Compare commits
92 Commits
BUGGED/pos
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feature/nu
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2
.gitignore
vendored
@@ -2,6 +2,8 @@
|
|||||||
# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
||||||
# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
|
# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
|
||||||
|
|
||||||
|
res/**
|
||||||
|
|
||||||
### C++ ###
|
### C++ ###
|
||||||
# Prerequisites
|
# Prerequisites
|
||||||
*.d
|
*.d
|
||||||
|
|||||||
BIN
res/Mayo.png
Normal file
|
After Width: | Height: | Size: 323 KiB |
BIN
res/Texture.png
Normal file
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After Width: | Height: | Size: 970 B |
BIN
res/background_grey.png
Normal file
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After Width: | Height: | Size: 294 KiB |
21593
res/beeTwo.obj
Normal file
BIN
res/menu_item_calibrate1.png
Normal file
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After Width: | Height: | Size: 31 KiB |
BIN
res/menu_item_calibrate1_click.png
Normal file
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After Width: | Height: | Size: 31 KiB |
BIN
res/menu_item_calibrate1_hover.png
Normal file
|
After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1.png
Normal file
|
After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1_click.png
Normal file
|
After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1_hover.png
Normal file
|
After Width: | Height: | Size: 28 KiB |
BIN
res/menu_item_start.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
res/menu_item_start1.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
BIN
res/menu_item_start1_click.png
Normal file
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After Width: | Height: | Size: 35 KiB |
BIN
res/menu_item_start1_hover.png
Normal file
|
After Width: | Height: | Size: 33 KiB |
44
src/collision/collision.h
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@@ -0,0 +1,44 @@
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|||||||
|
#pragma once
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||||||
|
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||||||
|
#include <iostream>
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||||||
|
#include <glm/gtc/matrix_transform.hpp>
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||||||
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#include "../entities/entity.h"
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||||||
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namespace collision
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{
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||||||
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/*
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||||||
|
* This structure represents a collision box inside the world.
|
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*
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||||||
|
* center_pos: The center position of the collision box
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||||||
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* size: The size in each axis of the collision box
|
||||||
|
*/
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||||||
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struct Box
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||||||
|
{
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||||||
|
glm::vec3 center_pos;
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glm::vec3 size;
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||||||
|
|
||||||
|
void SetRotation(float angle)
|
||||||
|
{
|
||||||
|
double sinTheta = glm::sin(glm::radians(angle));
|
||||||
|
double cosTheta = glm::cos(glm::radians(angle));
|
||||||
|
|
||||||
|
float x = size.x * cosTheta + size.z * sinTheta;
|
||||||
|
float z = size.z * cosTheta - size.x * sinTheta;
|
||||||
|
|
||||||
|
size.x = x < 0 ? -x : x;
|
||||||
|
size.z = z < 0 ? -z : z;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
/*
|
||||||
|
* This structure represents a collision between 2 entities
|
||||||
|
*
|
||||||
|
* entity1: The first entity
|
||||||
|
* entity2: The second entity
|
||||||
|
*/
|
||||||
|
struct Collision
|
||||||
|
{
|
||||||
|
entities::Entity& entity1;
|
||||||
|
entities::Entity& entity2;
|
||||||
|
};
|
||||||
|
}
|
||||||
44
src/collision/collision_handler.cpp
Normal file
@@ -0,0 +1,44 @@
|
|||||||
|
#include "collision_handler.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
namespace collision
|
||||||
|
{
|
||||||
|
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
|
||||||
|
{
|
||||||
|
if (entities.size() < 2) { return; }
|
||||||
|
if (entities.size() == 2)
|
||||||
|
{
|
||||||
|
if (entities[0]->IsColliding(*entities[1]))
|
||||||
|
{
|
||||||
|
collision::Collision c = { *entities[0], *entities[1] };
|
||||||
|
entities[0]->OnCollide(c);
|
||||||
|
entities[1]->OnCollide(c);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < entities.size() - 2; i++)
|
||||||
|
{
|
||||||
|
std::shared_ptr<entities::CollisionEntity> entity = entities[i];
|
||||||
|
|
||||||
|
for (int j = i + 1; j < entities.size() - 1; j++)
|
||||||
|
{
|
||||||
|
|
||||||
|
std::shared_ptr<entities::CollisionEntity> entity2 = entities[j];
|
||||||
|
|
||||||
|
if (entity == entity2)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (entity->IsColliding(*entity2))
|
||||||
|
{
|
||||||
|
collision::Collision c = { *entity, *entity2 };
|
||||||
|
entity->OnCollide(c);
|
||||||
|
entity2->OnCollide(c);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
17
src/collision/collision_handler.h
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
#include <vector>
|
||||||
|
#include "../entities/collision_entity.h"
|
||||||
|
#include "collision.h"
|
||||||
|
|
||||||
|
namespace collision
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* @brief: This function will check all the collision entities for
|
||||||
|
* collisions and call the OnCollide function when a entity collides.
|
||||||
|
*
|
||||||
|
* @param entities: A list with all the collision entities.
|
||||||
|
*/
|
||||||
|
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
|
||||||
|
}
|
||||||
@@ -1,53 +0,0 @@
|
|||||||
#include "FaceDetector.h"
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
|
||||||
*/
|
|
||||||
namespace computervision
|
|
||||||
{
|
|
||||||
Rect getFaceRect(Mat input);
|
|
||||||
|
|
||||||
String faceClassifierFileName = "res/haarcascade_frontalface_alt.xml";
|
|
||||||
CascadeClassifier faceCascadeClassifier;
|
|
||||||
|
|
||||||
FaceDetector::FaceDetector(void) {
|
|
||||||
if (!faceCascadeClassifier.load(faceClassifierFileName))
|
|
||||||
throw runtime_error("can't load file " + faceClassifierFileName);
|
|
||||||
}
|
|
||||||
|
|
||||||
void FaceDetector::removeFaces(Mat input, Mat output) {
|
|
||||||
vector<Rect> faces;
|
|
||||||
Mat frameGray;
|
|
||||||
|
|
||||||
cvtColor(input, frameGray, CV_BGR2GRAY);
|
|
||||||
equalizeHist(frameGray, frameGray);
|
|
||||||
|
|
||||||
faceCascadeClassifier.detectMultiScale(frameGray, faces, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
|
|
||||||
|
|
||||||
for (size_t i = 0; i < faces.size(); i++) {
|
|
||||||
rectangle(
|
|
||||||
output,
|
|
||||||
Point(faces[i].x, faces[i].y),
|
|
||||||
Point(faces[i].x + faces[i].width, faces[i].y + faces[i].height),
|
|
||||||
Scalar(0, 0, 0),
|
|
||||||
-1
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Rect getFaceRect(Mat input) {
|
|
||||||
vector<Rect> faceRectangles;
|
|
||||||
Mat inputGray;
|
|
||||||
|
|
||||||
cvtColor(input, inputGray, CV_BGR2GRAY);
|
|
||||||
equalizeHist(inputGray, inputGray);
|
|
||||||
|
|
||||||
faceCascadeClassifier.detectMultiScale(inputGray, faceRectangles, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
|
|
||||||
|
|
||||||
if (faceRectangles.size() > 0)
|
|
||||||
return faceRectangles[0];
|
|
||||||
else
|
|
||||||
return Rect(0, 0, 1, 1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,31 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include <opencv2/opencv.hpp>
|
|
||||||
#include <opencv2/imgproc/types_c.h>
|
|
||||||
#include <opencv2/objdetect.hpp>
|
|
||||||
#include <opencv2/core.hpp>
|
|
||||||
#include <opencv2/objdetect/objdetect.hpp>
|
|
||||||
/*
|
|
||||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
|
||||||
*/
|
|
||||||
|
|
||||||
using namespace cv;
|
|
||||||
using namespace std;
|
|
||||||
|
|
||||||
namespace computervision
|
|
||||||
{
|
|
||||||
class FaceDetector {
|
|
||||||
public:
|
|
||||||
/**
|
|
||||||
* @brief Constructor for the class FaceDetector, loads training data from a file
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
FaceDetector(void);
|
|
||||||
/**
|
|
||||||
* @brief Detects faces on an image and blocks them with a black rectangle
|
|
||||||
*
|
|
||||||
* @param input Input image
|
|
||||||
* @param output Output image
|
|
||||||
*/
|
|
||||||
void removeFaces(Mat input, Mat output);
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -14,6 +14,7 @@
|
|||||||
|
|
||||||
namespace computervision
|
namespace computervision
|
||||||
{
|
{
|
||||||
|
|
||||||
FingerCount::FingerCount(void) {
|
FingerCount::FingerCount(void) {
|
||||||
color_blue = Scalar(255, 0, 0);
|
color_blue = Scalar(255, 0, 0);
|
||||||
color_green = Scalar(0, 255, 0);
|
color_green = Scalar(0, 255, 0);
|
||||||
@@ -35,9 +36,6 @@ namespace computervision
|
|||||||
if (input_image.channels() != 1)
|
if (input_image.channels() != 1)
|
||||||
return contours_image;
|
return contours_image;
|
||||||
|
|
||||||
vector<vector<Point>> contours;
|
|
||||||
vector<Vec4i> hierarchy;
|
|
||||||
|
|
||||||
findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
|
findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
|
||||||
|
|
||||||
// we need at least one contour to work
|
// we need at least one contour to work
|
||||||
@@ -45,7 +43,7 @@ namespace computervision
|
|||||||
return contours_image;
|
return contours_image;
|
||||||
|
|
||||||
// find the biggest contour (let's suppose it's our hand)
|
// find the biggest contour (let's suppose it's our hand)
|
||||||
int biggest_contour_index = -1;
|
biggest_contour_index = -1;
|
||||||
double biggest_area = 0.0;
|
double biggest_area = 0.0;
|
||||||
|
|
||||||
for (int i = 0; i < contours.size(); i++) {
|
for (int i = 0; i < contours.size(); i++) {
|
||||||
@@ -156,6 +154,11 @@ namespace computervision
|
|||||||
return contours_image;
|
return contours_image;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void FingerCount::DrawHandContours(Mat& image)
|
||||||
|
{
|
||||||
|
drawContours(image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
|
||||||
|
}
|
||||||
|
|
||||||
int FingerCount::getAmountOfFingers()
|
int FingerCount::getAmountOfFingers()
|
||||||
{
|
{
|
||||||
return amount_of_fingers;
|
return amount_of_fingers;
|
||||||
|
|||||||
@@ -31,7 +31,15 @@ namespace computervision
|
|||||||
*/
|
*/
|
||||||
int getAmountOfFingers();
|
int getAmountOfFingers();
|
||||||
|
|
||||||
|
void DrawHandContours(Mat& image);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
|
int biggest_contour_index;
|
||||||
|
vector<vector<Point>> contours;
|
||||||
|
vector<Vec4i> hierarchy;
|
||||||
|
|
||||||
|
|
||||||
// colors to use
|
// colors to use
|
||||||
Scalar color_blue;
|
Scalar color_blue;
|
||||||
Scalar color_green;
|
Scalar color_green;
|
||||||
@@ -115,5 +123,7 @@ namespace computervision
|
|||||||
* @param with_numbers if the numbers should be drawn with the points
|
* @param with_numbers if the numbers should be drawn with the points
|
||||||
*/
|
*/
|
||||||
void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
|
void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
105
src/computervision/HandDetectRegion.cpp
Normal file
@@ -0,0 +1,105 @@
|
|||||||
|
|
||||||
|
#include "HandDetectRegion.h"
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
|
||||||
|
HandDetectRegion::HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height)
|
||||||
|
{
|
||||||
|
region_id = id;
|
||||||
|
start_x_pos = x_pos;
|
||||||
|
start_y_pos = y_pos;
|
||||||
|
region_width = width;
|
||||||
|
region_height = height;
|
||||||
|
hand_mask_generated = false;
|
||||||
|
hand_present = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandDetectRegion::DetectHand(cv::Mat& camera_frame)
|
||||||
|
{
|
||||||
|
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||||
|
frame_out = input_frame.clone();
|
||||||
|
|
||||||
|
// detect skin color
|
||||||
|
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
|
||||||
|
|
||||||
|
// remove background from image
|
||||||
|
foreground = background_remover.getForeground(input_frame);
|
||||||
|
|
||||||
|
// detect the hand contours
|
||||||
|
handMask = skin_detector.getSkinMask(foreground);
|
||||||
|
|
||||||
|
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||||
|
DrawHandMask(&camera_frame);
|
||||||
|
|
||||||
|
//imshow("output" + region_id, frame_out);
|
||||||
|
//imshow("foreground" + region_id, foreground);
|
||||||
|
//imshow("handMask" + region_id, handMask);
|
||||||
|
/*imshow("handDetection", fingerCountDebug);*/
|
||||||
|
|
||||||
|
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
|
||||||
|
//std::string text = (hand_present ? "hand" : "no");
|
||||||
|
//cv::putText(camera_frame, text, cv::Point(start_x_pos, start_y_pos), cv::FONT_HERSHEY_COMPLEX, 2.0, cv::Scalar(0, 255, 255), 2);
|
||||||
|
hand_calibrator.SetHandPresent(hand_present);
|
||||||
|
|
||||||
|
//draw black rectangle behind calibration information text
|
||||||
|
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 55, 450, camera_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||||
|
|
||||||
|
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
cv::Mat HandDetectRegion::GenerateHandMaskSquare(cv::Mat img)
|
||||||
|
{
|
||||||
|
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
|
||||||
|
cv::rectangle(mask, cv::Rect(start_x_pos, start_y_pos, region_width, region_height), cv::Scalar(255, 255, 255), -1);
|
||||||
|
|
||||||
|
img.copyTo(distance_img, mask);
|
||||||
|
|
||||||
|
hand_mask_generated = true;
|
||||||
|
return distance_img;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandDetectRegion::DrawHandMask(cv::Mat* input)
|
||||||
|
{
|
||||||
|
if (!hand_mask_generated) return false;
|
||||||
|
rectangle(*input, Rect(start_x_pos, start_y_pos, region_width, region_height), (hand_present ? Scalar(0, 255, 0) : Scalar(0,0,255)),2);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandDetectRegion::IsHandPresent()
|
||||||
|
{
|
||||||
|
return hand_present;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandDetectRegion::CalibrateBackground()
|
||||||
|
{
|
||||||
|
std::cout << "calibrating background " << region_id << std::endl;
|
||||||
|
background_remover.calibrate(frame_out);
|
||||||
|
hand_calibrator.SetBackGroundCalibrated(true);
|
||||||
|
}
|
||||||
|
void HandDetectRegion::CalibrateSkin()
|
||||||
|
{
|
||||||
|
skin_detector.calibrate(frame_out);
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<int> HandDetectRegion::CalculateSkinTresholds()
|
||||||
|
{
|
||||||
|
std::cout << "calibrating skin " << region_id << std::endl;
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
return skin_detector.calibrateAndReturn(frame_out);
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
|
||||||
|
{
|
||||||
|
std::cout << "setting skin " << region_id << std::endl;
|
||||||
|
skin_detector.setTresholds(tresholds);
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
56
src/computervision/HandDetectRegion.h
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <opencv2/core.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
#include "async/StaticCameraInstance.h"
|
||||||
|
#include "calibration/HandCalibrator.h"
|
||||||
|
#include "BackgroundRemover.h"
|
||||||
|
#include "SkinDetector.h"
|
||||||
|
#include "FingerCount.h"
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class HandDetectRegion
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height);
|
||||||
|
|
||||||
|
void SetXPos(int x) { start_x_pos = x; }
|
||||||
|
void SetYPos(int y) { start_y_pos = y; }
|
||||||
|
int GetXPos() { return start_x_pos; }
|
||||||
|
int GetYPos() { return start_y_pos; }
|
||||||
|
|
||||||
|
void SetWidth(int width) { region_width = width; }
|
||||||
|
void SetHeigth(int height) { region_height = height; }
|
||||||
|
int GetWidth() { return region_width; }
|
||||||
|
int GetHeight() { return region_height; }
|
||||||
|
|
||||||
|
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||||
|
|
||||||
|
void DetectHand(cv::Mat& camera_frame);
|
||||||
|
|
||||||
|
bool IsHandPresent();
|
||||||
|
|
||||||
|
void CalibrateBackground();
|
||||||
|
void CalibrateSkin();
|
||||||
|
|
||||||
|
std::vector<int> CalculateSkinTresholds();
|
||||||
|
|
||||||
|
void setSkinTresholds(std::vector<int>& tresholds);
|
||||||
|
|
||||||
|
private:
|
||||||
|
int start_x_pos;
|
||||||
|
int start_y_pos;
|
||||||
|
int region_height;
|
||||||
|
int region_width;
|
||||||
|
bool hand_mask_generated;
|
||||||
|
bool hand_present;
|
||||||
|
cv::Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||||
|
BackgroundRemover background_remover;
|
||||||
|
SkinDetector skin_detector;
|
||||||
|
handcalibration::HandCalibrator hand_calibrator;
|
||||||
|
std::string region_id;
|
||||||
|
|
||||||
|
bool DrawHandMask(cv::Mat* input);
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
25
src/computervision/MenuTest.cpp
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
#include "MenuTest.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
int menu_item_array[4] = { 1, 2, 3, 4 };
|
||||||
|
float item_number = 0;
|
||||||
|
|
||||||
|
MenuTest::MenuTest(void) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
int MenuTest::GetMenuItem(bool hand_state) {
|
||||||
|
item_number += 0.20f;
|
||||||
|
|
||||||
|
|
||||||
|
int temp_item_number = item_number;
|
||||||
|
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||||
|
if (temp_item_number == sizeof(menu_item_array) / sizeof(menu_item_array[0])) {
|
||||||
|
item_number = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
return menu_item_array[temp_item_number];
|
||||||
|
}
|
||||||
|
}
|
||||||
18
src/computervision/MenuTest.h
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class MenuTest {
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor for the class MenuTest, loads in array with menu items
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
MenuTest(void);
|
||||||
|
/**
|
||||||
|
* @brief Returns the itemnumber in an array
|
||||||
|
*
|
||||||
|
* @param input_bool is either true or false, depending on the recognized hand gesture
|
||||||
|
*/
|
||||||
|
int GetMenuItem(bool input_bool);
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -6,122 +6,140 @@
|
|||||||
#include "ObjectDetection.h"
|
#include "ObjectDetection.h"
|
||||||
#include "BackgroundRemover.h"
|
#include "BackgroundRemover.h"
|
||||||
#include "SkinDetector.h"
|
#include "SkinDetector.h"
|
||||||
#include "FaceDetector.h"
|
|
||||||
#include "FingerCount.h"
|
#include "FingerCount.h"
|
||||||
|
#include "async/StaticCameraInstance.h"
|
||||||
|
#include "calibration/HandCalibrator.h"
|
||||||
|
|
||||||
namespace computervision
|
namespace computervision
|
||||||
{
|
{
|
||||||
cv::VideoCapture cap(0);
|
|
||||||
|
|
||||||
cv::Mat img, imgGray, img2, img2Gray, img3, img4;
|
cv::Mat img, img_gray, img2, img2_gray, img3, img4;
|
||||||
|
|
||||||
int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
|
int hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height;
|
||||||
bool handMaskGenerated = false;
|
bool hand_mask_generated = false;
|
||||||
|
|
||||||
Mat frame, frameOut, handMask, foreground, fingerCountDebug;
|
Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||||
BackgroundRemover backgroundRemover;
|
BackgroundRemover background_remover;
|
||||||
SkinDetector skinDetector;
|
SkinDetector skin_detector;
|
||||||
FaceDetector faceDetector;
|
FingerCount finger_count;
|
||||||
FingerCount fingerCount;
|
handcalibration::HandCalibrator hand_calibrator;
|
||||||
|
|
||||||
|
cv::VideoCapture cap = static_camera::getCap();
|
||||||
|
|
||||||
ObjectDetection::ObjectDetection()
|
ObjectDetection::ObjectDetection()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
cv::Mat ObjectDetection::readCamera() {
|
cv::Mat ObjectDetection::ReadCamera() {
|
||||||
cap.read(img);
|
cap.read(img);
|
||||||
return img;
|
return img;
|
||||||
}
|
}
|
||||||
|
|
||||||
cv::VideoCapture ObjectDetection::getCap()
|
cv::VideoCapture ObjectDetection::GetCap()
|
||||||
{
|
{
|
||||||
return cap;
|
return cap;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ObjectDetection::detectHand(Mat cameraFrame)
|
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
||||||
{
|
{
|
||||||
Mat inputFrame = generateHandMaskSquare(cameraFrame);
|
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||||
frameOut = inputFrame.clone();
|
frame_out = input_frame.clone();
|
||||||
|
|
||||||
// detect skin color
|
// detect skin color
|
||||||
skinDetector.drawSkinColorSampler(frameOut);
|
skin_detector.drawSkinColorSampler(camera_frame);
|
||||||
|
|
||||||
// remove background from image
|
// remove background from image
|
||||||
foreground = backgroundRemover.getForeground(inputFrame);
|
foreground = background_remover.getForeground(input_frame);
|
||||||
|
|
||||||
// detect the hand contours
|
// detect the hand contours
|
||||||
handMask = skinDetector.getSkinMask(foreground);
|
handMask = skin_detector.getSkinMask(foreground);
|
||||||
|
|
||||||
// count the amount of fingers and put the info on the matrix
|
// count the amount of fingers and put the info on the matrix
|
||||||
fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
|
fingerCountDebug = finger_count.findFingersCount(handMask, frame_out);
|
||||||
|
|
||||||
// get the amount of fingers
|
// get the amount of fingers
|
||||||
int fingers_amount = fingerCount.getAmountOfFingers();
|
int fingers_amount = finger_count.getAmountOfFingers();
|
||||||
|
|
||||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||||
drawHandMaskRect(&cameraFrame);
|
DrawHandMask(&camera_frame);
|
||||||
string hand_text = fingers_amount > 0 ? "open" : "closed";
|
|
||||||
putText(cameraFrame,hand_text, Point(10, 75), FONT_HERSHEY_PLAIN, 2.0, Scalar(255, 0, 255),3);
|
|
||||||
imshow("camera", cameraFrame);
|
|
||||||
|
|
||||||
imshow("output", frameOut);
|
hand_calibrator.SetAmountOfFingers(fingers_amount);
|
||||||
|
finger_count.DrawHandContours(camera_frame);
|
||||||
|
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
||||||
|
imshow("camera", camera_frame);
|
||||||
|
|
||||||
|
/*imshow("output", frame_out);
|
||||||
imshow("foreground", foreground);
|
imshow("foreground", foreground);
|
||||||
imshow("handMask", handMask);
|
imshow("handMask", handMask);
|
||||||
imshow("handDetection", fingerCountDebug);
|
imshow("handDetection", fingerCountDebug);*/
|
||||||
|
|
||||||
|
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
|
||||||
|
hand_calibrator.SetHandPresent(hand_present);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
int key = waitKey(1);
|
int key = waitKey(1);
|
||||||
|
|
||||||
if (key == 98) // b, calibrate the background
|
if (key == 98) // b, calibrate the background
|
||||||
backgroundRemover.calibrate(inputFrame);
|
{
|
||||||
|
background_remover.calibrate(input_frame);
|
||||||
|
hand_calibrator.SetBackGroundCalibrated(true);
|
||||||
|
}
|
||||||
else if (key == 115) // s, calibrate the skin color
|
else if (key == 115) // s, calibrate the skin color
|
||||||
skinDetector.calibrate(inputFrame);
|
{
|
||||||
|
skin_detector.calibrate(input_frame);
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
return fingers_amount > 0;
|
return fingers_amount > 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjectDetection::calculateDifference()
|
void ObjectDetection::CalculateDifference()
|
||||||
{
|
{
|
||||||
cap.read(img);
|
cap.read(img);
|
||||||
cap.read(img2);
|
cap.read(img2);
|
||||||
|
|
||||||
cv::cvtColor(img, imgGray, cv::COLOR_RGBA2GRAY);
|
cv::cvtColor(img, img_gray, cv::COLOR_RGBA2GRAY);
|
||||||
cv::cvtColor(img2, img2Gray, cv::COLOR_RGBA2GRAY);
|
cv::cvtColor(img2, img2_gray, cv::COLOR_RGBA2GRAY);
|
||||||
|
|
||||||
cv::absdiff(imgGray, img2Gray, img3);
|
cv::absdiff(img_gray, img2_gray, img3);
|
||||||
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
|
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
|
||||||
|
|
||||||
imshow("threshold", img4);
|
imshow("threshold", img4);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
cv::Mat ObjectDetection::generateHandMaskSquare(cv::Mat img)
|
cv::Mat ObjectDetection::GenerateHandMaskSquare(cv::Mat img)
|
||||||
{
|
{
|
||||||
handMaskStartXPos = 20;
|
hand_mask_start_x_pos = 20;
|
||||||
handMaskStartYPos = img.rows / 5;
|
hand_mask_start_y_pos = img.rows / 5;
|
||||||
handMaskWidth = img.cols / 3;
|
hand_mask_width = img.cols / 3;
|
||||||
handMaskHeight = img.cols / 3;
|
hand_mask_height = img.cols / 3;
|
||||||
|
|
||||||
|
|
||||||
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
||||||
cv::Mat dstImg = cv::Mat::zeros(img.size(), img.type());
|
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
|
||||||
cv::rectangle(mask, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255), -1);
|
cv::rectangle(mask, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255), -1);
|
||||||
|
|
||||||
img.copyTo(dstImg, mask);
|
img.copyTo(distance_img, mask);
|
||||||
|
|
||||||
handMaskGenerated = true;
|
hand_mask_generated = true;
|
||||||
return dstImg;
|
return distance_img;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ObjectDetection::drawHandMaskRect(cv::Mat* input)
|
bool ObjectDetection::DrawHandMask(cv::Mat* input)
|
||||||
{
|
{
|
||||||
if (!handMaskGenerated) return false;
|
if (!hand_mask_generated) return false;
|
||||||
rectangle(*input, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255));
|
rectangle(*input, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255));
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjectDetection::showWebcam()
|
void ObjectDetection::ShowWebcam()
|
||||||
{
|
{
|
||||||
imshow("Webcam image", img);
|
imshow("Webcam image", img);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -27,13 +27,13 @@ namespace computervision
|
|||||||
* @brief Displays an image of the current webcam-footage
|
* @brief Displays an image of the current webcam-footage
|
||||||
*
|
*
|
||||||
*/
|
*/
|
||||||
void showWebcam();
|
void ShowWebcam();
|
||||||
/**
|
/**
|
||||||
* @brief Calculates the difference between two images
|
* @brief Calculates the difference between two images
|
||||||
* and outputs an image that only shows the difference
|
* and outputs an image that only shows the difference
|
||||||
*
|
*
|
||||||
*/
|
*/
|
||||||
void calculateDifference();
|
void CalculateDifference();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief generates the square that will hold the mask in which the hand will be detected.
|
* @brief generates the square that will hold the mask in which the hand will be detected.
|
||||||
@@ -41,31 +41,51 @@ namespace computervision
|
|||||||
* @param img the current camear frame
|
* @param img the current camear frame
|
||||||
* @return a matrix containing the mask
|
* @return a matrix containing the mask
|
||||||
*/
|
*/
|
||||||
cv::Mat generateHandMaskSquare(cv::Mat img);
|
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief reads the camera and returns it in a matrix.
|
* @brief reads the camera and returns it in a matrix.
|
||||||
*
|
*
|
||||||
* @return the camera frame in a matrix
|
* @return the camera frame in a matrix
|
||||||
*/
|
*/
|
||||||
cv::Mat readCamera();
|
cv::Mat ReadCamera();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief detects a hand based on the given hand mask input frame.
|
* @brief detects a hand based on the given hand mask input frame.
|
||||||
*
|
*
|
||||||
* @param inputFrame the input frame from the camera
|
* @param inputFrame the input frame from the camera
|
||||||
|
* @param hand_present boolean that will hold true if the hand is detected, false if not.
|
||||||
* @return true if hand is open, false if hand is closed
|
* @return true if hand is open, false if hand is closed
|
||||||
*/
|
*/
|
||||||
bool detectHand(cv::Mat cameraFrame);
|
bool DetectHand(cv::Mat camera_frame, bool& hand_present);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief draws the hand mask rectangle on the given input matrix.
|
* @brief draws the hand mask rectangle on the given input matrix.
|
||||||
*
|
*
|
||||||
* @param input the input matrix to draw the rectangle on
|
* @param input the input matrix to draw the rectangle on
|
||||||
*/
|
*/
|
||||||
bool drawHandMaskRect(cv::Mat *input);
|
bool DrawHandMask(cv::Mat *input);
|
||||||
|
|
||||||
cv::VideoCapture getCap();
|
/**
|
||||||
|
* @brief checks if the hand of the user is open.
|
||||||
|
*
|
||||||
|
* @return true if the hand is open, false if not.
|
||||||
|
*/
|
||||||
|
bool IsHandOpen();
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief checks whether the hand is held within the detection square.
|
||||||
|
*
|
||||||
|
* @return true if the hand is in the detection square, false if not.
|
||||||
|
*/
|
||||||
|
bool IsHandPresent();
|
||||||
|
|
||||||
|
cv::VideoCapture GetCap();
|
||||||
|
|
||||||
|
private:
|
||||||
|
bool is_hand_open;
|
||||||
|
bool is_hand_present;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -42,9 +42,11 @@ namespace computervision
|
|||||||
|
|
||||||
void OpenPoseVideo::setup() {
|
void OpenPoseVideo::setup() {
|
||||||
net = readNetFromCaffe(protoFile, weightsFile);
|
net = readNetFromCaffe(protoFile, weightsFile);
|
||||||
|
|
||||||
|
net.setPreferableBackend(DNN_TARGET_CPU);
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenPoseVideo::movementSkeleton(Mat inputImage, std::function<void(std::vector<Point>)> f) {
|
void OpenPoseVideo::movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f) {
|
||||||
std::cout << "movement skeleton start" << std::endl;
|
std::cout << "movement skeleton start" << std::endl;
|
||||||
|
|
||||||
int inWidth = 368;
|
int inWidth = 368;
|
||||||
@@ -60,13 +62,14 @@ namespace computervision
|
|||||||
|
|
||||||
frame = inputImage;
|
frame = inputImage;
|
||||||
Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
|
Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
|
||||||
|
|
||||||
std::cout << "done reading image and blob" << std::endl;
|
std::cout << "done reading image and blob" << std::endl;
|
||||||
|
|
||||||
net.setInput(inpBlob);
|
net.setInput(inpBlob);
|
||||||
|
|
||||||
std::cout << "done setting input to net" << std::endl;
|
std::cout << "done setting input to net" << std::endl;
|
||||||
Mat output = net.forward();
|
Mat output = net.forward();
|
||||||
|
std::cout << "time took to set input and forward: " << t << std::endl;
|
||||||
|
|
||||||
int H = output.size[2];
|
int H = output.size[2];
|
||||||
int W = output.size[3];
|
int W = output.size[3];
|
||||||
@@ -96,9 +99,10 @@ namespace computervision
|
|||||||
}
|
}
|
||||||
|
|
||||||
cv::putText(frame, cv::format("time taken = %.2f sec", t), cv::Point(50, 50), cv::FONT_HERSHEY_COMPLEX, .8, cv::Scalar(255, 50, 0), 2);
|
cv::putText(frame, cv::format("time taken = %.2f sec", t), cv::Point(50, 50), cv::FONT_HERSHEY_COMPLEX, .8, cv::Scalar(255, 50, 0), 2);
|
||||||
// imshow("Output-Keypoints", frameCopy);
|
std::cout << "time taken: " << t << std::endl;
|
||||||
imshow("Output-Skeleton", frame);
|
//imshow("Output-Keypoints", frame);
|
||||||
|
//imshow("Output-Skeleton", frame);
|
||||||
std::cout << "about to call points receiving method" << std::endl;
|
std::cout << "about to call points receiving method" << std::endl;
|
||||||
f(points);
|
f(points,frame);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -13,7 +13,7 @@ namespace computervision
|
|||||||
private:
|
private:
|
||||||
|
|
||||||
public:
|
public:
|
||||||
void movementSkeleton(Mat inputImage,std::function<void(std::vector<Point>)> f);
|
void movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f);
|
||||||
void setup();
|
void setup();
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
#include "SkinDetector.h"
|
#include "SkinDetector.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||||
@@ -23,7 +24,7 @@ namespace computervision
|
|||||||
int frameWidth = input.size().width, frameHeight = input.size().height;
|
int frameWidth = input.size().width, frameHeight = input.size().height;
|
||||||
|
|
||||||
int rectangleSize = 25;
|
int rectangleSize = 25;
|
||||||
Scalar rectangleColor = Scalar(255, 0, 255);
|
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||||
|
|
||||||
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
|
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
|
||||||
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
|
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
|
||||||
@@ -41,6 +42,29 @@ namespace computervision
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SkinDetector::drawSkinColorSampler(Mat input,int x, int y,int width, int height) {
|
||||||
|
int frameWidth = width, frameHeight = height;
|
||||||
|
|
||||||
|
int rectangleSize = 25;
|
||||||
|
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||||
|
|
||||||
|
skinColorSamplerRectangle1 = Rect(frameWidth / 5 + x, frameHeight / 2 + y, rectangleSize, rectangleSize);
|
||||||
|
skinColorSamplerRectangle2 = Rect(frameWidth / 5 + x, frameHeight / 3 + y, rectangleSize, rectangleSize);
|
||||||
|
|
||||||
|
rectangle(
|
||||||
|
input,
|
||||||
|
skinColorSamplerRectangle1,
|
||||||
|
rectangleColor
|
||||||
|
);
|
||||||
|
|
||||||
|
rectangle(
|
||||||
|
input,
|
||||||
|
skinColorSamplerRectangle2,
|
||||||
|
rectangleColor
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void SkinDetector::calibrate(Mat input) {
|
void SkinDetector::calibrate(Mat input) {
|
||||||
|
|
||||||
Mat hsvInput;
|
Mat hsvInput;
|
||||||
@@ -54,6 +78,19 @@ namespace computervision
|
|||||||
calibrated = true;
|
calibrated = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::vector<int> SkinDetector::calibrateAndReturn(Mat input)
|
||||||
|
{
|
||||||
|
Mat hsvInput;
|
||||||
|
cvtColor(input, hsvInput, CV_BGR2HSV);
|
||||||
|
|
||||||
|
Mat sample1 = Mat(hsvInput, skinColorSamplerRectangle1);
|
||||||
|
Mat sample2 = Mat(hsvInput, skinColorSamplerRectangle2);
|
||||||
|
|
||||||
|
calibrated = true;
|
||||||
|
return calculateAndReturnTresholds(sample1, sample2);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) {
|
void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) {
|
||||||
int offsetLowThreshold = 80;
|
int offsetLowThreshold = 80;
|
||||||
int offsetHighThreshold = 30;
|
int offsetHighThreshold = 30;
|
||||||
@@ -75,6 +112,39 @@ namespace computervision
|
|||||||
//vHighThreshold = 255;
|
//vHighThreshold = 255;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::vector<int> SkinDetector::calculateAndReturnTresholds(Mat sample1, Mat sample2)
|
||||||
|
{
|
||||||
|
|
||||||
|
calculateThresholds(sample1, sample2);
|
||||||
|
std::vector<int> res;
|
||||||
|
res.push_back(hLowThreshold);
|
||||||
|
res.push_back(hHighThreshold);
|
||||||
|
res.push_back(sLowThreshold);
|
||||||
|
res.push_back(sHighThreshold);
|
||||||
|
res.push_back(vLowThreshold);
|
||||||
|
res.push_back(vHighThreshold);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SkinDetector::setTresholds(std::vector<int>& tresholds)
|
||||||
|
{
|
||||||
|
if (tresholds.size() != 6)
|
||||||
|
{
|
||||||
|
std::cout << "tresholds array not the right size!" << std::endl;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
hLowThreshold = tresholds[0];
|
||||||
|
hHighThreshold = tresholds[1];
|
||||||
|
sLowThreshold = tresholds[2];
|
||||||
|
sHighThreshold = tresholds[3];
|
||||||
|
vLowThreshold = tresholds[4];
|
||||||
|
vHighThreshold = tresholds[5];
|
||||||
|
|
||||||
|
calibrated = true;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
Mat SkinDetector::getSkinMask(Mat input) {
|
Mat SkinDetector::getSkinMask(Mat input) {
|
||||||
Mat skinMask;
|
Mat skinMask;
|
||||||
|
|
||||||
|
|||||||
@@ -24,6 +24,9 @@ namespace computervision
|
|||||||
*/
|
*/
|
||||||
void drawSkinColorSampler(Mat input);
|
void drawSkinColorSampler(Mat input);
|
||||||
|
|
||||||
|
void drawSkinColorSampler(Mat input, int x, int y, int width, int heigth);
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief calibrates the skin color detector with the given input frame
|
* @brief calibrates the skin color detector with the given input frame
|
||||||
*
|
*
|
||||||
@@ -31,6 +34,10 @@ namespace computervision
|
|||||||
*/
|
*/
|
||||||
void calibrate(Mat input);
|
void calibrate(Mat input);
|
||||||
|
|
||||||
|
std::vector<int> calibrateAndReturn(Mat input);
|
||||||
|
|
||||||
|
void setTresholds(std::vector<int>& tresholds);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief gets the mask for the hand
|
* @brief gets the mask for the hand
|
||||||
*
|
*
|
||||||
@@ -63,6 +70,8 @@ namespace computervision
|
|||||||
*/
|
*/
|
||||||
void calculateThresholds(Mat sample1, Mat sample2);
|
void calculateThresholds(Mat sample1, Mat sample2);
|
||||||
|
|
||||||
|
std::vector<int> calculateAndReturnTresholds(Mat sample1, Mat sample2);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief the opening. it generates the structuring element and performs the morphological transformations required to detect the hand.
|
* @brief the opening. it generates the structuring element and performs the morphological transformations required to detect the hand.
|
||||||
* This needs to be done to get the skin mask.
|
* This needs to be done to get the skin mask.
|
||||||
|
|||||||
12
src/computervision/async/StaticCameraInstance.h
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <opencv2/videoio.hpp>
|
||||||
|
|
||||||
|
namespace static_camera
|
||||||
|
{
|
||||||
|
|
||||||
|
static cv::VideoCapture getCap()
|
||||||
|
{
|
||||||
|
static cv::VideoCapture cap(0);
|
||||||
|
return cap;
|
||||||
|
}
|
||||||
|
};
|
||||||
@@ -2,6 +2,7 @@
|
|||||||
#include "async_arm_detection.h"
|
#include "async_arm_detection.h"
|
||||||
#include "../OpenPoseVideo.h"
|
#include "../OpenPoseVideo.h"
|
||||||
#include <thread>
|
#include <thread>
|
||||||
|
#include "StaticCameraInstance.h"
|
||||||
|
|
||||||
|
|
||||||
namespace computervision
|
namespace computervision
|
||||||
@@ -11,33 +12,35 @@ namespace computervision
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void AsyncArmDetection::run_arm_detection()
|
void AsyncArmDetection::run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
|
||||||
{
|
{
|
||||||
|
VideoCapture cap = static_camera::getCap();
|
||||||
|
|
||||||
|
std::cout << "STARTING THREAD LAMBDA" << std::endl;
|
||||||
|
/*cv::VideoCapture cap = static_camera::GetCap();*/
|
||||||
|
|
||||||
|
if (!cap.isOpened())
|
||||||
|
{
|
||||||
|
std::cout << "capture was closed, opening..." << std::endl;
|
||||||
|
cap.open(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
Mat img;
|
||||||
|
cap.read(img);
|
||||||
|
op.movementSkeleton(img, points_ready_func);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void AsyncArmDetection::start(std::function<void(std::vector<Point>)> points_ready_func, cv::VideoCapture cap, OpenPoseVideo op)
|
void AsyncArmDetection::start(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
|
||||||
{
|
{
|
||||||
|
|
||||||
auto lambda = [](std::function<void(std::vector<Point>)> f, cv::VideoCapture c, OpenPoseVideo op) {
|
|
||||||
std::cout << "STARTING THREAD LAMBDA" << std::endl;
|
|
||||||
cv::VideoCapture cap(0);
|
|
||||||
|
|
||||||
if (!cap.isOpened())
|
|
||||||
{
|
|
||||||
std::cout << "error opening video" << std::endl;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
Mat img;
|
|
||||||
cap.read(img);
|
|
||||||
op.movementSkeleton(img, f);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
std::cout << "starting function" << std::endl;
|
std::cout << "starting function" << std::endl;
|
||||||
std::thread async_arm_detect_thread(lambda, points_ready_func, cap, op);
|
|
||||||
|
|
||||||
|
std::thread async_arm_detect_thread(&AsyncArmDetection::run_arm_detection,this, points_ready_func, op);
|
||||||
|
|
||||||
|
async_arm_detect_thread.detach(); // makes sure the thread is detached from the variable.
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,6 +4,7 @@
|
|||||||
#include <opencv2/videoio.hpp>
|
#include <opencv2/videoio.hpp>
|
||||||
#include <functional>
|
#include <functional>
|
||||||
#include "../OpenPoseVideo.h"
|
#include "../OpenPoseVideo.h"
|
||||||
|
#include "StaticCameraInstance.h"
|
||||||
|
|
||||||
|
|
||||||
namespace computervision
|
namespace computervision
|
||||||
@@ -14,9 +15,9 @@ namespace computervision
|
|||||||
AsyncArmDetection(void);
|
AsyncArmDetection(void);
|
||||||
|
|
||||||
|
|
||||||
void start(std::function<void(std::vector<cv::Point>)>, cv::VideoCapture cap, computervision::OpenPoseVideo op);
|
void start(std::function<void(std::vector<cv::Point>, cv::Mat poinst_on_image)>, computervision::OpenPoseVideo op);
|
||||||
private:
|
private:
|
||||||
void run_arm_detection();
|
void run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op);
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
92
src/computervision/calibration/HandCalibrator.cpp
Normal file
@@ -0,0 +1,92 @@
|
|||||||
|
|
||||||
|
#include "HandCalibrator.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#define MIN_MENU_HAND_SIZE 10000
|
||||||
|
#define MIN_GAME_HAND_SIZE 3000 // todo change
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
namespace handcalibration
|
||||||
|
{
|
||||||
|
|
||||||
|
HandCalibrator::HandCalibrator()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::DrawHandCalibrationText(cv::Mat& output_frame)
|
||||||
|
{
|
||||||
|
cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
|
||||||
|
cv::putText(output_frame, "Hand calibration", cv::Point(output_frame.cols / 2 - 100, 25), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
|
||||||
|
cv::putText(output_frame, "press 'b' to calibrate background,then press 's' to calibrate skin tone", cv::Point(5, 35), cv::FONT_HERSHEY_PLAIN, 1.0, cv::Scalar(18, 219, 65), 1);
|
||||||
|
|
||||||
|
cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||||
|
|
||||||
|
cv::putText(output_frame, "hand in frame:", cv::Point(5, output_frame.rows - 50), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||||
|
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 67, 15, 15), hand_present ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||||
|
|
||||||
|
DrawBackgroundSkinCalibrated(output_frame);
|
||||||
|
|
||||||
|
if (hand_present)
|
||||||
|
{
|
||||||
|
std::string hand_text = fingers_amount > 0 ? "open" : "closed";
|
||||||
|
cv::putText(output_frame, hand_text, cv::Point(10, 75), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 0, 255), 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::DrawBackgroundSkinCalibrated(cv::Mat& output_frame)
|
||||||
|
{
|
||||||
|
|
||||||
|
cv::putText(output_frame, "background calibrated:", cv::Point(5, output_frame.rows - 30), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||||
|
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 47, 15, 15), background_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||||
|
|
||||||
|
cv::putText(output_frame, "skin color calibrated:", cv::Point(5, output_frame.rows - 10), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||||
|
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 27, 15, 15), skintone_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetSkinCalibration(bool val)
|
||||||
|
{
|
||||||
|
skintone_calibrated = val;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetBackGroundCalibrated(bool val)
|
||||||
|
{
|
||||||
|
background_calibrated = val;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetHandPresent(bool val)
|
||||||
|
{
|
||||||
|
hand_present = val;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetAmountOfFingers(int amount)
|
||||||
|
{
|
||||||
|
fingers_amount = amount;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image, HandDetectionType type)
|
||||||
|
{
|
||||||
|
std::vector<std::vector<cv::Point>> points;
|
||||||
|
cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
|
||||||
|
|
||||||
|
if (points.size() == 0) return false;
|
||||||
|
|
||||||
|
for (int p = 0; p < points.size(); p++)
|
||||||
|
{
|
||||||
|
int area = cv::contourArea(points[p]);
|
||||||
|
|
||||||
|
if (type == handcalibration::HandDetectionType::MENU)
|
||||||
|
if (area > MIN_MENU_HAND_SIZE) return true;
|
||||||
|
|
||||||
|
if (type == handcalibration::HandDetectionType::GAME)
|
||||||
|
if (area > MIN_GAME_HAND_SIZE) return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
76
src/computervision/calibration/HandCalibrator.h
Normal file
@@ -0,0 +1,76 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <opencv2/core/base.hpp>
|
||||||
|
#include <opencv2/imgcodecs.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
namespace handcalibration
|
||||||
|
{
|
||||||
|
enum class HandDetectionType
|
||||||
|
{
|
||||||
|
MENU,
|
||||||
|
GAME
|
||||||
|
};
|
||||||
|
|
||||||
|
class HandCalibrator
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
HandCalibrator();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief draws the text to show the status of the calibration on the image
|
||||||
|
*
|
||||||
|
* @param output_frame the frame to draw on.
|
||||||
|
*/
|
||||||
|
void DrawHandCalibrationText(cv::Mat& output_frame);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the skin calibration variable.
|
||||||
|
*
|
||||||
|
* @param val the value to set
|
||||||
|
*/
|
||||||
|
void SetSkinCalibration(bool val);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the background calibration variable.
|
||||||
|
*
|
||||||
|
* @param val the value to set
|
||||||
|
*/
|
||||||
|
void SetBackGroundCalibrated(bool val);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the value for if the hand is present.
|
||||||
|
*
|
||||||
|
* @param val the value to set.
|
||||||
|
*/
|
||||||
|
void SetHandPresent(bool val);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief checks if the hand is present in the given image
|
||||||
|
*
|
||||||
|
* @param input_image the input image to check.
|
||||||
|
*/
|
||||||
|
bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the amount of fingers that are currently detected.
|
||||||
|
*
|
||||||
|
* @param amount the amount of fingers.
|
||||||
|
*/
|
||||||
|
void SetAmountOfFingers(int amount);
|
||||||
|
|
||||||
|
void DrawBackgroundSkinCalibrated(cv::Mat& output_frame);
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
bool background_calibrated;
|
||||||
|
bool skintone_calibrated;
|
||||||
|
bool hand_present;
|
||||||
|
int fingers_amount;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,4 +1,6 @@
|
|||||||
#include "camera.h"
|
#include "camera.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
@@ -7,26 +9,52 @@ namespace entities
|
|||||||
rotation(rotation)
|
rotation(rotation)
|
||||||
{}
|
{}
|
||||||
|
|
||||||
|
void Camera::Follow(glm::vec3 follow_position) {
|
||||||
|
//set position to follow in front of the camera
|
||||||
|
follow_position.z += 100;
|
||||||
|
//set position to follow a bit lower
|
||||||
|
follow_position.y += 50;
|
||||||
|
//move position from original position to given position with smoothing
|
||||||
|
position = toolbox::Lerp(position, follow_position, 0.1);
|
||||||
|
}
|
||||||
|
|
||||||
void Camera::Move(GLFWwindow* window)
|
void Camera::Move(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
|
float movement_speed = 0;
|
||||||
|
float up_down_speed = 0;
|
||||||
|
float side_speed = 0;
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
position.z -= SPEED;
|
movement_speed -= SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
position.z += SPEED;
|
movement_speed += SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
position.x += SPEED;
|
side_speed += SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
position.x -= SPEED;
|
side_speed -= SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
up_down_speed += UP_SPEED;
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
up_down_speed -= UP_SPEED;
|
||||||
|
}
|
||||||
|
|
||||||
|
position.x += side_speed;
|
||||||
|
position.z += movement_speed;
|
||||||
|
position.y += up_down_speed;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,22 +1,41 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
|
* This class represents the viewport of the game. The whole game is seen through this class
|
||||||
|
*/
|
||||||
|
|
||||||
class Camera
|
class Camera
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
const float SPEED = 0.02f;
|
// The movement speed of the camera
|
||||||
|
const float SPEED = 0.5f;
|
||||||
|
const float UP_SPEED = 1.0f;
|
||||||
|
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 rotation;
|
glm::vec3 rotation;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This funtion moves the camera's position from the inputs of the keyboard
|
||||||
|
*
|
||||||
|
* @param window: The OpenGL window
|
||||||
|
*/
|
||||||
void Move(GLFWwindow* window);
|
void Move(GLFWwindow* window);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief follows the given position with smoothing
|
||||||
|
*
|
||||||
|
* @param follow_position the position of the object the camera has to follow
|
||||||
|
*/
|
||||||
|
void Follow(glm::vec3 follow_position);
|
||||||
|
|
||||||
inline glm::vec3 GetPosition() const{ return position; }
|
inline glm::vec3 GetPosition() const{ return position; }
|
||||||
inline glm::vec3 GetRotation() const{ return rotation; }
|
inline glm::vec3 GetRotation() const{ return rotation; }
|
||||||
|
|||||||
@@ -5,10 +5,15 @@
|
|||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
|
* This class represents a movable model in the game
|
||||||
|
*/
|
||||||
|
|
||||||
class Entity
|
class Entity
|
||||||
{
|
{
|
||||||
private:
|
protected:
|
||||||
models::TexturedModel model;
|
models::TexturedModel model;
|
||||||
|
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 rotation;
|
glm::vec3 rotation;
|
||||||
float scale;
|
float scale;
|
||||||
@@ -16,7 +21,18 @@ namespace entities
|
|||||||
public:
|
public:
|
||||||
Entity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale);
|
Entity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function increases the position of the entity
|
||||||
|
*
|
||||||
|
* @param distance: The amount of distance in each axis the entity needs to move
|
||||||
|
*/
|
||||||
void IncreasePosition(const glm::vec3& distance);
|
void IncreasePosition(const glm::vec3& distance);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function increases the rotation of the entity
|
||||||
|
*
|
||||||
|
* @param rotation: The angle of each axis the entity needs to rotate
|
||||||
|
*/
|
||||||
void IncreaseRotation(const glm::vec3& rotation);
|
void IncreaseRotation(const glm::vec3& rotation);
|
||||||
|
|
||||||
inline models::TexturedModel GetModel() const{return model;}
|
inline models::TexturedModel GetModel() const{return model;}
|
||||||
|
|||||||
46
src/entities/collision_entity.cpp
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
#include "collision_entity.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
CollisionEntity::CollisionEntity(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||||
|
: Entity(model, position, rotation, scale),
|
||||||
|
bounding_box(bounding_box)
|
||||||
|
{
|
||||||
|
MoveCollisionBox();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CollisionEntity::OnCollide(const collision::Collision& collision)
|
||||||
|
{
|
||||||
|
if (on_collide != nullptr)
|
||||||
|
{
|
||||||
|
|
||||||
|
on_collide(collision);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CollisionEntity::IsColliding(const glm::vec3& point) const
|
||||||
|
{
|
||||||
|
return (point.x >= min_xyz.x && point.x <= max_xyz.x) &&
|
||||||
|
(point.y >= min_xyz.y && point.y <= max_xyz.y) &&
|
||||||
|
(point.z >= min_xyz.z && point.z <= max_xyz.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CollisionEntity::IsColliding(const CollisionEntity& e) const
|
||||||
|
{
|
||||||
|
return (min_xyz.x <= e.max_xyz.x && max_xyz.x >= e.min_xyz.x) &&
|
||||||
|
(min_xyz.y <= e.max_xyz.y && max_xyz.y >= e.min_xyz.y) &&
|
||||||
|
(min_xyz.z <= e.max_xyz.z && max_xyz.z >= e.min_xyz.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CollisionEntity::MoveCollisionBox()
|
||||||
|
{
|
||||||
|
bounding_box.center_pos = position;
|
||||||
|
|
||||||
|
const glm::vec3 size = bounding_box.size;
|
||||||
|
|
||||||
|
min_xyz = bounding_box.center_pos;
|
||||||
|
max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
|
||||||
|
}
|
||||||
|
}
|
||||||
68
src/entities/collision_entity.h
Normal file
@@ -0,0 +1,68 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "entity.h"
|
||||||
|
#include "../collision/collision.h"
|
||||||
|
#include <memory>
|
||||||
|
#include <functional>
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class is an entity with a collision box
|
||||||
|
*/
|
||||||
|
class CollisionEntity : public Entity
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
collision::Box bounding_box;
|
||||||
|
|
||||||
|
glm::vec3 min_xyz;
|
||||||
|
glm::vec3 max_xyz;
|
||||||
|
|
||||||
|
//void (*on_collide)(const collision::Collision& collision);
|
||||||
|
std::function<void(const collision::Collision&)> on_collide;
|
||||||
|
|
||||||
|
public:
|
||||||
|
CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
|
||||||
|
float scale, const collision::Box& bounding_box);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to do some sort of behaviour when the entity collides
|
||||||
|
*
|
||||||
|
* @param collision: The collision
|
||||||
|
*/
|
||||||
|
virtual void OnCollide(const collision::Collision& collision);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to check if the entity is colliding with a point in 3D space
|
||||||
|
*
|
||||||
|
* @param point: The point to check if its colliding with the entity
|
||||||
|
*
|
||||||
|
* @return: True is the entity is colliding, false if not
|
||||||
|
*/
|
||||||
|
bool IsColliding(const glm::vec3& point) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to check if the entity is colliding with another entity
|
||||||
|
*
|
||||||
|
* @param e: The other entity to check if its colliding with this
|
||||||
|
*
|
||||||
|
* @return: True is the entity is colliding, false if not
|
||||||
|
*/
|
||||||
|
bool IsColliding(const CollisionEntity& e) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to set the collision behaviour of the entity
|
||||||
|
*
|
||||||
|
* @param function: A function pointer to a function with the collision behaviour
|
||||||
|
*/
|
||||||
|
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
||||||
|
{ if (function != nullptr) { on_collide = function; } }
|
||||||
|
|
||||||
|
protected:
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This method moves the collision to the center of the entity
|
||||||
|
*/
|
||||||
|
void MoveCollisionBox();
|
||||||
|
};
|
||||||
|
}
|
||||||
258
src/entities/house_generator.cpp
Normal file
@@ -0,0 +1,258 @@
|
|||||||
|
#include "house_generator.h"
|
||||||
|
|
||||||
|
#include <functional>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/Loader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "collision_entity.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
HouseGenerator::HouseGenerator()
|
||||||
|
{
|
||||||
|
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
|
||||||
|
default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||||
|
default_texture.shine_damper = 10;
|
||||||
|
house_model = { raw_model, default_texture };
|
||||||
|
|
||||||
|
GenerateFurnitureModels();
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
|
||||||
|
{
|
||||||
|
std::deque<std::shared_ptr<Entity>> furniture;
|
||||||
|
|
||||||
|
// Add house
|
||||||
|
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
|
||||||
|
|
||||||
|
for(int i = 0; i<toolbox::Random(1,4);i++)
|
||||||
|
{
|
||||||
|
FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
||||||
|
models::TexturedModel model = GetFurnitureModel(type);
|
||||||
|
glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
|
||||||
|
collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||||
|
model_box.SetRotation(-90);
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
// Add furniture
|
||||||
|
models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
|
||||||
|
glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
|
||||||
|
collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
|
||||||
|
couch_box.SetRotation(-90);
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
|
||||||
|
|
||||||
|
models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
|
||||||
|
glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
|
||||||
|
collision::Box table_box = { table_pos, table.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
|
||||||
|
|
||||||
|
models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
|
||||||
|
glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
|
||||||
|
|
||||||
|
models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
|
||||||
|
glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
|
||||||
|
|
||||||
|
models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
|
||||||
|
glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
|
||||||
|
|
||||||
|
models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
|
||||||
|
glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
|
||||||
|
|
||||||
|
models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
|
||||||
|
glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
|
||||||
|
|
||||||
|
models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
|
||||||
|
glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
|
||||||
|
|
||||||
|
models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
|
||||||
|
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
|
||||||
|
*/
|
||||||
|
return furniture;
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel HouseGenerator::GetFurnitureModel(FurnitureType furniture)
|
||||||
|
{
|
||||||
|
const auto found = furniture_models.find(furniture);
|
||||||
|
if (found == furniture_models.end())
|
||||||
|
{
|
||||||
|
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
||||||
|
}
|
||||||
|
|
||||||
|
auto models = found->second;
|
||||||
|
|
||||||
|
const int modelNumber = toolbox::Random(0, models.size() - 1);
|
||||||
|
|
||||||
|
return models[modelNumber];
|
||||||
|
}
|
||||||
|
|
||||||
|
void HouseGenerator::GenerateFurnitureModels()
|
||||||
|
{
|
||||||
|
// Couches
|
||||||
|
std::deque<models::TexturedModel> couches;
|
||||||
|
|
||||||
|
models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
|
||||||
|
models::TexturedModel couch_inside = { couch_inside_model, default_texture };
|
||||||
|
couches.push_back(couch_inside);
|
||||||
|
|
||||||
|
models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
|
||||||
|
models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
|
||||||
|
couches.push_back(couch_inside2);
|
||||||
|
|
||||||
|
models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
|
||||||
|
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
|
||||||
|
couches.push_back(couch_inside3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::COUCH, couches));
|
||||||
|
|
||||||
|
// Tables
|
||||||
|
std::deque<models::TexturedModel> tables;
|
||||||
|
|
||||||
|
models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
|
||||||
|
models::TexturedModel table1 = { table_model1, default_texture };
|
||||||
|
tables.push_back(table1);
|
||||||
|
|
||||||
|
models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
|
||||||
|
models::TexturedModel table2 = { table_model2, default_texture };
|
||||||
|
tables.push_back(table2);
|
||||||
|
|
||||||
|
models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
|
||||||
|
models::TexturedModel table3 = { table_model3, default_texture };
|
||||||
|
tables.push_back(table3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::TABLE, tables));
|
||||||
|
|
||||||
|
// Chairs
|
||||||
|
std::deque<models::TexturedModel> chairs;
|
||||||
|
|
||||||
|
models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
|
||||||
|
models::TexturedModel chair1 = { chair_model1, default_texture };
|
||||||
|
chairs.push_back(chair1);
|
||||||
|
|
||||||
|
models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
|
||||||
|
models::TexturedModel chair2 = { chair_model2, default_texture };
|
||||||
|
chairs.push_back(chair2);
|
||||||
|
|
||||||
|
models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
|
||||||
|
models::TexturedModel chair3 = { chair_model3, default_texture };
|
||||||
|
chairs.push_back(chair3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CHAIR, chairs));
|
||||||
|
|
||||||
|
|
||||||
|
// Plants
|
||||||
|
std::deque<models::TexturedModel> plants;
|
||||||
|
|
||||||
|
models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
|
||||||
|
models::TexturedModel plant1 = { plant_model1, default_texture };
|
||||||
|
plants.push_back(plant1);
|
||||||
|
|
||||||
|
models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
|
||||||
|
models::TexturedModel plant2 = { plant_model2, default_texture };
|
||||||
|
plants.push_back(plant2);
|
||||||
|
|
||||||
|
models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
|
||||||
|
models::TexturedModel plant3 = { plant_model3, default_texture };
|
||||||
|
plants.push_back(plant3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::PLANT, plants));
|
||||||
|
|
||||||
|
// Guitars
|
||||||
|
std::deque<models::TexturedModel> guitars;
|
||||||
|
|
||||||
|
models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
|
||||||
|
models::TexturedModel guitar1 = { guitar_model1, default_texture };
|
||||||
|
guitars.push_back(guitar1);
|
||||||
|
|
||||||
|
models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
|
||||||
|
models::TexturedModel guitar2 = { guitar_model2, default_texture };
|
||||||
|
guitars.push_back(guitar2);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::GUITAR, guitars));
|
||||||
|
|
||||||
|
// Bookshelves
|
||||||
|
std::deque<models::TexturedModel> bookshelves;
|
||||||
|
|
||||||
|
models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
|
||||||
|
models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
|
||||||
|
bookshelves.push_back(bookshelf1);
|
||||||
|
|
||||||
|
models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
|
||||||
|
models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
|
||||||
|
bookshelves.push_back(bookshelf2);
|
||||||
|
|
||||||
|
models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
|
||||||
|
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
|
||||||
|
bookshelves.push_back(bookshelf3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::BOOKSHELF, bookshelves));
|
||||||
|
|
||||||
|
// Lamps
|
||||||
|
std::deque<models::TexturedModel>lamps;
|
||||||
|
|
||||||
|
models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
|
||||||
|
models::TexturedModel lamp1 = { lamp_model1, default_texture };
|
||||||
|
lamps.push_back(lamp1);
|
||||||
|
|
||||||
|
models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
|
||||||
|
models::TexturedModel lamp2 = { lamp_model2, default_texture };
|
||||||
|
lamps.push_back(lamp2);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::LAMP, lamps));
|
||||||
|
|
||||||
|
// Ceiling objects
|
||||||
|
std::deque<models::TexturedModel>ceiling_Objects;
|
||||||
|
|
||||||
|
models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
|
||||||
|
models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
|
||||||
|
ceiling_Objects.push_back(ceiling_Obj1);
|
||||||
|
|
||||||
|
models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
|
||||||
|
models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
|
||||||
|
ceiling_Objects.push_back(ceiling_Obj2);
|
||||||
|
|
||||||
|
models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
|
||||||
|
models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
|
||||||
|
ceiling_Objects.push_back(ceiling_Obj3);
|
||||||
|
|
||||||
|
models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
|
||||||
|
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
||||||
|
ceiling_Objects.push_back(ceiling_Obj4);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CEILING_OBJECTS, ceiling_Objects));
|
||||||
|
|
||||||
|
// Miscs
|
||||||
|
std::deque<models::TexturedModel> miscs;
|
||||||
|
|
||||||
|
models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
|
||||||
|
models::TexturedModel misc1 = { misc_model1, default_texture };
|
||||||
|
miscs.push_back(misc1);
|
||||||
|
|
||||||
|
models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
|
||||||
|
models::TexturedModel misc2 = { misc_model2, default_texture };
|
||||||
|
miscs.push_back(misc2);
|
||||||
|
|
||||||
|
models::RawModel misc_model3 = render_engine::LoadObjModel("res/Flowerpot.obj");
|
||||||
|
models::TexturedModel misc3 = { misc_model3, default_texture };
|
||||||
|
miscs.push_back(misc3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
|
||||||
|
}
|
||||||
|
}
|
||||||
67
src/entities/house_generator.h
Normal file
@@ -0,0 +1,67 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <deque>
|
||||||
|
#include <memory>
|
||||||
|
#include <map>
|
||||||
|
#include "../models/Model.h"
|
||||||
|
#include "../collision/collision.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
enum class FurnitureType
|
||||||
|
{
|
||||||
|
COUCH,
|
||||||
|
TABLE,
|
||||||
|
CHAIR,
|
||||||
|
PLANT,
|
||||||
|
GUITAR,
|
||||||
|
BOOKSHELF,
|
||||||
|
LAMP,
|
||||||
|
CEILING_OBJECTS,
|
||||||
|
MISC
|
||||||
|
};
|
||||||
|
|
||||||
|
class HouseGenerator
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
const float HOUSE_SIZE = 30;
|
||||||
|
|
||||||
|
models::TexturedModel house_model;
|
||||||
|
models::ModelTexture default_texture;
|
||||||
|
|
||||||
|
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
|
||||||
|
|
||||||
|
public:
|
||||||
|
HouseGenerator();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function generates a house with furniture at the given position and rotation
|
||||||
|
*
|
||||||
|
* @param position: The position of the house to render
|
||||||
|
* @param y_rotation: The y rotation the house needs to be rendered with
|
||||||
|
*
|
||||||
|
* @return: A list with all the entities of the generated house (the furniture)
|
||||||
|
*/
|
||||||
|
std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Returns the depth of the house (chunk)
|
||||||
|
*/
|
||||||
|
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
|
||||||
|
|
||||||
|
private:
|
||||||
|
/*
|
||||||
|
* @brief: This function loads all the 3D furniture models
|
||||||
|
*/
|
||||||
|
void GenerateFurnitureModels();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
||||||
|
*
|
||||||
|
* @param furniture: The furniture you want to get
|
||||||
|
*
|
||||||
|
* @return: The model of the random furniture of the chosen furniture type
|
||||||
|
*/
|
||||||
|
models::TexturedModel GetFurnitureModel(FurnitureType furniture);
|
||||||
|
};
|
||||||
|
}
|
||||||
30
src/entities/light.h
Normal file
@@ -0,0 +1,30 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <glm/vec3.hpp>
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class represents a light in the game
|
||||||
|
*/
|
||||||
|
|
||||||
|
class Light
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
glm::vec3 position;
|
||||||
|
glm::vec3 color;
|
||||||
|
glm::vec3 attenuation = { 1, 0, 0 };
|
||||||
|
|
||||||
|
public:
|
||||||
|
Light(const glm::vec3& position, const glm::vec3& color) : position(position), color(color) { }
|
||||||
|
Light(const glm::vec3& position, const glm::vec3& color, const glm::vec3& attenuation)
|
||||||
|
: position(position), color(color), attenuation(attenuation) { }
|
||||||
|
|
||||||
|
glm::vec3 GetPosition() const { return position; }
|
||||||
|
void setPosition(const glm::vec3& position) { this->position = position; }
|
||||||
|
glm::vec3 GetColor() const { return color; }
|
||||||
|
void setColor(const glm::vec3& color) { this->color = color; }
|
||||||
|
glm::vec3 GetAttenuation() const { return attenuation; }
|
||||||
|
void SetAttenuation(const glm::vec3& attenuation) { this->attenuation = attenuation; }
|
||||||
|
};
|
||||||
|
}
|
||||||
100
src/entities/main_character.cpp
Normal file
@@ -0,0 +1,100 @@
|
|||||||
|
#include "main_character.h"
|
||||||
|
#include "../models/Model.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include "entity.h"
|
||||||
|
#include"../renderEngine/Renderer.h"
|
||||||
|
#include"../renderEngine/obj_loader.h"
|
||||||
|
#include"../renderEngine/loader.h"
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
float movement_speed;
|
||||||
|
float down_speed;
|
||||||
|
float side_speed;
|
||||||
|
bool is_playing;
|
||||||
|
|
||||||
|
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||||
|
: CollisionEntity(model, position, rotation, scale, bounding_box)
|
||||||
|
{
|
||||||
|
is_playing = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void MainCharacter::Move(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
if (is_playing) {
|
||||||
|
movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||||
|
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||||
|
side_speed = 0; //Side speed adjustment
|
||||||
|
|
||||||
|
//For gameplay with use of keyboard keys: W, A, S, D
|
||||||
|
//W: Go forward
|
||||||
|
//A: Go left
|
||||||
|
//S: Go backwards
|
||||||
|
//D: Go right
|
||||||
|
//TODO Implement CV actions
|
||||||
|
SetRotation(glm::vec3(0, 90, 0));
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
movement_speed -= SIDE_SPEED;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
movement_speed += SIDE_SPEED;
|
||||||
|
}
|
||||||
|
//top right
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
side_speed += SIDE_SPEED;
|
||||||
|
down_speed += UP_SPEED;
|
||||||
|
}
|
||||||
|
//right
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
side_speed += SIDE_SPEED;
|
||||||
|
}
|
||||||
|
//top left
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
down_speed += UP_SPEED;
|
||||||
|
side_speed -= SIDE_SPEED;
|
||||||
|
}
|
||||||
|
//left
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
side_speed -= SIDE_SPEED;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
down_speed += UP_SPEED;
|
||||||
|
SetRotation(glm::vec3(10, 90, 0));
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
down_speed -= UP_SPEED;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
IncreasePosition(glm::vec3(side_speed, down_speed, movement_speed));
|
||||||
|
|
||||||
|
//Use only for binding bee to house, such that it doesn't go outside of the room.
|
||||||
|
//TODO delete when boundingbox is implemented!
|
||||||
|
if (position.x > 190) position.x = 190;
|
||||||
|
else if (position.x < -190) position.x = -190;
|
||||||
|
if (position.y > 350) position.y = 350;
|
||||||
|
else if (position.y < -40) position.y = -40;
|
||||||
|
//Move player bounding box according to the position on screen
|
||||||
|
MoveCollisionBox();
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
is_playing = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void MainCharacter::OnCollide(const collision::Collision& collision) {
|
||||||
|
down_speed = -2.0f;
|
||||||
|
movement_speed = 0.0f;
|
||||||
|
is_playing = false;
|
||||||
|
std::cout << "collision" << std::endl;
|
||||||
|
}
|
||||||
|
}
|
||||||
38
src/entities/main_character.h
Normal file
@@ -0,0 +1,38 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "collision_entity.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class contains the information about the player model
|
||||||
|
*/
|
||||||
|
class MainCharacter : public CollisionEntity {
|
||||||
|
const float SIDE_SPEED = 0.8f; //Standard movement speed for left/right movement
|
||||||
|
const float UP_SPEED = 2.0f; //Standard movement speed for up movement
|
||||||
|
public:
|
||||||
|
/*
|
||||||
|
* @brief: Constructor for the main character model
|
||||||
|
*
|
||||||
|
* @param model: Model to load in as the player model
|
||||||
|
* @param position: Position of the model inside the game window
|
||||||
|
* @param rotation: Rotation of the model inside the game window
|
||||||
|
* @param scale: Size of the model
|
||||||
|
* @param bounding_box: Collision box around the player model
|
||||||
|
*/
|
||||||
|
MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to move the character inside the window
|
||||||
|
*
|
||||||
|
* @param window: The game window
|
||||||
|
*
|
||||||
|
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
||||||
|
*/
|
||||||
|
void Move(GLFWwindow* window);
|
||||||
|
|
||||||
|
void OnCollide(const collision::Collision& collision) override;
|
||||||
|
};
|
||||||
|
}
|
||||||
34
src/gui/gui_element.h
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
|
||||||
|
namespace gui
|
||||||
|
{
|
||||||
|
//Represents the type of the entitie
|
||||||
|
enum class GuiType{
|
||||||
|
LABEL, BUTTON
|
||||||
|
};
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Structure for representing a gui item to display on the screen
|
||||||
|
*
|
||||||
|
* texture = The texture for the gui
|
||||||
|
* position = The center position of the gui
|
||||||
|
* scale = The size (scale) of the gui
|
||||||
|
*/
|
||||||
|
struct GuiTexture
|
||||||
|
{
|
||||||
|
int texture;
|
||||||
|
glm::vec2 position;
|
||||||
|
glm::vec2 scale;
|
||||||
|
|
||||||
|
virtual GuiType GetType() {
|
||||||
|
return GuiType::LABEL;
|
||||||
|
}
|
||||||
|
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||||
|
{
|
||||||
|
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
118
src/gui/gui_interactable.cpp
Normal file
@@ -0,0 +1,118 @@
|
|||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include "gui_interactable.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
namespace gui
|
||||||
|
{
|
||||||
|
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
|
||||||
|
: GuiTexture(default_texture, position, scale)
|
||||||
|
{
|
||||||
|
this->default_texture = default_texture;
|
||||||
|
|
||||||
|
minXY = glm::vec2(position.x - scale.x, position.y - scale.y);
|
||||||
|
maxXY = glm::vec2(position.x + scale.x, position.y + scale.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
void InteractableGui::Update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
if (IsHoveringAbove(window) && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
if (clicked_texture != 0)
|
||||||
|
{
|
||||||
|
texture = clicked_texture;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
texture = default_texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!is_clicking)
|
||||||
|
{
|
||||||
|
OnClick();
|
||||||
|
is_clicking = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (is_clicking)
|
||||||
|
{
|
||||||
|
is_clicking = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void InteractableGui::ForceClick( int mouseButton)
|
||||||
|
{
|
||||||
|
if(mouseButton == GLFW_MOUSE_BUTTON_LEFT)
|
||||||
|
{
|
||||||
|
if (clicked_texture != 0)
|
||||||
|
{
|
||||||
|
texture = clicked_texture;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
texture = default_texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!is_clicking)
|
||||||
|
{
|
||||||
|
OnClick();
|
||||||
|
is_clicking = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (is_clicking)
|
||||||
|
{
|
||||||
|
is_clicking = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
double x_pos, y_pos;
|
||||||
|
glfwGetCursorPos(window, &x_pos, &y_pos);
|
||||||
|
//std::cout << "Cursor pos in method: " << x_pos <<"::" << y_pos << std::endl;
|
||||||
|
|
||||||
|
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
|
||||||
|
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
|
||||||
|
|
||||||
|
//std::cout << "x_rel And y_rel in method: " << x_rel << "::" << y_rel << std::endl;
|
||||||
|
|
||||||
|
|
||||||
|
if (x_rel >= minXY.x && x_rel <= maxXY.x &&
|
||||||
|
y_rel >= minXY.y && y_rel <= maxXY.y)
|
||||||
|
{
|
||||||
|
if (hover_texture != 0)
|
||||||
|
{
|
||||||
|
texture = hover_texture;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
texture = default_texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!is_hovering)
|
||||||
|
{
|
||||||
|
OnEnter();
|
||||||
|
is_hovering = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
texture = default_texture;
|
||||||
|
|
||||||
|
if (is_hovering)
|
||||||
|
{
|
||||||
|
OnExit();
|
||||||
|
is_hovering = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
128
src/gui/gui_interactable.h
Normal file
@@ -0,0 +1,128 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "gui_element.h"
|
||||||
|
|
||||||
|
namespace gui
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class represents a gui item which can be interacted with
|
||||||
|
*/
|
||||||
|
class InteractableGui : public GuiTexture
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
int default_texture;
|
||||||
|
int clicked_texture = 0;
|
||||||
|
int hover_texture = 0;
|
||||||
|
|
||||||
|
bool is_hovering = false;
|
||||||
|
bool is_clicking = false;
|
||||||
|
|
||||||
|
glm::vec2 minXY;
|
||||||
|
glm::vec2 maxXY;
|
||||||
|
|
||||||
|
public:
|
||||||
|
InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function every frame
|
||||||
|
*
|
||||||
|
* @param window: An openGL window
|
||||||
|
*/
|
||||||
|
void Update(GLFWwindow* window);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function when you want to perform a mouseclick
|
||||||
|
*
|
||||||
|
* @param mousebutton: mouseButton you want to perform the click on
|
||||||
|
*/
|
||||||
|
void ForceClick(int mouseButton);
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function gets called when the InteractabeGui is clicked
|
||||||
|
*/
|
||||||
|
virtual void OnClick() = 0;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function gets called when the mouse starts hovering above the InteractableGUI
|
||||||
|
*/
|
||||||
|
virtual void OnEnter() = 0;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function gets called when the mouse stops hovering above the InteractableGUI
|
||||||
|
*/
|
||||||
|
virtual void OnExit() = 0;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
|
||||||
|
*/
|
||||||
|
void SetClickedTexture(int texture)
|
||||||
|
{
|
||||||
|
clicked_texture = texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
|
||||||
|
*/
|
||||||
|
void SetHoverTexture(int texture) { hover_texture = texture; }
|
||||||
|
|
||||||
|
private:
|
||||||
|
/*
|
||||||
|
* @brief: This function checks if the mouse is hovering above the InteractableGUI
|
||||||
|
*
|
||||||
|
* @param window: An openGL window
|
||||||
|
*
|
||||||
|
* @return: True or false
|
||||||
|
*/
|
||||||
|
bool IsHoveringAbove(GLFWwindow* window);
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* This class represents a button
|
||||||
|
*/
|
||||||
|
class Button : public InteractableGui
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
void (*on_click_action)();
|
||||||
|
void (*on_enter_action)();
|
||||||
|
void (*on_exit_action)();
|
||||||
|
|
||||||
|
public:
|
||||||
|
Button(int default_texture, glm::vec2 position, glm::vec2 scale) : InteractableGui(default_texture, position, scale) {}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function sets an action (function pointer) to the OnClick function
|
||||||
|
*
|
||||||
|
* @param fun: A function pointer to a function (or lambda)
|
||||||
|
*/
|
||||||
|
void SetOnClickAction(void (*fun)()) { on_click_action = fun; }
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function sets an action (function pointer) to the OnEnter function
|
||||||
|
*
|
||||||
|
* @param fun: A function pointer to a function (or lambda)
|
||||||
|
*/
|
||||||
|
void SetOnEnterAction(void (*fun)()) { on_enter_action = fun; }
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function sets an action (function pointer) to the OnExit function
|
||||||
|
*
|
||||||
|
* @param fun: A function pointer to a function (or lambda)
|
||||||
|
*/
|
||||||
|
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
|
||||||
|
|
||||||
|
GuiType GetType() override {
|
||||||
|
return GuiType::BUTTON;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected:
|
||||||
|
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
|
||||||
|
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
|
||||||
|
void OnExit() override { if (on_exit_action != nullptr) on_exit_action(); }
|
||||||
|
};
|
||||||
|
}
|
||||||
113
src/main.cpp
@@ -4,20 +4,29 @@
|
|||||||
#include <functional>
|
#include <functional>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include <iostream>
|
||||||
|
#include <map>
|
||||||
|
|
||||||
#include "stb_image.h"
|
#include "stb_image.h"
|
||||||
#include <ostream>
|
#include <ostream>
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
#include <opencv2/core.hpp>
|
#include <opencv2/core.hpp>
|
||||||
#include <opencv2/videoio.hpp>
|
#include <opencv2/videoio.hpp>
|
||||||
#include <opencv2/video.hpp>
|
#include <opencv2/video.hpp>
|
||||||
|
|
||||||
|
#include "collision/collision.h"
|
||||||
|
#include "gui/gui_interactable.h"
|
||||||
#include "models/model.h"
|
#include "models/model.h"
|
||||||
#include "renderEngine/loader.h"
|
#include "renderEngine/loader.h"
|
||||||
#include "renderEngine/obj_loader.h"
|
#include "renderEngine/obj_loader.h"
|
||||||
#include "renderEngine/renderer.h"
|
#include "renderEngine/renderer.h"
|
||||||
#include "shaders/static_shader.h"
|
#include "shaders/entity_shader.h"
|
||||||
#include "toolbox/toolbox.h"
|
#include "toolbox/toolbox.h"
|
||||||
|
#include "scenes/scene.h"
|
||||||
|
#include "scenes/in_Game_Scene.h"
|
||||||
|
#include "scenes/startup_Scene.h"
|
||||||
|
|
||||||
#include "computervision/ObjectDetection.h"
|
#include "computervision/ObjectDetection.h"
|
||||||
//#include "computervision/OpenPoseImage.h"
|
//#include "computervision/OpenPoseImage.h"
|
||||||
@@ -33,10 +42,18 @@ static double UpdateDelta();
|
|||||||
|
|
||||||
static GLFWwindow* window;
|
static GLFWwindow* window;
|
||||||
|
|
||||||
void retrieve_points(std::vector<Point> arm_points)
|
scene::Scene* current_scene;
|
||||||
|
|
||||||
|
bool points_img_available = false;
|
||||||
|
cv::Mat points_img;
|
||||||
|
|
||||||
|
void retrieve_points(std::vector<Point> arm_points, cv::Mat points_on_image)
|
||||||
{
|
{
|
||||||
|
|
||||||
std::cout << "got points!!" << std::endl;
|
std::cout << "got points!!" << std::endl;
|
||||||
std::cout << "points: " << arm_points << std::endl;
|
std::cout << "points: " << arm_points << std::endl;
|
||||||
|
points_img = points_on_image;
|
||||||
|
points_img_available = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
@@ -44,7 +61,7 @@ int main(void)
|
|||||||
#pragma region OPENGL_SETTINGS
|
#pragma region OPENGL_SETTINGS
|
||||||
if (!glfwInit())
|
if (!glfwInit())
|
||||||
throw "Could not inditialize glwf";
|
throw "Could not inditialize glwf";
|
||||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
|
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SDBA", NULL, NULL);
|
||||||
if (!window)
|
if (!window)
|
||||||
{
|
{
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
@@ -55,70 +72,60 @@ int main(void)
|
|||||||
glGetError();
|
glGetError();
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
|
||||||
{
|
current_scene = new scene::Startup_Scene();
|
||||||
if (key == GLFW_KEY_ESCAPE)
|
|
||||||
glfwSetWindowShouldClose(window, true);
|
|
||||||
});
|
|
||||||
|
|
||||||
|
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);
|
||||||
|
});
|
||||||
|
|
||||||
|
bool window_open = true;
|
||||||
|
|
||||||
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;
|
|
||||||
//computervision::OpenPoseImage openPoseImage;
|
|
||||||
computervision::OpenPoseVideo openPoseVideo;
|
|
||||||
openPoseVideo.setup();
|
|
||||||
|
|
||||||
|
|
||||||
// set up object detection
|
|
||||||
//objDetect.setup();
|
|
||||||
cv::Mat cameraFrame;
|
|
||||||
|
|
||||||
|
|
||||||
//openPoseVideo.setup();
|
|
||||||
|
|
||||||
computervision::AsyncArmDetection as;
|
|
||||||
as.start(retrieve_points, objDetect.getCap(),openPoseVideo);
|
|
||||||
|
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!glfwWindowShouldClose(window))
|
while (!glfwWindowShouldClose(window) && window_open)
|
||||||
{
|
{
|
||||||
// Update
|
//Update
|
||||||
const double delta = UpdateDelta();
|
const double delta = UpdateDelta();
|
||||||
entity.IncreaseRotation(glm::vec3(0, 1, 0));
|
|
||||||
camera.Move(window);
|
|
||||||
|
|
||||||
// Render
|
scene::Scenes return_value = current_scene->start(window);
|
||||||
render_engine::renderer::Prepare();
|
delete current_scene;
|
||||||
shader.Start();
|
|
||||||
shader.LoadViewMatrix(camera);
|
|
||||||
|
|
||||||
|
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();
|
||||||
cameraFrame = objDetect.readCamera();
|
break;
|
||||||
//objDetect.detectHand(cameraFrame);
|
|
||||||
|
|
||||||
|
|
||||||
|
case scene::Scenes::INGAME:
|
||||||
|
current_scene = new scene::In_Game_Scene();
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
// Finish up
|
// Finish up
|
||||||
shader.Stop();
|
//shader.Stop();
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Clean up
|
// Clean up -> preventing memory leaks!!!
|
||||||
shader.CleanUp();
|
std::cout << "ending..." << std::endl;
|
||||||
render_engine::loader::CleanUp();
|
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
@@ -130,4 +137,4 @@ static double UpdateDelta()
|
|||||||
double delt_time = current_time - last_frame_time;
|
double delt_time = current_time - last_frame_time;
|
||||||
last_frame_time = current_time;
|
last_frame_time = current_time;
|
||||||
return delt_time;
|
return delt_time;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,28 +1,36 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
|
||||||
namespace models
|
namespace models
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
Structure for storing a vboID and vertex_count.
|
Structure for storing a vboID and vertex_count (this representa a mesh without a model).
|
||||||
|
|
||||||
This structure represents a Bare bones Model (A mesh without a texture).
|
vao_id = The openGL id of the model
|
||||||
The vao_id, points to an ID stored by openGL and the
|
vertex_count = The amount of vertices in the model
|
||||||
vertex_count is how many triangles in the mesh there are.
|
model_size = The size on each axis of the model
|
||||||
*/
|
*/
|
||||||
struct RawModel
|
struct RawModel
|
||||||
{
|
{
|
||||||
GLuint vao_id;
|
GLuint vao_id;
|
||||||
int vertex_count;
|
int vertex_count;
|
||||||
|
glm::vec3 model_size = { -1, -1, -1 };
|
||||||
};
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Structure for storing a texture (texture_id) to apply to a RawModel.
|
Structure for storing a texture (texture_id) to apply to a RawModel.
|
||||||
|
|
||||||
|
texture_id = The openGL id of the textures
|
||||||
|
shine_damper = A damper for the angle the model needs to be look at to see reflections
|
||||||
|
reflectivity = The amount of light the model reflects
|
||||||
*/
|
*/
|
||||||
struct ModelTexture
|
struct ModelTexture
|
||||||
{
|
{
|
||||||
GLuint texture_id;
|
GLuint texture_id;
|
||||||
|
float shine_damper = 1;
|
||||||
|
float reflectivity = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|||||||
@@ -1,7 +1,10 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
#include <glm/vec3.hpp>
|
||||||
#include "../stb_image.h"
|
#include "../stb_image.h"
|
||||||
#include "loader.h"
|
#include "loader.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
{
|
{
|
||||||
namespace loader
|
namespace loader
|
||||||
@@ -9,22 +12,38 @@ namespace render_engine
|
|||||||
static GLuint CreateVao();
|
static GLuint CreateVao();
|
||||||
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
|
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
|
||||||
static void BindIndicesBuffer(std::vector<unsigned int>& indices);
|
static void BindIndicesBuffer(std::vector<unsigned int>& indices);
|
||||||
|
static glm::vec3 GetSizeModel(std::vector<float>& positions);
|
||||||
|
|
||||||
static std::vector<GLuint> vaos;
|
static std::vector<GLuint> vaos;
|
||||||
static std::vector<GLuint> vbos;
|
static std::vector<GLuint> vbos;
|
||||||
static std::vector<GLuint> textures;
|
static std::vector<GLuint> textures;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
This function will generate a Model from vertex positions, textureCoordinates and indices.
|
This function will generate a Model from vertex positions, textureCoordinates normals and indices.
|
||||||
*/
|
*/
|
||||||
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
|
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices)
|
||||||
{
|
{
|
||||||
GLuint vao_id = CreateVao();
|
const GLuint vao_id = CreateVao();
|
||||||
BindIndicesBuffer(indices);
|
BindIndicesBuffer(indices);
|
||||||
StoreDataInAttributeList(0, 3, positions);
|
StoreDataInAttributeList(0, 3, positions);
|
||||||
StoreDataInAttributeList(1, 2, texture_coords);
|
StoreDataInAttributeList(1, 2, texture_coords);
|
||||||
|
StoreDataInAttributeList(2, 3, normals);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
return { vao_id, static_cast<int>(indices.size()) };
|
|
||||||
|
const glm::vec3 model_size = GetSizeModel(positions);
|
||||||
|
|
||||||
|
return { vao_id, static_cast<int>(indices.size()), model_size };
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
This function will generate a Model from vertex positions.
|
||||||
|
*/
|
||||||
|
models::RawModel LoadToVAO(std::vector<float>& positions)
|
||||||
|
{
|
||||||
|
const GLuint vao_id = CreateVao();
|
||||||
|
StoreDataInAttributeList(0, 2, positions);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
return { vao_id, static_cast<int>(positions.size()) / 2 };
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -40,6 +59,12 @@ namespace render_engine
|
|||||||
glEnable(GL_TEXTURE_2D);
|
glEnable(GL_TEXTURE_2D);
|
||||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
|
||||||
|
|
||||||
|
// Set mipmapping with a constant LOD
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -0.4f);
|
||||||
|
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
@@ -113,5 +138,72 @@ namespace render_engine
|
|||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_id);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_id);
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief gets the width, height and depth of a model
|
||||||
|
* @param positions all the points of a model
|
||||||
|
* @returns vec3<float> the size values of a model (width, height and depth)
|
||||||
|
**/
|
||||||
|
static glm::vec3 GetSizeModel(std::vector<float>& positions)
|
||||||
|
{
|
||||||
|
float minX = 100;
|
||||||
|
float maxX = -100;
|
||||||
|
|
||||||
|
float minY = 100;
|
||||||
|
float maxY = -100;
|
||||||
|
|
||||||
|
float minZ = 100;
|
||||||
|
float maxZ = -100;
|
||||||
|
|
||||||
|
for (int i = 0; i < positions.size(); ++i)
|
||||||
|
{
|
||||||
|
const int index = i % 3;
|
||||||
|
const float value = positions[i];
|
||||||
|
|
||||||
|
switch (index)
|
||||||
|
{
|
||||||
|
case 0: // x
|
||||||
|
{
|
||||||
|
if (value < minX)
|
||||||
|
{
|
||||||
|
minX = value;
|
||||||
|
} else if (value > maxX)
|
||||||
|
{
|
||||||
|
maxX = value;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 1: // y
|
||||||
|
{
|
||||||
|
if (value < minY)
|
||||||
|
{
|
||||||
|
minY = value;
|
||||||
|
}
|
||||||
|
else if (value > maxY)
|
||||||
|
{
|
||||||
|
maxY = value;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 2: // z
|
||||||
|
{
|
||||||
|
if (value < minZ)
|
||||||
|
{
|
||||||
|
minZ = value;
|
||||||
|
}
|
||||||
|
else if (value > maxZ)
|
||||||
|
{
|
||||||
|
maxZ = value;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const float sizeX = maxX - minX;
|
||||||
|
const float sizeY = maxY - minY;
|
||||||
|
const float sizeZ = maxZ - minZ;
|
||||||
|
return { sizeX, sizeY, sizeZ };
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,17 +9,36 @@ namespace render_engine
|
|||||||
namespace loader
|
namespace loader
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
This function generates a model from model data.
|
* @brief: This function generates a model from model data.
|
||||||
|
*
|
||||||
|
* @param position: The positions of each vertex (in order: x, y, z) in the model
|
||||||
|
* @param texture_coords: The texture coordinates of the model
|
||||||
|
* @param normals: The normals of each face of the model
|
||||||
|
* @param indices: A list with a sort of lookup table to the positions parameter
|
||||||
|
*
|
||||||
|
* @return: A new rawmodel which represents al the parameters in one struct
|
||||||
*/
|
*/
|
||||||
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices);
|
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Loads a texture from a file into openGL using stb_image.h
|
* @brief: Overloaded function of the function above, but does not need normals and indices.
|
||||||
|
* Use this function to for example load GUI items to OpenGL.
|
||||||
|
*
|
||||||
|
* @param position: The positions of each vertex (in order: x, y, z) in the model
|
||||||
|
*
|
||||||
|
* @return: A new rawmodel which represents al the parameters in one struct
|
||||||
|
*/
|
||||||
|
models::RawModel LoadToVAO(std::vector<float>& positions);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Loads a texture from a file into openGL using stb_image.h
|
||||||
|
*
|
||||||
|
* @param file_name: The filepath to the texture
|
||||||
*/
|
*/
|
||||||
GLuint LoadTexture(std::string file_name);
|
GLuint LoadTexture(std::string file_name);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Call this function when cleaning up all the meshes (when exiting the program).
|
* @brief: Call this function when cleaning up all the meshes (when exiting the program).
|
||||||
*/
|
*/
|
||||||
void CleanUp();
|
void CleanUp();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,8 +1,10 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include "../models/model.h"
|
#include "../models/model.h"
|
||||||
#include "renderer.h"
|
#include "loader.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "renderer.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
{
|
{
|
||||||
@@ -12,17 +14,27 @@ namespace render_engine
|
|||||||
static const float NEAR_PLANE = 0.01f;
|
static const float NEAR_PLANE = 0.01f;
|
||||||
static const float FAR_PLANE = 1000.0f;
|
static const float FAR_PLANE = 1000.0f;
|
||||||
|
|
||||||
/*
|
// GUI variables
|
||||||
This function will load the projectionMatrix into the shader
|
static models::RawModel quad;
|
||||||
*/
|
|
||||||
void Init(shaders::StaticShader& shader)
|
|
||||||
|
void Init(shaders::EntityShader& shader)
|
||||||
{
|
{
|
||||||
const glm::mat4 projectionMatrix =
|
// Faces which are not facing the camera are not rendered
|
||||||
glm::perspective(glm::radians(FOV), (float)(WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
glEnable(GL_CULL_FACE);
|
||||||
|
glCullFace(GL_BACK);
|
||||||
|
|
||||||
|
const glm::mat4 projectionMatrix =
|
||||||
|
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
|
||||||
|
|
||||||
|
// Load the projectionmatrix into the shader
|
||||||
shader.Start();
|
shader.Start();
|
||||||
shader.LoadProjectionMatrix(projectionMatrix);
|
shader.LoadProjectionMatrix(projectionMatrix);
|
||||||
shader.Stop();
|
shader.Stop();
|
||||||
|
|
||||||
|
// Initialize the quad for the GUI
|
||||||
|
std::vector<float> quad_positions = { -1, 1, -1, -1, 1, 1, 1, -1 };
|
||||||
|
quad = loader::LoadToVAO(quad_positions);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -32,36 +44,82 @@ namespace render_engine
|
|||||||
{
|
{
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
glClearColor(0.3f, 0.4f, 0.6f, 1.0f);
|
glClearColor(SKY_COLOR.r, SKY_COLOR.g, SKY_COLOR.b, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
This function will Render a Model on the screen.
|
This function will Render a Model on the screen.
|
||||||
*/
|
*/
|
||||||
void Render(entities::Entity& entity, shaders::StaticShader& shader)
|
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader)
|
||||||
{
|
{
|
||||||
const models::TexturedModel model = entity.GetModel();
|
const models::TexturedModel model = entity.get()->GetModel();
|
||||||
const models::RawModel rawModel = model.raw_model;
|
const models::RawModel raw_model = model.raw_model;
|
||||||
|
const models::ModelTexture texture = model.texture;
|
||||||
|
|
||||||
|
// Enable the model (VAO)
|
||||||
|
glBindVertexArray(raw_model.vao_id);
|
||||||
|
|
||||||
// Enable the model
|
// Enable the VBO's from the model (VAO)
|
||||||
glBindVertexArray(rawModel.vao_id);
|
|
||||||
|
|
||||||
// Enable the inputs for the vertexShader
|
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
glEnableVertexAttribArray(1);
|
glEnableVertexAttribArray(1);
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
// Load the transformation of the model into the shader
|
// Load the transformation of the model into the shader
|
||||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
|
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.get()->GetPosition(), entity.get()->GetRotation(), entity.get()->GetScale());
|
||||||
shader.LoadModelMatrix(modelMatrix);
|
shader.LoadModelMatrix(modelMatrix);
|
||||||
|
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
||||||
|
|
||||||
// Draw the model
|
// Draw the model
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
|
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
|
||||||
glDrawElements(GL_TRIANGLES, rawModel.vertex_count, GL_UNSIGNED_INT, 0);
|
glDrawElements(GL_TRIANGLES, raw_model.vertex_count, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// Disable the VBO's and model (VAO)
|
||||||
glDisableVertexAttribArray(0);
|
glDisableVertexAttribArray(0);
|
||||||
glDisableVertexAttribArray(1);
|
glDisableVertexAttribArray(1);
|
||||||
|
glDisableVertexAttribArray(2);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader)
|
||||||
|
{
|
||||||
|
shader.Start();
|
||||||
|
|
||||||
|
// Enable the VAO and the positions VBO
|
||||||
|
glBindVertexArray(quad.vao_id);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// Enable alpha blending (for transparency in the texture)
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// Disable depth testing to textures with transparency can overlap
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Render each gui to the screen
|
||||||
|
for (gui::GuiTexture* gui : guis)
|
||||||
|
{
|
||||||
|
// Bind the texture of the gui to the shader
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||||
|
|
||||||
|
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||||
|
shader.LoadModelMatrix(matrix);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Enable depth test again
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Disable alpha blending
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// Disable the VBO and VAO
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
shader.Stop();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,25 +1,44 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
#include "../entities/entity.h"
|
#include "../entities/entity.h"
|
||||||
#include "../shaders/static_shader.h"
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../shaders/gui_shader.h"
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
{
|
{
|
||||||
namespace renderer
|
namespace renderer
|
||||||
{
|
{
|
||||||
/*
|
const glm::vec3 SKY_COLOR = { 0.3f, 0.4f, 0.6f };
|
||||||
Call this function when starting the program
|
|
||||||
*/
|
|
||||||
void Init(shaders::StaticShader& shader);
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Call this function before rendering.
|
@brief: Call this function when starting the program
|
||||||
|
|
||||||
|
@param shader: The shader to render the entities with
|
||||||
|
*/
|
||||||
|
void Init(shaders::EntityShader& shader);
|
||||||
|
|
||||||
|
/*
|
||||||
|
@brief: Call this function before rendering.
|
||||||
|
This function will enable culling and load the projectionMatrix into the shader.
|
||||||
*/
|
*/
|
||||||
void Prepare();
|
void Prepare();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Call this function when wanting to Render a mesh to the screen.
|
@brief: Call this function when wanting to Render a mesh to the screen.
|
||||||
|
|
||||||
|
@param entity: The entity which needs to be rendered
|
||||||
|
@param shader: The shader the entity needs to be rendered with
|
||||||
*/
|
*/
|
||||||
void Render(entities::Entity& entity, shaders::StaticShader& shader);
|
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader);
|
||||||
|
|
||||||
|
/*
|
||||||
|
@brief: Call this function to render gui_textures on the screen
|
||||||
|
|
||||||
|
@param guis: A list with all the GUI textures you want to render
|
||||||
|
@param shade: The shader the GUI textures need to be rendered with
|
||||||
|
*/
|
||||||
|
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -6,124 +6,128 @@
|
|||||||
#include "loader.h"
|
#include "loader.h"
|
||||||
#include "obj_loader.h"
|
#include "obj_loader.h"
|
||||||
|
|
||||||
static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
|
namespace render_engine
|
||||||
{
|
{
|
||||||
std::stringstream ss;
|
static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
|
||||||
ss.str(s);
|
|
||||||
std::string item;
|
|
||||||
while (getline(ss, item, delim)) {
|
|
||||||
elems.push_back(item);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static std::vector<std::string> Split(const std::string& s, char delim)
|
|
||||||
{
|
|
||||||
std::vector<std::string> elems;
|
|
||||||
Split(s, delim, elems);
|
|
||||||
return elems;
|
|
||||||
}
|
|
||||||
|
|
||||||
static void ProcessVertex(const std::vector<std::string>& vertex_data,
|
|
||||||
const std::vector<glm::vec3>& normals,
|
|
||||||
const std::vector<glm::vec2>& textures,
|
|
||||||
std::vector<GLuint>& indices,
|
|
||||||
std::vector<GLfloat>& texture_array,
|
|
||||||
std::vector<GLfloat>& normal_array)
|
|
||||||
{
|
|
||||||
GLuint current_vertex_pointer = std::stoi(vertex_data.at(0)) - 1;
|
|
||||||
indices.push_back(current_vertex_pointer);
|
|
||||||
|
|
||||||
glm::vec2 current_texture = textures.at(std::stoi(vertex_data.at(1)) - 1);
|
|
||||||
texture_array[(current_vertex_pointer * 2) % texture_array.size()] = current_texture.x;
|
|
||||||
texture_array[(current_vertex_pointer * 2 + 1) % texture_array.size()] = 1 - current_texture.y;
|
|
||||||
|
|
||||||
glm::vec3 current_norm = normals.at(std::stoi(vertex_data.at(2)) - 1);
|
|
||||||
normal_array[current_vertex_pointer * 3] = current_norm.x;
|
|
||||||
normal_array[current_vertex_pointer * 3 + 1] = current_norm.y;
|
|
||||||
normal_array[current_vertex_pointer * 3 + 2] = current_norm.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
models::RawModel LoadObjModel(std::string file_name)
|
|
||||||
{
|
|
||||||
std::ifstream inFile (file_name);
|
|
||||||
if ( !inFile.is_open() )
|
|
||||||
{
|
{
|
||||||
throw std::runtime_error ( "Could not open model file " + file_name + ".obj!" );
|
std::stringstream ss;
|
||||||
|
ss.str(s);
|
||||||
|
std::string item;
|
||||||
|
while (getline(ss, item, delim)) {
|
||||||
|
elems.push_back(item);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
std::vector<glm::vec3> vertices;
|
|
||||||
std::vector<glm::vec3> normals;
|
static std::vector<std::string> Split(const std::string& s, char delim)
|
||||||
std::vector<glm::vec2> textures;
|
|
||||||
std::vector<GLuint> indices;
|
|
||||||
std::vector<GLfloat> vertex_array;
|
|
||||||
std::vector<GLfloat> normal_array;
|
|
||||||
std::vector<GLfloat> texture_array;
|
|
||||||
std::string line;
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
{
|
||||||
while (std::getline(inFile, line))
|
std::vector<std::string> elems;
|
||||||
|
Split(s, delim, elems);
|
||||||
|
return elems;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ProcessVertex(const std::vector<std::string>& vertex_data,
|
||||||
|
const std::vector<glm::vec3>& normals,
|
||||||
|
const std::vector<glm::vec2>& textures,
|
||||||
|
std::vector<GLuint>& indices,
|
||||||
|
std::vector<GLfloat>& texture_array,
|
||||||
|
std::vector<GLfloat>& normal_array)
|
||||||
|
{
|
||||||
|
GLuint current_vertex_pointer = std::stoi(vertex_data.at(0)) - 1;
|
||||||
|
indices.push_back(current_vertex_pointer);
|
||||||
|
|
||||||
|
glm::vec2 current_texture = textures.at(std::stoi(vertex_data.at(1)) - 1);
|
||||||
|
texture_array[(current_vertex_pointer * 2) % texture_array.size()] = current_texture.x;
|
||||||
|
texture_array[(current_vertex_pointer * 2 + 1) % texture_array.size()] = 1 - current_texture.y;
|
||||||
|
|
||||||
|
glm::vec3 current_norm = normals.at(std::stoi(vertex_data.at(2)) - 1);
|
||||||
|
normal_array[current_vertex_pointer * 3] = current_norm.x;
|
||||||
|
normal_array[current_vertex_pointer * 3 + 1] = current_norm.y;
|
||||||
|
normal_array[current_vertex_pointer * 3 + 2] = current_norm.z;
|
||||||
|
}
|
||||||
|
|
||||||
|
models::RawModel LoadObjModel(std::string file_name)
|
||||||
|
{
|
||||||
|
std::ifstream inFile(file_name);
|
||||||
|
if (!inFile.is_open())
|
||||||
{
|
{
|
||||||
std::vector<std::string> split_line = Split(line, ' ');
|
throw std::runtime_error("Could not open model file " + file_name + ".obj!");
|
||||||
if (split_line.at(0) == "v")
|
}
|
||||||
|
std::vector<glm::vec3> vertices;
|
||||||
|
std::vector<glm::vec3> normals;
|
||||||
|
std::vector<glm::vec2> textures;
|
||||||
|
std::vector<GLuint> indices;
|
||||||
|
std::vector<GLfloat> vertex_array;
|
||||||
|
std::vector<GLfloat> normal_array;
|
||||||
|
std::vector<GLfloat> texture_array;
|
||||||
|
std::string line;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
while (std::getline(inFile, line))
|
||||||
{
|
{
|
||||||
glm::vec3 vertex;
|
std::vector<std::string> split_line = Split(line, ' ');
|
||||||
vertex.x = std::stof(split_line.at(1));
|
if (split_line.at(0) == "v")
|
||||||
vertex.y = std::stof(split_line.at(2));
|
{
|
||||||
vertex.z = std::stof(split_line.at(3));
|
glm::vec3 vertex;
|
||||||
vertices.push_back(vertex);
|
vertex.x = std::stof(split_line.at(1));
|
||||||
|
vertex.y = std::stof(split_line.at(2));
|
||||||
|
vertex.z = std::stof(split_line.at(3));
|
||||||
|
vertices.push_back(vertex);
|
||||||
|
}
|
||||||
|
else if (split_line.at(0) == "vt")
|
||||||
|
{
|
||||||
|
glm::vec2 texture;
|
||||||
|
texture.x = std::stof(split_line.at(1));
|
||||||
|
texture.y = std::stof(split_line.at(2));
|
||||||
|
textures.push_back(texture);
|
||||||
|
}
|
||||||
|
else if (split_line.at(0) == "vn")
|
||||||
|
{
|
||||||
|
glm::vec3 normal;
|
||||||
|
normal.x = std::stof(split_line.at(1));
|
||||||
|
normal.y = std::stof(split_line.at(2));
|
||||||
|
normal.z = std::stof(split_line.at(3));
|
||||||
|
normals.push_back(normal);
|
||||||
|
}
|
||||||
|
else if (split_line.at(0) == "f")
|
||||||
|
{
|
||||||
|
normal_array = std::vector<GLfloat>(vertices.size() * 3);
|
||||||
|
texture_array = std::vector<GLfloat>(textures.size() * 2);
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if (split_line.at(0) == "vt")
|
|
||||||
|
while (true)
|
||||||
{
|
{
|
||||||
glm::vec2 texture;
|
std::vector<std::string> split = Split(line, ' ');
|
||||||
texture.x = std::stof(split_line.at(1));
|
std::vector<std::string> vertex1 = Split(split.at(1), '/');
|
||||||
texture.y = std::stof(split_line.at(2));
|
std::vector<std::string> vertex2 = Split(split.at(2), '/');
|
||||||
textures.push_back(texture);
|
std::vector<std::string> vertex3 = Split(split.at(3), '/');
|
||||||
}
|
ProcessVertex(vertex1, normals, textures, indices, texture_array, normal_array);
|
||||||
else if (split_line.at(0) == "vn")
|
ProcessVertex(vertex2, normals, textures, indices, texture_array, normal_array);
|
||||||
{
|
ProcessVertex(vertex3, normals, textures, indices, texture_array, normal_array);
|
||||||
glm::vec3 normal;
|
if (!std::getline(inFile, line))
|
||||||
normal.x = std::stof(split_line.at(1));
|
{
|
||||||
normal.y = std::stof(split_line.at(2));
|
break;
|
||||||
normal.z = std::stof(split_line.at(3));
|
}
|
||||||
normals.push_back(normal);
|
|
||||||
}
|
|
||||||
else if (split_line.at(0) == "f")
|
|
||||||
{
|
|
||||||
normal_array = std::vector<GLfloat>(vertices.size() * 3);
|
|
||||||
texture_array = std::vector<GLfloat>(textures.size() * 2);
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
catch (const std::exception& e)
|
||||||
while (true)
|
|
||||||
{
|
{
|
||||||
std::vector<std::string> split = Split(line, ' ');
|
// Always go in here
|
||||||
std::vector<std::string> vertex1 = Split(split.at(1), '/');
|
|
||||||
std::vector<std::string> vertex2 = Split(split.at(2), '/');
|
|
||||||
std::vector<std::string> vertex3 = Split(split.at(3), '/');
|
|
||||||
ProcessVertex(vertex1, normals, textures, indices, texture_array, normal_array);
|
|
||||||
ProcessVertex(vertex2, normals, textures, indices, texture_array, normal_array);
|
|
||||||
ProcessVertex(vertex3, normals, textures, indices, texture_array, normal_array);
|
|
||||||
if (!std::getline(inFile, line))
|
|
||||||
{
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
} catch (const std::exception& e)
|
|
||||||
{
|
|
||||||
// Always go in here
|
|
||||||
}
|
|
||||||
|
|
||||||
inFile.close();
|
inFile.close();
|
||||||
|
|
||||||
vertex_array = std::vector<GLfloat>( vertices.size() * 3 );
|
|
||||||
int p = 0;
|
|
||||||
for ( auto& vertex : vertices )
|
|
||||||
{
|
|
||||||
vertex_array[p++] = vertex.x;
|
|
||||||
vertex_array[p++] = vertex.y;
|
|
||||||
vertex_array[p++] = vertex.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
return render_engine::loader::LoadToVAO( vertex_array, texture_array, indices);
|
vertex_array = std::vector<GLfloat>(vertices.size() * 3);
|
||||||
|
int p = 0;
|
||||||
|
for (auto& vertex : vertices)
|
||||||
|
{
|
||||||
|
vertex_array[p++] = vertex.x;
|
||||||
|
vertex_array[p++] = vertex.y;
|
||||||
|
vertex_array[p++] = vertex.z;
|
||||||
|
}
|
||||||
|
|
||||||
|
return render_engine::loader::LoadToVAO(vertex_array, texture_array, normal_array, indices);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -3,4 +3,12 @@
|
|||||||
#include <string>
|
#include <string>
|
||||||
#include "../models/model.h"
|
#include "../models/model.h"
|
||||||
|
|
||||||
models::RawModel LoadObjModel(std::string file_name);
|
namespace render_engine
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* @brief: This function retrieves an .obj file, loads it into the VBO and returns a RawModel
|
||||||
|
*
|
||||||
|
* @param file_name: The path to the .obj file
|
||||||
|
*/
|
||||||
|
models::RawModel LoadObjModel(std::string file_name);
|
||||||
|
}
|
||||||
332
src/scenes/in_Game_Scene.cpp
Normal file
@@ -0,0 +1,332 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <memory>
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include "in_Game_Scene.h"
|
||||||
|
#include "startup_Scene.h"
|
||||||
|
#include "../entities/main_character.h"
|
||||||
|
#include "../collision/collision_handler.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../entities/house_generator.h"
|
||||||
|
#include <deque>
|
||||||
|
#include <functional>
|
||||||
|
#include <memory>
|
||||||
|
#include <queue>
|
||||||
|
#include <opencv2/core/base.hpp>
|
||||||
|
#include "../computervision/HandDetectRegion.h"
|
||||||
|
#include "../computervision/ObjectDetection.h"
|
||||||
|
|
||||||
|
#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::shared_ptr<entities::MainCharacter>main_character;
|
||||||
|
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||||
|
entities::HouseGenerator* house_generator;
|
||||||
|
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||||
|
|
||||||
|
models::RawModel raw_model, raw_model_char;
|
||||||
|
models::ModelTexture texture;
|
||||||
|
shaders::EntityShader* shader;
|
||||||
|
shaders::GuiShader* gui_shader;
|
||||||
|
std::vector<gui::GuiTexture*> guis;
|
||||||
|
|
||||||
|
int furniture_count_old;
|
||||||
|
int score;
|
||||||
|
|
||||||
|
std::vector<computervision::HandDetectRegion> regions;
|
||||||
|
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* sets up the first things when the objects has been made
|
||||||
|
*/
|
||||||
|
In_Game_Scene::In_Game_Scene()
|
||||||
|
{
|
||||||
|
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||||
|
|
||||||
|
shader = new shaders::EntityShader;
|
||||||
|
shader->Init();
|
||||||
|
render_engine::renderer::Init(*shader);
|
||||||
|
|
||||||
|
gui_shader = new shaders::GuiShader();
|
||||||
|
gui_shader->Init();
|
||||||
|
score = 0;
|
||||||
|
}
|
||||||
|
/**
|
||||||
|
* temporary!!!!
|
||||||
|
* just to make some bounding boxes
|
||||||
|
*/
|
||||||
|
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
|
||||||
|
collision::Box box = collision::Box();
|
||||||
|
box.size.x = size.z * scale;
|
||||||
|
box.size.y = size.y * scale;
|
||||||
|
box.size.z = size.x * scale;
|
||||||
|
box.center_pos = pos;
|
||||||
|
return box;
|
||||||
|
}
|
||||||
|
/**
|
||||||
|
* deletes certain veriables when the object will be deleted, prevents memory leaks
|
||||||
|
*/
|
||||||
|
In_Game_Scene::~In_Game_Scene()
|
||||||
|
{
|
||||||
|
delete shader;
|
||||||
|
delete gui_shader;
|
||||||
|
delete house_generator;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @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)
|
||||||
|
{
|
||||||
|
static unsigned int furniture_count = 0;
|
||||||
|
|
||||||
|
// set up squares according to size of camera input
|
||||||
|
cv::Mat camera_frame;
|
||||||
|
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
||||||
|
reg_left.SetXPos(10);
|
||||||
|
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
|
||||||
|
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
||||||
|
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
|
||||||
|
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
||||||
|
reg_up.SetYPos(10);
|
||||||
|
std::cout << "loading model chunk" << std::endl;
|
||||||
|
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < furniture_count; i++)
|
||||||
|
{
|
||||||
|
house_models.pop_front();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
||||||
|
|
||||||
|
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
|
||||||
|
furniture_count = furniture.size();
|
||||||
|
|
||||||
|
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||||
|
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||||
|
furniture_count_old = furniture_count - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* starts the game scene, calls the render and update methods in a while loop
|
||||||
|
*/
|
||||||
|
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||||
|
texture.shine_damper = 10;
|
||||||
|
texture.reflectivity = 0;
|
||||||
|
|
||||||
|
|
||||||
|
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||||
|
models::TexturedModel model_char = { raw_model_char, texture };
|
||||||
|
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
||||||
|
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||||
|
collision_entities.push_back(main_character);
|
||||||
|
house_generator = new entities::HouseGenerator();
|
||||||
|
// 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)));
|
||||||
|
|
||||||
|
// GUI stuff
|
||||||
|
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1));
|
||||||
|
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;
|
||||||
|
});
|
||||||
|
guis.push_back(&button);
|
||||||
|
|
||||||
|
|
||||||
|
//guis for the pause menu
|
||||||
|
gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
|
||||||
|
pause_guis.push_back(&background);
|
||||||
|
|
||||||
|
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0, 0), glm::vec2(0.25f, 0.25f));
|
||||||
|
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||||
|
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||||
|
pause_button_resume.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "I got clicked on the resume button!" << std::endl;
|
||||||
|
});
|
||||||
|
pause_guis.push_back(&pause_button_resume);
|
||||||
|
|
||||||
|
gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.3f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||||
|
pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||||
|
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||||
|
pause_button_quit.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "I got clicked on the quit button!" << std::endl;
|
||||||
|
});
|
||||||
|
pause_guis.push_back(&pause_button_quit);
|
||||||
|
|
||||||
|
|
||||||
|
//the scene loop, this while loop represent the scene
|
||||||
|
while (return_value == scene::Scenes::INGAME)
|
||||||
|
{
|
||||||
|
//checks the current game state, so it can render the correct models for each state
|
||||||
|
switch (game_state)
|
||||||
|
{
|
||||||
|
/*case scene::Game_State::IDLE:
|
||||||
|
break;*/
|
||||||
|
|
||||||
|
case scene::Game_State::PAUSED:
|
||||||
|
render();
|
||||||
|
render_pause_menu();
|
||||||
|
break;
|
||||||
|
|
||||||
|
case scene::Game_State::RUNNING:
|
||||||
|
update(window);
|
||||||
|
button.Update(window);
|
||||||
|
render();
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
std::cout << "Game state unknown" << std::endl;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
shader->CleanUp();
|
||||||
|
gui_shader->CleanUp();
|
||||||
|
render_engine::loader::CleanUp();
|
||||||
|
return return_value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* renders the game models
|
||||||
|
*/
|
||||||
|
void scene::In_Game_Scene::render()
|
||||||
|
{
|
||||||
|
// Render
|
||||||
|
render_engine::renderer::Prepare();
|
||||||
|
//starts the shader and begins to render
|
||||||
|
shader->Start();
|
||||||
|
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||||
|
shader->LoadLightsDeque(lights);
|
||||||
|
shader->LoadViewMatrix(*camera);
|
||||||
|
|
||||||
|
for (std::shared_ptr<entities::Entity> model_entity : house_models)
|
||||||
|
{
|
||||||
|
render_engine::renderer::Render(model_entity, *shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
render_engine::renderer::Render(main_character, *shader);
|
||||||
|
|
||||||
|
// Render GUI items
|
||||||
|
//render_engine::renderer::Render(guis, *gui_shader);
|
||||||
|
|
||||||
|
// Stop rendering the entities
|
||||||
|
shader->Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
//updates certain variables
|
||||||
|
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
//camera.Move(window);
|
||||||
|
|
||||||
|
main_character->Move(window);
|
||||||
|
|
||||||
|
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
||||||
|
camera->Follow(main_character->GetPosition());
|
||||||
|
|
||||||
|
// calculate where the next house model should be loaded
|
||||||
|
static int last_model_pos = 0;
|
||||||
|
int model_pos = -round(camera->GetPosition().z / (house_generator->GetHouseDepth())); // 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);
|
||||||
|
score += furniture_count_old;
|
||||||
|
std::cout << "Score: " << score << std::endl;
|
||||||
|
std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||||
|
}
|
||||||
|
// remember the position at which the new model was added
|
||||||
|
last_model_pos = model_pos;
|
||||||
|
|
||||||
|
collision::CheckCollisions(collision_entities);
|
||||||
|
update_hand_detection();
|
||||||
|
std::vector<int> res;
|
||||||
|
toolbox::GetDigitsFromNumber(1234567890, res);
|
||||||
|
std::cout << "number 1234567890 in digits: " << std::endl;
|
||||||
|
for (int i : res)
|
||||||
|
{
|
||||||
|
std::cout << i << " , ";
|
||||||
|
}
|
||||||
|
|
||||||
|
std::cout << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
//manages the key input in the game scene
|
||||||
|
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
return_value = scene::Scenes::STOP;
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
game_state = scene::Game_State::PAUSED;
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
game_state = scene::Game_State::RUNNING;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
reg_left.CalibrateBackground();
|
||||||
|
reg_right.CalibrateBackground();
|
||||||
|
reg_up.CalibrateBackground();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||||
|
reg_right.setSkinTresholds(tresholds);
|
||||||
|
reg_up.setSkinTresholds(tresholds);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void scene::In_Game_Scene::update_hand_detection()
|
||||||
|
{
|
||||||
|
cv::Mat camera_frame;
|
||||||
|
static_camera::getCap().read(camera_frame);
|
||||||
|
reg_left.DetectHand(camera_frame);
|
||||||
|
reg_right.DetectHand(camera_frame);
|
||||||
|
reg_up.DetectHand(camera_frame);
|
||||||
|
|
||||||
|
cv::imshow("camera", camera_frame);
|
||||||
|
}
|
||||||
|
|
||||||
|
//renders the models for the pause menu
|
||||||
|
void In_Game_Scene::render_pause_menu()
|
||||||
|
{
|
||||||
|
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||||
|
}
|
||||||
|
}
|
||||||
105
src/scenes/in_Game_Scene.h
Normal file
@@ -0,0 +1,105 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <iostream>
|
||||||
|
#include <ostream>
|
||||||
|
#include <vector>
|
||||||
|
#include <memory>
|
||||||
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
/**
|
||||||
|
* This enum is for managing the game scene state.
|
||||||
|
* for example: when pressed on a specific button, the game will be in a paused state and nothing about the player or the speed of the game will be updated
|
||||||
|
* and the pause screen will show up.
|
||||||
|
**/
|
||||||
|
enum class Game_State
|
||||||
|
{
|
||||||
|
//IDLE,
|
||||||
|
RUNNING,
|
||||||
|
PAUSED
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
class In_Game_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||||
|
scene::Scenes return_value = scene::Scenes::INGAME;
|
||||||
|
//game_state is an enum that keeps track of the current game state. For example: is the game running(thus the user is playing the game) of is the game paused.
|
||||||
|
scene::Game_State game_state = scene::Game_State::RUNNING;
|
||||||
|
|
||||||
|
//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
|
||||||
|
std::vector<entities::Entity> entities_to_render;
|
||||||
|
//lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps.
|
||||||
|
std::deque<entities::Light> lights;
|
||||||
|
|
||||||
|
models::RawModel raw_model;
|
||||||
|
models::ModelTexture texture;
|
||||||
|
//the shader that is used for rendering the models.
|
||||||
|
shaders::EntityShader* shader;
|
||||||
|
//the gui_shader is used of rendering the gui models (for example the pause buttons).
|
||||||
|
shaders::GuiShader* gui_shader;
|
||||||
|
//camera is the camera view of the game scene, this camera will be behind the main character.
|
||||||
|
std::unique_ptr<entities::Camera> camera;
|
||||||
|
//guis is a list of all the gui components that needs to be load in the scene.
|
||||||
|
std::vector<gui::GuiTexture*> guis;
|
||||||
|
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||||
|
std::vector<gui::GuiTexture*> pause_guis;
|
||||||
|
|
||||||
|
std::vector<gui::GuiTexture*> score_guis;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief renders the objects/gui models
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
void render_pause_menu();
|
||||||
|
void update_hand_detection();
|
||||||
|
|
||||||
|
public:
|
||||||
|
In_Game_Scene();
|
||||||
|
~In_Game_Scene();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief the method start is the start of the scene where a while loop runs, this runs the scene.
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return Scene value that indicates in which scene the application is
|
||||||
|
*/
|
||||||
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method renders the models for the game scene
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
void render() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for the game scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for the game scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @param key this is the keycode on which key has been pressed
|
||||||
|
* @param scancode -
|
||||||
|
* @param action-
|
||||||
|
* @param mods -
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
7
src/scenes/scene.cpp
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include "scene.h"
|
||||||
|
|
||||||
|
scene::Scene::~Scene()
|
||||||
|
{
|
||||||
|
std::cout << "Main scene class gone!" << std::endl;
|
||||||
|
}
|
||||||
60
src/scenes/scene.h
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <map>
|
||||||
|
|
||||||
|
|
||||||
|
namespace scene {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* this enum represents the scenes in the game, those wil help to keep track in which scene the game is.
|
||||||
|
*/
|
||||||
|
enum class Scenes
|
||||||
|
{
|
||||||
|
STARTUP,
|
||||||
|
INGAME,
|
||||||
|
GAMEOVER,
|
||||||
|
CALIBRATION,
|
||||||
|
STOP
|
||||||
|
};
|
||||||
|
|
||||||
|
class Scene
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
virtual ~Scene() = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief the method start is the start of a scene where a while loop runs, this runs the scene.
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return Scene value that indicates in which scene the application is
|
||||||
|
*/
|
||||||
|
virtual Scenes start(GLFWwindow* window) = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method renders the models for a scene
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
virtual void render() = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for a scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
virtual void update(GLFWwindow* window) = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for a scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @param key this is the keycode on which key has been pressed
|
||||||
|
* @param scancode -
|
||||||
|
* @param action-
|
||||||
|
* @param mods -
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
221
src/scenes/startup_Scene.cpp
Normal file
@@ -0,0 +1,221 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <map>
|
||||||
|
#include "startup_Scene.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include <opencv2/core/mat.hpp>
|
||||||
|
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../computervision/MenuTest.h"
|
||||||
|
#include "../computervision/ObjectDetection.h"
|
||||||
|
#include "../computervision/HandDetectRegion.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
shaders::GuiShader* gui_shader1;
|
||||||
|
std::vector<gui::GuiTexture*> guis1;
|
||||||
|
computervision::ObjectDetection objDetect;
|
||||||
|
|
||||||
|
float item_number = 0;
|
||||||
|
|
||||||
|
bool hand_mode = false;
|
||||||
|
|
||||||
|
Startup_Scene::Startup_Scene() {
|
||||||
|
shaders::EntityShader shader;
|
||||||
|
shader.Init();
|
||||||
|
render_engine::renderer::Init(shader);
|
||||||
|
shader.CleanUp();
|
||||||
|
|
||||||
|
gui_shader1 = new shaders::GuiShader();
|
||||||
|
gui_shader1->Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
|
||||||
|
gui::Button* button;
|
||||||
|
if (texture != NULL)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
|
||||||
|
button = (gui::Button*)texture;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
|
||||||
|
if (texture != NULL)
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
return (gui::InteractableGui*)texture;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
}*/
|
||||||
|
|
||||||
|
gui::GuiTexture* GetMenuItem(bool hand_state) {
|
||||||
|
if(hand_state)
|
||||||
|
item_number += 0.20f;
|
||||||
|
|
||||||
|
int temp_item_number = item_number;
|
||||||
|
|
||||||
|
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||||
|
if (temp_item_number == guis1.size()) {
|
||||||
|
item_number = 0;
|
||||||
|
temp_item_number = 0;
|
||||||
|
}
|
||||||
|
std::cout << guis1[temp_item_number]->texture << std::endl;
|
||||||
|
return guis1[temp_item_number];
|
||||||
|
}
|
||||||
|
|
||||||
|
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
// GUI stuff
|
||||||
|
gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
|
||||||
|
button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
|
||||||
|
button_start.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Start!" << std::endl;
|
||||||
|
|
||||||
|
});
|
||||||
|
guis1.push_back(&button_start);
|
||||||
|
|
||||||
|
gui::Button button_calibrate(render_engine::loader::LoadTexture("res/menu_item_calibrate1.png"), glm::vec2(0.0f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_calibrate.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_hover.png"));
|
||||||
|
button_calibrate.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_click.png"));
|
||||||
|
button_calibrate.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Calibrate!" << std::endl;
|
||||||
|
|
||||||
|
});
|
||||||
|
guis1.push_back(&button_calibrate);
|
||||||
|
|
||||||
|
gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.6f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
|
||||||
|
button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
|
||||||
|
button_quit.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Quit!" << std::endl;
|
||||||
|
});
|
||||||
|
guis1.push_back(&button_quit);
|
||||||
|
|
||||||
|
computervision::ObjectDetection objDetect;
|
||||||
|
cv::Mat cameraFrame;
|
||||||
|
gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
|
||||||
|
bool hand_closed = false; //Flag to prevent multiple button presses
|
||||||
|
|
||||||
|
while (return_value == scene::Scenes::STARTUP)
|
||||||
|
{
|
||||||
|
render();
|
||||||
|
update(window);
|
||||||
|
|
||||||
|
if (hand_mode) {
|
||||||
|
cameraFrame = objDetect.ReadCamera();
|
||||||
|
|
||||||
|
//Get hand state from camera
|
||||||
|
bool detect = false;
|
||||||
|
bool hand_detection = objDetect.DetectHand(cameraFrame,detect);
|
||||||
|
|
||||||
|
if (hand_detection)
|
||||||
|
{
|
||||||
|
hand_closed = false;
|
||||||
|
std::cout << "hand is opened" << std::endl;
|
||||||
|
|
||||||
|
//Loop through menu items
|
||||||
|
chosen_item = GetMenuItem(true);
|
||||||
|
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||||
|
if (new_button != NULL) {
|
||||||
|
const float x_pos = (chosen_item->position.x + 1.0) * WINDOW_WIDTH / 2;
|
||||||
|
const float y_pos = (1.0 - chosen_item->position.y) * WINDOW_HEIGHT / 2;
|
||||||
|
|
||||||
|
//Set cursor to location of selected menu_item
|
||||||
|
glfwSetCursorPos(window, x_pos, y_pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (!hand_detection)
|
||||||
|
{
|
||||||
|
std::cout << "hand is closed" << std::endl;
|
||||||
|
|
||||||
|
//Gets selected menu_item
|
||||||
|
chosen_item = GetMenuItem(false);
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||||
|
|
||||||
|
if (new_button != NULL && !hand_closed) {
|
||||||
|
//Run function click
|
||||||
|
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||||
|
hand_closed = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
gui_shader1->CleanUp();
|
||||||
|
render_engine::loader::CleanUp();
|
||||||
|
return return_value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* renders the models in the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Startup_Scene::render()
|
||||||
|
{
|
||||||
|
render_engine::renderer::Prepare();
|
||||||
|
|
||||||
|
// Render GUI items
|
||||||
|
render_engine::renderer::Render(guis1, *gui_shader1);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* updates the variables for the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
for (gui::GuiTexture* button : guis1) {
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(button);
|
||||||
|
if (new_button != NULL)
|
||||||
|
new_button->Update(window);
|
||||||
|
}
|
||||||
|
bool hand_present;
|
||||||
|
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* manages the key input in the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
return_value = scene::Scenes::INGAME;
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
}
|
||||||
|
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||||
|
hand_mode = !hand_mode;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
56
src/scenes/startup_Scene.h
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
extern GLFWwindow* window;
|
||||||
|
|
||||||
|
class Startup_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||||
|
scene::Scenes return_value = scene::Scenes::STARTUP;
|
||||||
|
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor of the class Startup_Scene
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
Startup_Scene();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
* @param window
|
||||||
|
* @return
|
||||||
|
*/
|
||||||
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void render() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief This method updates all the components on the window
|
||||||
|
*
|
||||||
|
* @param window Window it updates
|
||||||
|
*/
|
||||||
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Listener for key events
|
||||||
|
*
|
||||||
|
* @param window Window it listens to for key events
|
||||||
|
* @param key Key of event that is activated
|
||||||
|
* @param scancode Code of Key
|
||||||
|
* @param action
|
||||||
|
* @param mods
|
||||||
|
*/
|
||||||
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
224
src/shaders/entity_shader.cpp
Normal file
@@ -0,0 +1,224 @@
|
|||||||
|
#include "entity_shader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include <deque>
|
||||||
|
|
||||||
|
namespace shaders
|
||||||
|
{
|
||||||
|
static std::string vertex_shader = R"(
|
||||||
|
#version 400 core
|
||||||
|
// The VertexShader is run for each vertex on the screen.
|
||||||
|
|
||||||
|
|
||||||
|
// Position of the vertex
|
||||||
|
in vec3 position;
|
||||||
|
// Coordinates of the texture
|
||||||
|
in vec2 texture_coords;
|
||||||
|
// The normal of the vertex
|
||||||
|
in vec3 normal;
|
||||||
|
|
||||||
|
// Equal to the texture_coords
|
||||||
|
out vec2 pass_texture_coords;
|
||||||
|
out vec3 surface_normal;
|
||||||
|
out vec3 to_light_vector[4];
|
||||||
|
out vec3 to_camera_vector;
|
||||||
|
out float visibility;
|
||||||
|
|
||||||
|
uniform mat4 model_matrix;
|
||||||
|
uniform mat4 projection_matrix;
|
||||||
|
uniform mat4 view_matrix;
|
||||||
|
uniform vec3 light_position[4];
|
||||||
|
|
||||||
|
const float density = 0.0017;
|
||||||
|
const float gradient = 3;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
// Calculate the real position of the vertex (after rotation and scaling)
|
||||||
|
vec4 world_position = model_matrix * vec4(position, 1.0);
|
||||||
|
|
||||||
|
vec4 position_rel_to_cam = view_matrix * world_position;
|
||||||
|
|
||||||
|
// Tell OpenGL where to render the vertex
|
||||||
|
gl_Position = projection_matrix * position_rel_to_cam;
|
||||||
|
|
||||||
|
// Pass the textureCoords directly to the fragment shader
|
||||||
|
pass_texture_coords = texture_coords;
|
||||||
|
|
||||||
|
surface_normal = (model_matrix * vec4(normal, 0.0)).xyz;
|
||||||
|
for (int i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
to_light_vector[i] = light_position[i] - world_position.xyz;
|
||||||
|
}
|
||||||
|
to_camera_vector = (inverse(view_matrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - world_position.xyz;
|
||||||
|
|
||||||
|
// Calculate the density/visibility of the vertex with the fog
|
||||||
|
float distance = length(position_rel_to_cam.xyz);
|
||||||
|
visibility = exp(-pow((distance * density), gradient));
|
||||||
|
visibility = clamp(visibility, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
|
||||||
|
static std::string fragment_shader = R"(
|
||||||
|
#version 400 core
|
||||||
|
// The FragmentShader is run for each pixel in a face on the screen.
|
||||||
|
|
||||||
|
|
||||||
|
// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
|
||||||
|
in vec2 pass_texture_coords;
|
||||||
|
|
||||||
|
in vec3 surface_normal;
|
||||||
|
in vec3 to_light_vector[4];
|
||||||
|
in vec3 to_camera_vector;
|
||||||
|
in float visibility;
|
||||||
|
|
||||||
|
// Final color of the pixel
|
||||||
|
out vec4 out_color;
|
||||||
|
|
||||||
|
// The texture of the model
|
||||||
|
uniform sampler2D model_texture;
|
||||||
|
|
||||||
|
uniform vec3 light_color[4];
|
||||||
|
uniform vec3 attenuation[4];
|
||||||
|
uniform float shine_damper;
|
||||||
|
uniform float reflectivity;
|
||||||
|
uniform vec3 sky_color;
|
||||||
|
|
||||||
|
const float min_diffuse_lighting = 0.1;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
vec3 unit_normal = normalize(surface_normal);
|
||||||
|
vec3 unit_camera_vector = normalize(to_camera_vector);
|
||||||
|
|
||||||
|
vec3 total_diffuse = vec3(0.0);
|
||||||
|
vec3 total_specular = vec3(0.0);
|
||||||
|
|
||||||
|
for (int i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
float distance = length(to_light_vector[i]);
|
||||||
|
float att_factor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
|
||||||
|
|
||||||
|
vec3 unit_light_vector = normalize(to_light_vector[i]);
|
||||||
|
|
||||||
|
// Calculate the diffuse lighting
|
||||||
|
float dot_diffuse = dot(unit_normal, unit_light_vector);
|
||||||
|
float brightness = max(dot_diffuse, 0.0);
|
||||||
|
|
||||||
|
// Calculate the specular lighting
|
||||||
|
vec3 light_direction = -unit_light_vector;
|
||||||
|
vec3 reflected_light_direction = reflect(light_direction, unit_normal);
|
||||||
|
float dot_specular = dot(reflected_light_direction, unit_camera_vector);
|
||||||
|
dot_specular = max(dot_specular, 0.0);
|
||||||
|
float damped_specular = pow(dot_specular, shine_damper);
|
||||||
|
|
||||||
|
total_diffuse = total_diffuse + (brightness * light_color[i]) / att_factor;
|
||||||
|
total_specular = total_specular + (damped_specular * reflectivity * light_color[i]) / att_factor;
|
||||||
|
}
|
||||||
|
|
||||||
|
total_diffuse = max(total_diffuse, min_diffuse_lighting);
|
||||||
|
|
||||||
|
out_color = vec4(total_diffuse, 1.0) * texture(model_texture, pass_texture_coords) + vec4(total_specular, 1.0);
|
||||||
|
out_color = mix(vec4(sky_color, 1.0), out_color, visibility);
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
|
||||||
|
EntityShader::EntityShader(): ShaderProgram(vertex_shader, fragment_shader)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
void EntityShader::LoadModelMatrix(const glm::mat4& matrix) const
|
||||||
|
{
|
||||||
|
LoadMatrix(location_model_matrix, matrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadProjectionMatrix(const glm::mat4& projection) const
|
||||||
|
{
|
||||||
|
LoadMatrix(location_projection_matrix, projection);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadViewMatrix(entities::Camera& camera) const
|
||||||
|
{
|
||||||
|
const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera);
|
||||||
|
LoadMatrix(location_view_matrix, view_matrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadLights(std::vector<entities::Light>& 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::LoadLightsDeque(std::deque<entities::Light>& 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);
|
||||||
|
LoadFloat(location_reflectivity, reflectivity);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadSkyColor(glm::vec3 sky_color) const
|
||||||
|
{
|
||||||
|
LoadVector(location_sky_color, sky_color);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::SetAttributes() const
|
||||||
|
{
|
||||||
|
// Load the position VBO and textureCoords VBO from the VAO into the shader "in" variables
|
||||||
|
SetAttribute(0, "position");
|
||||||
|
SetAttribute(1, "texture_coords");
|
||||||
|
SetAttribute(2, "normal");
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::GetAllUniformLocations()
|
||||||
|
{
|
||||||
|
// Get the locations from the uniform variables from the shaders
|
||||||
|
location_model_matrix = GetUniformLocation("model_matrix");
|
||||||
|
location_projection_matrix = GetUniformLocation("projection_matrix");
|
||||||
|
location_view_matrix = GetUniformLocation("view_matrix");
|
||||||
|
location_shine_damper = GetUniformLocation("shine_damper");
|
||||||
|
location_reflectivity = GetUniformLocation("reflectivity");
|
||||||
|
location_sky_color = GetUniformLocation("sky_color");
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_LIGHTS; ++i)
|
||||||
|
{
|
||||||
|
std::string light_pos = std::string("light_position[") + std::to_string(i) + "]";
|
||||||
|
location_light_position[i] = GetUniformLocation(light_pos.c_str());
|
||||||
|
|
||||||
|
std::string light_color = std::string("light_color[") + std::to_string(i) + "]";
|
||||||
|
location_light_color[i] = GetUniformLocation(light_color.c_str());
|
||||||
|
|
||||||
|
std::string light_attenuation = std::string("attenuation[") + std::to_string(i) + "]";
|
||||||
|
location_light_attenuation[i] = GetUniformLocation(light_attenuation.c_str());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
88
src/shaders/entity_shader.h
Normal file
@@ -0,0 +1,88 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <vector>
|
||||||
|
#include <deque>
|
||||||
|
#include "shader_program.h"
|
||||||
|
#include "../entities/camera.h"
|
||||||
|
#include "../entities/light.h"
|
||||||
|
|
||||||
|
/*
|
||||||
|
This class handles the shaders for the entities.
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace shaders
|
||||||
|
{
|
||||||
|
class EntityShader : public ShaderProgram
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
const static int MAX_LIGHTS = 4;
|
||||||
|
|
||||||
|
GLuint location_model_matrix;
|
||||||
|
GLuint location_projection_matrix;
|
||||||
|
GLuint location_view_matrix;
|
||||||
|
GLuint location_light_position[MAX_LIGHTS];
|
||||||
|
GLuint location_light_color[MAX_LIGHTS];
|
||||||
|
GLuint location_light_attenuation[MAX_LIGHTS];
|
||||||
|
GLuint location_shine_damper;
|
||||||
|
GLuint location_reflectivity;
|
||||||
|
GLuint location_sky_color;
|
||||||
|
|
||||||
|
public:
|
||||||
|
EntityShader();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the model matrix into the shader
|
||||||
|
*
|
||||||
|
* @param matrix: The model matrix
|
||||||
|
*/
|
||||||
|
void LoadModelMatrix(const glm::mat4& matrix) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the projection matrix into the shader
|
||||||
|
*
|
||||||
|
* @param projection: The projection matrix
|
||||||
|
*/
|
||||||
|
void LoadProjectionMatrix(const glm::mat4& projection) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the view matrix (camera) into the shader
|
||||||
|
*
|
||||||
|
* @param camera: The camera which the scene needs to be rendered from
|
||||||
|
*/
|
||||||
|
void LoadViewMatrix(entities::Camera& camera) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load some lights into the shader
|
||||||
|
*
|
||||||
|
* @param lights: The lights
|
||||||
|
*/
|
||||||
|
void LoadLights(std::vector<entities::Light>& lights) const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief loads some lights contained in a deque.
|
||||||
|
*
|
||||||
|
* @param lights the deque containing the lights to load
|
||||||
|
*/
|
||||||
|
void LoadLightsDeque(std::deque<entities::Light>& lights) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the the shine variables from a model into the shader
|
||||||
|
*
|
||||||
|
* @param shine_damper: The dampening of the angle from when to render reflectivity on the vertex
|
||||||
|
* @param reflectivity: The amount the model reflects
|
||||||
|
*/
|
||||||
|
void LoadShineVariables(float shine_damper, float reflectivity) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the sky color into the shader. This color will be used for the fog
|
||||||
|
*
|
||||||
|
* @param sky_color: The color of the sky
|
||||||
|
*/
|
||||||
|
void LoadSkyColor(glm::vec3 sky_color) const;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
void SetAttributes() const override;
|
||||||
|
void GetAllUniformLocations() override;
|
||||||
|
};
|
||||||
|
}
|
||||||
57
src/shaders/gui_shader.cpp
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
#include "gui_shader.h"
|
||||||
|
|
||||||
|
namespace shaders
|
||||||
|
{
|
||||||
|
static std::string vertex_shader = R"(
|
||||||
|
#version 140
|
||||||
|
|
||||||
|
in vec2 position;
|
||||||
|
|
||||||
|
out vec2 texture_coords;
|
||||||
|
|
||||||
|
uniform mat4 model_matrix;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
gl_Position = model_matrix * vec4(position, 0.0, 1.0);
|
||||||
|
|
||||||
|
// This makes top left corner coordinate (0, 0) and bottom right (1, 1)
|
||||||
|
texture_coords = vec2((position.x + 1.0) / 2.0, 1 - (position.y + 1.0) / 2.0);
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
|
||||||
|
static std::string fragment_shader = R"(
|
||||||
|
#version 140
|
||||||
|
|
||||||
|
in vec2 texture_coords;
|
||||||
|
|
||||||
|
out vec4 out_color;
|
||||||
|
|
||||||
|
uniform sampler2D gui_texture;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
out_color = texture(gui_texture, texture_coords);
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
|
||||||
|
GuiShader::GuiShader() : ShaderProgram(vertex_shader, fragment_shader)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
void GuiShader::LoadModelMatrix(const glm::mat4& matrix) const
|
||||||
|
{
|
||||||
|
LoadMatrix(location_model_matrix, matrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GuiShader::SetAttributes() const
|
||||||
|
{
|
||||||
|
SetAttribute(0, "position");
|
||||||
|
}
|
||||||
|
|
||||||
|
void GuiShader::GetAllUniformLocations()
|
||||||
|
{
|
||||||
|
location_model_matrix = GetUniformLocation("model_matrix");
|
||||||
|
}
|
||||||
|
}
|
||||||
31
src/shaders/gui_shader.h
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include "shader_program.h"
|
||||||
|
|
||||||
|
namespace shaders
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class handles the shaders for all the GUI items
|
||||||
|
*/
|
||||||
|
|
||||||
|
class GuiShader : public ShaderProgram
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
GLuint location_model_matrix;
|
||||||
|
|
||||||
|
public:
|
||||||
|
GuiShader();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the model matrix into the shader
|
||||||
|
*
|
||||||
|
* @param matrix: The model matrix
|
||||||
|
*/
|
||||||
|
void LoadModelMatrix(const glm::mat4& matrix) const;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
void SetAttributes() const override;
|
||||||
|
void GetAllUniformLocations() override;
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|||||||
@@ -21,29 +21,87 @@ namespace shaders
|
|||||||
ShaderProgram(std::string& vertex_shader, std::string& fragment_shader);
|
ShaderProgram(std::string& vertex_shader, std::string& fragment_shader);
|
||||||
virtual ~ShaderProgram() = default;
|
virtual ~ShaderProgram() = default;
|
||||||
|
|
||||||
// Call this function after making the shaderprogram (sets all the attributes of the shader)
|
/*
|
||||||
|
* @brief: Call this function after making the shaderprogram (sets all the attributes of the shader)
|
||||||
|
*/
|
||||||
void Init();
|
void Init();
|
||||||
// Call this function before rendering
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function before rendering
|
||||||
|
*/
|
||||||
void Start() const;
|
void Start() const;
|
||||||
// Call this function after rendering
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function after rendering
|
||||||
|
*/
|
||||||
void Stop() const;
|
void Stop() const;
|
||||||
// Call this function when closing the application
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function when closing the application
|
||||||
|
*/
|
||||||
void CleanUp() const;
|
void CleanUp() const;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// Set the inputs of the vertex shader
|
/*
|
||||||
|
* @brief: Set the inputs of the vertex shader
|
||||||
|
*/
|
||||||
virtual void SetAttributes() const = 0;
|
virtual void SetAttributes() const = 0;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Sets/binds a input variable (in) to a VBO from the model
|
||||||
|
*
|
||||||
|
* @param attribute: The id of the VBO
|
||||||
|
* @param variable_name: The name of the "in" variable in the shader
|
||||||
|
*/
|
||||||
void SetAttribute(const GLuint attribute, const char* variable_name) const;
|
void SetAttribute(const GLuint attribute, const char* variable_name) const;
|
||||||
|
|
||||||
// Loads value's (uniform variables) into the shader
|
/*
|
||||||
|
* @brief: This function loads a float value into a uniform variable into the shader
|
||||||
|
*
|
||||||
|
* @param location: The location of the variable in openGL
|
||||||
|
* @param value: The value which will be loaded into the variable
|
||||||
|
*/
|
||||||
void LoadFloat(GLuint location, GLfloat value) const;
|
void LoadFloat(GLuint location, GLfloat value) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function loads a vector value into a uniform variable into the shader
|
||||||
|
*
|
||||||
|
* @param location: The location of the variable in openGL
|
||||||
|
* @param vector: The value which will be loaded into the variable
|
||||||
|
*/
|
||||||
void LoadVector(GLuint location, glm::vec3 vector) const;
|
void LoadVector(GLuint location, glm::vec3 vector) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function loads a 4x4 matrix value into a uniform variable into the shader
|
||||||
|
*
|
||||||
|
* @param location: The location of the variable in openGL
|
||||||
|
* @param matrix: The value which will be loaded into the variable
|
||||||
|
*/
|
||||||
void LoadMatrix(GLuint location, glm::mat4 matrix) const;
|
void LoadMatrix(GLuint location, glm::mat4 matrix) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will get all the locations of each uniform variable
|
||||||
|
*/
|
||||||
virtual void GetAllUniformLocations() = 0;
|
virtual void GetAllUniformLocations() = 0;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will retrieve the location of a uniform variable
|
||||||
|
*
|
||||||
|
* @param uniform_name: The name of the uniform variable
|
||||||
|
*
|
||||||
|
* @return: The location of the uniform variable
|
||||||
|
*/
|
||||||
GLuint GetUniformLocation(const GLchar* uniform_name) const;
|
GLuint GetUniformLocation(const GLchar* uniform_name) const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
/*
|
||||||
|
* @brief: This function will load a shader into openGL
|
||||||
|
*
|
||||||
|
* @param shader_string: The shader as a string (the whole code)
|
||||||
|
* @param type: The type of the shader (Vertex/Fragment)
|
||||||
|
*
|
||||||
|
* @return: The id of the shader given by openGL
|
||||||
|
*/
|
||||||
GLuint LoadShader(const std::string& shader_string, GLuint type) const;
|
GLuint LoadShader(const std::string& shader_string, GLuint type) const;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@@ -1,87 +0,0 @@
|
|||||||
#include "static_shader.h"
|
|
||||||
#include "../toolbox/toolbox.h"
|
|
||||||
|
|
||||||
namespace shaders
|
|
||||||
{
|
|
||||||
static std::string vertex_shader = R"(
|
|
||||||
#version 400 core
|
|
||||||
// The VertexShader is run for each vertex on the screen.
|
|
||||||
|
|
||||||
|
|
||||||
// Position of the vertex
|
|
||||||
in vec3 position;
|
|
||||||
// Coordinates of the texture
|
|
||||||
in vec2 texture_coords;
|
|
||||||
|
|
||||||
// Equal to the texture_coords
|
|
||||||
out vec2 pass_texture_coords;
|
|
||||||
|
|
||||||
uniform mat4 model_matrix;
|
|
||||||
uniform mat4 projection_matrix;
|
|
||||||
uniform mat4 view_matrix;
|
|
||||||
|
|
||||||
void main(void)
|
|
||||||
{
|
|
||||||
// Tell OpenGL where to render the vertex
|
|
||||||
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0);
|
|
||||||
|
|
||||||
// Pass the texture_coords directly to the fragment shader
|
|
||||||
pass_texture_coords = texture_coords;
|
|
||||||
}
|
|
||||||
)";
|
|
||||||
|
|
||||||
|
|
||||||
static std::string fragment_shader = R"(
|
|
||||||
#version 400 core
|
|
||||||
// The FragmentShader is run for each pixel in a face on the screen.
|
|
||||||
|
|
||||||
|
|
||||||
// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
|
|
||||||
in vec2 pass_texture_coords;
|
|
||||||
|
|
||||||
// Final color of the pixel
|
|
||||||
out vec4 out_color;
|
|
||||||
|
|
||||||
// The texture of the model
|
|
||||||
uniform sampler2D texture_sampler;
|
|
||||||
|
|
||||||
void main(void)
|
|
||||||
{
|
|
||||||
out_color = texture(texture_sampler, pass_texture_coords);
|
|
||||||
}
|
|
||||||
)";
|
|
||||||
|
|
||||||
|
|
||||||
StaticShader::StaticShader(): ShaderProgram(vertex_shader, fragment_shader)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void StaticShader::LoadModelMatrix(const glm::mat4& matrix) const
|
|
||||||
{
|
|
||||||
LoadMatrix(location_model_matrix, matrix);
|
|
||||||
}
|
|
||||||
|
|
||||||
void StaticShader::LoadProjectionMatrix(const glm::mat4& projection) const
|
|
||||||
{
|
|
||||||
LoadMatrix(location_projection_matrix, projection);
|
|
||||||
}
|
|
||||||
|
|
||||||
void StaticShader::LoadViewMatrix(entities::Camera& camera) const
|
|
||||||
{
|
|
||||||
const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera);
|
|
||||||
LoadMatrix(location_view_matrix, view_matrix);
|
|
||||||
}
|
|
||||||
|
|
||||||
void StaticShader::SetAttributes() const
|
|
||||||
{
|
|
||||||
SetAttribute(0, "position");
|
|
||||||
SetAttribute(1, "texture_coords");
|
|
||||||
}
|
|
||||||
|
|
||||||
void StaticShader::GetAllUniformLocations()
|
|
||||||
{
|
|
||||||
location_model_matrix = GetUniformLocation("model_matrix");
|
|
||||||
location_projection_matrix = GetUniformLocation("projection_matrix");
|
|
||||||
location_view_matrix = GetUniformLocation("view_matrix");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,31 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
|
||||||
#include "shader_program.h"
|
|
||||||
#include "../entities/camera.h"
|
|
||||||
|
|
||||||
/*
|
|
||||||
This class does represents the shaders for the models.
|
|
||||||
*/
|
|
||||||
|
|
||||||
namespace shaders
|
|
||||||
{
|
|
||||||
class StaticShader : public ShaderProgram
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
GLuint location_model_matrix;
|
|
||||||
GLuint location_projection_matrix;
|
|
||||||
GLuint location_view_matrix;
|
|
||||||
|
|
||||||
public:
|
|
||||||
StaticShader();
|
|
||||||
|
|
||||||
void LoadModelMatrix(const glm::mat4& matrix) const;
|
|
||||||
void LoadProjectionMatrix(const glm::mat4& projection) const;
|
|
||||||
void LoadViewMatrix(entities::Camera& camera) const;
|
|
||||||
|
|
||||||
protected:
|
|
||||||
void SetAttributes() const override;
|
|
||||||
void GetAllUniformLocations() override;
|
|
||||||
};
|
|
||||||
}
|
|
||||||
46
src/toolbox/Timer.h
Normal file
@@ -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; }
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,7 +1,16 @@
|
|||||||
|
#include <ctime>
|
||||||
#include "toolbox.h"
|
#include "toolbox.h"
|
||||||
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
|
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
||||||
|
{
|
||||||
|
glm::mat4 matrix(1.0f);
|
||||||
|
matrix = glm::translate(matrix, glm::vec3(translation.x, translation.y, 0));
|
||||||
|
matrix = glm::scale(matrix, glm::vec3(scale.x, scale.y, 0));
|
||||||
|
return matrix;
|
||||||
|
}
|
||||||
|
|
||||||
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
|
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
|
||||||
{
|
{
|
||||||
glm::mat4 matrix(1.0f);
|
glm::mat4 matrix(1.0f);
|
||||||
@@ -23,4 +32,36 @@ namespace toolbox
|
|||||||
matrix = glm::translate(matrix, negative_cam_pos);
|
matrix = glm::translate(matrix, negative_cam_pos);
|
||||||
return matrix;
|
return matrix;
|
||||||
}
|
}
|
||||||
|
float Lerp(float from, float to, float amount)
|
||||||
|
{
|
||||||
|
return from + amount * (to - from);
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount)
|
||||||
|
{
|
||||||
|
glm::vec3 final;
|
||||||
|
final.x = Lerp(from.x, to.x, amount);
|
||||||
|
final.y = Lerp(from.y, to.y, amount);
|
||||||
|
final.z = Lerp(from.z, to.z, amount);
|
||||||
|
return final;
|
||||||
|
}
|
||||||
|
|
||||||
|
int Random(const int min, const int max)
|
||||||
|
{
|
||||||
|
static bool first = true;
|
||||||
|
if (first)
|
||||||
|
{
|
||||||
|
srand(time(0));
|
||||||
|
first = false;
|
||||||
|
}
|
||||||
|
return min + rand() % ((max + 1) - min);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GetDigitsFromNumber(int number, std::vector<int>& result_vector)
|
||||||
|
{
|
||||||
|
if (number >= 10)
|
||||||
|
GetDigitsFromNumber(number / 10, result_vector);
|
||||||
|
|
||||||
|
result_vector.push_back(number % 10);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,13 +2,90 @@
|
|||||||
|
|
||||||
#include "../entities/camera.h"
|
#include "../entities/camera.h"
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
#define WINDOW_WIDTH 1400
|
// Window macro's
|
||||||
#define WINDOW_HEIGT 800
|
#define DEFAULT_WIDTH 1920
|
||||||
|
#define DEFAULT_HEIGHT 1080
|
||||||
|
|
||||||
|
// Change these macros to change the window size
|
||||||
|
#define WINDOW_WIDTH 1400.0f
|
||||||
|
#define WINDOW_HEIGHT 800.0f
|
||||||
|
|
||||||
|
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
||||||
|
#define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
|
||||||
|
//
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will create a model matrix
|
||||||
|
*
|
||||||
|
* @param translation: The position of the model
|
||||||
|
* @param scale: The scale of the model
|
||||||
|
*
|
||||||
|
* @return: The model matrix of the model
|
||||||
|
*/
|
||||||
|
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will create a model matrix
|
||||||
|
*
|
||||||
|
* @param translation: The position of the model
|
||||||
|
* @param rotation: The rotation of the model
|
||||||
|
* @param scale: The scale of the model
|
||||||
|
*
|
||||||
|
* @return: The model matrix of the model
|
||||||
|
*/
|
||||||
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale);
|
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will create a view matrix from the camera's position
|
||||||
|
*
|
||||||
|
* @param camera: The camera the view matrix needs to be made from
|
||||||
|
*
|
||||||
|
* @return: The view matrix
|
||||||
|
*/
|
||||||
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @biref go to one coordinate to another with smooting
|
||||||
|
*
|
||||||
|
* @param from one coordinate of the start
|
||||||
|
* @param to one coordinate of where to go
|
||||||
|
* @param amount the amount of smoothing (lower is smoother)
|
||||||
|
*
|
||||||
|
* @return coordinate of where to go
|
||||||
|
*/
|
||||||
|
float Lerp(float from, float to, float amount);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @biref go from one position to another with smoothing
|
||||||
|
*
|
||||||
|
* @param from position of the start
|
||||||
|
* @param to position of where to go
|
||||||
|
* @param amount the amount of smoothing (lower is smoother)
|
||||||
|
*
|
||||||
|
* @return position of where to go
|
||||||
|
*/
|
||||||
|
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will return a value between min and max
|
||||||
|
*
|
||||||
|
* @param min: The min value
|
||||||
|
* @param max: The max value
|
||||||
|
*
|
||||||
|
* @return: The random number
|
||||||
|
*/
|
||||||
|
int Random(const int min, const int max);
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief gets the separate digits from the number.
|
||||||
|
*
|
||||||
|
* @param number the number to get the digits from
|
||||||
|
* @param result_vector the vector to hold the individual digits.
|
||||||
|
*/
|
||||||
|
void GetDigitsFromNumber(int number, std::vector<int>& result_vector);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,46 +19,75 @@
|
|||||||
</ProjectConfiguration>
|
</ProjectConfiguration>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||||
|
<ClCompile Include="src\entities\main_character.cpp" />
|
||||||
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||||
<ClCompile Include="src\computervision\FaceDetector.cpp" />
|
|
||||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||||
<ClCompile Include="src\entities\camera.cpp" />
|
<ClCompile Include="src\entities\camera.cpp" />
|
||||||
|
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||||
<ClCompile Include="src\entities\entity.cpp" />
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
|
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||||
<ClCompile Include="src\main.cpp" />
|
<ClCompile Include="src\main.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
|
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||||
<ClCompile Include="src\shaders\static_shader.cpp" />
|
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
|
<ClInclude Include="src\entities\main_character.h" />
|
||||||
|
<ClInclude Include="src\entities\house_generator.h" />
|
||||||
|
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||||
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||||
|
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||||
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||||
<ClInclude Include="src\computervision\FaceDetector.h" />
|
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||||
|
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||||
<ClInclude Include="src\entities\camera.h" />
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
<ClInclude Include="src\entities\entity.h" />
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
|
<ClInclude Include="src\entities\light.h" />
|
||||||
|
<ClInclude Include="src\gui\gui_element.h" />
|
||||||
|
<ClInclude Include="src\gui\gui_interactable.h" />
|
||||||
<ClInclude Include="src\models\model.h" />
|
<ClInclude Include="src\models\model.h" />
|
||||||
<ClInclude Include="src\renderEngine\loader.h" />
|
<ClInclude Include="src\renderEngine\loader.h" />
|
||||||
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
||||||
<ClInclude Include="src\renderEngine\renderer.h" />
|
<ClInclude Include="src\renderEngine\renderer.h" />
|
||||||
|
<ClInclude Include="src\shaders\gui_shader.h" />
|
||||||
<ClInclude Include="src\shaders\shader_program.h" />
|
<ClInclude Include="src\shaders\shader_program.h" />
|
||||||
<ClInclude Include="src\shaders\static_shader.h" />
|
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||||
<ClInclude Include="src\stb_image.h" />
|
<ClInclude Include="src\stb_image.h" />
|
||||||
|
<ClInclude Include="src\toolbox\Timer.h" />
|
||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<None Include="..\..\Avans Hogeschool\Kim Veldhoen - Proftaak 2.4\pose_iter_160000.caffemodel" />
|
||||||
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
|
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
|
||||||
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
|
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
|
||||||
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
|
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
|
||||||
@@ -121,16 +150,18 @@
|
|||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
<LinkIncremental>true</LinkIncremental>
|
<LinkIncremental>true</LinkIncremental>
|
||||||
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include</IncludePath>
|
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||||
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
|
<IncludePath>C:\opencv\build\include\;$(VC_IncludePath);$(WindowsSDK_IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
||||||
|
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
@@ -162,7 +193,7 @@
|
|||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
|
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
@@ -203,7 +234,8 @@
|
|||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>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</AdditionalDependencies>
|
<AdditionalDependencies>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</AdditionalDependencies>
|
||||||
|
<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)</AdditionalDependencies>
|
||||||
</Link>
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|
||||||
</ItemDefinitionGroup>
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|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
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@@ -1,18 +1,29 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
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||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<ItemGroup>
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|
||||||
<Filter Include="Source Files">
|
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||||
<Extensions>cpp;c;cc;cxx;c++;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||||
</Filter>
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<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||||
<Filter Include="Header Files">
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<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
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<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
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<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||||
</Filter>
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<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||||
<Filter Include="Resource Files">
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<ClCompile Include="src\entities\camera.cpp" />
|
||||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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<ClCompile Include="src\entities\entity.cpp" />
|
||||||
</Filter>
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<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||||
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<ClCompile Include="src\main.cpp" />
|
||||||
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<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||||
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<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||||
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<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||||
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<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||||
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<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||||
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<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||||
|
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\entities\Camera.cpp">
|
<ClCompile Include="src\entities\Camera.cpp">
|
||||||
@@ -33,15 +44,33 @@
|
|||||||
<ClCompile Include="src\shaders\shader_program.cpp">
|
<ClCompile Include="src\shaders\shader_program.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
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|
||||||
<ClCompile Include="src\shaders\static_shader.cpp">
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|
||||||
<Filter>Source Files</Filter>
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|
||||||
</ClCompile>
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|
||||||
<ClCompile Include="src\renderEngine\obj_loader.cpp">
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|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
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|
||||||
<ClCompile Include="src\toolbox\toolbox.cpp">
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|
||||||
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|
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|
||||||
</ClCompile>
|
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|
||||||
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|
||||||
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<Filter>Source Files</Filter>
|
||||||
|
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|
||||||
|
<ClCompile Include="src\shaders\gui_shader.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\gui\gui_interactable.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\scenes\startup_Scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\entities\collision_entity.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\collision\collision_handler.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
<ClCompile Include="src\computervision\ObjectDetection.cpp">
|
<ClCompile Include="src\computervision\ObjectDetection.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
@@ -51,16 +80,16 @@
|
|||||||
<ClCompile Include="src\computervision\FingerCount.cpp">
|
<ClCompile Include="src\computervision\FingerCount.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="src\computervision\FaceDetector.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp">
|
<ClCompile Include="src\computervision\MenuTest.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp">
|
<ClCompile Include="src\scenes\scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\entities\house_generator.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
@@ -86,15 +115,45 @@
|
|||||||
<ClInclude Include="src\shaders\shader_program.h">
|
<ClInclude Include="src\shaders\shader_program.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="src\shaders\static_shader.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\renderEngine\obj_loader.h">
|
<ClInclude Include="src\renderEngine\obj_loader.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="src\toolbox\toolbox.h">
|
<ClInclude Include="src\toolbox\toolbox.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
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|
||||||
|
<ClInclude Include="src\entities\light.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\shaders\entity_shader.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\shaders\gui_shader.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\gui\gui_element.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\gui\gui_interactable.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\scenes\scene.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\scenes\in_Game_Scene.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\scenes\startup_Scene.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\entities\collision_entity.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\collision\collision.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\collision\collision_handler.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
<ClInclude Include="src\computervision\ObjectDetection.h">
|
<ClInclude Include="src\computervision\ObjectDetection.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
@@ -104,23 +163,55 @@
|
|||||||
<ClInclude Include="src\computervision\FingerCount.h">
|
<ClInclude Include="src\computervision\FingerCount.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="src\computervision\FaceDetector.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\computervision\BackgroundRemover.h">
|
<ClInclude Include="src\computervision\BackgroundRemover.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="src\computervision\OpenPoseVideo.h">
|
<ClInclude Include="src\toolbox\Timer.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
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|
||||||
<ClInclude Include="src\computervision\async\async_arm_detection.h">
|
<ClInclude Include="src\computervision\MenuTest.h">
|
||||||
<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
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|
||||||
|
<ClInclude Include="src\entities\house_generator.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
|
<ClInclude Include="src\collision\collision_handler.h" />
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||||||
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
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||||||
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
|
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||||
|
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||||
|
<ClInclude Include="src\computervision\FingerCount.h" />
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||||||
|
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||||
|
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||||
|
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||||
|
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||||
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
|
<ClInclude Include="src\entities\light.h" />
|
||||||
|
<ClInclude Include="src\gui\gui_element.h" />
|
||||||
|
<ClInclude Include="src\gui\gui_interactable.h" />
|
||||||
|
<ClInclude Include="src\models\model.h" />
|
||||||
|
<ClInclude Include="src\renderEngine\loader.h" />
|
||||||
|
<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" />
|
||||||
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
|
<ClInclude Include="src\scenes\startup_Scene.h" />
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||||||
|
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||||
|
<ClInclude Include="src\computervision\HandDetectRegion.h" />
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||||||
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
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||||||
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|
||||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||||
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|
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||||||
<ItemGroup>
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<ItemGroup>
|
||||||
|
<None Include="..\..\Avans Hogeschool\Kim Veldhoen - Proftaak 2.4\pose_iter_160000.caffemodel" />
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||||||
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
|
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
|
||||||
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
|
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
|
||||||
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
|
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
|
||||||
|
|||||||