diff --git a/.gitignore b/.gitignore index 9232336..488f5fe 100644 --- a/.gitignore +++ b/.gitignore @@ -428,4 +428,6 @@ FodyWeavers.xsd **/docs/* **/doc/* +**/pose_iter_160000.caffemodel + # End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv diff --git a/src/main.cpp b/src/main.cpp index 1ea8768..cf20294 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -55,6 +55,11 @@ int main(void) glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods) { + if (key == GLFW_KEY_ESCAPE) + { + glfwSetWindowShouldClose(window, true); + } + current_scene->onKey(window, key, scancode, action, mods); }); diff --git a/src/scenes/in_Game_Scene.cpp b/src/scenes/in_Game_Scene.cpp index 8a5ab8e..281df17 100644 --- a/src/scenes/in_Game_Scene.cpp +++ b/src/scenes/in_Game_Scene.cpp @@ -3,7 +3,6 @@ #include #include "in_Game_Scene.h" #include "startup_Scene.h" -#include "../entities/main_character.h" #include "../gui/gui_interactable.h" #include "../models/model.h" #include "../renderEngine/loader.h" @@ -11,53 +10,80 @@ #include "../renderEngine/renderer.h" #include "../shaders/entity_shader.h" #include "../toolbox/toolbox.h" +#include + +#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time +#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us namespace scene { - std::vector entities; - std::vector mainCharacter; - std::vector lights; - models::RawModel raw_model, raw_model_char; + std::deque house_models; + std::deque lights; + std::deque trees; + + models::RawModel raw_model; models::ModelTexture texture; - shaders::EntityShader *shader; - shaders::GuiShader *gui_shader; + shaders::EntityShader* shader; + shaders::GuiShader* gui_shader; entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)); std::vector guis; - + models::TexturedModel model; + models::TexturedModel tree; + + In_Game_Scene::In_Game_Scene() { shader = new shaders::EntityShader; - shader->Init(); + shader->Init(); render_engine::renderer::Init(*shader); gui_shader = new shaders::GuiShader(); gui_shader->Init(); } + /** + * @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera. + * + * @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model) + * + */ + void load_chunk(int model_pos) + { + std::cout << "loading model chunk" << std::endl; + if (house_models.size() >= MAX_MODEL_DEQUE_SIZE) + { + house_models.pop_back(); + trees.pop_back(); + } + int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model + house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20)); + + trees.push_front(entities::Entity(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3)); + } + + scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window) { raw_model = render_engine::LoadObjModel("res/House.obj"); texture = { render_engine::loader::LoadTexture("res/Texture.png") }; texture.shine_damper = 10; texture.reflectivity = 0; - models::TexturedModel model = { raw_model, texture }; + model = { raw_model, texture }; - raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj"); - models::TexturedModel model_char = { raw_model_char, texture }; + models::RawModel raw_tree_model = render_engine::LoadObjModel("res/Tree.obj"); + models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") }; + tree = { raw_tree_model, tree_texture }; - int z = 0; - for (int i = 0; i < 5; ++i) - { - entities.push_back(&entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20)); - z += (raw_model.model_size.x * 20); - } - entities::main_character character{ model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5,collision::Box() }; - entities.push_back(&character); - mainCharacter.push_back(&character); - lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); + // load the first few house models + for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++) + { + load_chunk(i); + } + + lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); // sun lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f))); lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f))); @@ -66,11 +92,11 @@ namespace scene button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png")); button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png")); button.SetOnClickAction([]() - { - std::cout << "I got clicked on!" << std::endl; - }); + { + std::cout << "I got clicked on!" << std::endl; + }); guis.push_back(&button); - + while (return_value == scene::Scenes::INGAME) { @@ -94,15 +120,18 @@ namespace scene shader->Start(); shader->LoadSkyColor(render_engine::renderer::SKY_COLOR); - shader->LoadLights(lights); + shader->LoadLightsDeque(lights); shader->LoadViewMatrix(camera); - // Renders each entity in the entities list - for (entities::Entity* entity : entities) + for (entities::Entity& model_entity : house_models) { - render_engine::renderer::Render(*entity, *shader); + render_engine::renderer::Render(model_entity, *shader); + } + + for (entities::Entity& tree_entity : trees) + { + render_engine::renderer::Render(tree_entity, *shader); } - // Render GUI items render_engine::renderer::Render(guis, *gui_shader); @@ -113,18 +142,24 @@ namespace scene void scene::In_Game_Scene::update(GLFWwindow* window) { - //camera.Move(window); - - entities::main_character *character = mainCharacter[0]; - glm::vec3 movement = character->move(window); - //character->IncreasePosition(movement); - std::cout <<"x: "<< character->GetPosition().x << "\ny: " << character->GetPosition().y << "\nz: " << character->GetPosition().z << "\n"; - std::cout <<"x get: "<< movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n"; + camera.Move(window); + + // calculate where the next house model should be loaded + static int last_model_pos = 0; + int model_pos = -round(camera.GetPosition().z / (model.raw_model.model_size.x * 20)); // how much models we have passed, minus because we are moving in the negative z axis + + // if we have passed a model, load a new one and delete the one behind us + if (last_model_pos != model_pos) + { + load_chunk(model_pos + UPCOMING_MODEL_AMOUNT); + } + // remember the position at which the new model was added + last_model_pos = model_pos; } void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods) { - if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) { return_value = scene::Scenes::STOP; } diff --git a/src/shaders/entity_shader.cpp b/src/shaders/entity_shader.cpp index 3a5a0c0..973d7c4 100644 --- a/src/shaders/entity_shader.cpp +++ b/src/shaders/entity_shader.cpp @@ -1,5 +1,6 @@ #include "entity_shader.h" #include "../toolbox/toolbox.h" +#include namespace shaders { @@ -160,6 +161,25 @@ namespace shaders } } + void EntityShader::LoadLightsDeque(std::deque& lights) const + { + for (int i = 0; i < MAX_LIGHTS; ++i) + { + if (i < lights.size()) + { + LoadVector(location_light_position[i], lights[i].GetPosition()); + LoadVector(location_light_color[i], lights[i].GetColor()); + LoadVector(location_light_attenuation[i], lights[i].GetAttenuation()); + } + else + { + LoadVector(location_light_position[i], glm::vec3(0, 0, 0)); + LoadVector(location_light_color[i], glm::vec3(0, 0, 0)); + LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0)); + } + } + } + void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const { LoadFloat(location_shine_damper, shine_damper); diff --git a/src/shaders/entity_shader.h b/src/shaders/entity_shader.h index 514bbb4..101fec1 100644 --- a/src/shaders/entity_shader.h +++ b/src/shaders/entity_shader.h @@ -2,6 +2,7 @@ #include #include +#include #include "shader_program.h" #include "../entities/camera.h" #include "../entities/light.h" @@ -58,6 +59,13 @@ namespace shaders */ void LoadLights(std::vector& lights) const; + /** + * @brief loads some lights contained in a deque. + * + * @param lights the deque containing the lights to load + */ + void LoadLightsDeque(std::deque& lights) const; + /* * @brief: A method to load the the shine variables from a model into the shader * diff --git a/src/toolbox/Timer.h b/src/toolbox/Timer.h new file mode 100644 index 0000000..80fd164 --- /dev/null +++ b/src/toolbox/Timer.h @@ -0,0 +1,46 @@ +#pragma once + +namespace toolbox +{ + /* + * This class represents a timer which needs to be updated + * every frame to work correctly. + */ + class Timer + { + private: + float current_time; + float final_time; + bool has_finished; + + public: + /* + * @brief: Constructor to make the timer + * + * @param final_time: The time which the timer needs to count to + */ + Timer(float final_time): current_time(0), final_time(final_time), has_finished(false) {} + + /* + * @brief: Updates the timer. Call this method once every iteration in the game loop + * + * @param delta: The deltatime of the game + */ + void UpdateTimer(const double delta) + { + current_time += delta; + + if (current_time >= final_time) + { + has_finished = true; + } + } + + /* + * @brief: Returns if the timer has finished + * + * @return: True if the timer has finished + */ + bool HasFinished() const { return has_finished; } + }; +} \ No newline at end of file diff --git a/wk2_fps.vcxproj b/wk2_fps.vcxproj index 637cbf8..ed68371 100644 --- a/wk2_fps.vcxproj +++ b/wk2_fps.vcxproj @@ -66,6 +66,7 @@ + @@ -130,16 +131,16 @@ true - C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include - C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib + C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include;C:\opencv\build\include + C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib false false - $(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include - $(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib + $(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;C:\opencv\build\include + $(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib @@ -171,7 +172,7 @@ Console true $(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories) - opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib + opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib @@ -212,7 +213,7 @@ true true $(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories) - kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib + kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib diff --git a/wk2_fps.vcxproj.filters b/wk2_fps.vcxproj.filters index cf9b864..3dc1142 100644 --- a/wk2_fps.vcxproj.filters +++ b/wk2_fps.vcxproj.filters @@ -75,9 +75,6 @@ Source Files - - Source Files - @@ -155,7 +152,7 @@ Header Files - + Header Files