Compare commits
7 Commits
feature/St
...
feature/au
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
75c745427c | ||
|
|
6f546fdd8b | ||
|
|
e166c1f988 | ||
|
|
ad35e14bfc | ||
|
|
f69e104a8d | ||
|
|
8d52703297 | ||
|
|
658b809ef2 |
2
.gitignore
vendored
@@ -428,4 +428,6 @@ FodyWeavers.xsd
|
||||
**/docs/*
|
||||
**/doc/*
|
||||
|
||||
**/pose_iter_160000.caffemodel
|
||||
|
||||
# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
||||
|
||||
|
Before Width: | Height: | Size: 31 KiB |
|
Before Width: | Height: | Size: 31 KiB |
|
Before Width: | Height: | Size: 29 KiB |
|
Before Width: | Height: | Size: 29 KiB |
|
Before Width: | Height: | Size: 29 KiB |
|
Before Width: | Height: | Size: 28 KiB |
|
Before Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 25 KiB |
|
Before Width: | Height: | Size: 35 KiB |
|
Before Width: | Height: | Size: 33 KiB |
@@ -5,11 +5,6 @@
|
||||
|
||||
namespace gui
|
||||
{
|
||||
//Represents the type of the entitie
|
||||
enum class GuiType{
|
||||
LABEL, BUTTON
|
||||
};
|
||||
|
||||
/*
|
||||
* Structure for representing a gui item to display on the screen
|
||||
*
|
||||
@@ -17,17 +12,12 @@ namespace 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_HEIGT);
|
||||
|
||||
@@ -104,10 +104,6 @@ namespace gui
|
||||
*/
|
||||
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(); }
|
||||
|
||||
@@ -10,19 +10,28 @@
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include <deque>
|
||||
|
||||
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
||||
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
||||
|
||||
|
||||
namespace scene
|
||||
{
|
||||
std::vector<entities::Entity> entities;
|
||||
std::vector<entities::Light> lights;
|
||||
std::deque<entities::Entity> house_models;
|
||||
std::deque<entities::Light> lights;
|
||||
std::deque<entities::Entity> trees;
|
||||
|
||||
models::RawModel raw_model;
|
||||
models::ModelTexture texture;
|
||||
shaders::EntityShader *shader;
|
||||
shaders::GuiShader *gui_shader;
|
||||
shaders::EntityShader* shader;
|
||||
shaders::GuiShader* gui_shader;
|
||||
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
|
||||
models::TexturedModel model;
|
||||
models::TexturedModel tree;
|
||||
|
||||
|
||||
In_Game_Scene::In_Game_Scene()
|
||||
{
|
||||
@@ -34,22 +43,47 @@ namespace scene
|
||||
gui_shader->Init();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
||||
*
|
||||
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
||||
*
|
||||
*/
|
||||
void load_chunk(int model_pos)
|
||||
{
|
||||
std::cout << "loading model chunk" << std::endl;
|
||||
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE)
|
||||
{
|
||||
house_models.pop_back();
|
||||
trees.pop_back();
|
||||
}
|
||||
int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model
|
||||
house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20));
|
||||
|
||||
trees.push_front(entities::Entity(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3));
|
||||
}
|
||||
|
||||
|
||||
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
||||
{
|
||||
raw_model = render_engine::LoadObjModel("res/House.obj");
|
||||
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||
texture.shine_damper = 10;
|
||||
texture.reflectivity = 0;
|
||||
models::TexturedModel model = { raw_model, texture };
|
||||
model = { raw_model, texture };
|
||||
|
||||
int z = 0;
|
||||
for (int i = 0; i < 5; ++i)
|
||||
models::RawModel raw_tree_model = render_engine::LoadObjModel("res/Tree.obj");
|
||||
models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
|
||||
tree = { raw_tree_model, tree_texture };
|
||||
|
||||
|
||||
// load the first few house models
|
||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||
{
|
||||
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
|
||||
z += (raw_model.model_size.x * 20);
|
||||
load_chunk(i);
|
||||
}
|
||||
|
||||
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
|
||||
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)));
|
||||
|
||||
@@ -58,9 +92,9 @@ namespace scene
|
||||
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||
button.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "I got clicked on!" << std::endl;
|
||||
});
|
||||
{
|
||||
std::cout << "I got clicked on!" << std::endl;
|
||||
});
|
||||
guis.push_back(&button);
|
||||
|
||||
|
||||
@@ -86,13 +120,17 @@ namespace scene
|
||||
|
||||
shader->Start();
|
||||
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||
shader->LoadLights(lights);
|
||||
shader->LoadLightsDeque(lights);
|
||||
shader->LoadViewMatrix(camera);
|
||||
|
||||
// Renders each entity in the entities list
|
||||
for (entities::Entity& entity : entities)
|
||||
for (entities::Entity& model_entity : house_models)
|
||||
{
|
||||
render_engine::renderer::Render(entity, *shader);
|
||||
render_engine::renderer::Render(model_entity, *shader);
|
||||
}
|
||||
|
||||
for (entities::Entity& tree_entity : trees)
|
||||
{
|
||||
render_engine::renderer::Render(tree_entity, *shader);
|
||||
}
|
||||
|
||||
// Render GUI items
|
||||
@@ -105,6 +143,18 @@ namespace scene
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
camera.Move(window);
|
||||
|
||||
// calculate where the next house model should be loaded
|
||||
static int last_model_pos = 0;
|
||||
int model_pos = -round(camera.GetPosition().z / (model.raw_model.model_size.x * 20)); // how much models we have passed, minus because we are moving in the negative z axis
|
||||
|
||||
// if we have passed a model, load a new one and delete the one behind us
|
||||
if (last_model_pos != model_pos)
|
||||
{
|
||||
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
}
|
||||
// remember the position at which the new model was added
|
||||
last_model_pos = model_pos;
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
|
||||
@@ -2,96 +2,27 @@
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
#include "startup_Scene.h"
|
||||
#include <iostream>
|
||||
#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
|
||||
{
|
||||
shaders::GuiShader* gui_shader1;
|
||||
std::vector<gui::GuiTexture*> guis1;
|
||||
|
||||
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) {
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||
return (gui::Button*)texture;
|
||||
}
|
||||
else {
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
while (return_value == scene::Scenes::STARTUP)
|
||||
{
|
||||
render();
|
||||
update(window);
|
||||
for (gui::GuiTexture* button : guis1) {
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(button);
|
||||
if(new_button != NULL)
|
||||
new_button->Update(window);
|
||||
|
||||
}
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
gui_shader1->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
|
||||
return return_value;
|
||||
}
|
||||
|
||||
void scene::Startup_Scene::render()
|
||||
{
|
||||
render_engine::renderer::Prepare();
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis1, *gui_shader1);
|
||||
}
|
||||
|
||||
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include <map>
|
||||
|
||||
namespace scene
|
||||
{
|
||||
@@ -12,8 +12,6 @@ namespace scene
|
||||
scene::Scenes return_value = scene::Scenes::STARTUP;
|
||||
|
||||
public:
|
||||
Startup_Scene();
|
||||
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture);
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
void render() override;
|
||||
void update(GLFWwindow* window) override;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include <deque>
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
@@ -160,6 +161,25 @@ namespace shaders
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <vector>
|
||||
#include <deque>
|
||||
#include "shader_program.h"
|
||||
#include "../entities/camera.h"
|
||||
#include "../entities/light.h"
|
||||
@@ -58,6 +59,13 @@ namespace shaders
|
||||
*/
|
||||
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
|
||||
*
|
||||
|
||||