[Add] Pointsystem works
This commit is contained in:
@@ -121,5 +121,87 @@ namespace render_engine
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shader.Stop();
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}
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void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader)
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{
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shader.Start();
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// Enable the VAO and the positions VBO
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glBindVertexArray(quad.vao_id);
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glEnableVertexAttribArray(0);
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// Enable alpha blending (for transparency in the texture)
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Disable depth testing to textures with transparency can overlap
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glDisable(GL_DEPTH_TEST);
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// Render each gui to the screen
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for (std::shared_ptr<gui::GuiTexture> gui : guis)
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{
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// Bind the texture of the gui to the shader
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gui->texture);
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glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
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shader.LoadModelMatrix(matrix);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
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std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
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}
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// Enable depth test again
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glEnable(GL_DEPTH_TEST);
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// Disable alpha blending
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glDisable(GL_BLEND);
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// Disable the VBO and VAO
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glDisableVertexAttribArray(0);
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glBindVertexArray(0);
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shader.Stop();
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}
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void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader)
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{
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shader.Start();
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// Enable the VAO and the positions VBO
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glBindVertexArray(quad.vao_id);
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glEnableVertexAttribArray(0);
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// Enable alpha blending (for transparency in the texture)
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Disable depth testing to textures with transparency can overlap
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glDisable(GL_DEPTH_TEST);
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// Render each gui to the screen
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// Bind the texture of the gui to the shader
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gui->texture);
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glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
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shader.LoadModelMatrix(matrix);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
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// Enable depth test again
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glEnable(GL_DEPTH_TEST);
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// Disable alpha blending
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glDisable(GL_BLEND);
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// Disable the VBO and VAO
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glDisableVertexAttribArray(0);
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glBindVertexArray(0);
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shader.Stop();
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}
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}
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}
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@@ -40,5 +40,22 @@ namespace render_engine
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@param shade: The shader the GUI textures need to be rendered with
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*/
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void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
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/*
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* @brief: renders guis elements from a shared pointer vector
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*
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* @param guis: List with GUI textures to render
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* @param sahde: The shader to use
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*/
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void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
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/*
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* @brief renders 1 gui element.
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*
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* @param gui: the texture to render
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* @param shader: the shader to use
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*/
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void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
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}
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}
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@@ -27,7 +27,6 @@
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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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@@ -40,6 +39,7 @@ 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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@@ -61,7 +61,26 @@ 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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std::cout << "Add to score_pointer: " << texture_path << std::endl;
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}
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std::cout << "Size textures: " << score_textures.size() << std::endl;
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}
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/**
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* temporary!!!!
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* just to make some bounding boxes
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@@ -242,13 +261,14 @@ 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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//camera.Move(window);
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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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@@ -264,23 +284,16 @@ namespace scene
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load_chunk(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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DrawScore();
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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::CheckCollisions(collision_entities);
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update_hand_detection();
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std::vector<int> res;
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toolbox::GetDigitsFromNumber(1234567890, res);
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std::cout << "number 1234567890 in digits: " << std::endl;
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for (int i : res)
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{
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std::cout << i << " , ";
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}
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std::cout << std::endl;
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}
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//manages the key input in the game scene
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@@ -332,11 +345,21 @@ namespace scene
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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(cv::Mat& output_frame)
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{
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cv::rectangle(output_frame, cv::Rect(0, 0, 30, 40), cv::Scalar(0, 0, 0), -1);
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cv::putText(output_frame, "Score: ", cv::Point(0, 0), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
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cv::putText(output_frame, std::to_string(score), cv::Point(5, 15), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
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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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std::cout << "Digits size: " << digits.size() << std::endl;
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for (int i = digits.size()-1; i >= 0; i--)
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{
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std::cout << "Digit in digits: " << i << std::endl;
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score_textures[digits[i]].get()->position.x = 0.15 * i -0.9;
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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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}
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@@ -57,7 +57,7 @@ namespace scene
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//pause_guis is a list of components that will be rendered when the game is paused.
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std::vector<gui::GuiTexture*> pause_guis;
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std::vector<gui::GuiTexture*> score_guis;
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std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
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/**
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* @brief renders the objects/gui models
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@@ -103,7 +103,8 @@ namespace scene
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*/
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void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
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void DrawScore(cv::Mat& output_frame);
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void DrawScore(int score);
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};
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}
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@@ -1,6 +1,6 @@
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#include <ctime>
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#include "toolbox.h"
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#include <iostream>
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namespace toolbox
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{
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glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
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@@ -24,6 +24,10 @@
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<ClCompile Include="src\scenes\startup_Scene.cpp" />
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<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
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<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
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<ClCompile Include="src\entities\main_character.cpp" />
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<ClCompile Include="src\entities\house_generator.cpp" />
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<ClCompile Include="src\computervision\MenuTest.cpp" />
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<ClCompile Include="src\scenes\scene.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\entities\Camera.cpp">
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@@ -83,98 +87,8 @@
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<ClCompile Include="src\computervision\BackgroundRemover.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\computervision\MenuTest.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\scenes\scene.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\entities\house_generator.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\entities\Camera.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\entities\Entity.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\models\Model.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\renderEngine\Loader.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\renderEngine\Renderer.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\stb_image.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\shaders\shader_program.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\renderEngine\obj_loader.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\toolbox\toolbox.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\entities\light.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\shaders\entity_shader.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\shaders\gui_shader.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\gui\gui_element.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\gui\gui_interactable.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\scenes\scene.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\scenes\in_Game_Scene.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\scenes\startup_Scene.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\entities\collision_entity.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\collision\collision.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\collision\collision_handler.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\computervision\ObjectDetection.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\computervision\SkinDetector.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\computervision\FingerCount.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\computervision\BackgroundRemover.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\toolbox\Timer.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\computervision\MenuTest.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\entities\house_generator.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\collision\collision.h" />
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<ClInclude Include="src\collision\collision_handler.h" />
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<ClInclude Include="src\scenes\in_Game_Scene.h" />
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@@ -206,6 +120,34 @@
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<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
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<ClInclude Include="src\computervision\HandDetectRegion.h" />
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<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
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<ClInclude Include="src\collision\collision.h" />
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<ClInclude Include="src\collision\collision_handler.h" />
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<ClInclude Include="src\entities\main_character.h" />
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<ClInclude Include="src\entities\house_generator.h" />
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<ClInclude Include="src\scenes\in_Game_Scene.h" />
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<ClInclude Include="src\scenes\scene.h" />
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<ClInclude Include="src\computervision\FingerCount.h" />
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<ClInclude Include="src\computervision\BackgroundRemover.h" />
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<ClInclude Include="src\computervision\MenuTest.h" />
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<ClInclude Include="src\computervision\SkinDetector.h" />
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<ClInclude Include="src\computervision\ObjectDetection.h" />
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<ClInclude Include="src\entities\camera.h" />
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<ClInclude Include="src\entities\collision_entity.h" />
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<ClInclude Include="src\entities\entity.h" />
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<ClInclude Include="src\entities\light.h" />
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<ClInclude Include="src\gui\gui_element.h" />
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<ClInclude Include="src\gui\gui_interactable.h" />
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<ClInclude Include="src\models\model.h" />
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<ClInclude Include="src\renderEngine\loader.h" />
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<ClInclude Include="src\renderEngine\obj_loader.h" />
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<ClInclude Include="src\renderEngine\renderer.h" />
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<ClInclude Include="src\shaders\gui_shader.h" />
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<ClInclude Include="src\shaders\shader_program.h" />
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<ClInclude Include="src\shaders\entity_shader.h" />
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<ClInclude Include="src\stb_image.h" />
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<ClInclude Include="src\toolbox\Timer.h" />
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<ClInclude Include="src\toolbox\toolbox.h" />
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<ClInclude Include="src\scenes\startup_Scene.h" />
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</ItemGroup>
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<ItemGroup>
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<Xml Include="res\haarcascade_frontalface_alt.xml" />
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Block a user