3 Commits

Author SHA1 Message Date
Sem van der Hoeven
612adf6e9b [EDIT] mutex? 2021-05-31 15:50:06 +02:00
Sem van der Hoeven
25c99abb72 [EDIT] mutex with cap 2021-05-31 10:25:24 +02:00
Jasper
9d80cddbd1 [BUG] image still doesnt work 2021-05-28 16:49:13 +02:00
60 changed files with 707 additions and 6878 deletions

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@@ -1,31 +0,0 @@
#pragma once
#include <glm/gtc/matrix_transform.hpp>
#include "../entities/entity.h"
namespace collision
{
/*
* This structure represents a collision box inside the world.
*
* center_pos: The center position of the collision box
* size: The size in each axis of the collision box
*/
struct Box
{
glm::vec3 center_pos;
glm::vec3 size;
};
/*
* This structure represents a collision between 2 entities
*
* entity1: The first entity
* entity2: The second entity
*/
struct Collision
{
entities::Entity& entity1;
entities::Entity& entity2;
};
}

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@@ -1,40 +0,0 @@
#include "collision_handler.h"
namespace collision
{
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
{
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++)
{
entities::CollisionEntity* entity = entities[i];
for (int j = i + 1; i < entities.size() - 1; j++)
{
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;
}
}
}
}
}

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@@ -1,16 +0,0 @@
#pragma once
#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<entities::CollisionEntity*>& entities);
}

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@@ -0,0 +1,53 @@
#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);
}
}

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@@ -0,0 +1,31 @@
#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);
};
}

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@@ -14,7 +14,6 @@
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);
@@ -36,6 +35,9 @@ 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
@@ -43,7 +45,7 @@ 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)
biggest_contour_index = -1; int 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++) {
@@ -154,11 +156,6 @@ 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;

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@@ -31,15 +31,7 @@ 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;
@@ -123,7 +115,5 @@ 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);
}; };
} }

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@@ -1,105 +0,0 @@
#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);
}
}

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@@ -1,56 +0,0 @@
#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);
};
}

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@@ -1,147 +1,130 @@
#include <opencv2/videoio.hpp>
#include <opencv2/highgui.hpp> #include <opencv2/highgui.hpp>
#include <opencv2/video.hpp>
#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 "VideoCapture.h"
#include "calibration/HandCalibrator.h"
using namespace videocapture;
namespace computervision namespace computervision
{ {
cv::Mat img, img_gray, img2, img2_gray, img3, img4; cv::Mat img, imgGray, img2, img2Gray, img3, img4;
int hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height; int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
bool hand_mask_generated = false; bool handMaskGenerated = false;
Mat frame, frame_out, handMask, foreground, fingerCountDebug; Mat frame, frameOut, handMask, foreground, fingerCountDebug;
BackgroundRemover background_remover; BackgroundRemover backgroundRemover;
SkinDetector skin_detector; SkinDetector skinDetector;
FingerCount finger_count; FaceDetector faceDetector;
handcalibration::HandCalibrator hand_calibrator; FingerCount fingerCount;
cv::VideoCapture cap = static_camera::getCap();
ObjectDetection::ObjectDetection() ObjectDetection::ObjectDetection()
{ {
} }
cv::Mat ObjectDetection::ReadCamera() { cv::Mat ObjectDetection::readCamera() {
cap.read(img); /*videocapture::getMutex()->lock();
videocapture::getCap().read(img);
videocapture::getMutex()->unlock();*/
img = videocapture::readFrame();
return img; return img;
} }
cv::VideoCapture ObjectDetection::GetCap() bool ObjectDetection::detectHand(Mat cameraFrame)
{ {
return cap; Mat inputFrame = generateHandMaskSquare(cameraFrame);
} frameOut = inputFrame.clone();
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
{
Mat input_frame = GenerateHandMaskSquare(camera_frame);
frame_out = input_frame.clone();
// detect skin color // detect skin color
skin_detector.drawSkinColorSampler(camera_frame); skinDetector.drawSkinColorSampler(frameOut);
// remove background from image // remove background from image
foreground = background_remover.getForeground(input_frame); foreground = backgroundRemover.getForeground(inputFrame);
// detect the hand contours // detect the hand contours
handMask = skin_detector.getSkinMask(foreground); handMask = skinDetector.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 = finger_count.findFingersCount(handMask, frame_out); fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
// get the amount of fingers // get the amount of fingers
int fingers_amount = finger_count.getAmountOfFingers(); int fingers_amount = fingerCount.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.
DrawHandMask(&camera_frame); drawHandMaskRect(&cameraFrame);
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);
hand_calibrator.SetAmountOfFingers(fingers_amount); imshow("output", frameOut);
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); //videocapture::getMutex()->lock();
cap.read(img2); //videocapture::getCap().read(img);
//videocapture::getCap().read(img2);
//videocapture::getMutex()->unlock()
cv::cvtColor(img, img_gray, cv::COLOR_RGBA2GRAY); img = videocapture::readFrame();
cv::cvtColor(img2, img2_gray, cv::COLOR_RGBA2GRAY); img2 = videocapture::readFrame();
cv::absdiff(img_gray, img2_gray, img3); cv::cvtColor(img, imgGray, cv::COLOR_RGBA2GRAY);
cv::cvtColor(img2, img2Gray, cv::COLOR_RGBA2GRAY);
cv::absdiff(imgGray, img2Gray, 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)
{ {
hand_mask_start_x_pos = 20; handMaskStartXPos = 20;
hand_mask_start_y_pos = img.rows / 5; handMaskStartYPos = img.rows / 5;
hand_mask_width = img.cols / 3; handMaskWidth = img.cols / 3;
hand_mask_height = img.cols / 3; handMaskHeight = 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 distance_img = cv::Mat::zeros(img.size(), img.type()); cv::Mat dstImg = cv::Mat::zeros(img.size(), img.type());
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); cv::rectangle(mask, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255), -1);
img.copyTo(distance_img, mask); img.copyTo(dstImg, mask);
hand_mask_generated = true; handMaskGenerated = true;
return distance_img; return dstImg;
} }
bool ObjectDetection::DrawHandMask(cv::Mat* input) bool ObjectDetection::drawHandMaskRect(cv::Mat* input)
{ {
if (!hand_mask_generated) return false; if (!handMaskGenerated) return false;
rectangle(*input, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255)); rectangle(*input, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255));
return true; return true;
} }
void ObjectDetection::ShowWebcam() void ObjectDetection::showWebcam()
{ {
imshow("Webcam image", img); imshow("Webcam image", img);
} }

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@@ -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.
@@ -41,51 +41,31 @@ 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 camera_frame, bool& hand_present); bool detectHand(cv::Mat cameraFrame);
/** /**
* @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 DrawHandMask(cv::Mat *input); bool drawHandMaskRect(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;
}; };

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@@ -39,20 +39,16 @@ namespace computervision
int nPoints = 18; int nPoints = 18;
#endif #endif
Net net; Net net;
int inWidth = 368;
int inHeight = 368;
float thresh = 0.01;
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>&, cv::Mat& poinst_on_image)> f) { cv::Mat OpenPoseVideo::getBlobFromImage(cv::Mat inputImage)
std::cout << "movement skeleton start" << std::endl; {
int inWidth = 368;
int inHeight = 368;
float thresh = 0.01;
Mat frame; Mat frame;
int frameWidth = inputImage.size().width; int frameWidth = inputImage.size().width;
int frameHeight = inputImage.size().height; int frameHeight = inputImage.size().height;
@@ -60,8 +56,16 @@ namespace computervision
double t = (double)cv::getTickCount(); double t = (double)cv::getTickCount();
std::cout << "reading input image and blob" << std::endl; std::cout << "reading input image and blob" << std::endl;
frame = inputImage; frame = inputImage.clone();
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);
return inpBlob;
}
void OpenPoseVideo::movementSkeleton(Mat inputImage, Mat inpBlob, std::function<void(std::vector<Point>)> f) {
std::cout << "movement skeleton start" << std::endl;
int frameWidth = inputImage.size().width;
int frameHeight = inputImage.size().height;
std::cout << "done reading image and blob" << std::endl; std::cout << "done reading image and blob" << std::endl;
@@ -69,7 +73,7 @@ namespace computervision
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];
@@ -92,17 +96,16 @@ namespace computervision
p.x *= (float)frameWidth / W; p.x *= (float)frameWidth / W;
p.y *= (float)frameHeight / H; p.y *= (float)frameHeight / H;
circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1); /*circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1);
cv::putText(frame, cv::format("%d", n), cv::Point((int)p.x, (int)p.y), cv::FONT_HERSHEY_COMPLEX, 1.1, cv::Scalar(0, 0, 255), 2); cv::putText(frame, cv::format("%d", n), cv::Point((int)p.x, (int)p.y), cv::FONT_HERSHEY_COMPLEX, 1.1, cv::Scalar(0, 0, 255), 2);*/
} }
points[n] = p; points[n] = p;
} }
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);
std::cout << "time taken: " << t << std::endl; // imshow("Output-Keypoints", frameCopy);
//imshow("Output-Keypoints", frame); /*imshow("Output-Skeleton", 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,frame); f(points);
} }
} }

View File

@@ -13,7 +13,8 @@ namespace computervision
private: private:
public: public:
void movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f); cv::Mat getBlobFromImage(cv::Mat inputImage);
void movementSkeleton(Mat inputImage, Mat inpBlob, std::function<void(std::vector<Point>)> f);
void setup(); void setup();
}; };
} }

View File

@@ -1,5 +1,4 @@
#include "SkinDetector.h" #include "SkinDetector.h"
#include <iostream>
/* /*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
@@ -24,7 +23,7 @@ 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(0, 255, 255); Scalar rectangleColor = Scalar(255, 0, 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);
@@ -42,29 +41,6 @@ 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;
@@ -78,19 +54,6 @@ 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;
@@ -112,39 +75,6 @@ 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;

View File

@@ -24,9 +24,6 @@ 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
* *
@@ -34,10 +31,6 @@ 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
* *
@@ -70,8 +63,6 @@ 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.

View File

@@ -0,0 +1,33 @@
#include "VideoCapture.h"
#include <mutex>
#include <iostream>
namespace videocapture{
static cv::VideoCapture cap(0);
static std::mutex mtx;
cv::VideoCapture getCap() {
cap.release();
return cap;
}
cv::Mat readFrame()
{
std::cout << "reading frame" << std::endl;
cv::Mat camFrame, videoFrame;
mtx.lock();
bool res = cap.read(camFrame);
std::cout << (res ? "reading worked" : "reading failed") << std::endl;
videoFrame = camFrame.clone();
mtx.unlock();
return videoFrame;
}
std::mutex* getMutex()
{
return &mtx;
}
}

View File

@@ -0,0 +1,12 @@
#pragma once
#include <opencv2/videoio.hpp>
#include <opencv2/highgui.hpp>
#include <opencv2/video.hpp>
#include <mutex>
namespace videocapture {
cv::VideoCapture getCap();
std::mutex* getMutex();
cv::Mat readFrame();
}

View File

@@ -1,12 +0,0 @@
#pragma once
#include <opencv2/videoio.hpp>
namespace static_camera
{
static cv::VideoCapture getCap()
{
static cv::VideoCapture cap(0);
return cap;
}
};

View File

@@ -2,7 +2,10 @@
#include "async_arm_detection.h" #include "async_arm_detection.h"
#include "../OpenPoseVideo.h" #include "../OpenPoseVideo.h"
#include <thread> #include <thread>
#include "StaticCameraInstance.h" #include "../VideoCapture.h"
#include <opencv2/dnn.hpp>
#include <opencv2/imgproc.hpp>
#include <opencv2/highgui.hpp>
namespace computervision namespace computervision
@@ -12,35 +15,27 @@ namespace computervision
} }
void AsyncArmDetection::run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op) void AsyncArmDetection::run_arm_detection()
{ {
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>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op) void AsyncArmDetection::start(std::function<void(std::vector<Point>)> points_ready_func, OpenPoseVideo op)
{ {
auto lambda = [](cv::Mat img, std::function<void(std::vector<Point>)> f, OpenPoseVideo op, cv::Mat inpBlob) {
std::cout << "STARTING THREAD LAMBDA" << std::endl;
//imshow("image", img); 255, Size(368, 368), Scalar(0, 0, 0), false, false);
op.movementSkeleton(img, inpBlob, f);
//}
};
cv::Mat img = videocapture::readFrame();
std::cout << "starting function" << std::endl; std::cout << "starting function" << std::endl;
cv::Mat inpBlob = op.getBlobFromImage(videocapture::readFrame());
std::thread async_arm_detect_thread(&AsyncArmDetection::run_arm_detection,this, points_ready_func, op); std::thread async_arm_detect_thread(lambda, img, points_ready_func, op, inpBlob);
async_arm_detect_thread.detach(); // makes sure the thread is detached from the variable.
} }
} }

View File

@@ -4,7 +4,6 @@
#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
@@ -15,9 +14,9 @@ namespace computervision
AsyncArmDetection(void); AsyncArmDetection(void);
void start(std::function<void(std::vector<cv::Point>, cv::Mat poinst_on_image)>, computervision::OpenPoseVideo op); void start(std::function<void(std::vector<cv::Point>)>, computervision::OpenPoseVideo op);
private: private:
void run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op); void run_arm_detection();
}; };
} }

View File

@@ -1,92 +0,0 @@
#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;
}
}
}

View File

@@ -1,76 +0,0 @@
#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;
};
}
}

View File

@@ -9,42 +9,24 @@ namespace entities
void Camera::Move(GLFWwindow* window) void Camera::Move(GLFWwindow* window)
{ {
float movement_speed = 0;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{ {
movement_speed -= SPEED; position.z -= SPEED;
} }
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{ {
movement_speed += SPEED; position.z += SPEED;
} }
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{ {
rotation.y += ROT_SPEED; position.x += SPEED;
} }
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{ {
rotation.y -= ROT_SPEED; position.x -= SPEED;
} }
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
rotation.x -= ROT_SPEED;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
{
rotation.x += ROT_SPEED;
}
float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
float dz = glm::sin(glm::radians(rotation.y + 90)) * movement_speed;
position.x += dx;
position.z += dz;
} }
} }

View File

@@ -1,20 +1,14 @@
#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:
// The movement speed of the camera const float SPEED = 0.02f;
const float SPEED = 0.52f;
const float ROT_SPEED = 1.0f;
glm::vec3 position; glm::vec3 position;
glm::vec3 rotation; glm::vec3 rotation;
@@ -22,11 +16,6 @@ namespace entities
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);
inline glm::vec3 GetPosition() const{ return position; } inline glm::vec3 GetPosition() const{ return position; }

View File

@@ -5,15 +5,10 @@
namespace entities namespace entities
{ {
/*
* This class represents a movable model in the game
*/
class Entity class Entity
{ {
protected: private:
models::TexturedModel model; models::TexturedModel model;
glm::vec3 position; glm::vec3 position;
glm::vec3 rotation; glm::vec3 rotation;
float scale; float scale;
@@ -21,18 +16,7 @@ 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;}

View File

@@ -1,44 +0,0 @@
#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);
}
}

View File

@@ -1,65 +0,0 @@
#pragma once
#include "entity.h"
#include "../collision/collision.h"
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);
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(void (*function)(const collision::Collision& collision))
{ if (function != nullptr) { on_collide = function; } }
protected:
/*
* @brief: This method moves the collision to the center of the entity
*/
void MoveCollisionBox();
};
}

View File

@@ -1,30 +0,0 @@
#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; }
};
}

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@@ -1,26 +0,0 @@
#pragma once
#include <glm/gtc/matrix_transform.hpp>
#include "../toolbox/toolbox.h"
namespace gui
{
/*
* 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;
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
{
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
}
};
}

View File

@@ -1,83 +0,0 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "gui_interactable.h"
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;
}
}
}
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
{
double x_pos, y_pos;
glfwGetCursorPos(window, &x_pos, &y_pos);
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);
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;
}
}

View File

@@ -1,112 +0,0 @@
#pragma once
#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: 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; }
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(); }
};
}

View File

@@ -4,26 +4,20 @@
#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 <opencv2/core.hpp> #include <opencv2/core.hpp>
#include <opencv2/videoio.hpp> #include <opencv2/videoio.hpp>
#include <opencv2/video.hpp> #include <opencv2/video.hpp>
#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/entity_shader.h" #include "shaders/static_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"
@@ -37,19 +31,15 @@
static double UpdateDelta(); static double UpdateDelta();
scene::Scene* current_scene;
static GLFWwindow* window; static GLFWwindow* window;
bool points_img_available = false; computervision::AsyncArmDetection as;
cv::Mat points_img; computervision::OpenPoseVideo openPoseVideo;
void retrieve_points(std::vector<Point> arm_points, cv::Mat points_on_image) void retrieve_points(std::vector<Point> arm_points)
{ {
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; as.start(retrieve_points, openPoseVideo);
points_img_available = true;
} }
int main(void) int main(void)
@@ -68,50 +58,70 @@ 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;
openPoseVideo.setup();
// set up object detection
//objDetect.setup();
cv::Mat cameraFrame;
//openPoseVideo.setup();
as.start(retrieve_points, openPoseVideo);
// Main game loop // Main game loop
while (!glfwWindowShouldClose(window) && window_open) while (!glfwWindowShouldClose(window))
{ {
//Update // Update
const double delta = UpdateDelta(); const double delta = UpdateDelta();
entity.IncreaseRotation(glm::vec3(0, 1, 0));
camera.Move(window);
scene::Scenes return_value = current_scene->start(window); // Render
delete current_scene; render_engine::renderer::Prepare();
shader.Start();
shader.LoadViewMatrix(camera);
switch (return_value) {
case scene::Scenes::STOP:
window_open = false;
break;
case scene::Scenes::STARTUP: render_engine::renderer::Render(entity, shader);
current_scene = new scene::Startup_Scene();
break;
case scene::Scenes::INGAME: cameraFrame = objDetect.readCamera();
current_scene = new scene::In_Game_Scene(); //objDetect.detectHand(cameraFrame);
break;
default: // Finish up
std::cout << "Wrong return value!!! ->" << std::endl; shader.Stop();
break; glfwSwapBuffers(window);
} glfwPollEvents();
} }
// Clean up -> preventing memory leaks!!! // Clean up
std::cout << "ending..." << std::endl; shader.CleanUp();
render_engine::loader::CleanUp();
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }
@@ -123,4 +133,4 @@ 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;
} }

View File

@@ -5,31 +5,24 @@
namespace models namespace models
{ {
/* /*
Structure for storing a vboID and vertex_count (this representa a mesh without a model). Structure for storing a vboID and vertex_count.
vao_id = The openGL id of the model This structure represents a Bare bones Model (A mesh without a texture).
vertex_count = The amount of vertices in the model The vao_id, points to an ID stored by openGL and the
model_size = The size on each axis of the model vertex_count is how many triangles in the mesh there are.
*/ */
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;
}; };
/* /*

View File

@@ -1,10 +1,7 @@
#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
@@ -12,38 +9,22 @@ 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 normals and indices. This function will generate a Model from vertex positions, textureCoordinates and indices.
*/ */
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices) struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
{ {
const GLuint vao_id = CreateVao(); 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 };
} }
/* /*
@@ -59,12 +40,6 @@ 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);
@@ -138,72 +113,5 @@ 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 };
}
} }
} }

View File

@@ -9,36 +9,17 @@ namespace render_engine
namespace loader namespace loader
{ {
/* /*
* @brief: This function generates a model from model data. 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
*/ */
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices); struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices);
/* /*
* @brief: Overloaded function of the function above, but does not need normals and indices. Loads a texture from a file into openGL using stb_image.h
* 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);
/* /*
* @brief: Call this function when cleaning up all the meshes (when exiting the program). Call this function when cleaning up all the meshes (when exiting the program).
*/ */
void CleanUp(); void CleanUp();
} }

View File

@@ -1,11 +1,8 @@
#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 "loader.h"
#include "../toolbox/toolbox.h"
#include "renderer.h" #include "renderer.h"
#include "../toolbox/toolbox.h"
#include <iostream>
namespace render_engine namespace render_engine
{ {
@@ -15,27 +12,17 @@ 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 /*
static models::RawModel quad; This function will load the projectionMatrix into the shader
*/
void Init(shaders::StaticShader& shader)
void Init(shaders::EntityShader& shader)
{ {
// Faces which are not facing the camera are not rendered
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
const glm::mat4 projectionMatrix = const glm::mat4 projectionMatrix =
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE); glm::perspective(glm::radians(FOV), (float)(WINDOW_WIDTH / WINDOW_HEIGT), 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);
} }
/* /*
@@ -45,82 +32,36 @@ 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(SKY_COLOR.r, SKY_COLOR.g, SKY_COLOR.b, 1.0f); glClearColor(0.3f, 0.4f, 0.6f, 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::EntityShader& shader) void Render(entities::Entity& entity, shaders::StaticShader& shader)
{ {
const models::TexturedModel model = entity.GetModel(); const models::TexturedModel model = entity.GetModel();
const models::RawModel raw_model = model.raw_model; const models::RawModel rawModel = model.raw_model;
const models::ModelTexture texture = model.texture;
// Enable the model (VAO) // Enable the model
glBindVertexArray(raw_model.vao_id); glBindVertexArray(rawModel.vao_id);
// Enable the VBO's from the model (VAO) // 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.GetPosition(), entity.GetRotation(), entity.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, raw_model.vertex_count, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, rawModel.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();
}
} }
} }

View File

@@ -1,43 +1,25 @@
#pragma once #pragma once
#include "../gui/gui_element.h"
#include "../entities/entity.h" #include "../entities/entity.h"
#include "../shaders/entity_shader.h" #include "../shaders/static_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 };
/* /*
@brief: Call this function when starting the program Call this function when starting the program
@param shader: The shader to render the entities with
*/ */
void Init(shaders::EntityShader& shader); void Init(shaders::StaticShader& shader);
/* /*
@brief: Call this function before rendering. Call this function before rendering.
This function will enable culling and load the projectionMatrix into the shader.
*/ */
void Prepare(); void Prepare();
/* /*
@brief: Call this function when wanting to Render a mesh to the screen. 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::EntityShader& shader); void Render(entities::Entity& entity, shaders::StaticShader& 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);
} }
} }

View File

@@ -6,128 +6,124 @@
#include "loader.h" #include "loader.h"
#include "obj_loader.h" #include "obj_loader.h"
namespace render_engine static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
{ {
static void Split(const std::string& s, char delim, std::vector<std::string>& elems) std::stringstream ss;
{ ss.str(s);
std::stringstream ss; std::string item;
ss.str(s); while (getline(ss, item, delim)) {
std::string item; elems.push_back(item);
while (getline(ss, item, delim)) {
elems.push_back(item);
}
} }
}
static std::vector<std::string> Split(const std::string& s, char delim) 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() )
{ {
std::vector<std::string> elems; throw std::runtime_error ( "Could not open model file " + file_name + ".obj!" );
Split(s, delim, elems);
return elems;
} }
std::vector<glm::vec3> vertices;
static void ProcessVertex(const std::vector<std::string>& vertex_data, std::vector<glm::vec3> normals;
const std::vector<glm::vec3>& normals, std::vector<glm::vec2> textures;
const std::vector<glm::vec2>& textures, std::vector<GLuint> indices;
std::vector<GLuint>& indices, std::vector<GLfloat> vertex_array;
std::vector<GLfloat>& texture_array, std::vector<GLfloat> normal_array;
std::vector<GLfloat>& normal_array) std::vector<GLfloat> texture_array;
std::string line;
try
{ {
GLuint current_vertex_pointer = std::stoi(vertex_data.at(0)) - 1; while (std::getline(inFile, line))
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::vector<std::string> split_line = Split(line, ' ');
} 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))
{ {
std::vector<std::string> split_line = Split(line, ' '); glm::vec3 vertex;
if (split_line.at(0) == "v") vertex.x = std::stof(split_line.at(1));
{ vertex.y = std::stof(split_line.at(2));
glm::vec3 vertex; vertex.z = std::stof(split_line.at(3));
vertex.x = std::stof(split_line.at(1)); vertices.push_back(vertex);
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)
{ {
std::vector<std::string> split = Split(line, ' '); glm::vec2 texture;
std::vector<std::string> vertex1 = Split(split.at(1), '/'); texture.x = std::stof(split_line.at(1));
std::vector<std::string> vertex2 = Split(split.at(2), '/'); texture.y = std::stof(split_line.at(2));
std::vector<std::string> vertex3 = Split(split.at(3), '/'); textures.push_back(texture);
ProcessVertex(vertex1, normals, textures, indices, texture_array, normal_array); }
ProcessVertex(vertex2, normals, textures, indices, texture_array, normal_array); else if (split_line.at(0) == "vn")
ProcessVertex(vertex3, normals, textures, indices, texture_array, normal_array); {
if (!std::getline(inFile, line)) glm::vec3 normal;
{ normal.x = std::stof(split_line.at(1));
break; 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;
} }
} }
catch (const std::exception& e)
while (true)
{ {
// Always go in here std::vector<std::string> split = Split(line, ' ');
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)
inFile.close(); {
// Always go in here
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);
} }
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);
} }

View File

@@ -3,12 +3,4 @@
#include <string> #include <string>
#include "../models/model.h" #include "../models/model.h"
namespace render_engine models::RawModel LoadObjModel(std::string file_name);
{
/*
* @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);
}

View File

@@ -1,162 +0,0 @@
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "in_Game_Scene.h"
#include "startup_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"
#include <opencv2/core/base.hpp>
#include "../computervision/HandDetectRegion.h"
#include "../computervision/ObjectDetection.h"
namespace scene
{
std::vector<entities::Entity> entities;
std::vector<entities::Light> lights;
models::RawModel raw_model;
models::ModelTexture texture;
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;
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);
In_Game_Scene::In_Game_Scene()
{
shader = new shaders::EntityShader;
shader->Init();
render_engine::renderer::Init(*shader);
gui_shader = new shaders::GuiShader();
gui_shader->Init();
}
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
{
// 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);
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 };
int z = 0;
for (int i = 0; i < 5; ++i)
{
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
z += (raw_model.model_size.x * 20);
}
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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(0.25f, 0.25f));
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);
while (return_value == scene::Scenes::INGAME)
{
update(window);
button.Update(window);
render();
glfwSwapBuffers(window);
glfwPollEvents();
}
shader->CleanUp();
gui_shader->CleanUp();
render_engine::loader::CleanUp();
return return_value;
}
void scene::In_Game_Scene::render()
{
// Render
render_engine::renderer::Prepare();
shader->Start();
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
shader->LoadLights(lights);
shader->LoadViewMatrix(camera);
// Renders each entity in the entities list
for (entities::Entity& entity : entities)
{
render_engine::renderer::Render(entity, *shader);
}
// Render GUI items
render_engine::renderer::Render(guis, *gui_shader);
// Stop rendering the entities
shader->Stop();
}
void scene::In_Game_Scene::update(GLFWwindow* window)
{
camera.Move(window);
update_hand_detection();
}
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
cv::destroyWindow("camera");
return_value = scene::Scenes::STOP;
}
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);
}
}

View File

@@ -1,23 +0,0 @@
#pragma once
#include "scene.h"
namespace scene
{
class In_Game_Scene : public scene::Scene
{
private:
scene::Scenes return_value = scene::Scenes::INGAME;
void update_hand_detection();
public:
In_Game_Scene();
Scenes start(GLFWwindow* window) override;
void render() override;
void update(GLFWwindow* window) override;
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

View File

@@ -1,31 +0,0 @@
#pragma once
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <map>
namespace scene {
enum class Scenes
{
STARTUP,
INGAME,
GAMEOVER,
CALIBRATION,
STOP
};
class Scene
{
public:
virtual Scenes start(GLFWwindow* window) = 0;
virtual void render() = 0;
virtual void update(GLFWwindow* window) = 0;
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
};
}

View File

@@ -1,45 +0,0 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <map>
#include "startup_Scene.h"
#include "../computervision/ObjectDetection.h"
#include "../computervision/HandDetectRegion.h"
#include <iostream>
namespace scene
{
computervision::ObjectDetection objDetect;
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
{
while (return_value == scene::Scenes::STARTUP)
{
render();
update(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
return return_value;
}
void scene::Startup_Scene::render()
{
}
void scene::Startup_Scene::update(GLFWwindow* window)
{
bool hand_present;
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
}
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");
}
}
}

View File

@@ -1,22 +0,0 @@
#pragma once
#include "scene.h"
#include <map>
namespace scene
{
extern GLFWwindow* window;
class Startup_Scene : public scene::Scene
{
private:
scene::Scenes return_value = scene::Scenes::STARTUP;
public:
Scenes start(GLFWwindow* window) override;
void render() override;
void update(GLFWwindow* window) override;
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

View File

@@ -1,204 +0,0 @@
#include "entity_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;
// 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 = 4;
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::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());
}
}
}

View File

@@ -1,80 +0,0 @@
#pragma once
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
#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: 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;
};
}

View File

@@ -1,57 +0,0 @@
#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");
}
}

View File

@@ -1,31 +0,0 @@
#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;
};
}

View File

@@ -1,5 +1,4 @@
#include <GL/glew.h> #include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream> #include <iostream>
#include <fstream> #include <fstream>
#include <vector> #include <vector>

View File

@@ -21,87 +21,29 @@ 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;
}; };
} }

View File

@@ -0,0 +1,87 @@
#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");
}
}

View File

@@ -0,0 +1,31 @@
#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;
};
}

View File

@@ -1,46 +0,0 @@
#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; }
};
}

View File

@@ -2,14 +2,6 @@
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);

View File

@@ -5,45 +5,10 @@
namespace toolbox namespace toolbox
{ {
// Window macro's #define WINDOW_WIDTH 1400
#define DEFAULT_WIDTH 1920 #define WINDOW_HEIGT 800
#define DEFAULT_HEIGHT 1080
// Change these macros to change the window size
#define WINDOW_WIDTH 1400.0f
#define WINDOW_HEIGT 800.0f
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
#define SCALED_HEIGHT (WINDOW_HEIGT/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);
} }

View File

@@ -19,68 +19,48 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="src\collision\collision_handler.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\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\computervision\VideoCapture.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\shaders\gui_shader.cpp" />
<ClCompile Include="src\shaders\shader_program.cpp" /> <ClCompile Include="src\shaders\shader_program.cpp" />
<ClCompile Include="src\shaders\entity_shader.cpp" /> <ClCompile Include="src\shaders\static_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\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\async\StaticCameraInstance.h" /> <ClInclude Include="src\computervision\FaceDetector.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\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\computervision\VideoCapture.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\entity_shader.h" /> <ClInclude Include="src\shaders\static_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" />
@@ -143,18 +123,16 @@
</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;$(IncludePath);C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath> <IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include</IncludePath>
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath> <LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\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;C:\opencv\build\include</IncludePath> <IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include</IncludePath>
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath> <LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\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>
@@ -186,7 +164,7 @@
<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;opencv_world452d.lib</AdditionalDependencies> <AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@@ -227,8 +205,7 @@
<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;opencv_world452d.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</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> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@@ -1,68 +1,132 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup> <ItemGroup>
<ClCompile Include="src\collision\collision_handler.cpp" /> <Filter Include="Source Files">
<ClCompile Include="src\scenes\in_Game_Scene.cpp" /> <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" /> <Extensions>cpp;c;cc;cxx;c++;def;odl;idl;hpj;bat;asm;asmx</Extensions>
<ClCompile Include="src\computervision\ObjectDetection.cpp" /> </Filter>
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" /> <Filter Include="Header Files">
<ClCompile Include="src\computervision\SkinDetector.cpp" /> <UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<ClCompile Include="src\computervision\FingerCount.cpp" /> <Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
<ClCompile Include="src\computervision\BackgroundRemover.cpp" /> </Filter>
<ClCompile Include="src\entities\camera.cpp" /> <Filter Include="Resource Files">
<ClCompile Include="src\entities\collision_entity.cpp" /> <UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<ClCompile Include="src\entities\entity.cpp" /> <Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
<ClCompile Include="src\gui\gui_interactable.cpp" /> </Filter>
<ClCompile Include="src\main.cpp" />
<ClCompile Include="src\renderEngine\loader.cpp" />
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
<ClCompile Include="src\renderEngine\renderer.cpp" />
<ClCompile Include="src\shaders\gui_shader.cpp" />
<ClCompile Include="src\shaders\shader_program.cpp" />
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<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" />
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<ItemGroup> <ItemGroup>
<ClInclude Include="src\collision\collision.h" /> <ClCompile Include="src\entities\Camera.cpp">
<ClInclude Include="src\collision\collision_handler.h" /> <Filter>Source Files</Filter>
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<ClInclude Include="src\scenes\scene.h" /> <ClCompile Include="src\entities\Entity.cpp">
<ClInclude Include="src\computervision\async\async_arm_detection.h" /> <Filter>Source Files</Filter>
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" /> </ClCompile>
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<ClInclude Include="src\gui\gui_element.h" /> <ClCompile Include="src\shaders\shader_program.cpp">
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<ClInclude Include="src\models\model.h" /> </ClCompile>
<ClInclude Include="src\renderEngine\loader.h" /> <ClCompile Include="src\shaders\static_shader.cpp">
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