ADD: Multiple Tree Types

This commit is contained in:
sebastian 2026-02-08 13:31:05 +01:00
parent d4489f5631
commit f6beaf48ea
7 changed files with 93 additions and 10 deletions

View File

@ -71,6 +71,8 @@ add_executable(Dicewars_Siedler src/main.cpp
src/engine/renderer/TerrainRenderer.h src/engine/renderer/TerrainRenderer.h
src/engine/renderer/shaders/TerrainShader.cpp src/engine/renderer/shaders/TerrainShader.cpp
src/engine/renderer/shaders/TerrainShader.h src/engine/renderer/shaders/TerrainShader.h
src/engine/renderer/model/AssetManager.cpp
src/engine/renderer/model/AssetManager.h
) )
target_include_directories(Dicewars_Siedler PRIVATE target_include_directories(Dicewars_Siedler PRIVATE

BIN
assets/trees/tree.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.3 KiB

View File

@ -0,0 +1,25 @@
//
// Created by sebastian on 08.02.26.
//
#include "AssetManager.h"
#include <cassert>
#include "../loader/OBJLoader.h"
std::shared_ptr<TexturedModel> AssetManager::loadModel(const std::string &name, const std::string &objPath, const std::string &texturePath, Loader &loader) {
if (models.contains(name)) {
return models[name];
}
auto model = OBJLoader::loadModel(objPath, texturePath, loader);
models[name] = model;
return model;
}
std::shared_ptr<TexturedModel> AssetManager::getModel(const std::string &name) {
assert(models.contains(name) && "Model not found!");
return models.at(name);
}

View File

@ -0,0 +1,24 @@
//
// Created by sebastian on 08.02.26.
//
#ifndef ASSETMANAGER_H
#define ASSETMANAGER_H
#include <memory>
#include <unordered_map>
#include "TexturedModel.h"
#include "../loader/Loader.h"
class AssetManager {
public:
static std::shared_ptr<TexturedModel> loadModel(const std::string& name, const std::string& objPath, const std::string& texturePath, Loader& loader);
static std::shared_ptr<TexturedModel> getModel(const std::string& name);
private:
static inline std::unordered_map<std::string, std::shared_ptr<TexturedModel>> models;
};
#endif //ASSETMANAGER_H

View File

@ -11,6 +11,7 @@
#include "../engine/renderer/textures/ModelTexture.h" #include "../engine/renderer/textures/ModelTexture.h"
#include "../engine/toolbox/MathUtils.h" #include "../engine/toolbox/MathUtils.h"
#include "../engine/layer/entities/Light.h" #include "../engine/layer/entities/Light.h"
#include "../engine/renderer/model/AssetManager.h"
#include "hexWorld/HexModelFactory.h" #include "hexWorld/HexModelFactory.h"
#include "hexWorld/MapGenerator.h" #include "hexWorld/MapGenerator.h"
@ -31,9 +32,12 @@ void GameLayer::onAttach()
hexModelWood = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 10.0f, RessourceType::WOOD)); hexModelWood = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 10.0f, RessourceType::WOOD));
map = std::make_unique<Map>(); map = std::make_unique<Map>();
treeModel = std::make_unique<TexturedModel>(*OBJLoader::loadModel("assets/trees/lowPolyTree.obj", "assets/trees/lowPolyTree.png", loader)); AssetManager::loadModel("lowPolyTree", "assets/trees/lowPolyTree.obj", "assets/trees/lowPolyTree.png", loader);
treeEntity = std::make_unique<Entity>(Entity(treeModel, glm::vec3(0,0,0), 0,0,0, 0.5f)); AssetManager::loadModel("lowPolyTree2", "assets/trees/tree.obj", "assets/trees/tree.png", loader);
MapGenerator::generateHexMap(*map, 10,10,10.f, mapEntities, treeModel);
//treeModel = std::make_unique<TexturedModel>(*OBJLoader::loadModel("assets/trees/lowPolyTree.obj", "assets/trees/lowPolyTree.png", loader));
//treeEntity = std::make_unique<Entity>(Entity(treeModel, glm::vec3(0,0,0), 0,0,0, 0.5f));
MapGenerator::generateHexMap(*map, 10,10,10.f, mapEntities);
printf("Generated Terrain with %lu Tiles!\n", map->tiles.size()); printf("Generated Terrain with %lu Tiles!\n", map->tiles.size());
} }

View File

@ -36,8 +36,6 @@ private:
std::shared_ptr<TexturedModel> hexModelWood; std::shared_ptr<TexturedModel> hexModelWood;
std::vector<std::shared_ptr<Entity>> tileEntities; std::vector<std::shared_ptr<Entity>> tileEntities;
std::shared_ptr<TexturedModel> treeModel;
std::unique_ptr<Entity> treeEntity;
std::vector<std::shared_ptr<Entity>> mapEntities; std::vector<std::shared_ptr<Entity>> mapEntities;
std::unique_ptr<Map> map; std::unique_ptr<Map> map;

View File

@ -9,10 +9,11 @@
#include "HexTile.h" #include "HexTile.h"
#include "Map.h" #include "Map.h"
#include "../../engine/renderer/model/AssetManager.h"
class MapGenerator { class MapGenerator {
public: public:
static void generateHexMap(Map& map, int width, int height, float hexRadius, std::vector<std::shared_ptr<Entity>>& mapEntities, const std::shared_ptr<TexturedModel>& treeModel) { static void generateHexMap(Map& map, int width, int height, float hexRadius, std::vector<std::shared_ptr<Entity>>& mapEntities) {
// Zufallsgenerator initialisieren (einmal) // Zufallsgenerator initialisieren (einmal)
std::random_device rd; // Zufälliger Seed std::random_device rd; // Zufälliger Seed
std::mt19937 gen(rd()); // Mersenne Twister Generator std::mt19937 gen(rd()); // Mersenne Twister Generator
@ -24,6 +25,12 @@ public:
float xOffset = hexRadius * std::sqrt(3.0f); float xOffset = hexRadius * std::sqrt(3.0f);
float zOffset = hexRadius * 1.5f; float zOffset = hexRadius * 1.5f;
std::shared_ptr<TexturedModel> treeModel = AssetManager::getModel("lowPolyTree");
std::shared_ptr<TexturedModel> treeModel2 = AssetManager::getModel("lowPolyTree2");
std::vector<std::shared_ptr<TexturedModel>> treeModels = {treeModel, treeModel2};
std::uniform_int_distribution<int> treeModelDistribution(0, treeModels.size() - 1);
for (int r = 0; r < height; ++r) { for (int r = 0; r < height; ++r) {
for (int q = 0; q < width; ++q) { for (int q = 0; q < width; ++q) {
HexTile tile; HexTile tile;
@ -43,17 +50,40 @@ public:
int treeCount = 3 + (int) (dis(gen) * 3); int treeCount = 3 + (int) (dis(gen) * 3);
std::uniform_real_distribution<float> offsetDis(-hexRadius * 0.5f, hexRadius * 0.5f); std::uniform_real_distribution<float> offsetDis(-hexRadius * 0.5f, hexRadius * 0.5f);
float minDistance = 3.0f; // Minimaler Abstand zwischen Bäumen
for (int i = 0; i < treeCount; ++i) { for (int i = 0; i < treeCount; ++i) {
glm::vec3 treePos = tile.worldPos; glm::vec3 treePos;
treePos.x += offsetDis(gen); bool validPos = false;
treePos.z += offsetDis(gen);
std::shared_ptr<Entity> treeEntity = std::make_shared<Entity>(Entity(treeModel, treePos, 0,0,0,.4f)); // versuche zufällige Position, bis Abstand stimmt oder max Versuche erreicht
int attempts = 0;
const int maxAttempts = 10;
while (!validPos && attempts < maxAttempts) {
treePos = tile.worldPos;
treePos.x += offsetDis(gen);
treePos.z += offsetDis(gen);
validPos = true;
for (const auto& otherTree : tile.entitiesOnTile) {
if (glm::distance(treePos, otherTree->getPosition()) < minDistance) {
validPos = false;
break;
}
}
attempts++;
}
if (!validPos) continue; // zu viele Versuche, überspringen
int treeModelIndex = treeModelDistribution(gen);
auto treeEntity = std::make_shared<Entity>(treeModels[treeModelIndex], treePos, 0, 0, 0, 1.f);
mapEntities.push_back(treeEntity); mapEntities.push_back(treeEntity);
tile.entitiesOnTile.push_back(treeEntity); tile.entitiesOnTile.push_back(treeEntity);
} }
} }
map.tiles.push_back(tile); map.tiles.push_back(tile);