Merge branch 'develop' into feature/loading_all_models
This commit is contained in:
@@ -1,36 +1,16 @@
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#include <iostream>
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#include <memory>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "in_Game_Scene.h"
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#include "startup_Scene.h"
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#include "../entities/main_character.h"
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#include "../collision/collision_handler.h"
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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/entity_shader.h"
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#include "../toolbox/toolbox.h"
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#include "../entities/house_generator.h"
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#include <deque>
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#include <functional>
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#include <memory>
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#include <queue>
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#include <opencv2/core/base.hpp>
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#include "../computervision/HandDetectRegion.h"
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#include "../computervision/ObjectDetection.h"
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#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
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#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
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namespace scene
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{
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std::shared_ptr<entities::MainCharacter>main_character;
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std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
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std::deque<std::shared_ptr<entities::CollisionEntity>> collision_entities;
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//std::deque<std::shared_ptr<entities::CollisionEntity>> furniture_collision;
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entities::HouseGenerator* house_generator;
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std::deque<std::shared_ptr<entities::Entity>> house_models;
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@@ -39,9 +19,13 @@ namespace scene
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shaders::EntityShader* shader;
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shaders::GuiShader* gui_shader;
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std::vector<gui::GuiTexture*> guis;
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std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
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int furniture_count_old;
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int score;
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int* ptr;
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float delta_time = 0;
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std::vector<computervision::HandDetectRegion> regions;
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computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
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@@ -49,8 +33,9 @@ namespace scene
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/**
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* sets up the first things when the objects has been made
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*/
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In_Game_Scene::In_Game_Scene()
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In_Game_Scene::In_Game_Scene(int *score_ptr)
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{
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ptr = score_ptr;
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camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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shader = new shaders::EntityShader;
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@@ -60,9 +45,22 @@ namespace scene
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gui_shader = new shaders::GuiShader();
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gui_shader->Init();
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score = 0;
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for (int i = 0; i <= 9; i++)
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{
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std::shared_ptr<gui::GuiTexture> score_pointer;
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std::string texture_path = "res/";
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texture_path += std::to_string(i);
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texture_path += ".png";
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score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
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score_textures.push_back(score_pointer);
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}
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}
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/**
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* temporary!!!!
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* temporary?
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* just to make some bounding boxes
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*/
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collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
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@@ -83,32 +81,38 @@ namespace scene
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delete house_generator;
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}
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/**
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* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
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*
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* @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)
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*
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*/
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void load_chunk(int model_pos)
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void In_Game_Scene::SetupHandDetection()
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{
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static unsigned int furniture_count = 0;
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// set up squares according to size of camera input
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cv::Mat camera_frame;
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static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
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reg_left.SetMainSkinDetecRegion(true);
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reg_right.SetMainSkinDetecRegion(false);
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reg_right.SetMainSkinDetecRegion(false);
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std::function<void()> callback = [this]() {OnSkinCalibrationCallback(); };
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reg_left.SetSkinTimerCallback(callback);
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reg_left.SetXPos(10);
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reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
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reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
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reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
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reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
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reg_up.SetYPos(10);
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}
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void In_Game_Scene::LoadChunk(int model_pos)
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{
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static unsigned int furniture_count = 0;
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std::cout << "loading model chunk" << std::endl;
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
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{
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for (int i = 0; i < furniture_count; i++)
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{
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house_models.pop_front();
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collision_entities.erase(collision_entities.begin() + 1);
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}
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}
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int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
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@@ -116,10 +120,12 @@ namespace scene
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std::deque<std::shared_ptr<entities::CollisionEntity>> furniture;
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house_generator->GenerateHouse(&furniture, glm::vec3(0, -75, -50 - z_offset), 90);
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furniture_count = furniture.size();
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house_models.insert(house_models.end(), furniture.begin(), furniture.end());
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collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end());
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std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
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furniture_count_old = furniture_count - 1;
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}
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/**
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@@ -135,13 +141,17 @@ namespace scene
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raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
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models::TexturedModel model_char = { raw_model_char, texture };
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collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
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main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
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collision_entities.push_back(main_character);
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main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, 50, -100), glm::vec3(0, 90, 0), 5, char_box);
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//collision_entities.push_back(main_character);
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house_generator = new entities::HouseGenerator();
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SetupHandDetection();
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// load the first few house models
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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{
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load_chunk(i);
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LoadChunk(i);
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}
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lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
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@@ -181,6 +191,9 @@ namespace scene
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});
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pause_guis.push_back(&pause_button_quit);
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regions.push_back(®_left);
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regions.push_back(®_up);
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regions.push_back(®_right);
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//the scene loop, this while loop represent the scene
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while (return_value == scene::Scenes::INGAME)
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@@ -242,16 +255,24 @@ namespace scene
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// Stop rendering the entities
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shader->Stop();
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DrawScore(score);
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}
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//updates certain variables
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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UpdateDeltaTime();
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//camera.Move(window);
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update_hand_detection();
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main_character->Move(regions);
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if (!main_character.get()->GetOnCollide())
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{
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*ptr = score;
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std::cout << "Score: " << score << std::endl;
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return_value = scene::Scenes::GAMEOVER;
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}
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main_character->Move(window);
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//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
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camera->Follow(main_character->GetPosition());
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// calculate where the next house model should be loaded
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@@ -261,15 +282,19 @@ namespace scene
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// if we have passed a model, load a new one and delete the one behind us
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if (last_model_pos != model_pos)
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{
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load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
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LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
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score += furniture_count_old;
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std::cout << "Score: " << score << std::endl;
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std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl;
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std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
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}
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// remember the position at which the new model was added
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last_model_pos = model_pos;
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collision_entities.push_front(main_character);
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collision::CheckCollisions(collision_entities);
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collision_entities.pop_front();
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update_hand_detection();
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}
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@@ -289,24 +314,14 @@ namespace scene
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{
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game_state = scene::Game_State::RUNNING;
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}
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if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
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{
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reg_left.CalibrateBackground();
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reg_right.CalibrateBackground();
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reg_up.CalibrateBackground();
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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{
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std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
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reg_right.setSkinTresholds(tresholds);
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reg_up.setSkinTresholds(tresholds);
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}
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}
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void scene::In_Game_Scene::update_hand_detection()
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{
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reg_left.UpdateTime(delta_time);
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reg_right.UpdateTime(delta_time);
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reg_up.UpdateTime(delta_time);
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cv::Mat camera_frame;
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static_camera::getCap().read(camera_frame);
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reg_left.DetectHand(camera_frame);
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@@ -316,9 +331,41 @@ namespace scene
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cv::imshow("camera", camera_frame);
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}
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void scene::In_Game_Scene::OnSkinCalibrationCallback()
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{
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std::cout << "on skin calibration callback" << std::endl;
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std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
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reg_right.setSkinTresholds(tresholds);
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reg_up.setSkinTresholds(tresholds);
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}
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//renders the models for the pause menu
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void In_Game_Scene::render_pause_menu()
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{
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render_engine::renderer::Render(pause_guis, *gui_shader);
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}
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void In_Game_Scene::DrawScore(int score)
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{
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std::vector<int> digits;
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score_guis.clear();
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toolbox::GetDigitsFromNumber(score, digits);
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for (int i = digits.size() - 1; i >= 0; i--)
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{
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score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right
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render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
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}
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}
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void In_Game_Scene::UpdateDeltaTime()
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{
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double current_time = glfwGetTime();
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static double last_frame_time = current_time;
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delta_time = current_time - last_frame_time;
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last_frame_time = current_time;
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}
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}
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