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ground base; added textures; random rotation/textures on cube add

develop
Robin Thoni 8 years ago
parent
commit
822cd2f7ee

BIN
TheGame/assets/textures/companion.png View File


BIN
TheGame/assets/textures/dice.png View File


+ 33
- 6
TheGame/renderwidget.cpp View File

2
 #include <QTimer>
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 #include <QTimer>
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 #include <math.h>
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 #include <math.h>
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 #include <QDebug>
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 #include <QDebug>
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+#include <QDir>
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 #include "entities/ugeentitycube.h"
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 #include "entities/ugeentitycube.h"
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 #include "entities/ugeentityaxes.h"
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 #include "entities/ugeentityaxes.h"
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 #include "utils/wavefrontobj.h"
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 #include "utils/wavefrontobj.h"
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 //    }
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 //    }
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39
 
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-//    int xmax = 25;
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-//    int zmax = 25;
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-    int xmax = 1;
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-    int zmax = 1;
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+    int xmax = 25;
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+    int zmax = 25;
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+//    int xmax = 1;
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+//    int zmax = 1;
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     for (int x = 0; x < xmax; ++x) {
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     for (int x = 0; x < xmax; ++x) {
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         for (int z = 0; z < zmax; ++z) {
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         for (int z = 0; z < zmax; ++z) {
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             UGEEntityCube* cube = new UGEEntityCube(_engine);
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             UGEEntityCube* cube = new UGEEntityCube(_engine);
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60
 
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 void RenderWidget::initializeGL()
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 void RenderWidget::initializeGL()
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 {
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 {
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+    srand(time(0));
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     makeCurrent();
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     makeCurrent();
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     _engine->setClearColor(Qt::gray);
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     _engine->setClearColor(Qt::gray);
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     _engine->initialize(70, width(), height());
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     _engine->initialize(70, width(), height());
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-    _engine->loadTextureFromFile("rubiks", _assetsPath + "textures/rubiks.png");
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+    _textures.clear();
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+    QDir texturesDir(_assetsPath + "textures");
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+    QFileInfoList files = texturesDir.entryInfoList(QStringList() << "*.png" << "*.jpg" << "*.jpeg");
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+    for (int i = 0; i < files.size(); ++i)
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+    {
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+        QFileInfo file = files[i];
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+
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+        _engine->loadTextureFromFile(file.baseName(), file.absoluteFilePath());
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+        _textures.append(file.baseName());
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+    }
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 }
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 }
68
 
79
 
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 void RenderWidget::paintGL()
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 void RenderWidget::paintGL()
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                 else if (fmod(fabs(diff.getZ()), 0.5) == 0) {
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                 else if (fmod(fabs(diff.getZ()), 0.5) == 0) {
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                     pos.add(Vector3D(0, 0, 1 * (diff.getZ() < 0 ? 1 : -1)));
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                     pos.add(Vector3D(0, 0, 1 * (diff.getZ() < 0 ? 1 : -1)));
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                 }
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                 }
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+
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+                QList<UGEEntity*> entities = _engine->getEntities();
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+                for (int i = 0; i < entities.size(); ++i) {
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+                    UGEEntity* e = entities[i];
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+                    if (e->getPosition() == pos) {
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+                        return;
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+                    }
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+                }
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+
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+                int x = (rand() >= RAND_MAX / 2 ? 90 : 0) * (rand() >= RAND_MAX / 2 ? -1 : 1);
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+                int y = (rand() >= RAND_MAX / 2 ? 90 : 0) * (rand() >= RAND_MAX / 2 ? -1 : 1);
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+                int z = (rand() >= RAND_MAX / 2 ? 90 : 0) * (rand() >= RAND_MAX / 2 ? -1 : 1);
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+                QString texture = _textures[rand() / (double)RAND_MAX * _textures.size()];
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+
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+
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                 UGEEntityCube* cube = new UGEEntityCube(_engine);
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                 UGEEntityCube* cube = new UGEEntityCube(_engine);
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                 cube->move(pos);
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                 cube->move(pos);
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-                cube->setTextureId("rubiks");
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+                cube->rotate(Vector3D(x, y, z));
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+                cube->setTextureId(texture);
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             }
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             }
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         }
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         }
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     }
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     }

+ 2
- 0
TheGame/renderwidget.h View File

45
     AbstractCamera* _camera;
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     AbstractCamera* _camera;
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46
 
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     QString _assetsPath;
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     QString _assetsPath;
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+
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+    QStringList _textures;
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 };
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 };
49
 
51
 
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 #endif // RENDERWIDGET_H
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 #endif // RENDERWIDGET_H

+ 0
- 1
UGameEngine/engine/abstractrenderdevice.cpp View File

47
 void AbstractRenderDevice::loadTextureFromFile(const QVariant &id, const QString &filename)
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 void AbstractRenderDevice::loadTextureFromFile(const QVariant &id, const QString &filename)
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 {
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 {
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     QImage img;
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     QImage img;
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-    qDebug() << QDir::currentPath() << filename;
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     if (img.load(filename)) {
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     if (img.load(filename)) {
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         loadTexture(id, img);
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         loadTexture(id, img);
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     }
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     }

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