Merge branch 'feature/collision' into develop

This commit is contained in:
Menno
2021-05-28 16:14:49 +02:00
40 changed files with 6170 additions and 332 deletions

View File

@@ -2,6 +2,9 @@
#include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include <iostream>
#include <map>
#include "stb_image.h"
#include <ostream>
#include <stdlib.h>
@@ -10,12 +13,16 @@
#include <opencv2/videoio.hpp>
#include <opencv2/video.hpp>
#include "gui/gui_interactable.h"
#include "models/model.h"
#include "renderEngine/loader.h"
#include "renderEngine/obj_loader.h"
#include "renderEngine/renderer.h"
#include "shaders/static_shader.h"
#include "shaders/entity_shader.h"
#include "toolbox/toolbox.h"
#include "scenes/scene.h"
#include "scenes/in_Game_Scene.h"
#include "scenes/startup_Scene.h"
#include "computervision/ObjectDetection.h"
@@ -26,7 +33,7 @@
static double UpdateDelta();
static GLFWwindow* window;
scene::Scene* current_scene;
int main(void)
{
@@ -44,61 +51,45 @@ int main(void)
glGetError();
#pragma endregion
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE)
glfwSetWindowShouldClose(window, true);
});
current_scene = new scene::Startup_Scene();
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
{
current_scene->onKey(window, key, scancode, action, mods);
});
models::RawModel raw_model = LoadObjModel("res/Tree.obj");
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
models::TexturedModel model = { raw_model, texture };
entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
shaders::StaticShader shader;
shader.Init();
render_engine::renderer::Init(shader);
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
// create object detection object instance
computervision::ObjectDetection objDetect;
// set up object detection
//objDetect.setup();
cv::Mat cameraFrame;
bool window_open = true;
// Main game loop
while (!glfwWindowShouldClose(window))
while (!glfwWindowShouldClose(window) && window_open)
{
// Update
const double delta = UpdateDelta();
entity.IncreaseRotation(glm::vec3(0, 1, 0));
camera.Move(window);
//Update
const double delta = UpdateDelta();
// Render
render_engine::renderer::Prepare();
shader.Start();
shader.LoadViewMatrix(camera);
scene::Scenes return_value = current_scene->start(window);
delete current_scene;
switch (return_value) {
case scene::Scenes::STOP:
window_open = false;
break;
render_engine::renderer::Render(entity, shader);
case scene::Scenes::STARTUP:
current_scene = new scene::Startup_Scene();
break;
cameraFrame = objDetect.readCamera();
objDetect.detectHand(cameraFrame);
case scene::Scenes::INGAME:
current_scene = new scene::In_Game_Scene();
break;
// Finish up
shader.Stop();
glfwSwapBuffers(window);
glfwPollEvents();
default:
std::cout << "Wrong return value!!! ->" << std::endl;
break;
}
}
// Clean up
shader.CleanUp();
render_engine::loader::CleanUp();
// Clean up -> preventing memory leaks!!!
std::cout << "ending..." << std::endl;
glfwTerminate();
return 0;
}
@@ -110,4 +101,4 @@ static double UpdateDelta()
double delt_time = current_time - last_frame_time;
last_frame_time = current_time;
return delt_time;
}
}