ptr<Map> map;
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};
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@ -48,8 +48,15 @@ RawModel HexModelFactory::createHexRawModel(Loader &loader, float radius) {
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return loader.loadToVAO(vertices, normals, uvs, indices);
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}
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TexturedModel HexModelFactory::createTexturedHexModel(Loader &loader, float radius) {
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TexturedModel HexModelFactory::createTexturedHexModel(Loader &loader, float radius, RessourceType ressourceType = RessourceType::NONE) {
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RawModel rawModel = createHexRawModel(loader, radius);
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ModelTexture modelTexture = loader.loadTextureFromFile("assets/hex/white.png");
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return {std::make_shared<RawModel>(rawModel), std::make_shared<ModelTexture>(modelTexture)};
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std::shared_ptr<ModelTexture> modelTexture;
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if (ressourceType == RessourceType::NONE) {
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modelTexture = std::make_shared<ModelTexture>(loader.loadTextureFromFile("assets/hex/white.png"));
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} else {
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modelTexture = std::make_shared<ModelTexture>(loader.loadTextureFromFile("assets/hex/wood/Ground053_1K-JPG_Color.jpg"));
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}
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return {std::make_shared<RawModel>(rawModel), std::move(modelTexture)};
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}
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@ -4,6 +4,7 @@
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#ifndef HEXMODELFACTORY_H
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#define HEXMODELFACTORY_H
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#include "HexTile.h"
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#include "../../engine/renderer/model/RawModel.h"
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#include "../../engine/renderer/model/TexturedModel.h"
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@ -13,7 +14,7 @@ class Loader;
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class HexModelFactory {
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public:
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static TexturedModel createTexturedHexModel(Loader& loader, float radius = 1.0f);
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static TexturedModel createTexturedHexModel(Loader& loader, float radius, RessourceType ressourceType);
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private:
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static RawModel createHexRawModel(Loader& loader, float radius = 1.0f);
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};
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@ -11,11 +11,16 @@
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#include "glm/vec3.hpp"
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#include "glm/ext/quaternion_geometric.hpp"
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enum class RessourceType {
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NONE,
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WOOD
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};
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struct HexTile {
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glm::vec3 worldPos;
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int q, r; //Axiale Koordinaten (hex-Koordinaten)
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int ownerID = -1;
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//Later: ResourceType
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RessourceType resourceType = RessourceType::NONE;
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float radius;
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bool isHighlighted = false;
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@ -4,11 +4,16 @@
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#include "Map.h"
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std::vector<HexRenderData> Map::getTerrainRenderData(const std::shared_ptr<TexturedModel>& hexModel) {
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std::vector<HexRenderData> Map::getTerrainRenderData(const std::shared_ptr<TexturedModel>& hexModel, const std::shared_ptr<TexturedModel>& woodModel) {
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std::vector<HexRenderData> renderData;
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renderData.reserve(tiles.size());
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for (auto& tile : tiles) {
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HexRenderData data = HexRenderData(hexModel, tile.worldPos, tile.isHighlighted);
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HexRenderData data;
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if (tile.resourceType == RessourceType::WOOD) {
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data = HexRenderData(woodModel, tile.worldPos, tile.isHighlighted);
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} else {
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data = HexRenderData(hexModel, tile.worldPos, tile.isHighlighted);
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}
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renderData.push_back(data);
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}
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return renderData;
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@ -16,7 +16,7 @@ public:
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std::vector<Area> areas;
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std::vector<HexTile> tiles;
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std::vector<HexRenderData> getTerrainRenderData(const std::shared_ptr<TexturedModel>& hexModel);
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std::vector<HexRenderData> getTerrainRenderData(const std::shared_ptr<TexturedModel> &hexModel, const std::shared_ptr<TexturedModel> &woodModel);
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};
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@ -5,6 +5,7 @@
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#ifndef MAPGENERATOR_H
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#define MAPGENERATOR_H
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#include <cmath>
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#include <random>
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#include "HexTile.h"
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#include "Map.h"
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@ -12,6 +13,12 @@
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class MapGenerator {
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public:
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static void generateHexMap(Map& map, int width, int height, float hexRadius) {
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// Zufallsgenerator initialisieren (einmal)
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std::random_device rd; // Zufälliger Seed
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std::mt19937 gen(rd()); // Mersenne Twister Generator
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// Verteilung definieren: hier z.B. 0 bis 9
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std::uniform_real_distribution<float> dis(0.0f, 1.0f);
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map.tiles.clear();
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float xOffset = hexRadius * std::sqrt(3.0f);
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@ -29,6 +36,11 @@ public:
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tile.worldPos = glm::vec3(x, 0.0f, z);
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tile.radius = hexRadius;
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float randomValue = dis(gen);
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if (randomValue < 0.5f) {
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tile.resourceType = RessourceType::WOOD;
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}
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map.tiles.push_back(tile);
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}
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}
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