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9 Commits
feature/co
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feature/ob
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4495
res/House.obj
4495
res/House.obj
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BIN
res/Mayo.png
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res/Mayo.png
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Before Width: | Height: | Size: 323 KiB |
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res/Texture.png
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res/Texture.png
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24350
res/haarcascade_frontalface_alt.xml
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24350
res/haarcascade_frontalface_alt.xml
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Load Diff
@@ -1,31 +0,0 @@
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#pragma once
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#include <glm/gtc/matrix_transform.hpp>
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#include "../entities/entity.h"
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namespace collision
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{
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/*
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* This structure represents a collision box inside the world.
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*
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* center_pos: The center position of the collision box
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* size: The size in each axis of the collision box
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*/
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struct Box
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{
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glm::vec3 center_pos;
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glm::vec3 size;
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};
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/*
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* This structure represents a collision between 2 entities
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*
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* entity1: The first entity
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* entity2: The second entity
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*/
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struct Collision
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{
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entities::Entity& entity1;
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entities::Entity& entity2;
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};
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}
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@@ -1,40 +0,0 @@
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#include "collision_handler.h"
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namespace collision
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{
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void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
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{
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if (entities.size() == 2)
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{
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if (entities[0]->IsColliding(*entities[1]))
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{
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collision::Collision c = { *entities[0], *entities[1] };
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entities[0]->OnCollide(c);
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entities[1]->OnCollide(c);
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}
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}
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for (int i = 0; i < entities.size() - 2; i++)
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{
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entities::CollisionEntity* entity = entities[i];
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for (int j = i + 1; i < entities.size() - 1; j++)
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{
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entities::CollisionEntity* entity2 = entities[j];
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if (entity == entity2)
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{
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continue;
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}
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if (entity->IsColliding(*entity2))
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{
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collision::Collision c = { *entity, *entity2 };
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entity->OnCollide(c);
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entity2->OnCollide(c);
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break;
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}
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}
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}
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}
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}
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@@ -1,16 +0,0 @@
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#pragma once
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#include <vector>
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#include "../entities/collision_entity.h"
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#include "collision.h"
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namespace collision
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{
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/*
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* @brief: This function will check all the collision entities for
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* collisions and call the OnCollide function when a entity collides.
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*
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* @param entities: A list with all the collision entities.
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*/
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void CheckCollisions(std::vector<entities::CollisionEntity*>& entities);
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}
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59
src/computervision/BackgroundRemover.cpp
Normal file
59
src/computervision/BackgroundRemover.cpp
Normal file
@@ -0,0 +1,59 @@
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#include "BackgroundRemover.h"
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/*
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Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
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*/
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namespace computervision
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{
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BackgroundRemover::BackgroundRemover(void) {
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background;
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calibrated = false;
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}
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void BackgroundRemover::calibrate(Mat input) {
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cvtColor(input, background, CV_BGR2GRAY);
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calibrated = true;
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}
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Mat BackgroundRemover::getForeground(Mat input) {
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Mat foregroundMask = getForegroundMask(input);
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//imshow("foregroundMask", foregroundMask);
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Mat foreground;
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input.copyTo(foreground, foregroundMask);
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return foreground;
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}
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Mat BackgroundRemover::getForegroundMask(Mat input) {
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Mat foregroundMask;
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if (!calibrated) {
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foregroundMask = Mat::zeros(input.size(), CV_8UC1);
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return foregroundMask;
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}
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cvtColor(input, foregroundMask, CV_BGR2GRAY);
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removeBackground(foregroundMask, background);
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return foregroundMask;
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}
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void BackgroundRemover::removeBackground(Mat input, Mat background) {
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int thresholdOffset = 25;
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for (int i = 0; i < input.rows; i++) {
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for (int j = 0; j < input.cols; j++) {
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uchar framePixel = input.at<uchar>(i, j);
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uchar bgPixel = background.at<uchar>(i, j);
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if (framePixel >= bgPixel - thresholdOffset && framePixel <= bgPixel + thresholdOffset)
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input.at<uchar>(i, j) = 0;
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else
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input.at<uchar>(i, j) = 255;
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}
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}
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}
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}
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58
src/computervision/BackgroundRemover.h
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58
src/computervision/BackgroundRemover.h
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@@ -0,0 +1,58 @@
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#pragma once
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#include"opencv2\opencv.hpp"
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#include <opencv2/imgproc\types_c.h>
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/*
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Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
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*/
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namespace computervision
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{
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using namespace cv;
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using namespace std;
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class BackgroundRemover {
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public:
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/**
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* @brief constructor,
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* create background variable and set calibrated to faslse
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*
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*/
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BackgroundRemover(void);
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/**
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* @brief sets the input image to a grayscale image
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* sets calibrated to true
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*
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* @param input input the image that has to be calibrated
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*/
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void calibrate(Mat input);
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/**
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* @brief Gets the mask of the foregorund of the input image
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* and copies it to another image
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*
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* @param input The image from which the forground needs to be picked
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* @return The image on which te foregroundmask is copied
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*/
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Mat getForeground(Mat input);
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private:
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Mat background;
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bool calibrated = false;
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/**
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* @brief Sets the image to grayscale and removes the background
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*
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* @param input The image from which the forground needs to be picked
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* @return The mask of the foreground of the image
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*/
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Mat getForegroundMask(Mat input);
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/**
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* @brief makes everything on the background black
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*
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* @param input the image from which the background needs to be removed
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* @param background the background of the image
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*/
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void removeBackground(Mat input, Mat background);
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};
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}
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53
src/computervision/FaceDetector.cpp
Normal file
53
src/computervision/FaceDetector.cpp
Normal file
@@ -0,0 +1,53 @@
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#include "FaceDetector.h"
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/*
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Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
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*/
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namespace computervision
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{
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Rect getFaceRect(Mat input);
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String faceClassifierFileName = "res/haarcascade_frontalface_alt.xml";
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CascadeClassifier faceCascadeClassifier;
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FaceDetector::FaceDetector(void) {
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if (!faceCascadeClassifier.load(faceClassifierFileName))
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throw runtime_error("can't load file " + faceClassifierFileName);
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}
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void FaceDetector::removeFaces(Mat input, Mat output) {
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vector<Rect> faces;
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Mat frameGray;
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cvtColor(input, frameGray, CV_BGR2GRAY);
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equalizeHist(frameGray, frameGray);
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faceCascadeClassifier.detectMultiScale(frameGray, faces, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
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for (size_t i = 0; i < faces.size(); i++) {
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rectangle(
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output,
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Point(faces[i].x, faces[i].y),
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Point(faces[i].x + faces[i].width, faces[i].y + faces[i].height),
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Scalar(0, 0, 0),
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-1
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);
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}
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}
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Rect getFaceRect(Mat input) {
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vector<Rect> faceRectangles;
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Mat inputGray;
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cvtColor(input, inputGray, CV_BGR2GRAY);
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equalizeHist(inputGray, inputGray);
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faceCascadeClassifier.detectMultiScale(inputGray, faceRectangles, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
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if (faceRectangles.size() > 0)
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return faceRectangles[0];
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else
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return Rect(0, 0, 1, 1);
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}
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}
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31
src/computervision/FaceDetector.h
Normal file
31
src/computervision/FaceDetector.h
Normal file
@@ -0,0 +1,31 @@
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#pragma once
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#include <opencv2/opencv.hpp>
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#include <opencv2/imgproc/types_c.h>
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#include <opencv2/objdetect.hpp>
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#include <opencv2/core.hpp>
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#include <opencv2/objdetect/objdetect.hpp>
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/*
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Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
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*/
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using namespace cv;
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using namespace std;
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namespace computervision
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{
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class FaceDetector {
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public:
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/**
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* @brief Constructor for the class FaceDetector, loads training data from a file
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*
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*/
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FaceDetector(void);
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/**
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* @brief Detects faces on an image and blocks them with a black rectangle
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*
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* @param input Input image
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* @param output Output image
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*/
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void removeFaces(Mat input, Mat output);
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};
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}
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291
src/computervision/FingerCount.cpp
Normal file
291
src/computervision/FingerCount.cpp
Normal file
@@ -0,0 +1,291 @@
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#include "FingerCount.h"
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#include "opencv2/imgproc.hpp"
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#include "opencv2/highgui.hpp"
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/*
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Author: Nicol<6F> Castellazzi https://github.com/nicast
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*/
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#define LIMIT_ANGLE_SUP 60
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#define LIMIT_ANGLE_INF 5
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#define BOUNDING_RECT_FINGER_SIZE_SCALING 0.3
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#define BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING 0.05
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namespace computervision
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{
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FingerCount::FingerCount(void) {
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color_blue = Scalar(255, 0, 0);
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color_green = Scalar(0, 255, 0);
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color_red = Scalar(0, 0, 255);
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color_black = Scalar(0, 0, 0);
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color_white = Scalar(255, 255, 255);
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color_yellow = Scalar(0, 255, 255);
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color_purple = Scalar(255, 0, 255);
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}
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Mat FingerCount::findFingersCount(Mat input_image, Mat frame) {
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Mat contours_image = Mat::zeros(input_image.size(), CV_8UC3);
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// check if the source image is good
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if (input_image.empty())
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return contours_image;
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// we work only on the 1 channel result, since this function is called inside a loop we are not sure that this is always the case
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if (input_image.channels() != 1)
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return contours_image;
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vector<vector<Point>> contours;
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vector<Vec4i> hierarchy;
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findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
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// we need at least one contour to work
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if (contours.size() <= 0)
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return contours_image;
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// find the biggest contour (let's suppose it's our hand)
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int biggest_contour_index = -1;
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double biggest_area = 0.0;
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for (int i = 0; i < contours.size(); i++) {
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double area = contourArea(contours[i], false);
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if (area > biggest_area) {
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biggest_area = area;
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biggest_contour_index = i;
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}
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}
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|
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if (biggest_contour_index < 0)
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return contours_image;
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// find the convex hull object for each contour and the defects, two different data structure are needed by the OpenCV api
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vector<Point> hull_points;
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vector<int> hull_ints;
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|
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// for drawing the convex hull and for finding the bounding rectangle
|
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convexHull(Mat(contours[biggest_contour_index]), hull_points, true);
|
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|
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// for finding the defects
|
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convexHull(Mat(contours[biggest_contour_index]), hull_ints, false);
|
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|
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// we need at least 3 points to find the defects
|
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vector<Vec4i> defects;
|
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if (hull_ints.size() > 3)
|
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convexityDefects(Mat(contours[biggest_contour_index]), hull_ints, defects);
|
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else
|
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return contours_image;
|
||||
|
||||
// we bound the convex hull
|
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Rect bounding_rectangle = boundingRect(Mat(hull_points));
|
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|
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// we find the center of the bounding rectangle, this should approximately also be the center of the hand
|
||||
Point center_bounding_rect(
|
||||
(bounding_rectangle.tl().x + bounding_rectangle.br().x) / 2,
|
||||
(bounding_rectangle.tl().y + bounding_rectangle.br().y) / 2
|
||||
);
|
||||
|
||||
// we separate the defects keeping only the ones of intrest
|
||||
vector<Point> start_points;
|
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vector<Point> far_points;
|
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|
||||
for (int i = 0; i < defects.size(); i++) {
|
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start_points.push_back(contours[biggest_contour_index][defects[i].val[0]]);
|
||||
|
||||
// filtering the far point based on the distance from the center of the bounding rectangle
|
||||
if (findPointsDistance(contours[biggest_contour_index][defects[i].val[2]], center_bounding_rect) < bounding_rectangle.height * BOUNDING_RECT_FINGER_SIZE_SCALING)
|
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far_points.push_back(contours[biggest_contour_index][defects[i].val[2]]);
|
||||
}
|
||||
|
||||
// we compact them on their medians
|
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vector<Point> filtered_start_points = compactOnNeighborhoodMedian(start_points, bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING);
|
||||
vector<Point> filtered_far_points = compactOnNeighborhoodMedian(far_points, bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING);
|
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|
||||
// now we try to find the fingers
|
||||
vector<Point> filtered_finger_points;
|
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|
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if (filtered_far_points.size() > 1) {
|
||||
vector<Point> finger_points;
|
||||
|
||||
for (int i = 0; i < filtered_start_points.size(); i++) {
|
||||
vector<Point> closest_points = findClosestOnX(filtered_far_points, filtered_start_points[i]);
|
||||
|
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if (isFinger(closest_points[0], filtered_start_points[i], closest_points[1], LIMIT_ANGLE_INF, LIMIT_ANGLE_SUP, center_bounding_rect, bounding_rectangle.height * BOUNDING_RECT_FINGER_SIZE_SCALING))
|
||||
finger_points.push_back(filtered_start_points[i]);
|
||||
}
|
||||
|
||||
if (finger_points.size() > 0) {
|
||||
|
||||
// we have at most five fingers usually :)
|
||||
while (finger_points.size() > 5)
|
||||
finger_points.pop_back();
|
||||
|
||||
// filter out the points too close to each other
|
||||
for (int i = 0; i < finger_points.size() - 1; i++) {
|
||||
if (findPointsDistanceOnX(finger_points[i], finger_points[i + 1]) > bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING * 1.5)
|
||||
filtered_finger_points.push_back(finger_points[i]);
|
||||
}
|
||||
|
||||
if (finger_points.size() > 2) {
|
||||
if (findPointsDistanceOnX(finger_points[0], finger_points[finger_points.size() - 1]) > bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING * 1.5)
|
||||
filtered_finger_points.push_back(finger_points[finger_points.size() - 1]);
|
||||
}
|
||||
else
|
||||
filtered_finger_points.push_back(finger_points[finger_points.size() - 1]);
|
||||
}
|
||||
}
|
||||
|
||||
// we draw what found on the returned image
|
||||
drawContours(contours_image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
|
||||
polylines(contours_image, hull_points, true, color_blue);
|
||||
rectangle(contours_image, bounding_rectangle.tl(), bounding_rectangle.br(), color_red, 2, 8, 0);
|
||||
circle(contours_image, center_bounding_rect, 5, color_purple, 2, 8);
|
||||
drawVectorPoints(contours_image, filtered_start_points, color_blue, true);
|
||||
drawVectorPoints(contours_image, filtered_far_points, color_red, true);
|
||||
drawVectorPoints(contours_image, filtered_finger_points, color_yellow, false);
|
||||
putText(contours_image, to_string(filtered_finger_points.size()), center_bounding_rect, FONT_HERSHEY_PLAIN, 3, color_purple);
|
||||
|
||||
// and on the starting frame
|
||||
drawContours(frame, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
|
||||
circle(frame, center_bounding_rect, 5, color_purple, 2, 8);
|
||||
drawVectorPoints(frame, filtered_finger_points, color_yellow, false);
|
||||
putText(frame, to_string(filtered_finger_points.size()), center_bounding_rect, FONT_HERSHEY_PLAIN, 3, color_purple);
|
||||
|
||||
return contours_image;
|
||||
}
|
||||
|
||||
double FingerCount::findPointsDistance(Point a, Point b) {
|
||||
Point difference = a - b;
|
||||
return sqrt(difference.ddot(difference));
|
||||
}
|
||||
|
||||
vector<Point> FingerCount::compactOnNeighborhoodMedian(vector<Point> points, double max_neighbor_distance) {
|
||||
vector<Point> median_points;
|
||||
|
||||
if (points.size() == 0)
|
||||
return median_points;
|
||||
|
||||
if (max_neighbor_distance <= 0)
|
||||
return median_points;
|
||||
|
||||
// we start with the first point
|
||||
Point reference = points[0];
|
||||
Point median = points[0];
|
||||
|
||||
for (int i = 1; i < points.size(); i++) {
|
||||
if (findPointsDistance(reference, points[i]) > max_neighbor_distance) {
|
||||
|
||||
// the point is not in range, we save the median
|
||||
median_points.push_back(median);
|
||||
|
||||
// we swap the reference
|
||||
reference = points[i];
|
||||
median = points[i];
|
||||
}
|
||||
else
|
||||
median = (points[i] + median) / 2;
|
||||
}
|
||||
|
||||
// last median
|
||||
median_points.push_back(median);
|
||||
|
||||
return median_points;
|
||||
}
|
||||
|
||||
double FingerCount::findAngle(Point a, Point b, Point c) {
|
||||
double ab = findPointsDistance(a, b);
|
||||
double bc = findPointsDistance(b, c);
|
||||
double ac = findPointsDistance(a, c);
|
||||
return acos((ab * ab + bc * bc - ac * ac) / (2 * ab * bc)) * 180 / CV_PI;
|
||||
}
|
||||
|
||||
bool FingerCount::isFinger(Point a, Point b, Point c, double limit_angle_inf, double limit_angle_sup, Point palm_center, double min_distance_from_palm) {
|
||||
double angle = findAngle(a, b, c);
|
||||
if (angle > limit_angle_sup || angle < limit_angle_inf)
|
||||
return false;
|
||||
|
||||
// the finger point sohould not be under the two far points
|
||||
int delta_y_1 = b.y - a.y;
|
||||
int delta_y_2 = b.y - c.y;
|
||||
if (delta_y_1 > 0 && delta_y_2 > 0)
|
||||
return false;
|
||||
|
||||
// the two far points should not be both under the center of the hand
|
||||
int delta_y_3 = palm_center.y - a.y;
|
||||
int delta_y_4 = palm_center.y - c.y;
|
||||
if (delta_y_3 < 0 && delta_y_4 < 0)
|
||||
return false;
|
||||
|
||||
double distance_from_palm = findPointsDistance(b, palm_center);
|
||||
if (distance_from_palm < min_distance_from_palm)
|
||||
return false;
|
||||
|
||||
// this should be the case when no fingers are up
|
||||
double distance_from_palm_far_1 = findPointsDistance(a, palm_center);
|
||||
double distance_from_palm_far_2 = findPointsDistance(c, palm_center);
|
||||
if (distance_from_palm_far_1 < min_distance_from_palm / 4 || distance_from_palm_far_2 < min_distance_from_palm / 4)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
vector<Point> FingerCount::findClosestOnX(vector<Point> points, Point pivot) {
|
||||
vector<Point> to_return(2);
|
||||
|
||||
if (points.size() == 0)
|
||||
return to_return;
|
||||
|
||||
double distance_x_1 = DBL_MAX;
|
||||
double distance_1 = DBL_MAX;
|
||||
double distance_x_2 = DBL_MAX;
|
||||
double distance_2 = DBL_MAX;
|
||||
int index_found = 0;
|
||||
|
||||
for (int i = 0; i < points.size(); i++) {
|
||||
double distance_x = findPointsDistanceOnX(pivot, points[i]);
|
||||
double distance = findPointsDistance(pivot, points[i]);
|
||||
|
||||
if (distance_x < distance_x_1 && distance_x != 0 && distance <= distance_1) {
|
||||
distance_x_1 = distance_x;
|
||||
distance_1 = distance;
|
||||
index_found = i;
|
||||
}
|
||||
}
|
||||
|
||||
to_return[0] = points[index_found];
|
||||
|
||||
for (int i = 0; i < points.size(); i++) {
|
||||
double distance_x = findPointsDistanceOnX(pivot, points[i]);
|
||||
double distance = findPointsDistance(pivot, points[i]);
|
||||
|
||||
if (distance_x < distance_x_2 && distance_x != 0 && distance <= distance_2 && distance_x != distance_x_1) {
|
||||
distance_x_2 = distance_x;
|
||||
distance_2 = distance;
|
||||
index_found = i;
|
||||
}
|
||||
}
|
||||
|
||||
to_return[1] = points[index_found];
|
||||
|
||||
return to_return;
|
||||
}
|
||||
|
||||
double FingerCount::findPointsDistanceOnX(Point a, Point b) {
|
||||
double to_return = 0.0;
|
||||
|
||||
if (a.x > b.x)
|
||||
to_return = a.x - b.x;
|
||||
else
|
||||
to_return = b.x - a.x;
|
||||
|
||||
return to_return;
|
||||
}
|
||||
|
||||
void FingerCount::drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers) {
|
||||
for (int i = 0; i < points.size(); i++) {
|
||||
circle(image, points[i], 5, color, 2, 8);
|
||||
if (with_numbers)
|
||||
putText(image, to_string(i), points[i], FONT_HERSHEY_PLAIN, 3, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
110
src/computervision/FingerCount.h
Normal file
110
src/computervision/FingerCount.h
Normal file
@@ -0,0 +1,110 @@
|
||||
#pragma once
|
||||
|
||||
#include "opencv2/core.hpp"
|
||||
#include <opencv2/imgproc/types_c.h>
|
||||
|
||||
/*
|
||||
Author: Nicol<6F> Castellazzi https://github.com/nicast
|
||||
*/
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
using namespace cv;
|
||||
using namespace std;
|
||||
|
||||
class FingerCount {
|
||||
public:
|
||||
FingerCount(void);
|
||||
/**
|
||||
* @brief gets the amount of fingers that are held up.
|
||||
*
|
||||
* @param input_image the source image to find the fingers on. It should be a mask of a hand
|
||||
* @param frame the frame to draw the resulting values on (how many fingers are held up etc)
|
||||
* @return a new image with all the data drawn on it.
|
||||
*/
|
||||
Mat findFingersCount(Mat input_image, Mat frame);
|
||||
|
||||
private:
|
||||
// colors to use
|
||||
Scalar color_blue;
|
||||
Scalar color_green;
|
||||
Scalar color_red;
|
||||
Scalar color_black;
|
||||
Scalar color_white;
|
||||
Scalar color_yellow;
|
||||
Scalar color_purple;
|
||||
|
||||
/**
|
||||
* @brief finds the distance between 2 points.
|
||||
*
|
||||
* @param a the first point
|
||||
* @param b the second point
|
||||
* @return a double representing the distance
|
||||
*/
|
||||
double findPointsDistance(Point a, Point b);
|
||||
|
||||
/**
|
||||
* @brief compacts the given points on their medians.
|
||||
* what it does is for each point, it checks if the distance to it's neighbour is greater than the
|
||||
* max distance. If so, it just adds it to the list that is returned. If not, it calculates the
|
||||
* median and adds it to the returned list
|
||||
*
|
||||
* @param points the points to compact
|
||||
* @param max_neighbor_distance the maximum distance between points
|
||||
* @return a vector with the points now compacted.
|
||||
*/
|
||||
vector<Point> compactOnNeighborhoodMedian(vector<Point> points, double max_neighbor_distance);
|
||||
|
||||
/**
|
||||
* @brief finds the angle between 3 different points.
|
||||
*
|
||||
* @param a the first point
|
||||
* @param b the second point
|
||||
* @param c the third point
|
||||
* @return the angle between the 3 points
|
||||
*/
|
||||
double findAngle(Point a, Point b, Point c);
|
||||
|
||||
/**
|
||||
* @brief checks if the given points make up a finger.
|
||||
*
|
||||
* @param a the first point to check for
|
||||
* @param b the second point to check for
|
||||
* @param c the third point to check for
|
||||
* @param limit_angle_inf the limit of the angle between 2 fingers
|
||||
* @param limit_angle_sup the limit of the angle between a finger and a convex point
|
||||
* @param palm_center the center of the palm
|
||||
* @param distance_from_palm_tollerance the distance from the palm tolerance
|
||||
* @return true if the points are a finger, false if not.
|
||||
*/
|
||||
bool isFinger(Point a, Point b, Point c, double limit_angle_inf, double limit_angle_sup, cv::Point palm_center, double distance_from_palm_tollerance);
|
||||
|
||||
/**
|
||||
* @brief finds the closest point to the given point that is in the given list.
|
||||
*
|
||||
* @param points the points to check for
|
||||
* @param pivot the pivot to check against
|
||||
* @return a vector containing the point that is closest
|
||||
*/
|
||||
vector<Point> findClosestOnX(vector<Point> points, Point pivot);
|
||||
|
||||
/**
|
||||
* @brief finds the distance between the x coords of the points.
|
||||
*
|
||||
* @param a the first point
|
||||
* @param b the second point
|
||||
* @return the distance between the x values
|
||||
*/
|
||||
double findPointsDistanceOnX(Point a, Point b);
|
||||
|
||||
/**
|
||||
* @brief draws the points on the image.
|
||||
*
|
||||
* @param image the image to draw on
|
||||
* @param points the points to draw
|
||||
* @param color the color to draw them with
|
||||
* @param with_numbers if the numbers should be drawn with the points
|
||||
*/
|
||||
void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
|
||||
};
|
||||
}
|
||||
91
src/computervision/ObjectDetection.cpp
Normal file
91
src/computervision/ObjectDetection.cpp
Normal file
@@ -0,0 +1,91 @@
|
||||
|
||||
#include "ObjectDetection.h"
|
||||
#include "BackgroundRemover.h"
|
||||
#include "SkinDetector.h"
|
||||
#include "FaceDetector.h"
|
||||
#include "FingerCount.h"
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
cv::VideoCapture cap(0);
|
||||
|
||||
cv::Mat img, imgGray, img2, img2Gray, img3, img4;
|
||||
|
||||
Mat frame, frameOut, handMask, foreground, fingerCountDebug;
|
||||
BackgroundRemover backgroundRemover;
|
||||
SkinDetector skinDetector;
|
||||
FaceDetector faceDetector;
|
||||
FingerCount fingerCount;
|
||||
|
||||
|
||||
ObjectDetection::ObjectDetection()
|
||||
{
|
||||
}
|
||||
|
||||
bool ObjectDetection::setup()
|
||||
{
|
||||
if (!cap.isOpened()) {
|
||||
cout << "Can't find camera!" << endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
cap.read(frame);
|
||||
frameOut = frame.clone();
|
||||
|
||||
skinDetector.drawSkinColorSampler(frameOut);
|
||||
|
||||
foreground = backgroundRemover.getForeground(frame);
|
||||
|
||||
faceDetector.removeFaces(frame, foreground);
|
||||
handMask = skinDetector.getSkinMask(foreground);
|
||||
fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
|
||||
|
||||
//backgroundRemover.calibrate(frame);
|
||||
|
||||
|
||||
imshow("output", frameOut);
|
||||
imshow("foreground", foreground);
|
||||
imshow("handMask", handMask);
|
||||
imshow("handDetection", fingerCountDebug);
|
||||
|
||||
int key = waitKey(1);
|
||||
|
||||
if (key == 98) // b
|
||||
backgroundRemover.calibrate(frame);
|
||||
else if (key == 115) // s
|
||||
skinDetector.calibrate(frame);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ObjectDetection::calculateDifference()
|
||||
{
|
||||
cap.read(img);
|
||||
cap.read(img2);
|
||||
|
||||
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);
|
||||
|
||||
imshow("threshold", img4);
|
||||
}
|
||||
|
||||
void ObjectDetection::detect()
|
||||
{
|
||||
int key = waitKey(1);
|
||||
|
||||
if (key == 98) // b
|
||||
backgroundRemover.calibrate(frame);
|
||||
else if (key == 115) // s
|
||||
skinDetector.calibrate(frame);
|
||||
}
|
||||
|
||||
void ObjectDetection::showWebcam()
|
||||
{
|
||||
imshow("Webcam image", img);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
53
src/computervision/ObjectDetection.h
Normal file
53
src/computervision/ObjectDetection.h
Normal file
@@ -0,0 +1,53 @@
|
||||
#pragma once
|
||||
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/highgui.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include <opencv2/objdetect.hpp>
|
||||
#include <opencv2/videoio.hpp>
|
||||
#include <opencv2/core.hpp>
|
||||
#include <opencv2/imgproc/imgproc.hpp>
|
||||
#include <opencv2/highgui/highgui.hpp>
|
||||
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
class ObjectDetection
|
||||
{
|
||||
private:
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief default constructor of ObjectDetection
|
||||
*
|
||||
*/
|
||||
ObjectDetection();
|
||||
/**
|
||||
* @brief Initializes the object detection, captures a frame and modifies it
|
||||
* so it is ready to use for object detection
|
||||
*
|
||||
* @return return true if webcam is connected, returns false if it isn't
|
||||
*/
|
||||
bool setup();
|
||||
/**
|
||||
* @brief Displays an image of the current webcam-footage
|
||||
*
|
||||
*/
|
||||
void showWebcam();
|
||||
/**
|
||||
* @brief Calculates the difference between two images
|
||||
* and outputs an image that only shows the difference
|
||||
*
|
||||
*/
|
||||
void calculateDifference();
|
||||
/**
|
||||
* @brief Listens for keypresses and handles them
|
||||
*
|
||||
*/
|
||||
void detect();
|
||||
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
105
src/computervision/SkinDetector.cpp
Normal file
105
src/computervision/SkinDetector.cpp
Normal file
@@ -0,0 +1,105 @@
|
||||
#include "SkinDetector.h"
|
||||
|
||||
/*
|
||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||
*/
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
SkinDetector::SkinDetector(void) {
|
||||
hLowThreshold = 0;
|
||||
hHighThreshold = 0;
|
||||
sLowThreshold = 0;
|
||||
sHighThreshold = 0;
|
||||
vLowThreshold = 0;
|
||||
vHighThreshold = 0;
|
||||
|
||||
calibrated = false;
|
||||
|
||||
skinColorSamplerRectangle1, skinColorSamplerRectangle2;
|
||||
}
|
||||
|
||||
void SkinDetector::drawSkinColorSampler(Mat input) {
|
||||
int frameWidth = input.size().width, frameHeight = input.size().height;
|
||||
|
||||
int rectangleSize = 20;
|
||||
Scalar rectangleColor = Scalar(255, 0, 255);
|
||||
|
||||
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
|
||||
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
|
||||
|
||||
rectangle(
|
||||
input,
|
||||
skinColorSamplerRectangle1,
|
||||
rectangleColor
|
||||
);
|
||||
|
||||
rectangle(
|
||||
input,
|
||||
skinColorSamplerRectangle2,
|
||||
rectangleColor
|
||||
);
|
||||
}
|
||||
|
||||
void SkinDetector::calibrate(Mat input) {
|
||||
|
||||
Mat hsvInput;
|
||||
cvtColor(input, hsvInput, CV_BGR2HSV);
|
||||
|
||||
Mat sample1 = Mat(hsvInput, skinColorSamplerRectangle1);
|
||||
Mat sample2 = Mat(hsvInput, skinColorSamplerRectangle2);
|
||||
|
||||
calculateThresholds(sample1, sample2);
|
||||
|
||||
calibrated = true;
|
||||
}
|
||||
|
||||
void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) {
|
||||
int offsetLowThreshold = 80;
|
||||
int offsetHighThreshold = 30;
|
||||
|
||||
Scalar hsvMeansSample1 = mean(sample1);
|
||||
Scalar hsvMeansSample2 = mean(sample2);
|
||||
|
||||
hLowThreshold = min(hsvMeansSample1[0], hsvMeansSample2[0]) - offsetLowThreshold;
|
||||
hHighThreshold = max(hsvMeansSample1[0], hsvMeansSample2[0]) + offsetHighThreshold;
|
||||
|
||||
sLowThreshold = min(hsvMeansSample1[1], hsvMeansSample2[1]) - offsetLowThreshold;
|
||||
sHighThreshold = max(hsvMeansSample1[1], hsvMeansSample2[1]) + offsetHighThreshold;
|
||||
|
||||
// the V channel shouldn't be used. By ignorint it, shadows on the hand wouldn't interfire with segmentation.
|
||||
// Unfortunately there's a bug somewhere and not using the V channel causes some problem. This shouldn't be too hard to fix.
|
||||
vLowThreshold = min(hsvMeansSample1[2], hsvMeansSample2[2]) - offsetLowThreshold;
|
||||
vHighThreshold = max(hsvMeansSample1[2], hsvMeansSample2[2]) + offsetHighThreshold;
|
||||
//vLowThreshold = 0;
|
||||
//vHighThreshold = 255;
|
||||
}
|
||||
|
||||
Mat SkinDetector::getSkinMask(Mat input) {
|
||||
Mat skinMask;
|
||||
|
||||
if (!calibrated) {
|
||||
skinMask = Mat::zeros(input.size(), CV_8UC1);
|
||||
return skinMask;
|
||||
}
|
||||
|
||||
Mat hsvInput;
|
||||
cvtColor(input, hsvInput, CV_BGR2HSV);
|
||||
|
||||
inRange(
|
||||
hsvInput,
|
||||
Scalar(hLowThreshold, sLowThreshold, vLowThreshold),
|
||||
Scalar(hHighThreshold, sHighThreshold, vHighThreshold),
|
||||
skinMask);
|
||||
|
||||
performOpening(skinMask, MORPH_ELLIPSE, { 3, 3 });
|
||||
dilate(skinMask, skinMask, Mat(), Point(-1, -1), 3);
|
||||
|
||||
return skinMask;
|
||||
}
|
||||
|
||||
void SkinDetector::performOpening(Mat binaryImage, int kernelShape, Point kernelSize) {
|
||||
Mat structuringElement = getStructuringElement(kernelShape, kernelSize);
|
||||
morphologyEx(binaryImage, binaryImage, MORPH_OPEN, structuringElement);
|
||||
}
|
||||
}
|
||||
76
src/computervision/SkinDetector.h
Normal file
76
src/computervision/SkinDetector.h
Normal file
@@ -0,0 +1,76 @@
|
||||
#pragma once
|
||||
|
||||
#include <opencv2\core.hpp>
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include <opencv2/imgproc/types_c.h>
|
||||
/*
|
||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||
*/
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
using namespace cv;
|
||||
using namespace std;
|
||||
|
||||
class SkinDetector {
|
||||
public:
|
||||
SkinDetector(void);
|
||||
|
||||
/*
|
||||
* @brief draws the positions in where the skin color will be sampled.
|
||||
*
|
||||
* @param input the input matrix to sample the skin color from
|
||||
*/
|
||||
void drawSkinColorSampler(Mat input);
|
||||
|
||||
/*
|
||||
* @brief calibrates the skin color detector with the given input frame
|
||||
*
|
||||
* @param input the input frame to calibrate from
|
||||
*/
|
||||
void calibrate(Mat input);
|
||||
|
||||
/*
|
||||
* @brief gets the mask for the hand
|
||||
*
|
||||
* @param input the input matrix to get the skin mask from
|
||||
* @returns the skin mask in a new matrix
|
||||
*/
|
||||
Mat getSkinMask(Mat input);
|
||||
|
||||
private:
|
||||
|
||||
// thresholds for hsv calculation
|
||||
int hLowThreshold = 0;
|
||||
int hHighThreshold = 0;
|
||||
int sLowThreshold = 0;
|
||||
int sHighThreshold = 0;
|
||||
int vLowThreshold = 0;
|
||||
int vHighThreshold = 0;
|
||||
|
||||
// wether or not the skindetector has calibrated yet.
|
||||
bool calibrated = false;
|
||||
|
||||
// rectangles that get drawn to show where the skin color will be sampled
|
||||
Rect skinColorSamplerRectangle1, skinColorSamplerRectangle2;
|
||||
|
||||
/*
|
||||
* @brief calculates the skin tresholds for the given samples
|
||||
*
|
||||
* @param sample1 the first sample
|
||||
* @param sample2 the second sample
|
||||
*/
|
||||
void calculateThresholds(Mat sample1, Mat sample2);
|
||||
|
||||
/**
|
||||
* @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.
|
||||
*
|
||||
* @param binaryImage the matrix to perform the opening on. This needs to be a binary image, so consisting of only 1's and 0's.
|
||||
* @param structuralElementShape the shape to use for the kernel that is used with generating the structuring element
|
||||
* @param structuralElementSize the size of the kernel that will be used with generating the structuring element.
|
||||
*/
|
||||
void performOpening(Mat binaryImage, int structuralElementShape, Point structuralElementSize);
|
||||
};
|
||||
}
|
||||
@@ -9,42 +9,24 @@ namespace entities
|
||||
|
||||
void Camera::Move(GLFWwindow* window)
|
||||
{
|
||||
float movement_speed = 0;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
movement_speed -= SPEED;
|
||||
position.z -= SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
movement_speed += SPEED;
|
||||
position.z += SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
{
|
||||
rotation.y += ROT_SPEED;
|
||||
position.x += SPEED;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,20 +1,14 @@
|
||||
#pragma once
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
namespace entities
|
||||
{
|
||||
/*
|
||||
* This class represents the viewport of the game. The whole game is seen through this class
|
||||
*/
|
||||
|
||||
class Camera
|
||||
{
|
||||
private:
|
||||
// The movement speed of the camera
|
||||
const float SPEED = 0.52f;
|
||||
const float ROT_SPEED = 1.0f;
|
||||
const float SPEED = 0.02f;
|
||||
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation;
|
||||
@@ -22,11 +16,6 @@ namespace entities
|
||||
public:
|
||||
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);
|
||||
|
||||
inline glm::vec3 GetPosition() const{ return position; }
|
||||
|
||||
@@ -5,15 +5,10 @@
|
||||
|
||||
namespace entities
|
||||
{
|
||||
/*
|
||||
* This class represents a movable model in the game
|
||||
*/
|
||||
|
||||
class Entity
|
||||
{
|
||||
protected:
|
||||
private:
|
||||
models::TexturedModel model;
|
||||
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation;
|
||||
float scale;
|
||||
@@ -21,18 +16,7 @@ namespace entities
|
||||
public:
|
||||
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);
|
||||
|
||||
/*
|
||||
* @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);
|
||||
|
||||
inline models::TexturedModel GetModel() const{return model;}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
};
|
||||
}
|
||||
@@ -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; }
|
||||
};
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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(); }
|
||||
};
|
||||
}
|
||||
87
src/main.cpp
87
src/main.cpp
@@ -2,24 +2,17 @@
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
|
||||
#include "stb_image.h"
|
||||
#include <ostream>
|
||||
|
||||
#include <opencv2/core.hpp>
|
||||
|
||||
#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 "shaders/static_shader.h"
|
||||
#include "toolbox/toolbox.h"
|
||||
#include "scenes/scene.h"
|
||||
#include "scenes/in_Game_Scene.h"
|
||||
#include "scenes/startup_Scene.h"
|
||||
|
||||
#include "computervision/ObjectDetection.h"
|
||||
|
||||
#pragma comment(lib, "glfw3.lib")
|
||||
#pragma comment(lib, "glew32s.lib")
|
||||
@@ -28,7 +21,7 @@
|
||||
static double UpdateDelta();
|
||||
|
||||
static GLFWwindow* window;
|
||||
scene::Scene* current_scene;
|
||||
|
||||
|
||||
int main(void)
|
||||
{
|
||||
@@ -46,45 +39,57 @@ int main(void)
|
||||
glGetError();
|
||||
#pragma endregion
|
||||
|
||||
|
||||
current_scene = new scene::Startup_Scene();
|
||||
|
||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
current_scene->onKey(window, key, scancode, action, mods);
|
||||
});
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE)
|
||||
glfwSetWindowShouldClose(window, 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);
|
||||
|
||||
bool window_open = true;
|
||||
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
// create object detection object instance
|
||||
computervision::ObjectDetection objDetect;
|
||||
|
||||
|
||||
// set up object detection
|
||||
//objDetect.setup();
|
||||
|
||||
// Main game loop
|
||||
while (!glfwWindowShouldClose(window) && window_open)
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
//Update
|
||||
// Update
|
||||
const double delta = UpdateDelta();
|
||||
entity.IncreaseRotation(glm::vec3(0, 1, 0));
|
||||
camera.Move(window);
|
||||
|
||||
scene::Scenes return_value = current_scene->start(window);
|
||||
delete current_scene;
|
||||
// Render
|
||||
render_engine::renderer::Prepare();
|
||||
shader.Start();
|
||||
shader.LoadViewMatrix(camera);
|
||||
|
||||
render_engine::renderer::Render(entity, shader);
|
||||
|
||||
switch (return_value) {
|
||||
case scene::Scenes::STOP:
|
||||
window_open = false;
|
||||
break;
|
||||
objDetect.setup();
|
||||
|
||||
case scene::Scenes::STARTUP:
|
||||
current_scene = new scene::Startup_Scene();
|
||||
break;
|
||||
|
||||
case scene::Scenes::INGAME:
|
||||
current_scene = new scene::In_Game_Scene();
|
||||
break;
|
||||
|
||||
default:
|
||||
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||
break;
|
||||
}
|
||||
// Finish up
|
||||
shader.Stop();
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// Clean up -> preventing memory leaks!!!
|
||||
std::cout << "ending..." << std::endl;
|
||||
// Clean up
|
||||
shader.CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
@@ -96,4 +101,4 @@ static double UpdateDelta()
|
||||
double delt_time = current_time - last_frame_time;
|
||||
last_frame_time = current_time;
|
||||
return delt_time;
|
||||
}
|
||||
}
|
||||
@@ -5,31 +5,24 @@
|
||||
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
|
||||
vertex_count = The amount of vertices in the model
|
||||
model_size = The size on each axis of the model
|
||||
This structure represents a Bare bones Model (A mesh without a texture).
|
||||
The vao_id, points to an ID stored by openGL and the
|
||||
vertex_count is how many triangles in the mesh there are.
|
||||
*/
|
||||
struct RawModel
|
||||
{
|
||||
GLuint vao_id;
|
||||
int vertex_count;
|
||||
glm::vec3 model_size = { -1, -1, -1 };
|
||||
};
|
||||
|
||||
/*
|
||||
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
|
||||
{
|
||||
GLuint texture_id;
|
||||
float shine_damper = 1;
|
||||
float reflectivity = 0;
|
||||
};
|
||||
|
||||
/*
|
||||
|
||||
@@ -1,10 +1,7 @@
|
||||
#include <GL/glew.h>
|
||||
#include <glm/vec3.hpp>
|
||||
#include "../stb_image.h"
|
||||
#include "loader.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace render_engine
|
||||
{
|
||||
namespace loader
|
||||
@@ -12,38 +9,22 @@ namespace render_engine
|
||||
static GLuint CreateVao();
|
||||
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
|
||||
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> vbos;
|
||||
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);
|
||||
StoreDataInAttributeList(0, 3, positions);
|
||||
StoreDataInAttributeList(1, 2, texture_coords);
|
||||
StoreDataInAttributeList(2, 3, normals);
|
||||
glBindVertexArray(0);
|
||||
|
||||
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 };
|
||||
return { vao_id, static_cast<int>(indices.size()) };
|
||||
}
|
||||
|
||||
/*
|
||||
@@ -59,12 +40,6 @@ namespace render_engine
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||
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_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
@@ -138,72 +113,5 @@ namespace render_engine
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_id);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief gets the width, height and depth of a model
|
||||
* @param positions all the points of a model
|
||||
* @returns vec3<float> the size values of a model (width, height and depth)
|
||||
**/
|
||||
static glm::vec3 GetSizeModel(std::vector<float>& positions)
|
||||
{
|
||||
float minX = 100;
|
||||
float maxX = -100;
|
||||
|
||||
float minY = 100;
|
||||
float maxY = -100;
|
||||
|
||||
float minZ = 100;
|
||||
float maxZ = -100;
|
||||
|
||||
for (int i = 0; i < positions.size(); ++i)
|
||||
{
|
||||
const int index = i % 3;
|
||||
const float value = positions[i];
|
||||
|
||||
switch (index)
|
||||
{
|
||||
case 0: // x
|
||||
{
|
||||
if (value < minX)
|
||||
{
|
||||
minX = value;
|
||||
} else if (value > maxX)
|
||||
{
|
||||
maxX = value;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 1: // y
|
||||
{
|
||||
if (value < minY)
|
||||
{
|
||||
minY = value;
|
||||
}
|
||||
else if (value > maxY)
|
||||
{
|
||||
maxY = value;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 2: // z
|
||||
{
|
||||
if (value < minZ)
|
||||
{
|
||||
minZ = value;
|
||||
}
|
||||
else if (value > maxZ)
|
||||
{
|
||||
maxZ = value;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const float sizeX = maxX - minX;
|
||||
const float sizeY = maxY - minY;
|
||||
const float sizeZ = maxZ - minZ;
|
||||
return { sizeX, sizeY, sizeZ };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,36 +9,17 @@ namespace render_engine
|
||||
namespace loader
|
||||
{
|
||||
/*
|
||||
* @brief: This function generates a model from model data.
|
||||
*
|
||||
* @param position: The positions of each vertex (in order: x, y, z) in the model
|
||||
* @param texture_coords: The texture coordinates of the model
|
||||
* @param normals: The normals of each face of the model
|
||||
* @param indices: A list with a sort of lookup table to the positions parameter
|
||||
*
|
||||
* @return: A new rawmodel which represents al the parameters in one struct
|
||||
This function generates a model from model data.
|
||||
*/
|
||||
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.
|
||||
* 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
|
||||
Loads a texture from a file into openGL using stb_image.h
|
||||
*/
|
||||
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();
|
||||
}
|
||||
|
||||
@@ -1,11 +1,8 @@
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "../models/model.h"
|
||||
#include "loader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "renderer.h"
|
||||
|
||||
#include <iostream>
|
||||
#include "../toolbox/toolbox.h"
|
||||
|
||||
namespace render_engine
|
||||
{
|
||||
@@ -15,27 +12,17 @@ namespace render_engine
|
||||
static const float NEAR_PLANE = 0.01f;
|
||||
static const float FAR_PLANE = 1000.0f;
|
||||
|
||||
// GUI variables
|
||||
static models::RawModel quad;
|
||||
|
||||
|
||||
void Init(shaders::EntityShader& shader)
|
||||
/*
|
||||
This function will load the projectionMatrix into the shader
|
||||
*/
|
||||
void Init(shaders::StaticShader& shader)
|
||||
{
|
||||
// Faces which are not facing the camera are not rendered
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
const glm::mat4 projectionMatrix =
|
||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
||||
|
||||
// Load the projectionmatrix into the shader
|
||||
|
||||
shader.Start();
|
||||
shader.LoadProjectionMatrix(projectionMatrix);
|
||||
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);
|
||||
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.
|
||||
*/
|
||||
void Render(entities::Entity& entity, shaders::EntityShader& shader)
|
||||
void Render(entities::Entity& entity, shaders::StaticShader& shader)
|
||||
{
|
||||
const models::TexturedModel model = entity.GetModel();
|
||||
const models::RawModel raw_model = model.raw_model;
|
||||
const models::ModelTexture texture = model.texture;
|
||||
const models::RawModel rawModel = model.raw_model;
|
||||
|
||||
// Enable the model (VAO)
|
||||
glBindVertexArray(raw_model.vao_id);
|
||||
// Enable the model
|
||||
glBindVertexArray(rawModel.vao_id);
|
||||
|
||||
// Enable the VBO's from the model (VAO)
|
||||
// Enable the inputs for the vertexShader
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
// Load the transformation of the model into the shader
|
||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
|
||||
shader.LoadModelMatrix(modelMatrix);
|
||||
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
||||
|
||||
// Draw the model
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
|
||||
glDrawElements(GL_TRIANGLES, raw_model.vertex_count, GL_UNSIGNED_INT, 0);
|
||||
|
||||
// Disable the VBO's and model (VAO)
|
||||
glDrawElements(GL_TRIANGLES, rawModel.vertex_count, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
glDisableVertexAttribArray(2);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader)
|
||||
{
|
||||
shader.Start();
|
||||
|
||||
// Enable the VAO and the positions VBO
|
||||
glBindVertexArray(quad.vao_id);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// Enable alpha blending (for transparency in the texture)
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Disable depth testing to textures with transparency can overlap
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// Render each gui to the screen
|
||||
for (gui::GuiTexture* gui : guis)
|
||||
{
|
||||
// Bind the texture of the gui to the shader
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||
|
||||
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||
shader.LoadModelMatrix(matrix);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||
}
|
||||
|
||||
// Enable depth test again
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Disable alpha blending
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
// Disable the VBO and VAO
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
shader.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,43 +1,25 @@
|
||||
#pragma once
|
||||
|
||||
#include "../gui/gui_element.h"
|
||||
#include "../entities/entity.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../shaders/gui_shader.h"
|
||||
#include "../shaders/static_shader.h"
|
||||
|
||||
namespace render_engine
|
||||
{
|
||||
namespace renderer
|
||||
{
|
||||
const glm::vec3 SKY_COLOR = { 0.3f, 0.4f, 0.6f };
|
||||
|
||||
/*
|
||||
@brief: Call this function when starting the program
|
||||
|
||||
@param shader: The shader to render the entities with
|
||||
Call this function when starting the program
|
||||
*/
|
||||
void Init(shaders::EntityShader& shader);
|
||||
void Init(shaders::StaticShader& shader);
|
||||
|
||||
/*
|
||||
@brief: Call this function before rendering.
|
||||
This function will enable culling and load the projectionMatrix into the shader.
|
||||
Call this function before rendering.
|
||||
*/
|
||||
void Prepare();
|
||||
|
||||
/*
|
||||
@brief: Call this function when wanting to Render a mesh to the screen.
|
||||
|
||||
@param entity: The entity which needs to be rendered
|
||||
@param shader: The shader the entity needs to be rendered with
|
||||
Call this function when wanting to Render a mesh to the screen.
|
||||
*/
|
||||
void Render(entities::Entity& entity, shaders::EntityShader& shader);
|
||||
|
||||
/*
|
||||
@brief: Call this function to render gui_textures on the screen
|
||||
|
||||
@param guis: A list with all the GUI textures you want to render
|
||||
@param shade: The shader the GUI textures need to be rendered with
|
||||
*/
|
||||
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
||||
void Render(entities::Entity& entity, shaders::StaticShader& shader);
|
||||
}
|
||||
}
|
||||
@@ -6,128 +6,124 @@
|
||||
#include "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::string item;
|
||||
while (getline(ss, item, delim)) {
|
||||
elems.push_back(item);
|
||||
}
|
||||
std::stringstream ss;
|
||||
ss.str(s);
|
||||
std::string item;
|
||||
while (getline(ss, item, delim)) {
|
||||
elems.push_back(item);
|
||||
}
|
||||
}
|
||||
|
||||
static std::vector<std::string> Split(const std::string& s, char delim)
|
||||
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;
|
||||
Split(s, delim, elems);
|
||||
return elems;
|
||||
throw std::runtime_error ( "Could not open model file " + file_name + ".obj!" );
|
||||
}
|
||||
|
||||
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)
|
||||
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
|
||||
{
|
||||
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())
|
||||
while (std::getline(inFile, line))
|
||||
{
|
||||
throw std::runtime_error("Could not open model file " + file_name + ".obj!");
|
||||
}
|
||||
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, ' ');
|
||||
if (split_line.at(0) == "v")
|
||||
{
|
||||
std::vector<std::string> split_line = Split(line, ' ');
|
||||
if (split_line.at(0) == "v")
|
||||
{
|
||||
glm::vec3 vertex;
|
||||
vertex.x = std::stof(split_line.at(1));
|
||||
vertex.y = std::stof(split_line.at(2));
|
||||
vertex.z = std::stof(split_line.at(3));
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
else if (split_line.at(0) == "vt")
|
||||
{
|
||||
glm::vec2 texture;
|
||||
texture.x = std::stof(split_line.at(1));
|
||||
texture.y = std::stof(split_line.at(2));
|
||||
textures.push_back(texture);
|
||||
}
|
||||
else if (split_line.at(0) == "vn")
|
||||
{
|
||||
glm::vec3 normal;
|
||||
normal.x = std::stof(split_line.at(1));
|
||||
normal.y = std::stof(split_line.at(2));
|
||||
normal.z = std::stof(split_line.at(3));
|
||||
normals.push_back(normal);
|
||||
}
|
||||
else if (split_line.at(0) == "f")
|
||||
{
|
||||
normal_array = std::vector<GLfloat>(vertices.size() * 3);
|
||||
texture_array = std::vector<GLfloat>(textures.size() * 2);
|
||||
break;
|
||||
}
|
||||
glm::vec3 vertex;
|
||||
vertex.x = std::stof(split_line.at(1));
|
||||
vertex.y = std::stof(split_line.at(2));
|
||||
vertex.z = std::stof(split_line.at(3));
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
|
||||
while (true)
|
||||
else if (split_line.at(0) == "vt")
|
||||
{
|
||||
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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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, normal_array, indices);
|
||||
} catch (const std::exception& e)
|
||||
{
|
||||
// Always go in here
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -3,12 +3,4 @@
|
||||
#include <string>
|
||||
#include "../models/model.h"
|
||||
|
||||
namespace render_engine
|
||||
{
|
||||
/*
|
||||
* @brief: This function retrieves an .obj file, loads it into the VBO and returns a RawModel
|
||||
*
|
||||
* @param file_name: The path to the .obj file
|
||||
*/
|
||||
models::RawModel LoadObjModel(std::string file_name);
|
||||
}
|
||||
models::RawModel LoadObjModel(std::string file_name);
|
||||
@@ -1,118 +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"
|
||||
|
||||
|
||||
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;
|
||||
|
||||
|
||||
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)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
return_value = scene::Scenes::STOP;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class In_Game_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
scene::Scenes return_value = scene::Scenes::INGAME;
|
||||
|
||||
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;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -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) {};
|
||||
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -1,40 +0,0 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
#include "startup_Scene.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
|
||||
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)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -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());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
};
|
||||
}
|
||||
@@ -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");
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
};
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
|
||||
@@ -21,87 +21,29 @@ namespace shaders
|
||||
ShaderProgram(std::string& vertex_shader, std::string& fragment_shader);
|
||||
virtual ~ShaderProgram() = default;
|
||||
|
||||
/*
|
||||
* @brief: Call this function after making the shaderprogram (sets all the attributes of the shader)
|
||||
*/
|
||||
// Call this function after making the shaderprogram (sets all the attributes of the shader)
|
||||
void Init();
|
||||
|
||||
/*
|
||||
* @brief: Call this function before rendering
|
||||
*/
|
||||
// Call this function before rendering
|
||||
void Start() const;
|
||||
|
||||
/*
|
||||
* @brief: Call this function after rendering
|
||||
*/
|
||||
// Call this function after rendering
|
||||
void Stop() const;
|
||||
|
||||
/*
|
||||
* @brief: Call this function when closing the application
|
||||
*/
|
||||
// Call this function when closing the application
|
||||
void CleanUp() const;
|
||||
|
||||
protected:
|
||||
/*
|
||||
* @brief: Set the inputs of the vertex shader
|
||||
*/
|
||||
// Set the inputs of the vertex shader
|
||||
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;
|
||||
|
||||
/*
|
||||
* @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
|
||||
*/
|
||||
// Loads value's (uniform variables) into the shader
|
||||
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;
|
||||
|
||||
/*
|
||||
* @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;
|
||||
|
||||
/*
|
||||
* @brief: This function will get all the locations of each uniform variable
|
||||
*/
|
||||
|
||||
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;
|
||||
|
||||
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;
|
||||
};
|
||||
}
|
||||
87
src/shaders/static_shader.cpp
Normal file
87
src/shaders/static_shader.cpp
Normal 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");
|
||||
}
|
||||
}
|
||||
31
src/shaders/static_shader.h
Normal file
31
src/shaders/static_shader.h
Normal 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;
|
||||
};
|
||||
}
|
||||
@@ -2,14 +2,6 @@
|
||||
|
||||
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 matrix(1.0f);
|
||||
|
||||
@@ -5,45 +5,10 @@
|
||||
|
||||
namespace toolbox
|
||||
{
|
||||
// Window macro's
|
||||
#define DEFAULT_WIDTH 1920
|
||||
#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)
|
||||
//
|
||||
#define WINDOW_WIDTH 1400.0f
|
||||
#define WINDOW_HEIGT 800.0f
|
||||
|
||||
/*
|
||||
* @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);
|
||||
|
||||
/*
|
||||
* @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);
|
||||
}
|
||||
|
||||
@@ -19,43 +19,40 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\FaceDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||
<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" />
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||
<ClCompile Include="src\shaders\static_shader.cpp" />
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\FaceDetector.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
<ClInclude Include="src\entities\light.h" />
|
||||
<ClInclude Include="src\gui\gui_element.h" />
|
||||
<ClInclude Include="src\gui\gui_interactable.h" />
|
||||
<ClInclude Include="src\models\model.h" />
|
||||
<ClInclude Include="src\renderEngine\loader.h" />
|
||||
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
||||
<ClInclude Include="src\renderEngine\renderer.h" />
|
||||
<ClInclude Include="src\shaders\gui_shader.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\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>16.0</VCProjectVersion>
|
||||
@@ -115,16 +112,14 @@
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<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</LibraryPath>
|
||||
<IncludePath>C:\opencv\build\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<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</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
@@ -156,7 +151,7 @@
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
|
||||
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
@@ -197,7 +192,6 @@
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
|
||||
@@ -33,31 +33,28 @@
|
||||
<ClCompile Include="src\shaders\shader_program.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\static_shader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp">
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\gui_shader.cpp">
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\gui\gui_interactable.cpp">
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
|
||||
<ClCompile Include="src\computervision\FaceDetector.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\entities\collision_entity.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp">
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
@@ -83,44 +80,32 @@
|
||||
<ClInclude Include="src\shaders\shader_program.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\static_shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\obj_loader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\toolbox\toolbox.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\light.h">
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\entity_shader.h">
|
||||
<ClInclude Include="src\computervision\SkinDetector.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\gui_shader.h">
|
||||
<ClInclude Include="src\computervision\FingerCount.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\gui\gui_element.h">
|
||||
<ClInclude Include="src\computervision\FaceDetector.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\gui\gui_interactable.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\startup_Scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\collision_entity.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision_handler.h">
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user