Merge branch 'feature/collision' into develop
This commit is contained in:
85
src/main.cpp
85
src/main.cpp
@@ -2,6 +2,9 @@
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#include <GLFW/glfw3.h>
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#include <glm/gtc/matrix_transform.hpp>
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#define STB_IMAGE_IMPLEMENTATION
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#include <iostream>
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#include <map>
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#include "stb_image.h"
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#include <ostream>
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#include <stdlib.h>
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@@ -10,12 +13,16 @@
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#include <opencv2/videoio.hpp>
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#include <opencv2/video.hpp>
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#include "gui/gui_interactable.h"
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#include "models/model.h"
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#include "renderEngine/loader.h"
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#include "renderEngine/obj_loader.h"
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#include "renderEngine/renderer.h"
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#include "shaders/static_shader.h"
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#include "shaders/entity_shader.h"
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#include "toolbox/toolbox.h"
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#include "scenes/scene.h"
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#include "scenes/in_Game_Scene.h"
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#include "scenes/startup_Scene.h"
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#include "computervision/ObjectDetection.h"
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@@ -26,7 +33,7 @@
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static double UpdateDelta();
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static GLFWwindow* window;
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scene::Scene* current_scene;
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int main(void)
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{
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@@ -44,61 +51,45 @@ int main(void)
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glGetError();
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#pragma endregion
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, true);
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});
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current_scene = new scene::Startup_Scene();
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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current_scene->onKey(window, key, scancode, action, mods);
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});
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models::RawModel raw_model = LoadObjModel("res/Tree.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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models::TexturedModel model = { raw_model, texture };
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entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
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shaders::StaticShader shader;
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shader.Init();
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render_engine::renderer::Init(shader);
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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// create object detection object instance
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computervision::ObjectDetection objDetect;
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// set up object detection
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//objDetect.setup();
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cv::Mat cameraFrame;
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bool window_open = true;
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// Main game loop
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window) && window_open)
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{
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// Update
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const double delta = UpdateDelta();
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entity.IncreaseRotation(glm::vec3(0, 1, 0));
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camera.Move(window);
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//Update
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const double delta = UpdateDelta();
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// Render
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadViewMatrix(camera);
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scene::Scenes return_value = current_scene->start(window);
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delete current_scene;
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switch (return_value) {
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case scene::Scenes::STOP:
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window_open = false;
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break;
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render_engine::renderer::Render(entity, shader);
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case scene::Scenes::STARTUP:
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current_scene = new scene::Startup_Scene();
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break;
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cameraFrame = objDetect.readCamera();
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objDetect.detectHand(cameraFrame);
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case scene::Scenes::INGAME:
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current_scene = new scene::In_Game_Scene();
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break;
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// Finish up
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shader.Stop();
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glfwSwapBuffers(window);
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glfwPollEvents();
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default:
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std::cout << "Wrong return value!!! ->" << std::endl;
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break;
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}
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}
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// Clean up
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shader.CleanUp();
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render_engine::loader::CleanUp();
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// Clean up -> preventing memory leaks!!!
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std::cout << "ending..." << std::endl;
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glfwTerminate();
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return 0;
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}
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@@ -110,4 +101,4 @@ static double UpdateDelta()
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double delt_time = current_time - last_frame_time;
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last_frame_time = current_time;
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return delt_time;
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}
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}
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