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feature/co
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4
.gitignore
vendored
@@ -2,6 +2,8 @@
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|||||||
# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
||||||
# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
|
# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
|
||||||
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|
||||||
|
res/**
|
||||||
|
|
||||||
### C++ ###
|
### C++ ###
|
||||||
# Prerequisites
|
# Prerequisites
|
||||||
*.d
|
*.d
|
||||||
@@ -428,4 +430,6 @@ FodyWeavers.xsd
|
|||||||
**/docs/*
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**/docs/*
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||||||
**/doc/*
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**/doc/*
|
||||||
|
|
||||||
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**/pose_iter_160000.caffemodel
|
||||||
|
|
||||||
# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
||||||
|
|||||||
BIN
res/Mayo.png
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After Width: | Height: | Size: 323 KiB |
BIN
res/Texture.png
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After Width: | Height: | Size: 970 B |
BIN
res/background_grey.png
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After Width: | Height: | Size: 294 KiB |
21593
res/beeTwo.obj
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BIN
res/menu_item_calibrate1.png
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After Width: | Height: | Size: 31 KiB |
BIN
res/menu_item_calibrate1_click.png
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After Width: | Height: | Size: 31 KiB |
BIN
res/menu_item_calibrate1_hover.png
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After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1.png
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After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1_click.png
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After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1_hover.png
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After Width: | Height: | Size: 28 KiB |
BIN
res/menu_item_start.png
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After Width: | Height: | Size: 14 KiB |
BIN
res/menu_item_start1.png
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After Width: | Height: | Size: 25 KiB |
BIN
res/menu_item_start1_click.png
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After Width: | Height: | Size: 35 KiB |
BIN
res/menu_item_start1_hover.png
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After Width: | Height: | Size: 33 KiB |
2976
res/pose/coco/pose_deploy_linevec.prototxt
Normal file
2081
res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt
Normal file
44
src/collision/collision.h
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@@ -0,0 +1,44 @@
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#pragma once
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#include <iostream>
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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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||||||
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* This structure represents a collision box inside the world.
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*
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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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*/
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struct Box
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{
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glm::vec3 center_pos;
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glm::vec3 size;
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void SetRotation(float angle)
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{
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double sinTheta = glm::sin(glm::radians(angle));
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double cosTheta = glm::cos(glm::radians(angle));
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float x = size.x * cosTheta + size.z * sinTheta;
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float z = size.z * cosTheta - size.x * sinTheta;
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size.x = x < 0 ? -x : x;
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size.z = z < 0 ? -z : z;
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||||||
|
}
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||||||
|
};
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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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||||||
|
struct Collision
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||||||
|
{
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||||||
|
entities::Entity& entity1;
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||||||
|
entities::Entity& entity2;
|
||||||
|
};
|
||||||
|
}
|
||||||
44
src/collision/collision_handler.cpp
Normal file
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|
#include "collision_handler.h"
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#include <iostream>
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|
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namespace collision
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|
{
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void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities)
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|
{
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|
if (entities.size() < 2) { return; }
|
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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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|
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for (int i = 0; i < entities.size() - 2; i++)
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|
{
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|
std::shared_ptr<entities::CollisionEntity> entity = entities[i];
|
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|
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|
for (int j = i + 1; j < entities.size() - 1; j++)
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|
{
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|
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|
std::shared_ptr<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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|
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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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}
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18
src/collision/collision_handler.h
Normal file
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#pragma once
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|
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#include <memory>
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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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#include <deque>
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|
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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::deque<std::shared_ptr<entities::CollisionEntity>>& entities);
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}
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@@ -1,25 +0,0 @@
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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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|
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class BackgroundRemover {
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public:
|
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BackgroundRemover(void);
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void calibrate(Mat input);
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Mat getForeground(Mat input);
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|
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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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Mat getForegroundMask(Mat input);
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void removeBackground(Mat input, Mat background);
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};
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}
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@@ -1,53 +0,0 @@
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#include "FaceDetector.h"
|
|
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|
|
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|
|
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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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|
|
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String faceClassifierFileName = "res/haarcascade_frontalface_alt.xml";
|
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CascadeClassifier faceCascadeClassifier;
|
|
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|
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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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|
|
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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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|
|
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cvtColor(input, frameGray, CV_BGR2GRAY);
|
|
||||||
equalizeHist(frameGray, frameGray);
|
|
||||||
|
|
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faceCascadeClassifier.detectMultiScale(frameGray, faces, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
|
|
||||||
|
|
||||||
for (size_t i = 0; i < faces.size(); i++) {
|
|
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rectangle(
|
|
||||||
output,
|
|
||||||
Point(faces[i].x, faces[i].y),
|
|
||||||
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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Rect getFaceRect(Mat input) {
|
|
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vector<Rect> faceRectangles;
|
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Mat inputGray;
|
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|
|
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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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|
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else
|
|
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return Rect(0, 0, 1, 1);
|
|
||||||
}
|
|
||||||
}
|
|
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@@ -1,31 +0,0 @@
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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>
|
|
||||||
#include <opencv2/objdetect/objdetect.hpp>
|
|
||||||
/*
|
|
||||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
|
||||||
*/
|
|
||||||
|
|
||||||
using namespace cv;
|
|
||||||
using namespace std;
|
|
||||||
|
|
||||||
namespace computervision
|
|
||||||
{
|
|
||||||
class FaceDetector {
|
|
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public:
|
|
||||||
/**
|
|
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* @brief Constructor for the class FaceDetector, loads training data from a file
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
FaceDetector(void);
|
|
||||||
/**
|
|
||||||
* @brief Detects faces on an image and blocks them with a black rectangle
|
|
||||||
*
|
|
||||||
* @param input Input image
|
|
||||||
* @param output Output image
|
|
||||||
*/
|
|
||||||
void removeFaces(Mat input, Mat output);
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -1,36 +0,0 @@
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#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);
|
|
||||||
Mat findFingersCount(Mat input_image, Mat frame);
|
|
||||||
|
|
||||||
private:
|
|
||||||
Scalar color_blue;
|
|
||||||
Scalar color_green;
|
|
||||||
Scalar color_red;
|
|
||||||
Scalar color_black;
|
|
||||||
Scalar color_white;
|
|
||||||
Scalar color_yellow;
|
|
||||||
Scalar color_purple;
|
|
||||||
double findPointsDistance(Point a, Point b);
|
|
||||||
vector<Point> compactOnNeighborhoodMedian(vector<Point> points, double max_neighbor_distance);
|
|
||||||
double findAngle(Point a, Point b, Point c);
|
|
||||||
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);
|
|
||||||
vector<Point> findClosestOnX(vector<Point> points, Point pivot);
|
|
||||||
double findPointsDistanceOnX(Point a, Point b);
|
|
||||||
void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
|
|
||||||
};
|
|
||||||
}
|
|
||||||
25
src/computervision/MenuTest.cpp
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
#include "MenuTest.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
int menu_item_array[4] = { 1, 2, 3, 4 };
|
||||||
|
float item_number = 0;
|
||||||
|
|
||||||
|
MenuTest::MenuTest(void) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
int MenuTest::GetMenuItem(bool hand_state) {
|
||||||
|
item_number += 0.20f;
|
||||||
|
|
||||||
|
|
||||||
|
int temp_item_number = item_number;
|
||||||
|
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||||
|
if (temp_item_number == sizeof(menu_item_array) / sizeof(menu_item_array[0])) {
|
||||||
|
item_number = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
return menu_item_array[temp_item_number];
|
||||||
|
}
|
||||||
|
}
|
||||||
18
src/computervision/MenuTest.h
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class MenuTest {
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor for the class MenuTest, loads in array with menu items
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
MenuTest(void);
|
||||||
|
/**
|
||||||
|
* @brief Returns the itemnumber in an array
|
||||||
|
*
|
||||||
|
* @param input_bool is either true or false, depending on the recognized hand gesture
|
||||||
|
*/
|
||||||
|
int GetMenuItem(bool input_bool);
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,91 +0,0 @@
|
|||||||
|
|
||||||
#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);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,53 +0,0 @@
|
|||||||
#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();
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,39 +0,0 @@
|
|||||||
#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);
|
|
||||||
|
|
||||||
void drawSkinColorSampler(Mat input);
|
|
||||||
void calibrate(Mat input);
|
|
||||||
Mat getSkinMask(Mat input);
|
|
||||||
|
|
||||||
private:
|
|
||||||
int hLowThreshold = 0;
|
|
||||||
int hHighThreshold = 0;
|
|
||||||
int sLowThreshold = 0;
|
|
||||||
int sHighThreshold = 0;
|
|
||||||
int vLowThreshold = 0;
|
|
||||||
int vHighThreshold = 0;
|
|
||||||
|
|
||||||
bool calibrated = false;
|
|
||||||
|
|
||||||
Rect skinColorSamplerRectangle1, skinColorSamplerRectangle2;
|
|
||||||
|
|
||||||
void calculateThresholds(Mat sample1, Mat sample2);
|
|
||||||
void performOpening(Mat binaryImage, int structuralElementShapde, Point structuralElementSize);
|
|
||||||
};
|
|
||||||
}
|
|
||||||
12
src/computervision/async/StaticCameraInstance.h
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <opencv2/videoio.hpp>
|
||||||
|
|
||||||
|
namespace static_camera
|
||||||
|
{
|
||||||
|
|
||||||
|
static cv::VideoCapture getCap()
|
||||||
|
{
|
||||||
|
static cv::VideoCapture cap(0);
|
||||||
|
return cap;
|
||||||
|
}
|
||||||
|
};
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
#include "BackgroundRemover.h"
|
#include "background_remover.h"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||||
58
src/computervision/background_remover.h
Normal file
@@ -0,0 +1,58 @@
|
|||||||
|
#pragma once
|
||||||
|
#include"opencv2\opencv.hpp"
|
||||||
|
#include <opencv2/imgproc\types_c.h>
|
||||||
|
/*
|
||||||
|
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||||
|
*/
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
using namespace cv;
|
||||||
|
using namespace std;
|
||||||
|
|
||||||
|
class BackgroundRemover {
|
||||||
|
public:
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief constructor,
|
||||||
|
* create background variable and set calibrated to faslse
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
BackgroundRemover(void);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the input image to a grayscale image
|
||||||
|
* sets calibrated to true
|
||||||
|
*
|
||||||
|
* @param input input the image that has to be calibrated
|
||||||
|
*/
|
||||||
|
void calibrate(Mat input);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Gets the mask of the foregorund of the input image
|
||||||
|
* and copies it to another image
|
||||||
|
*
|
||||||
|
* @param input The image from which the forground needs to be picked
|
||||||
|
* @return The image on which te foregroundmask is copied
|
||||||
|
*/
|
||||||
|
Mat getForeground(Mat input);
|
||||||
|
|
||||||
|
private:
|
||||||
|
Mat background;
|
||||||
|
bool calibrated = false;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Sets the image to grayscale and removes the background
|
||||||
|
*
|
||||||
|
* @param input The image from which the forground needs to be picked
|
||||||
|
* @return The mask of the foreground of the image
|
||||||
|
*/
|
||||||
|
Mat getForegroundMask(Mat input);
|
||||||
|
/**
|
||||||
|
* @brief makes everything on the background black
|
||||||
|
*
|
||||||
|
* @param input the image from which the background needs to be removed
|
||||||
|
* @param background the background of the image
|
||||||
|
*/
|
||||||
|
void removeBackground(Mat input, Mat background);
|
||||||
|
};
|
||||||
|
}
|
||||||
91
src/computervision/calibration/HandCalibrator.cpp
Normal file
@@ -0,0 +1,91 @@
|
|||||||
|
|
||||||
|
#include "HandCalibrator.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#define MIN_MENU_HAND_SIZE 10000
|
||||||
|
#define MIN_GAME_HAND_SIZE 3000 // todo change
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
namespace handcalibration
|
||||||
|
{
|
||||||
|
|
||||||
|
HandCalibrator::HandCalibrator()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::DrawHandCalibrationText(cv::Mat& output_frame)
|
||||||
|
{
|
||||||
|
cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
|
||||||
|
cv::putText(output_frame, "Hand calibration", cv::Point(output_frame.cols / 2 - 100, 25), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
|
||||||
|
|
||||||
|
cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||||
|
|
||||||
|
cv::putText(output_frame, "hand in frame:", cv::Point(5, output_frame.rows - 50), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||||
|
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 67, 15, 15), hand_present ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||||
|
|
||||||
|
DrawBackgroundSkinCalibrated(output_frame);
|
||||||
|
|
||||||
|
if (hand_present)
|
||||||
|
{
|
||||||
|
std::string hand_text = fingers_amount > 0 ? "open" : "closed";
|
||||||
|
cv::putText(output_frame, hand_text, cv::Point(10, 75), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 0, 255), 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::DrawBackgroundSkinCalibrated(cv::Mat& output_frame)
|
||||||
|
{
|
||||||
|
|
||||||
|
cv::putText(output_frame, "background calibrated:", cv::Point(5, output_frame.rows - 30), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||||
|
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 47, 15, 15), background_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||||
|
|
||||||
|
cv::putText(output_frame, "skin color calibrated:", cv::Point(5, output_frame.rows - 10), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||||
|
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 27, 15, 15), skintone_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetSkinCalibration(bool val)
|
||||||
|
{
|
||||||
|
skintone_calibrated = val;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetBackGroundCalibrated(bool val)
|
||||||
|
{
|
||||||
|
background_calibrated = val;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetHandPresent(bool val)
|
||||||
|
{
|
||||||
|
hand_present = val;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetAmountOfFingers(int amount)
|
||||||
|
{
|
||||||
|
fingers_amount = amount;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image, HandDetectionType type)
|
||||||
|
{
|
||||||
|
std::vector<std::vector<cv::Point>> points;
|
||||||
|
cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
|
||||||
|
|
||||||
|
if (points.size() == 0) return false;
|
||||||
|
|
||||||
|
for (int p = 0; p < points.size(); p++)
|
||||||
|
{
|
||||||
|
int area = cv::contourArea(points[p]);
|
||||||
|
|
||||||
|
if (type == handcalibration::HandDetectionType::MENU)
|
||||||
|
if (area > MIN_MENU_HAND_SIZE) return true;
|
||||||
|
|
||||||
|
if (type == handcalibration::HandDetectionType::GAME)
|
||||||
|
if (area > MIN_GAME_HAND_SIZE) return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
76
src/computervision/calibration/HandCalibrator.h
Normal file
@@ -0,0 +1,76 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <opencv2/core/base.hpp>
|
||||||
|
#include <opencv2/imgcodecs.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
namespace handcalibration
|
||||||
|
{
|
||||||
|
enum class HandDetectionType
|
||||||
|
{
|
||||||
|
MENU,
|
||||||
|
GAME
|
||||||
|
};
|
||||||
|
|
||||||
|
class HandCalibrator
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
HandCalibrator();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief draws the text to show the status of the calibration on the image
|
||||||
|
*
|
||||||
|
* @param output_frame the frame to draw on.
|
||||||
|
*/
|
||||||
|
void DrawHandCalibrationText(cv::Mat& output_frame);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the skin calibration variable.
|
||||||
|
*
|
||||||
|
* @param val the value to set
|
||||||
|
*/
|
||||||
|
void SetSkinCalibration(bool val);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the background calibration variable.
|
||||||
|
*
|
||||||
|
* @param val the value to set
|
||||||
|
*/
|
||||||
|
void SetBackGroundCalibrated(bool val);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the value for if the hand is present.
|
||||||
|
*
|
||||||
|
* @param val the value to set.
|
||||||
|
*/
|
||||||
|
void SetHandPresent(bool val);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief checks if the hand is present in the given image
|
||||||
|
*
|
||||||
|
* @param input_image the input image to check.
|
||||||
|
*/
|
||||||
|
bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the amount of fingers that are currently detected.
|
||||||
|
*
|
||||||
|
* @param amount the amount of fingers.
|
||||||
|
*/
|
||||||
|
void SetAmountOfFingers(int amount);
|
||||||
|
|
||||||
|
void DrawBackgroundSkinCalibrated(cv::Mat& output_frame);
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
bool background_calibrated;
|
||||||
|
bool skintone_calibrated;
|
||||||
|
bool hand_present;
|
||||||
|
int fingers_amount;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
#include "FingerCount.h"
|
#include "finger_count.h"
|
||||||
|
|
||||||
#include "opencv2/imgproc.hpp"
|
#include "opencv2/imgproc.hpp"
|
||||||
#include "opencv2/highgui.hpp"
|
#include "opencv2/highgui.hpp"
|
||||||
@@ -14,6 +14,7 @@
|
|||||||
|
|
||||||
namespace computervision
|
namespace computervision
|
||||||
{
|
{
|
||||||
|
|
||||||
FingerCount::FingerCount(void) {
|
FingerCount::FingerCount(void) {
|
||||||
color_blue = Scalar(255, 0, 0);
|
color_blue = Scalar(255, 0, 0);
|
||||||
color_green = Scalar(0, 255, 0);
|
color_green = Scalar(0, 255, 0);
|
||||||
@@ -35,9 +36,6 @@ namespace computervision
|
|||||||
if (input_image.channels() != 1)
|
if (input_image.channels() != 1)
|
||||||
return contours_image;
|
return contours_image;
|
||||||
|
|
||||||
vector<vector<Point>> contours;
|
|
||||||
vector<Vec4i> hierarchy;
|
|
||||||
|
|
||||||
findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
|
findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
|
||||||
|
|
||||||
// we need at least one contour to work
|
// we need at least one contour to work
|
||||||
@@ -45,7 +43,7 @@ namespace computervision
|
|||||||
return contours_image;
|
return contours_image;
|
||||||
|
|
||||||
// find the biggest contour (let's suppose it's our hand)
|
// find the biggest contour (let's suppose it's our hand)
|
||||||
int biggest_contour_index = -1;
|
biggest_contour_index = -1;
|
||||||
double biggest_area = 0.0;
|
double biggest_area = 0.0;
|
||||||
|
|
||||||
for (int i = 0; i < contours.size(); i++) {
|
for (int i = 0; i < contours.size(); i++) {
|
||||||
@@ -151,9 +149,21 @@ namespace computervision
|
|||||||
drawVectorPoints(frame, filtered_finger_points, color_yellow, false);
|
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);
|
putText(frame, to_string(filtered_finger_points.size()), center_bounding_rect, FONT_HERSHEY_PLAIN, 3, color_purple);
|
||||||
|
|
||||||
|
amount_of_fingers = filtered_finger_points.size();
|
||||||
|
|
||||||
return contours_image;
|
return contours_image;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void FingerCount::DrawHandContours(Mat& image)
|
||||||
|
{
|
||||||
|
drawContours(image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
|
||||||
|
}
|
||||||
|
|
||||||
|
int FingerCount::getAmountOfFingers()
|
||||||
|
{
|
||||||
|
return amount_of_fingers;
|
||||||
|
}
|
||||||
|
|
||||||
double FingerCount::findPointsDistance(Point a, Point b) {
|
double FingerCount::findPointsDistance(Point a, Point b) {
|
||||||
Point difference = a - b;
|
Point difference = a - b;
|
||||||
return sqrt(difference.ddot(difference));
|
return sqrt(difference.ddot(difference));
|
||||||
129
src/computervision/finger_count.h
Normal file
@@ -0,0 +1,129 @@
|
|||||||
|
#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);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief gets the currently held-up finger count.
|
||||||
|
*
|
||||||
|
* @return the currently held-up finger count
|
||||||
|
*/
|
||||||
|
int getAmountOfFingers();
|
||||||
|
|
||||||
|
void DrawHandContours(Mat& image);
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
int biggest_contour_index;
|
||||||
|
vector<vector<Point>> contours;
|
||||||
|
vector<Vec4i> hierarchy;
|
||||||
|
|
||||||
|
|
||||||
|
// colors to use
|
||||||
|
Scalar color_blue;
|
||||||
|
Scalar color_green;
|
||||||
|
Scalar color_red;
|
||||||
|
Scalar color_black;
|
||||||
|
Scalar color_white;
|
||||||
|
Scalar color_yellow;
|
||||||
|
Scalar color_purple;
|
||||||
|
|
||||||
|
int amount_of_fingers;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @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);
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
157
src/computervision/hand_detect_region.cpp
Normal file
@@ -0,0 +1,157 @@
|
|||||||
|
|
||||||
|
#include "hand_detect_region.h"
|
||||||
|
#define TIME_DURATION 1.0f
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
|
||||||
|
HandDetectRegion::HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height)
|
||||||
|
{
|
||||||
|
region_id = id;
|
||||||
|
start_x_pos = x_pos;
|
||||||
|
start_y_pos = y_pos;
|
||||||
|
region_width = width;
|
||||||
|
region_height = height;
|
||||||
|
hand_mask_generated = false;
|
||||||
|
hand_present = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandDetectRegion::DetectHand(cv::Mat& camera_frame)
|
||||||
|
{
|
||||||
|
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||||
|
frame_out = input_frame.clone();
|
||||||
|
|
||||||
|
if (!background_calibrated || !skin_calibrated)
|
||||||
|
if (time >= TIME_DURATION)
|
||||||
|
{
|
||||||
|
//std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
|
||||||
|
seconds_left--;
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// detect skin color
|
||||||
|
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
|
||||||
|
|
||||||
|
// remove background from image
|
||||||
|
|
||||||
|
foreground = background_remover.getForeground(input_frame);
|
||||||
|
|
||||||
|
// detect the hand contours
|
||||||
|
handMask = skin_detector.getSkinMask(foreground);
|
||||||
|
|
||||||
|
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||||
|
DrawHandMask(&camera_frame);
|
||||||
|
|
||||||
|
if (seconds_left <= 0)
|
||||||
|
{
|
||||||
|
if (!background_calibrated)
|
||||||
|
{
|
||||||
|
background_remover.calibrate(input_frame);
|
||||||
|
background_calibrated = true;
|
||||||
|
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
|
||||||
|
seconds_left = 5;
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
|
||||||
|
if (!skin_calibrated)
|
||||||
|
{
|
||||||
|
if (is_main_skin_detection_region)
|
||||||
|
skin_timer_callback();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// uncomment these lines to show debug hand information
|
||||||
|
//imshow("output" + region_id, frame_out);
|
||||||
|
//imshow("foreground" + region_id, foreground);
|
||||||
|
//imshow("handMask" + region_id, handMask);
|
||||||
|
//imshow("handDetection", fingerCountDebug);
|
||||||
|
|
||||||
|
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
|
||||||
|
//std::string text = (hand_present ? "hand" : "no");
|
||||||
|
//cv::putText(camera_frame, text, cv::Point(start_x_pos, start_y_pos), cv::FONT_HERSHEY_COMPLEX, 2.0, cv::Scalar(0, 255, 255), 2);
|
||||||
|
hand_calibrator.SetHandPresent(hand_present);
|
||||||
|
|
||||||
|
//draw black rectangle behind calibration information text
|
||||||
|
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 55, 450, camera_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||||
|
|
||||||
|
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
|
||||||
|
|
||||||
|
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
|
||||||
|
calibration_text += std::to_string(seconds_left);
|
||||||
|
if (!background_calibrated || !skin_calibrated)
|
||||||
|
{
|
||||||
|
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 130, 600, 60), cv::Scalar(0, 0, 0), -1);
|
||||||
|
cv:putText(camera_frame, calibration_text, cv::Point(5, 400), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
||||||
|
}
|
||||||
|
if (background_calibrated && !skin_calibrated)
|
||||||
|
{
|
||||||
|
cv::putText(camera_frame, "put your hand in the left square", cv::Point(5, camera_frame.rows - 105), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
cv::Mat HandDetectRegion::GenerateHandMaskSquare(cv::Mat img)
|
||||||
|
{
|
||||||
|
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
|
||||||
|
cv::rectangle(mask, cv::Rect(start_x_pos, start_y_pos, region_width, region_height), cv::Scalar(255, 255, 255), -1);
|
||||||
|
|
||||||
|
img.copyTo(distance_img, mask);
|
||||||
|
|
||||||
|
hand_mask_generated = true;
|
||||||
|
return distance_img;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandDetectRegion::DrawHandMask(cv::Mat* input)
|
||||||
|
{
|
||||||
|
if (!hand_mask_generated) return false;
|
||||||
|
rectangle(*input, Rect(start_x_pos, start_y_pos, region_width, region_height), (hand_present ? Scalar(0, 255, 0) : Scalar(0,0,255)),2);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandDetectRegion::IsHandPresent()
|
||||||
|
{
|
||||||
|
return hand_present;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandDetectRegion::CalibrateBackground()
|
||||||
|
{
|
||||||
|
std::cout << "calibrating background " << region_id << std::endl;
|
||||||
|
background_remover.calibrate(frame_out);
|
||||||
|
hand_calibrator.SetBackGroundCalibrated(true);
|
||||||
|
}
|
||||||
|
void HandDetectRegion::CalibrateSkin()
|
||||||
|
{
|
||||||
|
skin_detector.calibrate(frame_out);
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<int> HandDetectRegion::CalculateSkinTresholds()
|
||||||
|
{
|
||||||
|
std::cout << "calibrating skin " << region_id << std::endl;
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
skin_calibrated = true;
|
||||||
|
time = 0;
|
||||||
|
return skin_detector.calibrateAndReturn(frame_out);
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
|
||||||
|
{
|
||||||
|
std::cout << "setting skin " << region_id << std::endl;
|
||||||
|
skin_detector.setTresholds(tresholds);
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
skin_calibrated = true;
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandDetectRegion::UpdateTime(float delta_time)
|
||||||
|
{
|
||||||
|
time += delta_time;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
73
src/computervision/hand_detect_region.h
Normal file
@@ -0,0 +1,73 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <opencv2/core.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include "async/StaticCameraInstance.h"
|
||||||
|
#include "calibration/HandCalibrator.h"
|
||||||
|
#include "background_remover.h"
|
||||||
|
#include "skin_detector.h"
|
||||||
|
#include "finger_count.h"
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class HandDetectRegion
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height);
|
||||||
|
|
||||||
|
void SetXPos(int x) { start_x_pos = x; }
|
||||||
|
void SetYPos(int y) { start_y_pos = y; }
|
||||||
|
int GetXPos() { return start_x_pos; }
|
||||||
|
int GetYPos() { return start_y_pos; }
|
||||||
|
|
||||||
|
void SetWidth(int width) { region_width = width; }
|
||||||
|
void SetHeigth(int height) { region_height = height; }
|
||||||
|
int GetWidth() { return region_width; }
|
||||||
|
int GetHeight() { return region_height; }
|
||||||
|
|
||||||
|
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||||
|
|
||||||
|
void DetectHand(cv::Mat& camera_frame);
|
||||||
|
|
||||||
|
bool IsHandPresent();
|
||||||
|
|
||||||
|
void CalibrateBackground();
|
||||||
|
void CalibrateSkin();
|
||||||
|
|
||||||
|
std::vector<int> CalculateSkinTresholds();
|
||||||
|
|
||||||
|
void setSkinTresholds(std::vector<int>& tresholds);
|
||||||
|
void UpdateTime(float delta_time);
|
||||||
|
void SetMainSkinDetecRegion(bool val) { is_main_skin_detection_region = val; };
|
||||||
|
void SetSkinTimerCallback(std::function<void()> fun) { skin_timer_callback = fun; };
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
int start_x_pos;
|
||||||
|
int start_y_pos;
|
||||||
|
int region_height;
|
||||||
|
int region_width;
|
||||||
|
bool hand_mask_generated;
|
||||||
|
bool hand_present;
|
||||||
|
cv::Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||||
|
BackgroundRemover background_remover;
|
||||||
|
SkinDetector skin_detector;
|
||||||
|
handcalibration::HandCalibrator hand_calibrator;
|
||||||
|
std::string region_id;
|
||||||
|
|
||||||
|
bool DrawHandMask(cv::Mat* input);
|
||||||
|
|
||||||
|
float time = 0;
|
||||||
|
int seconds_left = 5; // calibration countdown
|
||||||
|
|
||||||
|
bool background_calibrated = false;
|
||||||
|
bool skin_calibrated = false;
|
||||||
|
bool is_main_skin_detection_region = false;
|
||||||
|
std::function<void()> skin_timer_callback;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
203
src/computervision/object_detection.cpp
Normal file
@@ -0,0 +1,203 @@
|
|||||||
|
|
||||||
|
#include "object_detection.h"
|
||||||
|
|
||||||
|
#define TIME_DURATION 1.0f
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
|
||||||
|
cv::Mat img, img_gray, img2, img2_gray, img3, img4;
|
||||||
|
|
||||||
|
int hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height;
|
||||||
|
bool hand_mask_generated = false;
|
||||||
|
|
||||||
|
Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||||
|
BackgroundRemover background_remover;
|
||||||
|
SkinDetector skin_detector;
|
||||||
|
FingerCount finger_count;
|
||||||
|
handcalibration::HandCalibrator hand_calibrator;
|
||||||
|
|
||||||
|
cv::VideoCapture cap = static_camera::getCap();
|
||||||
|
float time = 0;
|
||||||
|
int seconds_left = 5; // calibration countdown
|
||||||
|
|
||||||
|
bool background_calibrated = false;
|
||||||
|
bool skin_calibrated = false;
|
||||||
|
bool hand_open = false;
|
||||||
|
|
||||||
|
ObjectDetection::ObjectDetection()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
cv::Mat ObjectDetection::ReadCamera() {
|
||||||
|
cap.read(img);
|
||||||
|
return img;
|
||||||
|
}
|
||||||
|
|
||||||
|
cv::VideoCapture ObjectDetection::GetCap()
|
||||||
|
{
|
||||||
|
return cap;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
||||||
|
{
|
||||||
|
//calculate deltatime
|
||||||
|
if (!background_calibrated || !skin_calibrated)
|
||||||
|
{
|
||||||
|
UpdateTime();
|
||||||
|
|
||||||
|
if (time >= TIME_DURATION)
|
||||||
|
{
|
||||||
|
std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
|
||||||
|
seconds_left--;
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||||
|
frame_out = input_frame.clone();
|
||||||
|
|
||||||
|
// detect skin color
|
||||||
|
skin_detector.drawSkinColorSampler(camera_frame);
|
||||||
|
|
||||||
|
// remove background from image
|
||||||
|
foreground = background_remover.getForeground(input_frame);
|
||||||
|
|
||||||
|
// detect the hand contours
|
||||||
|
handMask = skin_detector.getSkinMask(foreground);
|
||||||
|
|
||||||
|
// count the amount of fingers and put the info on the matrix
|
||||||
|
fingerCountDebug = finger_count.findFingersCount(handMask, frame_out);
|
||||||
|
|
||||||
|
// get the amount of fingers
|
||||||
|
int fingers_amount = finger_count.getAmountOfFingers();
|
||||||
|
|
||||||
|
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||||
|
DrawHandMask(&camera_frame);
|
||||||
|
|
||||||
|
if (seconds_left <= 0)
|
||||||
|
{
|
||||||
|
if (!background_calibrated)
|
||||||
|
{
|
||||||
|
background_remover.calibrate(input_frame);
|
||||||
|
background_calibrated = true;
|
||||||
|
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
|
||||||
|
seconds_left = 5;
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
|
||||||
|
if (!skin_calibrated)
|
||||||
|
{
|
||||||
|
skin_detector.calibrate(input_frame);
|
||||||
|
skin_calibrated = true;
|
||||||
|
hand_calibrator.SetSkinCalibration(skin_calibrated);
|
||||||
|
time = 0;
|
||||||
|
calibration_callback();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
hand_calibrator.SetAmountOfFingers(fingers_amount);
|
||||||
|
finger_count.DrawHandContours(camera_frame);
|
||||||
|
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
||||||
|
|
||||||
|
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
|
||||||
|
calibration_text += std::to_string(seconds_left);
|
||||||
|
if (!background_calibrated || !skin_calibrated)
|
||||||
|
{
|
||||||
|
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 120, 500, 50), cv::Scalar(0, 0, 0), -1);
|
||||||
|
cv::putText(camera_frame, calibration_text, cv::Point(5, camera_frame.rows-80), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (background_calibrated && !skin_calibrated)
|
||||||
|
{
|
||||||
|
cv::putText(camera_frame, "put your hand in the square", cv::Point(5, camera_frame.rows - 100), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
||||||
|
}
|
||||||
|
imshow("camera", camera_frame);
|
||||||
|
|
||||||
|
// uncomment these lines to show debug hand information
|
||||||
|
/*imshow("output", frame_out);
|
||||||
|
imshow("foreground", foreground);
|
||||||
|
imshow("handMask", handMask);
|
||||||
|
imshow("handDetection", fingerCountDebug);*/
|
||||||
|
|
||||||
|
hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU);
|
||||||
|
hand_calibrator.SetHandPresent(hand_present);
|
||||||
|
|
||||||
|
hand_open = fingers_amount > 0;
|
||||||
|
return hand_open;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ObjectDetection::CalculateDifference()
|
||||||
|
{
|
||||||
|
cap.read(img);
|
||||||
|
cap.read(img2);
|
||||||
|
|
||||||
|
cv::cvtColor(img, img_gray, cv::COLOR_RGBA2GRAY);
|
||||||
|
cv::cvtColor(img2, img2_gray, cv::COLOR_RGBA2GRAY);
|
||||||
|
|
||||||
|
cv::absdiff(img_gray, img2_gray, img3);
|
||||||
|
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
|
||||||
|
|
||||||
|
imshow("threshold", img4);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
cv::Mat ObjectDetection::GenerateHandMaskSquare(cv::Mat img)
|
||||||
|
{
|
||||||
|
hand_mask_start_x_pos = 20;
|
||||||
|
hand_mask_start_y_pos = img.rows / 5;
|
||||||
|
hand_mask_width = img.cols / 3;
|
||||||
|
hand_mask_height = img.cols / 3;
|
||||||
|
|
||||||
|
|
||||||
|
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
|
||||||
|
cv::rectangle(mask, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255), -1);
|
||||||
|
|
||||||
|
img.copyTo(distance_img, mask);
|
||||||
|
|
||||||
|
hand_mask_generated = true;
|
||||||
|
return distance_img;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ObjectDetection::DrawHandMask(cv::Mat* input)
|
||||||
|
{
|
||||||
|
if (!hand_mask_generated) return false;
|
||||||
|
rectangle(*input, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ObjectDetection::ShowWebcam()
|
||||||
|
{
|
||||||
|
imshow("Webcam image", img);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ObjectDetection::UpdateTime()
|
||||||
|
{
|
||||||
|
double current_time = glfwGetTime();
|
||||||
|
static double last_frame_time = current_time;
|
||||||
|
double delt_time = current_time - last_frame_time;
|
||||||
|
last_frame_time = current_time;
|
||||||
|
|
||||||
|
time += delt_time;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ObjectDetection::IsHandOpen()
|
||||||
|
{
|
||||||
|
return hand_open;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ObjectDetection::IsCalibrated()
|
||||||
|
{
|
||||||
|
return background_calibrated && skin_calibrated;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
109
src/computervision/object_detection.h
Normal file
@@ -0,0 +1,109 @@
|
|||||||
|
#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>
|
||||||
|
#include <opencv2/video.hpp>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include <functional>
|
||||||
|
#include "background_remover.h"
|
||||||
|
#include "skin_detector.h"
|
||||||
|
#include "finger_count.h"
|
||||||
|
#include "async/StaticCameraInstance.h"
|
||||||
|
#include "calibration/HandCalibrator.h"
|
||||||
|
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class ObjectDetection
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief default constructor of ObjectDetection
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
ObjectDetection();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @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 generates the square that will hold the mask in which the hand will be detected.
|
||||||
|
*
|
||||||
|
* @param img the current camear frame
|
||||||
|
* @return a matrix containing the mask
|
||||||
|
*/
|
||||||
|
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief reads the camera and returns it in a matrix.
|
||||||
|
*
|
||||||
|
* @return the camera frame in a matrix
|
||||||
|
*/
|
||||||
|
cv::Mat ReadCamera();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief detects a hand based on the given hand mask input frame.
|
||||||
|
*
|
||||||
|
* @param inputFrame the input frame from the camera
|
||||||
|
* @param hand_present boolean that will hold true if the hand is detected, false if not.
|
||||||
|
* @return true if hand is open, false if hand is closed
|
||||||
|
*/
|
||||||
|
bool DetectHand(cv::Mat camera_frame, bool& hand_present);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief draws the hand mask rectangle on the given input matrix.
|
||||||
|
*
|
||||||
|
* @param input the input matrix to draw the rectangle on
|
||||||
|
*/
|
||||||
|
bool DrawHandMask(cv::Mat *input);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief checks if the hand of the user is open.
|
||||||
|
*
|
||||||
|
* @return true if the hand is open, false if not.
|
||||||
|
*/
|
||||||
|
bool IsHandOpen();
|
||||||
|
|
||||||
|
bool IsCalibrated();
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief checks whether the hand is held within the detection square.
|
||||||
|
*
|
||||||
|
* @return true if the hand is in the detection square, false if not.
|
||||||
|
*/
|
||||||
|
bool IsHandPresent();
|
||||||
|
|
||||||
|
cv::VideoCapture GetCap();
|
||||||
|
|
||||||
|
void SetCalibrationCallback(std::function<void()> fun) { calibration_callback = fun; };
|
||||||
|
|
||||||
|
private:
|
||||||
|
bool is_hand_open;
|
||||||
|
bool is_hand_present;
|
||||||
|
void UpdateTime();
|
||||||
|
std::function<void()> calibration_callback;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
#include "SkinDetector.h"
|
#include "skin_detector.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||||
@@ -22,8 +23,8 @@ namespace computervision
|
|||||||
void SkinDetector::drawSkinColorSampler(Mat input) {
|
void SkinDetector::drawSkinColorSampler(Mat input) {
|
||||||
int frameWidth = input.size().width, frameHeight = input.size().height;
|
int frameWidth = input.size().width, frameHeight = input.size().height;
|
||||||
|
|
||||||
int rectangleSize = 20;
|
int rectangleSize = 25;
|
||||||
Scalar rectangleColor = Scalar(255, 0, 255);
|
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||||
|
|
||||||
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
|
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
|
||||||
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
|
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
|
||||||
@@ -41,6 +42,29 @@ namespace computervision
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SkinDetector::drawSkinColorSampler(Mat input,int x, int y,int width, int height) {
|
||||||
|
int frameWidth = width, frameHeight = height;
|
||||||
|
|
||||||
|
int rectangleSize = 25;
|
||||||
|
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||||
|
|
||||||
|
skinColorSamplerRectangle1 = Rect(frameWidth / 5 + x, frameHeight / 2 + y, rectangleSize, rectangleSize);
|
||||||
|
skinColorSamplerRectangle2 = Rect(frameWidth / 5 + x, frameHeight / 3 + y, rectangleSize, rectangleSize);
|
||||||
|
|
||||||
|
rectangle(
|
||||||
|
input,
|
||||||
|
skinColorSamplerRectangle1,
|
||||||
|
rectangleColor
|
||||||
|
);
|
||||||
|
|
||||||
|
rectangle(
|
||||||
|
input,
|
||||||
|
skinColorSamplerRectangle2,
|
||||||
|
rectangleColor
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void SkinDetector::calibrate(Mat input) {
|
void SkinDetector::calibrate(Mat input) {
|
||||||
|
|
||||||
Mat hsvInput;
|
Mat hsvInput;
|
||||||
@@ -54,6 +78,19 @@ namespace computervision
|
|||||||
calibrated = true;
|
calibrated = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::vector<int> SkinDetector::calibrateAndReturn(Mat input)
|
||||||
|
{
|
||||||
|
Mat hsvInput;
|
||||||
|
cvtColor(input, hsvInput, CV_BGR2HSV);
|
||||||
|
|
||||||
|
Mat sample1 = Mat(hsvInput, skinColorSamplerRectangle1);
|
||||||
|
Mat sample2 = Mat(hsvInput, skinColorSamplerRectangle2);
|
||||||
|
|
||||||
|
calibrated = true;
|
||||||
|
return calculateAndReturnTresholds(sample1, sample2);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) {
|
void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) {
|
||||||
int offsetLowThreshold = 80;
|
int offsetLowThreshold = 80;
|
||||||
int offsetHighThreshold = 30;
|
int offsetHighThreshold = 30;
|
||||||
@@ -75,6 +112,39 @@ namespace computervision
|
|||||||
//vHighThreshold = 255;
|
//vHighThreshold = 255;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::vector<int> SkinDetector::calculateAndReturnTresholds(Mat sample1, Mat sample2)
|
||||||
|
{
|
||||||
|
|
||||||
|
calculateThresholds(sample1, sample2);
|
||||||
|
std::vector<int> res;
|
||||||
|
res.push_back(hLowThreshold);
|
||||||
|
res.push_back(hHighThreshold);
|
||||||
|
res.push_back(sLowThreshold);
|
||||||
|
res.push_back(sHighThreshold);
|
||||||
|
res.push_back(vLowThreshold);
|
||||||
|
res.push_back(vHighThreshold);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SkinDetector::setTresholds(std::vector<int>& tresholds)
|
||||||
|
{
|
||||||
|
if (tresholds.size() != 6)
|
||||||
|
{
|
||||||
|
std::cout << "tresholds array not the right size!" << std::endl;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
hLowThreshold = tresholds[0];
|
||||||
|
hHighThreshold = tresholds[1];
|
||||||
|
sLowThreshold = tresholds[2];
|
||||||
|
sHighThreshold = tresholds[3];
|
||||||
|
vLowThreshold = tresholds[4];
|
||||||
|
vHighThreshold = tresholds[5];
|
||||||
|
|
||||||
|
calibrated = true;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
Mat SkinDetector::getSkinMask(Mat input) {
|
Mat SkinDetector::getSkinMask(Mat input) {
|
||||||
Mat skinMask;
|
Mat skinMask;
|
||||||
|
|
||||||
85
src/computervision/skin_detector.h
Normal file
@@ -0,0 +1,85 @@
|
|||||||
|
#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);
|
||||||
|
|
||||||
|
void drawSkinColorSampler(Mat input, int x, int y, int width, int heigth);
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief calibrates the skin color detector with the given input frame
|
||||||
|
*
|
||||||
|
* @param input the input frame to calibrate from
|
||||||
|
*/
|
||||||
|
void calibrate(Mat input);
|
||||||
|
|
||||||
|
std::vector<int> calibrateAndReturn(Mat input);
|
||||||
|
|
||||||
|
void setTresholds(std::vector<int>& tresholds);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @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);
|
||||||
|
|
||||||
|
std::vector<int> calculateAndReturnTresholds(Mat sample1, Mat sample2);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief the opening. it generates the structuring element and performs the morphological transformations required to detect the hand.
|
||||||
|
* 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);
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,4 +1,6 @@
|
|||||||
#include "camera.h"
|
#include "camera.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
@@ -7,26 +9,52 @@ namespace entities
|
|||||||
rotation(rotation)
|
rotation(rotation)
|
||||||
{}
|
{}
|
||||||
|
|
||||||
|
void Camera::Follow(glm::vec3 follow_position) {
|
||||||
|
//set position to follow in front of the camera
|
||||||
|
follow_position.z += 100;
|
||||||
|
//set position to follow a bit lower
|
||||||
|
follow_position.y += 50;
|
||||||
|
//move position from original position to given position with smoothing
|
||||||
|
position = toolbox::Lerp(position, follow_position, 0.1);
|
||||||
|
}
|
||||||
|
|
||||||
void Camera::Move(GLFWwindow* window)
|
void Camera::Move(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
|
float movement_speed = 0;
|
||||||
|
float up_down_speed = 0;
|
||||||
|
float side_speed = 0;
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
position.z -= SPEED;
|
movement_speed -= SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
position.z += SPEED;
|
movement_speed += SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
position.x += SPEED;
|
side_speed += SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
position.x -= SPEED;
|
side_speed -= SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
up_down_speed += UP_SPEED;
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
up_down_speed -= UP_SPEED;
|
||||||
|
}
|
||||||
|
|
||||||
|
position.x += side_speed;
|
||||||
|
position.z += movement_speed;
|
||||||
|
position.y += up_down_speed;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,23 +1,42 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
|
* This class represents the viewport of the game. The whole game is seen through this class
|
||||||
|
*/
|
||||||
|
|
||||||
class Camera
|
class Camera
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
const float SPEED = 0.02f;
|
// The movement speed of the camera
|
||||||
|
const float SPEED = 0.5f;
|
||||||
|
const float UP_SPEED = 1.0f;
|
||||||
|
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 rotation;
|
glm::vec3 rotation;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This funtion moves the camera's position from the inputs of the keyboard
|
||||||
|
*
|
||||||
|
* @param window: The OpenGL window
|
||||||
|
*/
|
||||||
void Move(GLFWwindow* window);
|
void Move(GLFWwindow* window);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief follows the given position with smoothing
|
||||||
|
*
|
||||||
|
* @param follow_position the position of the object the camera has to follow
|
||||||
|
*/
|
||||||
|
void Follow(glm::vec3 follow_position);
|
||||||
|
|
||||||
inline glm::vec3 GetPosition() const{ return position; }
|
inline glm::vec3 GetPosition() const{ return position; }
|
||||||
inline glm::vec3 GetRotation() const{ return rotation; }
|
inline glm::vec3 GetRotation() const{ return rotation; }
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -23,5 +23,7 @@ namespace entities
|
|||||||
this->rotation.y += rotation.y;
|
this->rotation.y += rotation.y;
|
||||||
this->rotation.z += rotation.z;
|
this->rotation.z += rotation.z;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -5,10 +5,15 @@
|
|||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
|
* This class represents a movable model in the game
|
||||||
|
*/
|
||||||
|
|
||||||
class Entity
|
class Entity
|
||||||
{
|
{
|
||||||
private:
|
protected:
|
||||||
models::TexturedModel model;
|
models::TexturedModel model;
|
||||||
|
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 rotation;
|
glm::vec3 rotation;
|
||||||
float scale;
|
float scale;
|
||||||
@@ -16,7 +21,18 @@ namespace entities
|
|||||||
public:
|
public:
|
||||||
Entity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale);
|
Entity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function increases the position of the entity
|
||||||
|
*
|
||||||
|
* @param distance: The amount of distance in each axis the entity needs to move
|
||||||
|
*/
|
||||||
void IncreasePosition(const glm::vec3& distance);
|
void IncreasePosition(const glm::vec3& distance);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function increases the rotation of the entity
|
||||||
|
*
|
||||||
|
* @param rotation: The angle of each axis the entity needs to rotate
|
||||||
|
*/
|
||||||
void IncreaseRotation(const glm::vec3& rotation);
|
void IncreaseRotation(const glm::vec3& rotation);
|
||||||
|
|
||||||
inline models::TexturedModel GetModel() const{return model;}
|
inline models::TexturedModel GetModel() const{return model;}
|
||||||
@@ -24,7 +40,7 @@ namespace entities
|
|||||||
inline glm::vec3 GetPosition() const { return position; }
|
inline glm::vec3 GetPosition() const { return position; }
|
||||||
inline void SetPosition(const ::glm::vec3& position) { this->position = position; }
|
inline void SetPosition(const ::glm::vec3& position) { this->position = position; }
|
||||||
inline glm::vec3 GetRotation() const { return rotation; }
|
inline glm::vec3 GetRotation() const { return rotation; }
|
||||||
inline void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
|
void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
|
||||||
inline float GetScale() const { return scale; }
|
inline float GetScale() const { return scale; }
|
||||||
inline void SetScale(const float scale) { this->scale = scale; }
|
inline void SetScale(const float scale) { this->scale = scale; }
|
||||||
};
|
};
|
||||||
|
|||||||
49
src/entities/collision_entity.cpp
Normal file
@@ -0,0 +1,49 @@
|
|||||||
|
#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.x - (0.5 * size.x), bounding_box.center_pos.y, bounding_box.center_pos.z - (0.5 * size.z) };
|
||||||
|
max_xyz = { bounding_box.center_pos.x + (0.5 * size.x), bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + (0.5 * size.z) };
|
||||||
|
|
||||||
|
// min_xyz = bounding_box.center_pos;
|
||||||
|
// max_xyz = { bounding_box.center_pos.x + size.x, bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + size.z };
|
||||||
|
}
|
||||||
|
}
|
||||||
68
src/entities/collision_entity.h
Normal file
@@ -0,0 +1,68 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "entity.h"
|
||||||
|
#include "../collision/collision.h"
|
||||||
|
#include <memory>
|
||||||
|
#include <functional>
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class is an entity with a collision box
|
||||||
|
*/
|
||||||
|
class CollisionEntity : public Entity
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
collision::Box bounding_box;
|
||||||
|
|
||||||
|
glm::vec3 min_xyz;
|
||||||
|
glm::vec3 max_xyz;
|
||||||
|
|
||||||
|
//void (*on_collide)(const collision::Collision& collision);
|
||||||
|
std::function<void(const collision::Collision&)> on_collide;
|
||||||
|
|
||||||
|
public:
|
||||||
|
CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
|
||||||
|
float scale, const collision::Box& bounding_box);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to do some sort of behaviour when the entity collides
|
||||||
|
*
|
||||||
|
* @param collision: The collision
|
||||||
|
*/
|
||||||
|
virtual void OnCollide(const collision::Collision& collision);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to check if the entity is colliding with a point in 3D space
|
||||||
|
*
|
||||||
|
* @param point: The point to check if its colliding with the entity
|
||||||
|
*
|
||||||
|
* @return: True is the entity is colliding, false if not
|
||||||
|
*/
|
||||||
|
bool IsColliding(const glm::vec3& point) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to check if the entity is colliding with another entity
|
||||||
|
*
|
||||||
|
* @param e: The other entity to check if its colliding with this
|
||||||
|
*
|
||||||
|
* @return: True is the entity is colliding, false if not
|
||||||
|
*/
|
||||||
|
bool IsColliding(const CollisionEntity& e) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to set the collision behaviour of the entity
|
||||||
|
*
|
||||||
|
* @param function: A function pointer to a function with the collision behaviour
|
||||||
|
*/
|
||||||
|
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
||||||
|
{ if (function != nullptr) { on_collide = function; } }
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This method moves the collision to the center of the entity
|
||||||
|
*/
|
||||||
|
void MoveCollisionBox();
|
||||||
|
};
|
||||||
|
}
|
||||||
131
src/entities/house_generator.cpp
Normal file
@@ -0,0 +1,131 @@
|
|||||||
|
#include "house_generator.h"
|
||||||
|
|
||||||
|
#include <functional>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/Loader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "collision_entity.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
HouseGenerator::HouseGenerator()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void HouseGenerator::GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece)
|
||||||
|
{
|
||||||
|
singleton::FurnitureType random_type = singleton::FurnitureType::CEILING_OBJECTS;
|
||||||
|
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
|
||||||
|
|
||||||
|
while (random_type == singleton::FurnitureType::CEILING_OBJECTS ) {
|
||||||
|
random_type = singleton::FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
|
{
|
||||||
|
if (it->furniture.type == random_type)
|
||||||
|
{
|
||||||
|
furniture_piece->type = it->furniture.type;
|
||||||
|
furniture_piece->size = it->furniture.size;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void HouseGenerator::GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece)
|
||||||
|
{
|
||||||
|
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
|
||||||
|
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
|
{
|
||||||
|
if (it->furniture.type == type)
|
||||||
|
{
|
||||||
|
furniture_piece->type = it->furniture.type;
|
||||||
|
furniture_piece->size = it->furniture.size;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void HouseGenerator::GenerateHouse(std::deque<std::shared_ptr<CollisionEntity>>* furniture_list , const glm::vec3& position, float y_rotation)
|
||||||
|
{
|
||||||
|
std::deque<std::shared_ptr<Entity>> furniture;
|
||||||
|
|
||||||
|
// Add house
|
||||||
|
collision::Box bounding_box = { glm::vec3(0, 0, 0), glm::vec3(0, 0, 0) };
|
||||||
|
furniture_list->push_front(std::make_shared<CollisionEntity>(singleton::Model_Storage::get_instance()->get_house_model(), position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, bounding_box));
|
||||||
|
int house_size_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
int house_size_y = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
int house_size_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
|
||||||
|
int offset_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.z * (HOUSE_SIZE / 2);
|
||||||
|
int offset_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * (HOUSE_SIZE / 2);
|
||||||
|
double multiplier_x = house_size_x / 4;
|
||||||
|
double multiplier_z = house_size_z / 3;
|
||||||
|
|
||||||
|
for (int z = 1; z < 4; z++) {
|
||||||
|
for (int x = 1; x < 4; x++)
|
||||||
|
{
|
||||||
|
//if (toolbox::Random(0, 100) < 90) {
|
||||||
|
singleton::FurniturePiece furniture_piece;
|
||||||
|
GetRandomFurniturePiece(&furniture_piece);
|
||||||
|
if (furniture_piece.type != singleton::FurnitureType::CEILING_OBJECTS) {
|
||||||
|
std::cout << "Furniture Piece: " << int(furniture_piece.type) << std::endl;
|
||||||
|
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
|
||||||
|
//if (!(furniture_piece->size > 1 && x > 1)) {
|
||||||
|
glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
|
||||||
|
|
||||||
|
collision::Box model_box = { model_pos, model.raw_model.model_size * HOUSE_SIZE };
|
||||||
|
model_box.SetRotation(90);
|
||||||
|
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
||||||
|
}
|
||||||
|
//}
|
||||||
|
//}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
singleton::FurniturePiece furniture_piece;
|
||||||
|
GetFurniturePiece(singleton::FurnitureType::CEILING_OBJECTS, &furniture_piece);
|
||||||
|
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
|
||||||
|
glm::vec3 model_pos = glm::vec3(position.x, position.y + (house_size_y / 5 * 3), position.z);
|
||||||
|
collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||||
|
model_box.SetRotation(-90);
|
||||||
|
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel HouseGenerator::GetFurnitureModel(const singleton::FurniturePiece* furniture)
|
||||||
|
{
|
||||||
|
std::deque<models::TexturedModel> furniture_list;
|
||||||
|
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
|
||||||
|
|
||||||
|
std::cout << "type of furniture_piece: " << int(furniture->type) << std::endl;
|
||||||
|
|
||||||
|
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
|
{
|
||||||
|
if (it->furniture.type == furniture->type)
|
||||||
|
{
|
||||||
|
std::deque<models::TexturedModel> textures = it->texture;
|
||||||
|
for (int i = 0; i< textures.size(); i++)
|
||||||
|
{
|
||||||
|
furniture_list.push_back(textures.at(i));
|
||||||
|
}
|
||||||
|
std::cout << "Size of textures: " << textures.size() << std::endl;
|
||||||
|
std::cout << "Size of furniture_list: " << furniture_list.size() << std::endl;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
std::cout << "Size of furniture_list after for loop: " << furniture_list.size() << std::endl;
|
||||||
|
if (furniture_list.empty())
|
||||||
|
{
|
||||||
|
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
||||||
|
}
|
||||||
|
|
||||||
|
const int modelNumber = toolbox::Random(0, furniture_list.size() - 1);
|
||||||
|
|
||||||
|
return furniture_list.at(modelNumber);
|
||||||
|
}
|
||||||
|
}
|
||||||
50
src/entities/house_generator.h
Normal file
@@ -0,0 +1,50 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <deque>
|
||||||
|
#include <memory>
|
||||||
|
#include <map>
|
||||||
|
|
||||||
|
#include "collision_entity.h"
|
||||||
|
#include "../models/Model.h"
|
||||||
|
#include "../collision/collision.h"
|
||||||
|
#include "../model_Storage.h"
|
||||||
|
#include "collision_entity.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
class HouseGenerator
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
const float HOUSE_SIZE = 30;
|
||||||
|
public:
|
||||||
|
HouseGenerator();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function generates a house with furniture at the given position and rotation
|
||||||
|
*
|
||||||
|
* @param position: The position of the house to render
|
||||||
|
* @param y_rotation: The y rotation the house needs to be rendered with
|
||||||
|
*
|
||||||
|
* @return: A list with all the entities of the generated house (the furniture)
|
||||||
|
*/
|
||||||
|
void GenerateHouse(std::deque<std::shared_ptr<CollisionEntity>>* furniture_list, const glm::vec3& position, float y_rotation);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Returns the depth of the house (chunk)
|
||||||
|
*/
|
||||||
|
float GetHouseDepth() const { return singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE; }
|
||||||
|
|
||||||
|
private:
|
||||||
|
void GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece);
|
||||||
|
void GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
||||||
|
*
|
||||||
|
* @param furniture: The furniture you want to get
|
||||||
|
*
|
||||||
|
* @return: The model of the random furniture of the chosen furniture type
|
||||||
|
*/
|
||||||
|
models::TexturedModel GetFurnitureModel(const singleton::FurniturePiece* furniture);
|
||||||
|
};
|
||||||
|
}
|
||||||
30
src/entities/light.h
Normal file
@@ -0,0 +1,30 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <glm/vec3.hpp>
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class represents a light in the game
|
||||||
|
*/
|
||||||
|
|
||||||
|
class Light
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
glm::vec3 position;
|
||||||
|
glm::vec3 color;
|
||||||
|
glm::vec3 attenuation = { 1, 0, 0 };
|
||||||
|
|
||||||
|
public:
|
||||||
|
Light(const glm::vec3& position, const glm::vec3& color) : position(position), color(color) { }
|
||||||
|
Light(const glm::vec3& position, const glm::vec3& color, const glm::vec3& attenuation)
|
||||||
|
: position(position), color(color), attenuation(attenuation) { }
|
||||||
|
|
||||||
|
glm::vec3 GetPosition() const { return position; }
|
||||||
|
void setPosition(const glm::vec3& position) { this->position = position; }
|
||||||
|
glm::vec3 GetColor() const { return color; }
|
||||||
|
void setColor(const glm::vec3& color) { this->color = color; }
|
||||||
|
glm::vec3 GetAttenuation() const { return attenuation; }
|
||||||
|
void SetAttenuation(const glm::vec3& attenuation) { this->attenuation = attenuation; }
|
||||||
|
};
|
||||||
|
}
|
||||||
108
src/entities/main_character.cpp
Normal file
@@ -0,0 +1,108 @@
|
|||||||
|
#include "main_character.h"
|
||||||
|
#include "../models/Model.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include "entity.h"
|
||||||
|
#include"../renderEngine/Renderer.h"
|
||||||
|
#include"../renderEngine/obj_loader.h"
|
||||||
|
#include"../renderEngine/loader.h"
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
int movement_speed, down_speed, side_speed;
|
||||||
|
bool is_playing;
|
||||||
|
|
||||||
|
|
||||||
|
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||||
|
: CollisionEntity(model, position, rotation, scale, bounding_box)
|
||||||
|
{
|
||||||
|
is_playing = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void MainCharacter::Move(std::vector<computervision::HandDetectRegion*> regions)
|
||||||
|
{
|
||||||
|
computervision::HandDetectRegion* reg_left = regions.at(0);
|
||||||
|
computervision::HandDetectRegion* reg_up = regions.at(1);
|
||||||
|
computervision::HandDetectRegion* reg_right = regions.at(2);
|
||||||
|
|
||||||
|
double delta_time = UpdateDelta();
|
||||||
|
|
||||||
|
if (is_playing) {
|
||||||
|
movement_speed = -50; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||||
|
down_speed = -40; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||||
|
side_speed = 0; //Side speed adjustment
|
||||||
|
//For gameplay with use of keyboard keys: W, A, S, D
|
||||||
|
//W: Go forward
|
||||||
|
//A: Go left
|
||||||
|
//S: Go backwards
|
||||||
|
//D: Go right
|
||||||
|
//TODO Implement CV actions
|
||||||
|
//top right
|
||||||
|
SetRotation(glm::vec3(0, 90, 0));
|
||||||
|
if (reg_up->IsHandPresent() && reg_left->IsHandPresent())
|
||||||
|
{
|
||||||
|
side_speed += SIDE_SPEED;
|
||||||
|
down_speed += UP_SPEED/2;
|
||||||
|
SetRotation(glm::vec3(10, 90, 0));
|
||||||
|
}
|
||||||
|
//right
|
||||||
|
if (reg_left->IsHandPresent())
|
||||||
|
{
|
||||||
|
side_speed += SIDE_SPEED;
|
||||||
|
}
|
||||||
|
//top left
|
||||||
|
if (reg_up->IsHandPresent() && reg_right->IsHandPresent())
|
||||||
|
{
|
||||||
|
down_speed += UP_SPEED/2;
|
||||||
|
side_speed -= SIDE_SPEED;
|
||||||
|
SetRotation(glm::vec3(10, 90, 0));
|
||||||
|
}
|
||||||
|
//left
|
||||||
|
if (reg_right->IsHandPresent())
|
||||||
|
{
|
||||||
|
side_speed -= SIDE_SPEED;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (reg_up->IsHandPresent())
|
||||||
|
{
|
||||||
|
down_speed += UP_SPEED;
|
||||||
|
SetRotation(glm::vec3(10, 90, 0));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
IncreasePosition(glm::vec3(side_speed*delta_time, down_speed*delta_time, movement_speed*delta_time));
|
||||||
|
//std::cout << "delta time char: "<< delta_time << std::endl;
|
||||||
|
|
||||||
|
//Use only for binding bee to house, such that it doesn't go outside of the room.
|
||||||
|
//TODO delete when boundingbox is implemented!
|
||||||
|
if (position.x > 190) position.x = 190;
|
||||||
|
else if (position.x < -190) position.x = -190;
|
||||||
|
if (position.y > 150) position.y = 150;
|
||||||
|
else if (position.y < -60) position.y = -60;
|
||||||
|
//Move player bounding box according to the position on screen
|
||||||
|
MoveCollisionBox();
|
||||||
|
if (reg_right->IsHandPresent() && reg_left->IsHandPresent())
|
||||||
|
{
|
||||||
|
is_playing = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void MainCharacter::OnCollide(const collision::Collision& collision) {
|
||||||
|
down_speed = -2.0f;
|
||||||
|
movement_speed = 0.0f;
|
||||||
|
is_playing = false;
|
||||||
|
std::cout << "collision" << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
double MainCharacter::UpdateDelta()
|
||||||
|
{
|
||||||
|
double current_time = glfwGetTime();
|
||||||
|
static double last_frame_time = current_time;
|
||||||
|
double delt_time = current_time - last_frame_time;
|
||||||
|
last_frame_time = current_time;
|
||||||
|
return delt_time;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool MainCharacter::GetOnCollide()
|
||||||
|
{
|
||||||
|
return is_playing;
|
||||||
|
}
|
||||||
|
}
|
||||||
43
src/entities/main_character.h
Normal file
@@ -0,0 +1,43 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "collision_entity.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../computervision/hand_detect_region.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class contains the information about the player model
|
||||||
|
*/
|
||||||
|
class MainCharacter : public CollisionEntity {
|
||||||
|
const int SIDE_SPEED = 40; //Standard movement speed for left/right movement
|
||||||
|
const int UP_SPEED = 100; //Standard movement speed for up movement
|
||||||
|
public:
|
||||||
|
/*
|
||||||
|
* @brief: Constructor for the main character model
|
||||||
|
*
|
||||||
|
* @param model: Model to load in as the player model
|
||||||
|
* @param position: Position of the model inside the game window
|
||||||
|
* @param rotation: Rotation of the model inside the game window
|
||||||
|
* @param scale: Size of the model
|
||||||
|
* @param bounding_box: Collision box around the player model
|
||||||
|
*/
|
||||||
|
MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to move the character inside the window
|
||||||
|
*
|
||||||
|
* @param window: The game window
|
||||||
|
*
|
||||||
|
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
||||||
|
*/
|
||||||
|
void Move(std::vector<computervision::HandDetectRegion*> regions);
|
||||||
|
|
||||||
|
void OnCollide(const collision::Collision& collision) override;
|
||||||
|
|
||||||
|
bool GetOnCollide();
|
||||||
|
|
||||||
|
double UpdateDelta();
|
||||||
|
};
|
||||||
|
}
|
||||||
34
src/gui/gui_element.h
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
|
||||||
|
namespace gui
|
||||||
|
{
|
||||||
|
//Represents the type of the entitie
|
||||||
|
enum class GuiType{
|
||||||
|
LABEL, BUTTON
|
||||||
|
};
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Structure for representing a gui item to display on the screen
|
||||||
|
*
|
||||||
|
* texture = The texture for the gui
|
||||||
|
* position = The center position of the gui
|
||||||
|
* scale = The size (scale) of the gui
|
||||||
|
*/
|
||||||
|
struct GuiTexture
|
||||||
|
{
|
||||||
|
GLuint texture;
|
||||||
|
glm::vec2 position;
|
||||||
|
glm::vec2 scale;
|
||||||
|
|
||||||
|
virtual GuiType GetType() {
|
||||||
|
return GuiType::LABEL;
|
||||||
|
}
|
||||||
|
GuiTexture(GLuint texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||||
|
{
|
||||||
|
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
118
src/gui/gui_interactable.cpp
Normal file
@@ -0,0 +1,118 @@
|
|||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include "gui_interactable.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
namespace gui
|
||||||
|
{
|
||||||
|
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
|
||||||
|
: GuiTexture(default_texture, position, scale)
|
||||||
|
{
|
||||||
|
this->default_texture = default_texture;
|
||||||
|
|
||||||
|
minXY = glm::vec2(position.x - scale.x, position.y - scale.y);
|
||||||
|
maxXY = glm::vec2(position.x + scale.x, position.y + scale.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
void InteractableGui::Update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
if (IsHoveringAbove(window) && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
if (clicked_texture != 0)
|
||||||
|
{
|
||||||
|
texture = clicked_texture;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
texture = default_texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!is_clicking)
|
||||||
|
{
|
||||||
|
OnClick();
|
||||||
|
is_clicking = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (is_clicking)
|
||||||
|
{
|
||||||
|
is_clicking = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void InteractableGui::ForceClick( int mouseButton)
|
||||||
|
{
|
||||||
|
if(mouseButton == GLFW_MOUSE_BUTTON_LEFT)
|
||||||
|
{
|
||||||
|
if (clicked_texture != 0)
|
||||||
|
{
|
||||||
|
texture = clicked_texture;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
texture = default_texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!is_clicking)
|
||||||
|
{
|
||||||
|
OnClick();
|
||||||
|
is_clicking = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (is_clicking)
|
||||||
|
{
|
||||||
|
is_clicking = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
double x_pos, y_pos;
|
||||||
|
glfwGetCursorPos(window, &x_pos, &y_pos);
|
||||||
|
//std::cout << "Cursor pos in method: " << x_pos <<"::" << y_pos << std::endl;
|
||||||
|
|
||||||
|
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
|
||||||
|
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
|
||||||
|
|
||||||
|
//std::cout << "x_rel And y_rel in method: " << x_rel << "::" << y_rel << std::endl;
|
||||||
|
|
||||||
|
|
||||||
|
if (x_rel >= minXY.x && x_rel <= maxXY.x &&
|
||||||
|
y_rel >= minXY.y && y_rel <= maxXY.y)
|
||||||
|
{
|
||||||
|
if (hover_texture != 0)
|
||||||
|
{
|
||||||
|
texture = hover_texture;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
texture = default_texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!is_hovering)
|
||||||
|
{
|
||||||
|
OnEnter();
|
||||||
|
is_hovering = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
texture = default_texture;
|
||||||
|
|
||||||
|
if (is_hovering)
|
||||||
|
{
|
||||||
|
OnExit();
|
||||||
|
is_hovering = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
130
src/gui/gui_interactable.h
Normal file
@@ -0,0 +1,130 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "gui_element.h"
|
||||||
|
#include <functional>
|
||||||
|
|
||||||
|
namespace gui
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class represents a gui item which can be interacted with
|
||||||
|
*/
|
||||||
|
class InteractableGui : public GuiTexture
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
int default_texture;
|
||||||
|
int clicked_texture = 0;
|
||||||
|
int hover_texture = 0;
|
||||||
|
|
||||||
|
bool is_hovering = false;
|
||||||
|
bool is_clicking = false;
|
||||||
|
|
||||||
|
glm::vec2 minXY;
|
||||||
|
glm::vec2 maxXY;
|
||||||
|
|
||||||
|
public:
|
||||||
|
InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function every frame
|
||||||
|
*
|
||||||
|
* @param window: An openGL window
|
||||||
|
*/
|
||||||
|
void Update(GLFWwindow* window);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function when you want to perform a mouseclick
|
||||||
|
*
|
||||||
|
* @param mousebutton: mouseButton you want to perform the click on
|
||||||
|
*/
|
||||||
|
void ForceClick(int mouseButton);
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function gets called when the InteractabeGui is clicked
|
||||||
|
*/
|
||||||
|
virtual void OnClick() = 0;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function gets called when the mouse starts hovering above the InteractableGUI
|
||||||
|
*/
|
||||||
|
virtual void OnEnter() = 0;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function gets called when the mouse stops hovering above the InteractableGUI
|
||||||
|
*/
|
||||||
|
virtual void OnExit() = 0;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
|
||||||
|
*/
|
||||||
|
void SetClickedTexture(int texture)
|
||||||
|
{
|
||||||
|
clicked_texture = texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
|
||||||
|
*/
|
||||||
|
void SetHoverTexture(int texture) { hover_texture = texture; }
|
||||||
|
|
||||||
|
private:
|
||||||
|
/*
|
||||||
|
* @brief: This function checks if the mouse is hovering above the InteractableGUI
|
||||||
|
*
|
||||||
|
* @param window: An openGL window
|
||||||
|
*
|
||||||
|
* @return: True or false
|
||||||
|
*/
|
||||||
|
bool IsHoveringAbove(GLFWwindow* window);
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* This class represents a button
|
||||||
|
*/
|
||||||
|
class Button : public InteractableGui
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
|
||||||
|
std::function<void()> on_click_action;
|
||||||
|
std::function<void()> on_enter_action;
|
||||||
|
std::function<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(std::function<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(std::function<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(std::function<void()> fun) { on_exit_action = fun; }
|
||||||
|
|
||||||
|
GuiType GetType() override {
|
||||||
|
return GuiType::BUTTON;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected:
|
||||||
|
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
|
||||||
|
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
|
||||||
|
void OnExit() override { if (on_exit_action != nullptr) on_exit_action(); }
|
||||||
|
};
|
||||||
|
}
|
||||||
108
src/main.cpp
@@ -1,34 +1,60 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <functional>
|
||||||
|
#include <vector>
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include <iostream>
|
||||||
|
#include <map>
|
||||||
|
|
||||||
#include "stb_image.h"
|
#include "stb_image.h"
|
||||||
#include <ostream>
|
#include <ostream>
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#include <opencv2/core.hpp>
|
||||||
|
#include <opencv2/videoio.hpp>
|
||||||
|
#include <opencv2/video.hpp>
|
||||||
|
|
||||||
|
#include "collision/collision.h"
|
||||||
|
#include "gui/gui_interactable.h"
|
||||||
#include "models/model.h"
|
#include "models/model.h"
|
||||||
#include "renderEngine/loader.h"
|
#include "renderEngine/loader.h"
|
||||||
#include "renderEngine/obj_loader.h"
|
#include "renderEngine/obj_loader.h"
|
||||||
#include "renderEngine/renderer.h"
|
#include "renderEngine/renderer.h"
|
||||||
#include "shaders/static_shader.h"
|
#include "shaders/entity_shader.h"
|
||||||
#include "toolbox/toolbox.h"
|
#include "toolbox/toolbox.h"
|
||||||
|
#include "scenes/scene.h"
|
||||||
|
#include "scenes/in_Game_Scene.h"
|
||||||
|
#include "scenes/startup_Scene.h"
|
||||||
|
#include "scenes/loading_Scene.h"
|
||||||
|
#include "model_Storage.h"
|
||||||
|
|
||||||
#include "computervision/ObjectDetection.h"
|
#include "computervision/object_detection.h"
|
||||||
|
#include "scenes/game_Over_Scene.h"
|
||||||
|
#include "entities/collision_entity.h"
|
||||||
|
#include "computervision/object_detection.h"
|
||||||
|
|
||||||
#pragma comment(lib, "glfw3.lib")
|
#pragma comment(lib, "glfw3.lib")
|
||||||
#pragma comment(lib, "glew32s.lib")
|
#pragma comment(lib, "glew32s.lib")
|
||||||
#pragma comment(lib, "opengl32.lib")
|
#pragma comment(lib, "opengl32.lib")
|
||||||
|
|
||||||
|
int score;
|
||||||
static double UpdateDelta();
|
static double UpdateDelta();
|
||||||
|
|
||||||
static GLFWwindow* window;
|
static GLFWwindow* window;
|
||||||
|
|
||||||
|
scene::Scene* current_scene;
|
||||||
|
|
||||||
|
bool points_img_available = false;
|
||||||
|
cv::Mat points_img;
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
#pragma region OPENGL_SETTINGS
|
#pragma region OPENGL_SETTINGS
|
||||||
if (!glfwInit())
|
if (!glfwInit())
|
||||||
throw "Could not inditialize glwf";
|
throw "Could not inditialize glwf";
|
||||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
|
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SDBA", NULL, NULL);
|
||||||
if (!window)
|
if (!window)
|
||||||
{
|
{
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
@@ -38,56 +64,68 @@ int main(void)
|
|||||||
glewInit();
|
glewInit();
|
||||||
glGetError();
|
glGetError();
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
//current_scene = new scene::Startup_Scene();
|
||||||
|
current_scene = new scene::Loading_Scene();
|
||||||
|
score = 0;
|
||||||
|
|
||||||
|
|
||||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
if (key == GLFW_KEY_ESCAPE)
|
if (key == GLFW_KEY_ESCAPE)
|
||||||
|
{
|
||||||
glfwSetWindowShouldClose(window, true);
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
current_scene->onKey(window, key, scancode, action, mods);
|
||||||
});
|
});
|
||||||
|
|
||||||
|
bool window_open = true;
|
||||||
models::RawModel raw_model = LoadObjModel("res/Tree.obj");
|
|
||||||
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
|
|
||||||
models::TexturedModel model = { raw_model, texture };
|
|
||||||
entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
|
|
||||||
|
|
||||||
shaders::StaticShader shader;
|
|
||||||
shader.Init();
|
|
||||||
render_engine::renderer::Init(shader);
|
|
||||||
|
|
||||||
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
|
||||||
|
|
||||||
computervision::ObjectDetection objDetect;
|
|
||||||
|
|
||||||
|
|
||||||
// set up object detection
|
|
||||||
//objDetect.setup();
|
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!glfwWindowShouldClose(window))
|
while (!glfwWindowShouldClose(window) && window_open)
|
||||||
{
|
{
|
||||||
//Update
|
//Update
|
||||||
const double delta = UpdateDelta();
|
const double delta = UpdateDelta();
|
||||||
entity.IncreaseRotation(glm::vec3(0, 1, 0));
|
|
||||||
camera.Move(window);
|
|
||||||
|
|
||||||
// Render
|
scene::Scenes return_value = current_scene->start(window);
|
||||||
render_engine::renderer::Prepare();
|
delete current_scene;
|
||||||
shader.Start();
|
|
||||||
shader.LoadViewMatrix(camera);
|
|
||||||
|
|
||||||
render_engine::renderer::Render(entity, shader);
|
switch (return_value) {
|
||||||
|
case scene::Scenes::STOP:
|
||||||
|
window_open = false;
|
||||||
|
break;
|
||||||
|
|
||||||
objDetect.setup();
|
case scene::Scenes::LOADING:
|
||||||
|
current_scene = new scene::Loading_Scene();
|
||||||
|
break;
|
||||||
|
|
||||||
// Finish up
|
case scene::Scenes::STARTUP:
|
||||||
shader.Stop();
|
current_scene = new scene::Startup_Scene();
|
||||||
glfwSwapBuffers(window);
|
break;
|
||||||
glfwPollEvents();
|
|
||||||
|
|
||||||
|
case scene::Scenes::INGAME:
|
||||||
|
current_scene = new scene::In_Game_Scene(&score);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case scene::Scenes::GAMEOVER:
|
||||||
|
current_scene = new scene::Game_Over_Scene(score);
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Clean up
|
// Finish up
|
||||||
shader.CleanUp();
|
//shader.Stop();
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clean up -> preventing memory leaks!!!
|
||||||
|
std::cout << "ending..." << std::endl;
|
||||||
render_engine::loader::CleanUp();
|
render_engine::loader::CleanUp();
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
|
|||||||
205
src/model_Storage.cpp
Normal file
@@ -0,0 +1,205 @@
|
|||||||
|
#include "model_Storage.h"
|
||||||
|
|
||||||
|
|
||||||
|
singleton::Model_Storage* singleton::Model_Storage::instance{nullptr};
|
||||||
|
std::mutex singleton::Model_Storage::mutex;
|
||||||
|
|
||||||
|
singleton::Model_Storage::~Model_Storage()
|
||||||
|
{
|
||||||
|
std::cout << "DELETING...." << std::endl;
|
||||||
|
delete instance;
|
||||||
|
}
|
||||||
|
|
||||||
|
singleton::Model_Storage* singleton::Model_Storage::get_instance()
|
||||||
|
{
|
||||||
|
std::lock_guard<std::mutex> lock(mutex);
|
||||||
|
if (instance == nullptr)
|
||||||
|
instance = new Model_Storage();
|
||||||
|
|
||||||
|
return instance;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* add methods
|
||||||
|
*/
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_couch(models::TexturedModel couch)
|
||||||
|
{
|
||||||
|
couches.push_back(couch);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_table(models::TexturedModel table)
|
||||||
|
{
|
||||||
|
tables.push_back(table);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_chair(models::TexturedModel chair)
|
||||||
|
{
|
||||||
|
chairs.push_back(chair);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_plant(models::TexturedModel plant)
|
||||||
|
{
|
||||||
|
plants.push_back(plant);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_guitar(models::TexturedModel guitar)
|
||||||
|
{
|
||||||
|
guitars.push_back(guitar);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_bookshelf(models::TexturedModel bookshelf)
|
||||||
|
{
|
||||||
|
bookshelves.push_back(bookshelf);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_lamp(models::TexturedModel lamp)
|
||||||
|
{
|
||||||
|
lamps.push_back(lamp);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_ceiling_object(models::TexturedModel co)
|
||||||
|
{
|
||||||
|
ceiling_objects.push_back(co);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_misc(models::TexturedModel misc)
|
||||||
|
{
|
||||||
|
miscs.push_back(misc);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_furniture_model(FurnitureModel model)
|
||||||
|
{
|
||||||
|
furniture_models.push_back(model);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* getters
|
||||||
|
*/
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_couches()
|
||||||
|
{
|
||||||
|
return couches;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_tables()
|
||||||
|
{
|
||||||
|
return tables;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_chairs()
|
||||||
|
{
|
||||||
|
return chairs;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_plants()
|
||||||
|
{
|
||||||
|
return plants;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_guitars()
|
||||||
|
{
|
||||||
|
return guitars;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_bookshelves()
|
||||||
|
{
|
||||||
|
return bookshelves;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_lamps()
|
||||||
|
{
|
||||||
|
return lamps;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_ceiling_objects()
|
||||||
|
{
|
||||||
|
return ceiling_objects;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_miscs()
|
||||||
|
{
|
||||||
|
return miscs;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<singleton::FurnitureModel> singleton::Model_Storage::get_all_furniture_models()
|
||||||
|
{
|
||||||
|
return furniture_models;
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_couch(int index)
|
||||||
|
{
|
||||||
|
return couches[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_table(int index)
|
||||||
|
{
|
||||||
|
return tables[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_chair(int index)
|
||||||
|
{
|
||||||
|
return chairs[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_plant(int index)
|
||||||
|
{
|
||||||
|
return plants[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_guitar(int index)
|
||||||
|
{
|
||||||
|
return guitars[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_bookshelf(int index)
|
||||||
|
{
|
||||||
|
return bookshelves[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_lamp(int index)
|
||||||
|
{
|
||||||
|
return lamps[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_ceiling_object(int index)
|
||||||
|
{
|
||||||
|
return ceiling_objects[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_misc(int index)
|
||||||
|
{
|
||||||
|
return miscs[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
singleton::FurnitureModel singleton::Model_Storage::get_furniture_model(int index)
|
||||||
|
{
|
||||||
|
return furniture_models[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//getters for default variables
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_house_model()
|
||||||
|
{
|
||||||
|
return house_model;
|
||||||
|
}
|
||||||
|
|
||||||
|
models::ModelTexture singleton::Model_Storage::get_default_texture()
|
||||||
|
{
|
||||||
|
return default_texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
//setters for deafult variables
|
||||||
|
void singleton::Model_Storage::set_house_model(models::TexturedModel house)
|
||||||
|
{
|
||||||
|
house_model = house;
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::set_default_texture(models::ModelTexture texture)
|
||||||
|
{
|
||||||
|
default_texture = texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
137
src/model_Storage.h
Normal file
@@ -0,0 +1,137 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <iostream>
|
||||||
|
#include <deque>
|
||||||
|
#include <mutex>
|
||||||
|
#include "models/Model.h"
|
||||||
|
#include "entities/Entity.h"
|
||||||
|
|
||||||
|
namespace singleton {
|
||||||
|
enum class FurnitureType
|
||||||
|
{
|
||||||
|
COUCH,
|
||||||
|
TABLE,
|
||||||
|
CHAIR,
|
||||||
|
PLANT,
|
||||||
|
GUITAR,
|
||||||
|
BOOKSHELF,
|
||||||
|
LAMP,
|
||||||
|
CEILING_OBJECTS,
|
||||||
|
MISC
|
||||||
|
};
|
||||||
|
struct FurniturePiece
|
||||||
|
{
|
||||||
|
FurnitureType type;
|
||||||
|
int size;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct FurnitureModel
|
||||||
|
{
|
||||||
|
FurniturePiece furniture;
|
||||||
|
std::deque<models::TexturedModel> texture;
|
||||||
|
|
||||||
|
bool operator<(FurnitureModel a)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
class Model_Storage
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
static Model_Storage* instance;
|
||||||
|
static std::mutex mutex;
|
||||||
|
|
||||||
|
//model of the house
|
||||||
|
models::TexturedModel house_model;
|
||||||
|
//default texture
|
||||||
|
models::ModelTexture default_texture;
|
||||||
|
|
||||||
|
//list that sorts furniture_models on type
|
||||||
|
std::deque<FurnitureModel> furniture_models;
|
||||||
|
|
||||||
|
//list of furniture:
|
||||||
|
//couches
|
||||||
|
std::deque<models::TexturedModel> couches;
|
||||||
|
|
||||||
|
//tables
|
||||||
|
std::deque<models::TexturedModel> tables;
|
||||||
|
|
||||||
|
//chairs
|
||||||
|
std::deque<models::TexturedModel> chairs;
|
||||||
|
|
||||||
|
//plants
|
||||||
|
std::deque<models::TexturedModel> plants;
|
||||||
|
|
||||||
|
//guitars
|
||||||
|
std::deque<models::TexturedModel> guitars;
|
||||||
|
|
||||||
|
//bookshelves
|
||||||
|
std::deque<models::TexturedModel> bookshelves;
|
||||||
|
|
||||||
|
//lamps
|
||||||
|
std::deque<models::TexturedModel>lamps;
|
||||||
|
|
||||||
|
//ceiling objects
|
||||||
|
std::deque<models::TexturedModel>ceiling_objects;
|
||||||
|
|
||||||
|
//misc
|
||||||
|
std::deque<models::TexturedModel> miscs;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
Model_Storage() { std::cout << "MAKING A NEW SINGLETON!!!" << std::endl; }
|
||||||
|
~Model_Storage();
|
||||||
|
|
||||||
|
public:
|
||||||
|
Model_Storage(Model_Storage& other) = delete;
|
||||||
|
void operator=(const Model_Storage&) = delete;
|
||||||
|
|
||||||
|
static Model_Storage* get_instance();
|
||||||
|
|
||||||
|
//some methods to execute on its instance:
|
||||||
|
void add_couch(models::TexturedModel couch);
|
||||||
|
void add_table(models::TexturedModel table);
|
||||||
|
void add_chair(models::TexturedModel chair);
|
||||||
|
void add_plant(models::TexturedModel plant);
|
||||||
|
void add_guitar(models::TexturedModel guitar);
|
||||||
|
void add_bookshelf(models::TexturedModel bookshelf);
|
||||||
|
void add_lamp(models::TexturedModel lamp);
|
||||||
|
void add_ceiling_object(models::TexturedModel co);
|
||||||
|
void add_misc(models::TexturedModel misc);
|
||||||
|
void add_furniture_model(FurnitureModel model);
|
||||||
|
|
||||||
|
//getters for the whole list
|
||||||
|
std::deque<models::TexturedModel> get_all_couches();
|
||||||
|
std::deque<models::TexturedModel> get_all_tables();
|
||||||
|
std::deque<models::TexturedModel> get_all_chairs();
|
||||||
|
std::deque<models::TexturedModel> get_all_plants();
|
||||||
|
std::deque<models::TexturedModel> get_all_guitars();
|
||||||
|
std::deque<models::TexturedModel> get_all_bookshelves();
|
||||||
|
std::deque<models::TexturedModel> get_all_lamps();
|
||||||
|
std::deque<models::TexturedModel> get_all_ceiling_objects();
|
||||||
|
std::deque<models::TexturedModel> get_all_miscs();
|
||||||
|
std::deque<FurnitureModel> get_all_furniture_models();
|
||||||
|
|
||||||
|
//getters for one model
|
||||||
|
models::TexturedModel get_couch(int index);
|
||||||
|
models::TexturedModel get_table(int index);
|
||||||
|
models::TexturedModel get_chair(int index);
|
||||||
|
models::TexturedModel get_plant(int index);
|
||||||
|
models::TexturedModel get_guitar(int index);
|
||||||
|
models::TexturedModel get_bookshelf(int index);
|
||||||
|
models::TexturedModel get_lamp(int index);
|
||||||
|
models::TexturedModel get_ceiling_object(int index);
|
||||||
|
models::TexturedModel get_misc(int index);
|
||||||
|
FurnitureModel get_furniture_model(int index);
|
||||||
|
|
||||||
|
//getters for the standard variables
|
||||||
|
models::TexturedModel get_house_model();
|
||||||
|
models::ModelTexture get_default_texture();
|
||||||
|
|
||||||
|
//setters for the standard variables
|
||||||
|
void set_house_model(models::TexturedModel house);
|
||||||
|
void set_default_texture(models::ModelTexture texture);
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -1,28 +1,36 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
|
||||||
namespace models
|
namespace models
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
Structure for storing a vboID and vertex_count.
|
Structure for storing a vboID and vertex_count (this representa a mesh without a model).
|
||||||
|
|
||||||
This structure represents a Bare bones Model (A mesh without a texture).
|
vao_id = The openGL id of the model
|
||||||
The vao_id, points to an ID stored by openGL and the
|
vertex_count = The amount of vertices in the model
|
||||||
vertex_count is how many triangles in the mesh there are.
|
model_size = The size on each axis of the model
|
||||||
*/
|
*/
|
||||||
struct RawModel
|
struct RawModel
|
||||||
{
|
{
|
||||||
GLuint vao_id;
|
GLuint vao_id;
|
||||||
int vertex_count;
|
int vertex_count;
|
||||||
|
glm::vec3 model_size = { -1, -1, -1 };
|
||||||
};
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Structure for storing a texture (texture_id) to apply to a RawModel.
|
Structure for storing a texture (texture_id) to apply to a RawModel.
|
||||||
|
|
||||||
|
texture_id = The openGL id of the textures
|
||||||
|
shine_damper = A damper for the angle the model needs to be look at to see reflections
|
||||||
|
reflectivity = The amount of light the model reflects
|
||||||
*/
|
*/
|
||||||
struct ModelTexture
|
struct ModelTexture
|
||||||
{
|
{
|
||||||
GLuint texture_id;
|
GLuint texture_id;
|
||||||
|
float shine_damper = 1;
|
||||||
|
float reflectivity = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|||||||
@@ -1,7 +1,10 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
#include <glm/vec3.hpp>
|
||||||
#include "../stb_image.h"
|
#include "../stb_image.h"
|
||||||
#include "loader.h"
|
#include "loader.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
{
|
{
|
||||||
namespace loader
|
namespace loader
|
||||||
@@ -9,22 +12,38 @@ namespace render_engine
|
|||||||
static GLuint CreateVao();
|
static GLuint CreateVao();
|
||||||
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
|
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
|
||||||
static void BindIndicesBuffer(std::vector<unsigned int>& indices);
|
static void BindIndicesBuffer(std::vector<unsigned int>& indices);
|
||||||
|
static glm::vec3 GetSizeModel(std::vector<float>& positions);
|
||||||
|
|
||||||
static std::vector<GLuint> vaos;
|
static std::vector<GLuint> vaos;
|
||||||
static std::vector<GLuint> vbos;
|
static std::vector<GLuint> vbos;
|
||||||
static std::vector<GLuint> textures;
|
static std::vector<GLuint> textures;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
This function will generate a Model from vertex positions, textureCoordinates and indices.
|
This function will generate a Model from vertex positions, textureCoordinates normals and indices.
|
||||||
*/
|
*/
|
||||||
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
|
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices)
|
||||||
{
|
{
|
||||||
GLuint vao_id = CreateVao();
|
const GLuint vao_id = CreateVao();
|
||||||
BindIndicesBuffer(indices);
|
BindIndicesBuffer(indices);
|
||||||
StoreDataInAttributeList(0, 3, positions);
|
StoreDataInAttributeList(0, 3, positions);
|
||||||
StoreDataInAttributeList(1, 2, texture_coords);
|
StoreDataInAttributeList(1, 2, texture_coords);
|
||||||
|
StoreDataInAttributeList(2, 3, normals);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
return { vao_id, static_cast<int>(indices.size()) };
|
|
||||||
|
const glm::vec3 model_size = GetSizeModel(positions);
|
||||||
|
|
||||||
|
return { vao_id, static_cast<int>(indices.size()), model_size };
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
This function will generate a Model from vertex positions.
|
||||||
|
*/
|
||||||
|
models::RawModel LoadToVAO(std::vector<float>& positions)
|
||||||
|
{
|
||||||
|
const GLuint vao_id = CreateVao();
|
||||||
|
StoreDataInAttributeList(0, 2, positions);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
return { vao_id, static_cast<int>(positions.size()) / 2 };
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -40,6 +59,12 @@ namespace render_engine
|
|||||||
glEnable(GL_TEXTURE_2D);
|
glEnable(GL_TEXTURE_2D);
|
||||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
|
||||||
|
|
||||||
|
// Set mipmapping with a constant LOD
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||||
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -0.4f);
|
||||||
|
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
@@ -113,5 +138,72 @@ namespace render_engine
|
|||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_id);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_id);
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief gets the width, height and depth of a model
|
||||||
|
* @param positions all the points of a model
|
||||||
|
* @returns vec3<float> the size values of a model (width, height and depth)
|
||||||
|
**/
|
||||||
|
static glm::vec3 GetSizeModel(std::vector<float>& positions)
|
||||||
|
{
|
||||||
|
float minX = 100;
|
||||||
|
float maxX = -100;
|
||||||
|
|
||||||
|
float minY = 100;
|
||||||
|
float maxY = -100;
|
||||||
|
|
||||||
|
float minZ = 100;
|
||||||
|
float maxZ = -100;
|
||||||
|
|
||||||
|
for (int i = 0; i < positions.size(); ++i)
|
||||||
|
{
|
||||||
|
const int index = i % 3;
|
||||||
|
const float value = positions[i];
|
||||||
|
|
||||||
|
switch (index)
|
||||||
|
{
|
||||||
|
case 0: // x
|
||||||
|
{
|
||||||
|
if (value < minX)
|
||||||
|
{
|
||||||
|
minX = value;
|
||||||
|
} else if (value > maxX)
|
||||||
|
{
|
||||||
|
maxX = value;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 1: // y
|
||||||
|
{
|
||||||
|
if (value < minY)
|
||||||
|
{
|
||||||
|
minY = value;
|
||||||
|
}
|
||||||
|
else if (value > maxY)
|
||||||
|
{
|
||||||
|
maxY = value;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 2: // z
|
||||||
|
{
|
||||||
|
if (value < minZ)
|
||||||
|
{
|
||||||
|
minZ = value;
|
||||||
|
}
|
||||||
|
else if (value > maxZ)
|
||||||
|
{
|
||||||
|
maxZ = value;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const float sizeX = maxX - minX;
|
||||||
|
const float sizeY = maxY - minY;
|
||||||
|
const float sizeZ = maxZ - minZ;
|
||||||
|
return { sizeX, sizeY, sizeZ };
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,17 +9,36 @@ namespace render_engine
|
|||||||
namespace loader
|
namespace loader
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
This function generates a model from model data.
|
* @brief: This function generates a model from model data.
|
||||||
|
*
|
||||||
|
* @param position: The positions of each vertex (in order: x, y, z) in the model
|
||||||
|
* @param texture_coords: The texture coordinates of the model
|
||||||
|
* @param normals: The normals of each face of the model
|
||||||
|
* @param indices: A list with a sort of lookup table to the positions parameter
|
||||||
|
*
|
||||||
|
* @return: A new rawmodel which represents al the parameters in one struct
|
||||||
*/
|
*/
|
||||||
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices);
|
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Loads a texture from a file into openGL using stb_image.h
|
* @brief: Overloaded function of the function above, but does not need normals and indices.
|
||||||
|
* Use this function to for example load GUI items to OpenGL.
|
||||||
|
*
|
||||||
|
* @param position: The positions of each vertex (in order: x, y, z) in the model
|
||||||
|
*
|
||||||
|
* @return: A new rawmodel which represents al the parameters in one struct
|
||||||
|
*/
|
||||||
|
models::RawModel LoadToVAO(std::vector<float>& positions);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Loads a texture from a file into openGL using stb_image.h
|
||||||
|
*
|
||||||
|
* @param file_name: The filepath to the texture
|
||||||
*/
|
*/
|
||||||
GLuint LoadTexture(std::string file_name);
|
GLuint LoadTexture(std::string file_name);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Call this function when cleaning up all the meshes (when exiting the program).
|
* @brief: Call this function when cleaning up all the meshes (when exiting the program).
|
||||||
*/
|
*/
|
||||||
void CleanUp();
|
void CleanUp();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,8 +1,10 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include "../models/model.h"
|
#include "../models/model.h"
|
||||||
#include "renderer.h"
|
#include "loader.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "renderer.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
{
|
{
|
||||||
@@ -12,17 +14,27 @@ namespace render_engine
|
|||||||
static const float NEAR_PLANE = 0.01f;
|
static const float NEAR_PLANE = 0.01f;
|
||||||
static const float FAR_PLANE = 1000.0f;
|
static const float FAR_PLANE = 1000.0f;
|
||||||
|
|
||||||
/*
|
// GUI variables
|
||||||
This function will load the projectionMatrix into the shader
|
static models::RawModel quad;
|
||||||
*/
|
|
||||||
void Init(shaders::StaticShader& shader)
|
|
||||||
{
|
|
||||||
const glm::mat4 projectionMatrix =
|
|
||||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
|
||||||
|
|
||||||
|
|
||||||
|
void Init(shaders::EntityShader& shader)
|
||||||
|
{
|
||||||
|
// Faces which are not facing the camera are not rendered
|
||||||
|
glEnable(GL_CULL_FACE);
|
||||||
|
glCullFace(GL_BACK);
|
||||||
|
|
||||||
|
const glm::mat4 projectionMatrix =
|
||||||
|
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
|
||||||
|
|
||||||
|
// Load the projectionmatrix into the shader
|
||||||
shader.Start();
|
shader.Start();
|
||||||
shader.LoadProjectionMatrix(projectionMatrix);
|
shader.LoadProjectionMatrix(projectionMatrix);
|
||||||
shader.Stop();
|
shader.Stop();
|
||||||
|
|
||||||
|
// Initialize the quad for the GUI
|
||||||
|
std::vector<float> quad_positions = { -1, 1, -1, -1, 1, 1, 1, -1 };
|
||||||
|
quad = loader::LoadToVAO(quad_positions);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -32,36 +44,164 @@ namespace render_engine
|
|||||||
{
|
{
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
glClearColor(0.3f, 0.4f, 0.6f, 1.0f);
|
glClearColor(SKY_COLOR.r, SKY_COLOR.g, SKY_COLOR.b, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
This function will Render a Model on the screen.
|
This function will Render a Model on the screen.
|
||||||
*/
|
*/
|
||||||
void Render(entities::Entity& entity, shaders::StaticShader& shader)
|
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader)
|
||||||
{
|
{
|
||||||
const models::TexturedModel model = entity.GetModel();
|
const models::TexturedModel model = entity.get()->GetModel();
|
||||||
const models::RawModel rawModel = model.raw_model;
|
const models::RawModel raw_model = model.raw_model;
|
||||||
|
const models::ModelTexture texture = model.texture;
|
||||||
|
|
||||||
// Enable the model
|
// Enable the model (VAO)
|
||||||
glBindVertexArray(rawModel.vao_id);
|
glBindVertexArray(raw_model.vao_id);
|
||||||
|
|
||||||
// Enable the inputs for the vertexShader
|
// Enable the VBO's from the model (VAO)
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
glEnableVertexAttribArray(1);
|
glEnableVertexAttribArray(1);
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
// Load the transformation of the model into the shader
|
// Load the transformation of the model into the shader
|
||||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
|
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.get()->GetPosition(), entity.get()->GetRotation(), entity.get()->GetScale());
|
||||||
shader.LoadModelMatrix(modelMatrix);
|
shader.LoadModelMatrix(modelMatrix);
|
||||||
|
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
||||||
|
|
||||||
// Draw the model
|
// Draw the model
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
|
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
|
||||||
glDrawElements(GL_TRIANGLES, rawModel.vertex_count, GL_UNSIGNED_INT, 0);
|
glDrawElements(GL_TRIANGLES, raw_model.vertex_count, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// Disable the VBO's and model (VAO)
|
||||||
glDisableVertexAttribArray(0);
|
glDisableVertexAttribArray(0);
|
||||||
glDisableVertexAttribArray(1);
|
glDisableVertexAttribArray(1);
|
||||||
|
glDisableVertexAttribArray(2);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader)
|
||||||
|
{
|
||||||
|
shader.Start();
|
||||||
|
|
||||||
|
// Enable the VAO and the positions VBO
|
||||||
|
glBindVertexArray(quad.vao_id);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// Enable alpha blending (for transparency in the texture)
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// Disable depth testing to textures with transparency can overlap
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Render each gui to the screen
|
||||||
|
for (gui::GuiTexture* gui : guis)
|
||||||
|
{
|
||||||
|
// Bind the texture of the gui to the shader
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||||
|
|
||||||
|
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||||
|
shader.LoadModelMatrix(matrix);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Enable depth test again
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Disable alpha blending
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// Disable the VBO and VAO
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
shader.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(std::vector<std::shared_ptr<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 (std::shared_ptr<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);
|
||||||
|
|
||||||
|
std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(std::shared_ptr<gui::GuiTexture>& gui, 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
|
||||||
|
// Bind the texture of the gui to the shader
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||||
|
|
||||||
|
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||||
|
shader.LoadModelMatrix(matrix);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
|
|
||||||
|
|
||||||
|
// Enable depth test again
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Disable alpha blending
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// Disable the VBO and VAO
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
shader.Stop();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,25 +1,61 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
#include "../entities/entity.h"
|
#include "../entities/entity.h"
|
||||||
#include "../shaders/static_shader.h"
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../shaders/gui_shader.h"
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
{
|
{
|
||||||
namespace renderer
|
namespace renderer
|
||||||
{
|
{
|
||||||
/*
|
const glm::vec3 SKY_COLOR = { 0.3f, 0.4f, 0.6f };
|
||||||
Call this function when starting the program
|
|
||||||
*/
|
|
||||||
void Init(shaders::StaticShader& shader);
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Call this function before rendering.
|
@brief: Call this function when starting the program
|
||||||
|
|
||||||
|
@param shader: The shader to render the entities with
|
||||||
|
*/
|
||||||
|
void Init(shaders::EntityShader& shader);
|
||||||
|
|
||||||
|
/*
|
||||||
|
@brief: Call this function before rendering.
|
||||||
|
This function will enable culling and load the projectionMatrix into the shader.
|
||||||
*/
|
*/
|
||||||
void Prepare();
|
void Prepare();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Call this function when wanting to Render a mesh to the screen.
|
@brief: Call this function when wanting to Render a mesh to the screen.
|
||||||
|
|
||||||
|
@param entity: The entity which needs to be rendered
|
||||||
|
@param shader: The shader the entity needs to be rendered with
|
||||||
*/
|
*/
|
||||||
void Render(entities::Entity& entity, shaders::StaticShader& shader);
|
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader);
|
||||||
|
|
||||||
|
/*
|
||||||
|
@brief: Call this function to render gui_textures on the screen
|
||||||
|
|
||||||
|
@param guis: A list with all the GUI textures you want to render
|
||||||
|
@param shade: The shader the GUI textures need to be rendered with
|
||||||
|
*/
|
||||||
|
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: renders guis elements from a shared pointer vector
|
||||||
|
*
|
||||||
|
* @param guis: List with GUI textures to render
|
||||||
|
* @param sahde: The shader to use
|
||||||
|
*/
|
||||||
|
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief renders 1 gui element.
|
||||||
|
*
|
||||||
|
* @param gui: the texture to render
|
||||||
|
* @param shader: the shader to use
|
||||||
|
*/
|
||||||
|
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -6,6 +6,8 @@
|
|||||||
#include "loader.h"
|
#include "loader.h"
|
||||||
#include "obj_loader.h"
|
#include "obj_loader.h"
|
||||||
|
|
||||||
|
namespace render_engine
|
||||||
|
{
|
||||||
static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
|
static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
|
||||||
{
|
{
|
||||||
std::stringstream ss;
|
std::stringstream ss;
|
||||||
@@ -109,7 +111,8 @@ models::RawModel LoadObjModel(std::string file_name)
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} catch (const std::exception& e)
|
}
|
||||||
|
catch (const std::exception& e)
|
||||||
{
|
{
|
||||||
// Always go in here
|
// Always go in here
|
||||||
}
|
}
|
||||||
@@ -125,5 +128,6 @@ models::RawModel LoadObjModel(std::string file_name)
|
|||||||
vertex_array[p++] = vertex.z;
|
vertex_array[p++] = vertex.z;
|
||||||
}
|
}
|
||||||
|
|
||||||
return render_engine::loader::LoadToVAO( vertex_array, texture_array, indices);
|
return render_engine::loader::LoadToVAO(vertex_array, texture_array, normal_array, indices);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -3,4 +3,12 @@
|
|||||||
#include <string>
|
#include <string>
|
||||||
#include "../models/model.h"
|
#include "../models/model.h"
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
185
src/scenes/game_Over_Scene.cpp
Normal file
@@ -0,0 +1,185 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <map>
|
||||||
|
#include "game_Over_Scene.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include <opencv2/core/mat.hpp>
|
||||||
|
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../computervision/MenuTest.h"
|
||||||
|
#include "../computervision/object_detection.h"
|
||||||
|
#include "../computervision/hand_detect_region.h"
|
||||||
|
#include <opencv2/highgui.hpp>
|
||||||
|
#include "../computervision/object_detection.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
shaders::GuiShader* gui_shader_gameOver;
|
||||||
|
std::vector<gui::GuiTexture*> guis_gameOver;
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures_gameOver;
|
||||||
|
double delta_time = 0;
|
||||||
|
double time = 0;
|
||||||
|
bool game_over = false;
|
||||||
|
|
||||||
|
Game_Over_Scene::Game_Over_Scene(int score)
|
||||||
|
{
|
||||||
|
shaders::EntityShader shader;
|
||||||
|
shader.Init();
|
||||||
|
render_engine::renderer::Init(shader);
|
||||||
|
shader.CleanUp();
|
||||||
|
|
||||||
|
gui_shader_gameOver = new shaders::GuiShader();
|
||||||
|
gui_shader_gameOver->Init();
|
||||||
|
|
||||||
|
for (int i = 0; i <= 9; i++)
|
||||||
|
{
|
||||||
|
std::shared_ptr<gui::GuiTexture> score_pointer;
|
||||||
|
|
||||||
|
std::string texture_path = "res/";
|
||||||
|
texture_path += std::to_string(i);
|
||||||
|
texture_path += ".png";
|
||||||
|
|
||||||
|
score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(0.0f, 0.2f), glm::vec2(0.07, 0.15));
|
||||||
|
|
||||||
|
score_textures_gameOver.push_back(score_pointer);
|
||||||
|
}
|
||||||
|
|
||||||
|
game_over_texture = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture("res/game_over.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.50f, 0.50f));
|
||||||
|
end_score = score;
|
||||||
|
}
|
||||||
|
|
||||||
|
gui::Button* ConvertGuiTextureToButtonGameOver(gui::GuiTexture* texture) {
|
||||||
|
gui::Button* button;
|
||||||
|
if (texture != NULL)
|
||||||
|
{
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
|
||||||
|
button = (gui::Button*)texture;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) {
|
||||||
|
gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, -0.5f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg"));
|
||||||
|
button_start_scene.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg"));
|
||||||
|
button_start_scene.SetOnClickAction([this]()
|
||||||
|
{
|
||||||
|
std::cout << "Back to stop screen!!" << std::endl;
|
||||||
|
return_value = Scenes::STOP;
|
||||||
|
|
||||||
|
});
|
||||||
|
guis_gameOver.push_back(&button_start_scene);
|
||||||
|
|
||||||
|
computervision::ObjectDetection objDetect;
|
||||||
|
cv::Mat cameraFrame;
|
||||||
|
gui::GuiTexture* chosen_item_gameOver = NULL; //This is the selected menu_item
|
||||||
|
bool hand_closed = false; //Flag to prevent multiple button presses
|
||||||
|
|
||||||
|
while (return_value == scene::Scenes:: GAMEOVER)
|
||||||
|
{
|
||||||
|
render();
|
||||||
|
update(window);
|
||||||
|
|
||||||
|
if (game_over) button_start_scene.ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
gui_shader_gameOver->CleanUp();
|
||||||
|
return return_value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* renders the models in the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Game_Over_Scene::render()
|
||||||
|
{
|
||||||
|
render_engine::renderer::Prepare();
|
||||||
|
|
||||||
|
// Render GUI items
|
||||||
|
//render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver);
|
||||||
|
|
||||||
|
render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
|
||||||
|
DrawScore(end_score);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* updates the variables for the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Game_Over_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
for (gui::GuiTexture* button : guis_gameOver) {
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(button);
|
||||||
|
if (new_button != NULL)
|
||||||
|
new_button->Update(window);
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateDeltaTime();
|
||||||
|
time += delta_time;
|
||||||
|
|
||||||
|
if (time >= 5.0)
|
||||||
|
{
|
||||||
|
game_over = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* manages the key input in the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Game_Over_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
//return_value = scene::Scenes::STARTUP;
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Game_Over_Scene::DrawScore(int score)
|
||||||
|
{
|
||||||
|
std::vector<int> digits;
|
||||||
|
score_guis_gameOver.clear();
|
||||||
|
|
||||||
|
toolbox::GetDigitsFromNumber(score, digits);
|
||||||
|
|
||||||
|
for (int i = digits.size() - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
score_textures_gameOver[digits[i]].get()->position.x = (0.15 * i - 0.05);
|
||||||
|
render_engine::renderer::Render(score_textures_gameOver[digits[i]], *gui_shader_gameOver);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Game_Over_Scene::UpdateDeltaTime()
|
||||||
|
{
|
||||||
|
double current_time = glfwGetTime();
|
||||||
|
static double last_frame_time = current_time;
|
||||||
|
delta_time = current_time - last_frame_time;
|
||||||
|
last_frame_time = current_time;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
Game_Over_Scene::~Game_Over_Scene()
|
||||||
|
{
|
||||||
|
std::cout << "game over destructor" << std::endl;
|
||||||
|
delete gui_shader_gameOver;
|
||||||
|
}
|
||||||
|
}
|
||||||
37
src/scenes/game_Over_Scene.h
Normal file
@@ -0,0 +1,37 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
extern GLFWwindow* window;
|
||||||
|
|
||||||
|
class Game_Over_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
|
||||||
|
int end_score;
|
||||||
|
scene::Scenes return_value = scene::Scenes::GAMEOVER;
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis_gameOver;
|
||||||
|
std::shared_ptr<gui::GuiTexture> game_over_texture;
|
||||||
|
void UpdateDeltaTime();
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
Game_Over_Scene(int score);
|
||||||
|
~Game_Over_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;
|
||||||
|
/**
|
||||||
|
* @brief: This method renders the score points onto the game window
|
||||||
|
* @param score: Score to show
|
||||||
|
*/
|
||||||
|
void DrawScore(int score);
|
||||||
|
};
|
||||||
|
}
|
||||||
410
src/scenes/in_Game_Scene.cpp
Normal file
@@ -0,0 +1,410 @@
|
|||||||
|
#include "in_Game_Scene.h"
|
||||||
|
|
||||||
|
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
||||||
|
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
||||||
|
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
std::shared_ptr<entities::MainCharacter>main_character;
|
||||||
|
std::deque<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||||
|
|
||||||
|
//std::deque<std::shared_ptr<entities::CollisionEntity>> furniture_collision;
|
||||||
|
|
||||||
|
entities::HouseGenerator* house_generator;
|
||||||
|
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||||
|
|
||||||
|
models::RawModel raw_model, raw_model_char;
|
||||||
|
models::ModelTexture texture;
|
||||||
|
shaders::EntityShader* shader;
|
||||||
|
shaders::GuiShader* gui_shader;
|
||||||
|
std::vector<gui::GuiTexture*> guis;
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
|
||||||
|
|
||||||
|
int furniture_count_old;
|
||||||
|
int score;
|
||||||
|
int* ptr;
|
||||||
|
bool calibrated = false;
|
||||||
|
|
||||||
|
float delta_time = 0;
|
||||||
|
|
||||||
|
std::vector<computervision::HandDetectRegion*> regions;
|
||||||
|
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* sets up the first things when the objects has been made
|
||||||
|
*/
|
||||||
|
In_Game_Scene::In_Game_Scene(int *score_ptr)
|
||||||
|
{
|
||||||
|
ptr = score_ptr;
|
||||||
|
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||||
|
|
||||||
|
shader = new shaders::EntityShader;
|
||||||
|
shader->Init();
|
||||||
|
render_engine::renderer::Init(*shader);
|
||||||
|
|
||||||
|
gui_shader = new shaders::GuiShader();
|
||||||
|
gui_shader->Init();
|
||||||
|
score = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i <= 9; i++)
|
||||||
|
{
|
||||||
|
std::shared_ptr<gui::GuiTexture> score_pointer;
|
||||||
|
|
||||||
|
std::string texture_path = "res/";
|
||||||
|
texture_path += std::to_string(i);
|
||||||
|
texture_path += ".png";
|
||||||
|
|
||||||
|
score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
|
||||||
|
score_textures.push_back(score_pointer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* temporary?
|
||||||
|
* just to make some bounding boxes
|
||||||
|
*/
|
||||||
|
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
|
||||||
|
collision::Box box = collision::Box();
|
||||||
|
box.size.x = size.z * scale;
|
||||||
|
box.size.y = size.y * scale;
|
||||||
|
box.size.z = size.x * scale;
|
||||||
|
box.center_pos = pos;
|
||||||
|
return box;
|
||||||
|
}
|
||||||
|
/**
|
||||||
|
* deletes certain veriables when the object will be deleted, prevents memory leaks
|
||||||
|
*/
|
||||||
|
In_Game_Scene::~In_Game_Scene()
|
||||||
|
{
|
||||||
|
delete shader;
|
||||||
|
delete gui_shader;
|
||||||
|
delete house_generator;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void In_Game_Scene::SetupHandDetection()
|
||||||
|
{
|
||||||
|
// set up squares according to size of camera input
|
||||||
|
cv::Mat camera_frame;
|
||||||
|
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
||||||
|
|
||||||
|
reg_left.SetMainSkinDetecRegion(true);
|
||||||
|
reg_right.SetMainSkinDetecRegion(false);
|
||||||
|
reg_right.SetMainSkinDetecRegion(false);
|
||||||
|
std::function<void()> callback = [this]() {OnSkinCalibrationCallback(); };
|
||||||
|
reg_left.SetSkinTimerCallback(callback);
|
||||||
|
|
||||||
|
reg_left.SetXPos(10);
|
||||||
|
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
|
||||||
|
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
||||||
|
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
|
||||||
|
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
||||||
|
reg_up.SetYPos(10);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void In_Game_Scene::LoadChunk(int model_pos)
|
||||||
|
{
|
||||||
|
static unsigned int furniture_count = 0;
|
||||||
|
std::cout << "loading model chunk" << std::endl;
|
||||||
|
|
||||||
|
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < furniture_count; i++)
|
||||||
|
{
|
||||||
|
house_models.pop_front();
|
||||||
|
collision_entities.pop_front();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
||||||
|
std::deque<std::shared_ptr<entities::CollisionEntity>> furniture;
|
||||||
|
house_generator->GenerateHouse(&furniture, glm::vec3(0, -75, -50 - z_offset), 90);
|
||||||
|
furniture_count = furniture.size();
|
||||||
|
|
||||||
|
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||||
|
collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end());
|
||||||
|
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||||
|
furniture_count_old = furniture_count - 1;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* starts the game scene, calls the render and update methods in a while loop
|
||||||
|
*/
|
||||||
|
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||||
|
texture.shine_damper = 10;
|
||||||
|
texture.reflectivity = 0;
|
||||||
|
|
||||||
|
|
||||||
|
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||||
|
models::TexturedModel model_char = { raw_model_char, texture };
|
||||||
|
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
||||||
|
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, 150, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||||
|
|
||||||
|
//collision_entities.push_back(main_character);
|
||||||
|
house_generator = new entities::HouseGenerator();
|
||||||
|
|
||||||
|
SetupHandDetection();
|
||||||
|
|
||||||
|
// load the first few house models
|
||||||
|
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||||
|
{
|
||||||
|
LoadChunk(i);
|
||||||
|
}
|
||||||
|
|
||||||
|
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||||
|
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||||
|
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||||
|
|
||||||
|
// GUI stuff
|
||||||
|
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1));
|
||||||
|
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||||
|
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||||
|
button.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "I got clicked on!" << std::endl;
|
||||||
|
});
|
||||||
|
guis.push_back(&button);
|
||||||
|
|
||||||
|
|
||||||
|
//guis for the pause menu
|
||||||
|
gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
|
||||||
|
pause_guis.push_back(&background);
|
||||||
|
|
||||||
|
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/menu_item_resume1.png"), glm::vec2(0.0f, 0.3f), glm::vec2(0.25f, 0.25f));
|
||||||
|
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_resume1_hover.png"));
|
||||||
|
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_resume1_click.png"));
|
||||||
|
std::function<void()> resume_fun = [this]()
|
||||||
|
{
|
||||||
|
std::cout << "I got clicked on the resume button!" << std::endl;
|
||||||
|
game_state = scene::Game_State::RUNNING;
|
||||||
|
};
|
||||||
|
pause_button_resume.SetOnClickAction(resume_fun);
|
||||||
|
pause_guis.push_back(&pause_button_resume);
|
||||||
|
|
||||||
|
gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.3f), glm::vec2(0.25f, 0.25f));
|
||||||
|
pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
|
||||||
|
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
|
||||||
|
std::function<void()> stop_function = [this]()
|
||||||
|
{
|
||||||
|
std::cout << "I got clicked on the quit button!" << std::endl;
|
||||||
|
return_value = scene::Scenes::STOP;
|
||||||
|
};
|
||||||
|
pause_button_quit.SetOnClickAction(stop_function);
|
||||||
|
pause_guis.push_back(&pause_button_quit);
|
||||||
|
|
||||||
|
regions.push_back(®_left);
|
||||||
|
regions.push_back(®_up);
|
||||||
|
regions.push_back(®_right);
|
||||||
|
|
||||||
|
//the scene loop, this while loop represent the scene
|
||||||
|
while (return_value == scene::Scenes::INGAME)
|
||||||
|
{
|
||||||
|
//checks the current game state, so it can render the correct models for each state
|
||||||
|
switch (game_state)
|
||||||
|
{
|
||||||
|
/*case scene::Game_State::IDLE:
|
||||||
|
break;*/
|
||||||
|
|
||||||
|
case scene::Game_State::PAUSED:
|
||||||
|
render();
|
||||||
|
update_buttons(window);
|
||||||
|
render_pause_menu();
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
case scene::Game_State::RUNNING:
|
||||||
|
update(window);
|
||||||
|
button.Update(window);
|
||||||
|
render();
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
std::cout << "Game state unknown" << std::endl;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
shader->CleanUp();
|
||||||
|
gui_shader->CleanUp();
|
||||||
|
//render_engine::loader::CleanUp();
|
||||||
|
return return_value;
|
||||||
|
}
|
||||||
|
|
||||||
|
gui::Button* In_Game_Scene::ConvertGuiTextureToButton(gui::GuiTexture* texture) {
|
||||||
|
gui::Button* button;
|
||||||
|
if (texture != NULL)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
|
||||||
|
button = (gui::Button*)texture;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* renders the game models
|
||||||
|
*/
|
||||||
|
void scene::In_Game_Scene::render()
|
||||||
|
{
|
||||||
|
// Render
|
||||||
|
render_engine::renderer::Prepare();
|
||||||
|
//starts the shader and begins to render
|
||||||
|
shader->Start();
|
||||||
|
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||||
|
shader->LoadLightsDeque(lights);
|
||||||
|
shader->LoadViewMatrix(*camera);
|
||||||
|
|
||||||
|
for (std::shared_ptr<entities::Entity> model_entity : house_models)
|
||||||
|
{
|
||||||
|
render_engine::renderer::Render(model_entity, *shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
render_engine::renderer::Render(main_character, *shader);
|
||||||
|
|
||||||
|
// Render GUI items
|
||||||
|
//render_engine::renderer::Render(guis, *gui_shader);
|
||||||
|
|
||||||
|
// Stop rendering the entities
|
||||||
|
shader->Stop();
|
||||||
|
|
||||||
|
DrawScore(score);
|
||||||
|
}
|
||||||
|
|
||||||
|
void scene::In_Game_Scene::update_buttons(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
for (gui::GuiTexture* button : pause_guis) {
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(button);
|
||||||
|
if (new_button != NULL)
|
||||||
|
new_button->Update(window);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//updates certain variables
|
||||||
|
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
UpdateDeltaTime();
|
||||||
|
//camera.Move(window);
|
||||||
|
update_hand_detection();
|
||||||
|
if (!calibrated) return;
|
||||||
|
main_character->Move(regions);
|
||||||
|
if (!main_character.get()->GetOnCollide())
|
||||||
|
{
|
||||||
|
*ptr = score;
|
||||||
|
std::cout << "Score: " << score << std::endl;
|
||||||
|
return_value = scene::Scenes::GAMEOVER;
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
}
|
||||||
|
|
||||||
|
camera->Follow(main_character->GetPosition());
|
||||||
|
|
||||||
|
// calculate where the next house model should be loaded
|
||||||
|
static int last_model_pos = 0;
|
||||||
|
int model_pos = -round(camera->GetPosition().z / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis
|
||||||
|
|
||||||
|
// if we have passed a model, load a new one and delete the one behind us
|
||||||
|
if (last_model_pos != model_pos)
|
||||||
|
{
|
||||||
|
std::cout << "updating score" << std::endl;
|
||||||
|
LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||||
|
score += furniture_count_old;
|
||||||
|
std::cout << "Score: " << score << std::endl;
|
||||||
|
std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||||
|
|
||||||
|
}
|
||||||
|
// remember the position at which the new model was added
|
||||||
|
last_model_pos = model_pos;
|
||||||
|
collision_entities.push_front(main_character);
|
||||||
|
|
||||||
|
collision::CheckCollisions(collision_entities);
|
||||||
|
collision_entities.pop_front();
|
||||||
|
}
|
||||||
|
|
||||||
|
//manages the key input in the game scene
|
||||||
|
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
return_value = scene::Scenes::STOP;
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
game_state = scene::Game_State::PAUSED;
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
game_state = scene::Game_State::RUNNING;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void scene::In_Game_Scene::update_hand_detection()
|
||||||
|
{
|
||||||
|
reg_left.UpdateTime(delta_time);
|
||||||
|
reg_right.UpdateTime(delta_time);
|
||||||
|
reg_up.UpdateTime(delta_time);
|
||||||
|
|
||||||
|
cv::Mat camera_frame;
|
||||||
|
static_camera::getCap().read(camera_frame);
|
||||||
|
reg_left.DetectHand(camera_frame);
|
||||||
|
reg_right.DetectHand(camera_frame);
|
||||||
|
reg_up.DetectHand(camera_frame);
|
||||||
|
|
||||||
|
cv::imshow("camera", camera_frame);
|
||||||
|
}
|
||||||
|
|
||||||
|
void scene::In_Game_Scene::OnSkinCalibrationCallback()
|
||||||
|
{
|
||||||
|
calibrated = true;
|
||||||
|
std::cout << "on skin calibration callback" << std::endl;
|
||||||
|
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||||
|
reg_right.setSkinTresholds(tresholds);
|
||||||
|
reg_up.setSkinTresholds(tresholds);
|
||||||
|
}
|
||||||
|
|
||||||
|
//renders the models for the pause menu
|
||||||
|
void In_Game_Scene::render_pause_menu()
|
||||||
|
{
|
||||||
|
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
void In_Game_Scene::DrawScore(int score)
|
||||||
|
{
|
||||||
|
std::vector<int> digits;
|
||||||
|
score_guis.clear();
|
||||||
|
|
||||||
|
toolbox::GetDigitsFromNumber(score, digits);
|
||||||
|
|
||||||
|
|
||||||
|
for (int i = digits.size() - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right
|
||||||
|
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void In_Game_Scene::UpdateDeltaTime()
|
||||||
|
{
|
||||||
|
double current_time = glfwGetTime();
|
||||||
|
static double last_frame_time = current_time;
|
||||||
|
delta_time = current_time - last_frame_time;
|
||||||
|
last_frame_time = current_time;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
160
src/scenes/in_Game_Scene.h
Normal file
@@ -0,0 +1,160 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <iostream>
|
||||||
|
#include <ostream>
|
||||||
|
#include <vector>
|
||||||
|
#include <memory>
|
||||||
|
#include <string>
|
||||||
|
#include <opencv2/core/base.hpp>
|
||||||
|
#include <opencv2/imgcodecs.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <deque>
|
||||||
|
#include <functional>
|
||||||
|
#include <queue>
|
||||||
|
#include <opencv2/core/base.hpp>
|
||||||
|
|
||||||
|
#include "startup_Scene.h"
|
||||||
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../entities/main_character.h"
|
||||||
|
#include "../collision/collision_handler.h"
|
||||||
|
#include "../entities/house_generator.h"
|
||||||
|
#include "../computervision/hand_detect_region.h"
|
||||||
|
#include "../computervision/object_detection.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
/**
|
||||||
|
* This enum is for managing the game scene state.
|
||||||
|
* for example: when pressed on a specific button, the game will be in a paused state and nothing about the player or the speed of the game will be updated
|
||||||
|
* and the pause screen will show up.
|
||||||
|
**/
|
||||||
|
enum class Game_State
|
||||||
|
{
|
||||||
|
//IDLE,
|
||||||
|
RUNNING,
|
||||||
|
PAUSED
|
||||||
|
};
|
||||||
|
|
||||||
|
class In_Game_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||||
|
scene::Scenes return_value = scene::Scenes::INGAME;
|
||||||
|
//game_state is an enum that keeps track of the current game state. For example: is the game running(thus the user is playing the game) of is the game paused.
|
||||||
|
scene::Game_State game_state = scene::Game_State::RUNNING;
|
||||||
|
|
||||||
|
//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
|
||||||
|
std::vector<entities::Entity> entities_to_render;
|
||||||
|
//lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps.
|
||||||
|
std::deque<entities::Light> lights;
|
||||||
|
|
||||||
|
models::RawModel raw_model;
|
||||||
|
models::ModelTexture texture;
|
||||||
|
//the shader that is used for rendering the models.
|
||||||
|
shaders::EntityShader* shader;
|
||||||
|
//the gui_shader is used of rendering the gui models (for example the pause buttons).
|
||||||
|
shaders::GuiShader* gui_shader;
|
||||||
|
//camera is the camera view of the game scene, this camera will be behind the main character.
|
||||||
|
std::unique_ptr<entities::Camera> camera;
|
||||||
|
//guis is a list of all the gui components that needs to be load in the scene.
|
||||||
|
std::vector<gui::GuiTexture*> guis;
|
||||||
|
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||||
|
std::vector<gui::GuiTexture*> pause_guis;
|
||||||
|
// list of gui texture that holds the textures for the score
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
|
||||||
|
|
||||||
|
void UpdateDeltaTime();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief renders the objects/gui models
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
void render_pause_menu();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief updates the hand detection with the deltatime and checks the hand detection for each region. als updates the camera display
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void update_hand_detection();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void SetupHandDetection();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief callback that gets called when the left skin detect region timout has been reached. sets the other regions with the skin data from the first region
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void OnSkinCalibrationCallback();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief draws the score on the screen with the digit resources.
|
||||||
|
*
|
||||||
|
* @param score the score to display.
|
||||||
|
*/
|
||||||
|
void DrawScore(int score);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
||||||
|
*
|
||||||
|
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void LoadChunk(int model_pos);
|
||||||
|
|
||||||
|
void update_buttons(GLFWwindow* window);
|
||||||
|
|
||||||
|
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture);
|
||||||
|
|
||||||
|
public:
|
||||||
|
In_Game_Scene(int *score_ptr);
|
||||||
|
~In_Game_Scene();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief the method start is the start of the scene where a while loop runs, this runs the scene.
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return Scene value that indicates in which scene the application is
|
||||||
|
*/
|
||||||
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method renders the models for the game scene
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
void render() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for the game scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for the game scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @param key this is the keycode on which key has been pressed
|
||||||
|
* @param scancode -
|
||||||
|
* @param action-
|
||||||
|
* @param mods -
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
146
src/scenes/loading_Scene.cpp
Normal file
@@ -0,0 +1,146 @@
|
|||||||
|
#include "loading_Scene.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#include "../renderEngine/Renderer.h"
|
||||||
|
#include "../renderEngine/Loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
#include "../entities/collision_entity.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
std::unique_ptr<entities::Camera> camera_test;
|
||||||
|
shaders::EntityShader* shader_test;
|
||||||
|
std::deque<std::shared_ptr<entities::Entity>> test;
|
||||||
|
|
||||||
|
Loading_Scene::Loading_Scene()
|
||||||
|
{
|
||||||
|
shader_test = new shaders::EntityShader;
|
||||||
|
shader_test->Init();
|
||||||
|
render_engine::renderer::Init(*shader_test);
|
||||||
|
delete shader_test;
|
||||||
|
|
||||||
|
gui_shader = new shaders::GuiShader();
|
||||||
|
gui_shader->Init();
|
||||||
|
|
||||||
|
camera_test = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
Loading_Scene::~Loading_Scene()
|
||||||
|
{
|
||||||
|
delete gui_shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
Scenes Loading_Scene::start(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
render();
|
||||||
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
|
||||||
|
load_default_variables();
|
||||||
|
load_all_models();
|
||||||
|
|
||||||
|
return scene::Scenes::STARTUP;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Loading_Scene::render()
|
||||||
|
{
|
||||||
|
render_engine::renderer::Prepare();
|
||||||
|
//starts the shader and begins to render
|
||||||
|
//shader_test->Start();
|
||||||
|
//shader_test->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||||
|
//shader_test->LoadViewMatrix(*camera_test);
|
||||||
|
|
||||||
|
gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/loading_screen.png"),
|
||||||
|
glm::vec2(0,0),glm::vec2(1,1) };
|
||||||
|
|
||||||
|
std::vector<gui::GuiTexture*> image_list;
|
||||||
|
image_list.push_back(&loading_image);
|
||||||
|
|
||||||
|
render_engine::renderer::Render(image_list, *gui_shader);
|
||||||
|
//shader_test->Stop();
|
||||||
|
|
||||||
|
gui_shader->CleanUp();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Loading_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Loading_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Loading_Scene::load_default_variables()
|
||||||
|
{
|
||||||
|
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
|
||||||
|
models::ModelTexture default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||||
|
default_texture.shine_damper = 10;
|
||||||
|
models::TexturedModel house = { raw_model, default_texture };
|
||||||
|
|
||||||
|
singleton::Model_Storage::get_instance()->set_house_model(house);
|
||||||
|
singleton::Model_Storage::get_instance()->set_default_texture(default_texture);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Loading_Scene::load_all_models()
|
||||||
|
{
|
||||||
|
// Couches
|
||||||
|
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/couchThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/Coach.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/lawnBenchOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::COUCH, 2}, singleton::Model_Storage::get_instance()->get_all_couches() });
|
||||||
|
|
||||||
|
// Tables
|
||||||
|
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/bureauOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::TABLE, 2}, singleton::Model_Storage::get_instance()->get_all_tables() });
|
||||||
|
|
||||||
|
// Chairs
|
||||||
|
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/launchchair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/lawnChairOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/ugly_chair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CHAIR, 1}, singleton::Model_Storage::get_instance()->get_all_chairs() });
|
||||||
|
|
||||||
|
// Plants
|
||||||
|
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::PLANT, 1}, singleton::Model_Storage::get_instance()->get_all_plants() });
|
||||||
|
|
||||||
|
// Guitars
|
||||||
|
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::GUITAR, 1}, singleton::Model_Storage::get_instance()->get_all_guitars() });
|
||||||
|
|
||||||
|
// Bookshelves
|
||||||
|
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::BOOKSHELF, 1}, singleton::Model_Storage::get_instance()->get_all_bookshelves() });
|
||||||
|
|
||||||
|
// Lamps
|
||||||
|
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::LAMP, 1}, singleton::Model_Storage::get_instance()->get_all_lamps() });
|
||||||
|
|
||||||
|
// Ceiling objects
|
||||||
|
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFan.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFanTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CEILING_OBJECTS, 1}, singleton::Model_Storage::get_instance()->get_all_ceiling_objects() });
|
||||||
|
|
||||||
|
// Miscs
|
||||||
|
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/tv.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/radio.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/Flowerpot.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::MISC, 1}, singleton::Model_Storage::get_instance()->get_all_miscs() });
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
67
src/scenes/loading_Scene.h
Normal file
@@ -0,0 +1,67 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
#include "../shaders/gui_shader.h"
|
||||||
|
#include "../model_Storage.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
extern GLFWwindow* window;
|
||||||
|
|
||||||
|
|
||||||
|
class Loading_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||||
|
scene::Scenes return_value = scene::Scenes::LOADING;
|
||||||
|
shaders::GuiShader* gui_shader;
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
void load_default_variables();
|
||||||
|
void load_all_models();
|
||||||
|
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor of the class Loading_Scene
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
Loading_Scene();
|
||||||
|
|
||||||
|
~Loading_Scene();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
* @param window
|
||||||
|
* @return
|
||||||
|
*/
|
||||||
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void render() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief This method updates all the components on the window
|
||||||
|
*
|
||||||
|
* @param window Window it updates
|
||||||
|
*/
|
||||||
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Listener for key events
|
||||||
|
*
|
||||||
|
* @param window Window it listens to for key events
|
||||||
|
* @param key Key of event that is activated
|
||||||
|
* @param scancode Code of Key
|
||||||
|
* @param action
|
||||||
|
* @param mods
|
||||||
|
*/
|
||||||
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
7
src/scenes/scene.cpp
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include "scene.h"
|
||||||
|
|
||||||
|
scene::Scene::~Scene()
|
||||||
|
{
|
||||||
|
std::cout << "Main scene class gone!" << std::endl;
|
||||||
|
}
|
||||||
60
src/scenes/scene.h
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <map>
|
||||||
|
|
||||||
|
|
||||||
|
namespace scene {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* this enum represents the scenes in the game, those wil help to keep track in which scene the game is.
|
||||||
|
*/
|
||||||
|
enum class Scenes
|
||||||
|
{
|
||||||
|
LOADING,
|
||||||
|
STARTUP,
|
||||||
|
INGAME,
|
||||||
|
GAMEOVER,
|
||||||
|
CALIBRATION,
|
||||||
|
STOP
|
||||||
|
};
|
||||||
|
|
||||||
|
class Scene
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
virtual ~Scene() = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief the method start is the start of a scene where a while loop runs, this runs the scene.
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return Scene value that indicates in which scene the application is
|
||||||
|
*/
|
||||||
|
virtual Scenes start(GLFWwindow* window) = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method renders the models for a scene
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
virtual void render() = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for a scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
virtual void update(GLFWwindow* window) = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for a scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @param key this is the keycode on which key has been pressed
|
||||||
|
* @param scancode -
|
||||||
|
* @param action-
|
||||||
|
* @param mods -
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
230
src/scenes/startup_Scene.cpp
Normal file
@@ -0,0 +1,230 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <map>
|
||||||
|
#include "startup_Scene.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include <opencv2/core/mat.hpp>
|
||||||
|
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../computervision/MenuTest.h"
|
||||||
|
#include "../computervision/object_detection.h"
|
||||||
|
#include "../computervision/hand_detect_region.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
shaders::GuiShader* gui_shader1;
|
||||||
|
std::vector<gui::GuiTexture*> guis1;
|
||||||
|
computervision::ObjectDetection objDetect;
|
||||||
|
|
||||||
|
float item_number = 0;
|
||||||
|
|
||||||
|
bool hand_mode = false;
|
||||||
|
|
||||||
|
Startup_Scene::Startup_Scene() {
|
||||||
|
shaders::EntityShader shader;
|
||||||
|
shader.Init();
|
||||||
|
render_engine::renderer::Init(shader);
|
||||||
|
shader.CleanUp();
|
||||||
|
|
||||||
|
gui_shader1 = new shaders::GuiShader();
|
||||||
|
gui_shader1->Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Startup_Scene::EnableHandMode()
|
||||||
|
{
|
||||||
|
hand_mode = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
|
||||||
|
gui::Button* button;
|
||||||
|
if (texture != NULL)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
|
||||||
|
button = (gui::Button*)texture;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
|
||||||
|
if (texture != NULL)
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
return (gui::InteractableGui*)texture;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
}*/
|
||||||
|
|
||||||
|
gui::GuiTexture* GetMenuItem(bool hand_state) {
|
||||||
|
if(hand_state)
|
||||||
|
item_number += 0.10f;
|
||||||
|
|
||||||
|
int temp_item_number = item_number;
|
||||||
|
|
||||||
|
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||||
|
if (temp_item_number == guis1.size()) {
|
||||||
|
item_number = 0;
|
||||||
|
temp_item_number = 0;
|
||||||
|
}
|
||||||
|
std::cout << guis1[temp_item_number]->texture << std::endl;
|
||||||
|
return guis1[temp_item_number];
|
||||||
|
}
|
||||||
|
|
||||||
|
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
// GUI stuff
|
||||||
|
gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.3f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
|
||||||
|
button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
|
||||||
|
std::function<void()> start_fun = [this]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Start!" << std::endl;
|
||||||
|
return_value = scene::Scenes::INGAME;
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
|
||||||
|
};
|
||||||
|
button_start.SetOnClickAction(start_fun);
|
||||||
|
|
||||||
|
guis1.push_back(&button_start);
|
||||||
|
|
||||||
|
gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.3f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
|
||||||
|
button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
|
||||||
|
std::function<void()> quit_fun = [this]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Quit!" << std::endl;
|
||||||
|
return_value = scene::Scenes::STOP;
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
};
|
||||||
|
button_quit.SetOnClickAction(quit_fun);
|
||||||
|
guis1.push_back(&button_quit);
|
||||||
|
|
||||||
|
cv::Mat cameraFrame;
|
||||||
|
gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
|
||||||
|
bool hand_closed = false; //Flag to prevent multiple button presses
|
||||||
|
std::function<void()> calibration_func = [this]() {EnableHandMode(); };
|
||||||
|
objDetect.SetCalibrationCallback(calibration_func);
|
||||||
|
while (return_value == scene::Scenes::STARTUP)
|
||||||
|
{
|
||||||
|
render();
|
||||||
|
update(window);
|
||||||
|
|
||||||
|
if (hand_mode) {
|
||||||
|
cameraFrame = objDetect.ReadCamera();
|
||||||
|
|
||||||
|
//Get hand state from camera
|
||||||
|
bool detect = false;
|
||||||
|
bool hand_detection = objDetect.DetectHand(cameraFrame,detect);
|
||||||
|
|
||||||
|
if (hand_detection)
|
||||||
|
{
|
||||||
|
hand_closed = false;
|
||||||
|
std::cout << "hand is opened" << std::endl;
|
||||||
|
|
||||||
|
//Loop through menu items
|
||||||
|
chosen_item = GetMenuItem(true);
|
||||||
|
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||||
|
if (new_button != NULL) {
|
||||||
|
const float x_pos = (chosen_item->position.x + 1.0) * WINDOW_WIDTH / 2;
|
||||||
|
const float y_pos = (1.0 - chosen_item->position.y) * WINDOW_HEIGHT / 2;
|
||||||
|
|
||||||
|
//Set cursor to location of selected menu_item
|
||||||
|
glfwSetCursorPos(window, x_pos, y_pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (!hand_detection)
|
||||||
|
{
|
||||||
|
std::cout << "hand is closed" << std::endl;
|
||||||
|
|
||||||
|
//Gets selected menu_item
|
||||||
|
chosen_item = GetMenuItem(false);
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||||
|
|
||||||
|
if (new_button != NULL && !hand_closed) {
|
||||||
|
//Run function click
|
||||||
|
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||||
|
hand_closed = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
gui_shader1->CleanUp();
|
||||||
|
//render_engine::loader::CleanUp();
|
||||||
|
return return_value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* renders the models in the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Startup_Scene::render()
|
||||||
|
{
|
||||||
|
render_engine::renderer::Prepare();
|
||||||
|
|
||||||
|
// Render GUI items
|
||||||
|
render_engine::renderer::Render(guis1, *gui_shader1);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* updates the variables for the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
for (gui::GuiTexture* button : guis1) {
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(button);
|
||||||
|
if (new_button != NULL)
|
||||||
|
new_button->Update(window);
|
||||||
|
}
|
||||||
|
bool hand_present;
|
||||||
|
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* manages the key input in the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
|
||||||
|
return_value = scene::Scenes::INGAME;
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
}
|
||||||
|
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||||
|
hand_mode = !hand_mode;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Startup_Scene::~Startup_Scene()
|
||||||
|
{
|
||||||
|
std::cout << "startup scene destructor" << std::endl;
|
||||||
|
delete gui_shader1;
|
||||||
|
}
|
||||||
|
}
|
||||||
59
src/scenes/startup_Scene.h
Normal file
@@ -0,0 +1,59 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
extern GLFWwindow* window;
|
||||||
|
|
||||||
|
class Startup_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||||
|
scene::Scenes return_value = scene::Scenes::STARTUP;
|
||||||
|
void EnableHandMode();
|
||||||
|
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor of the class Startup_Scene
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
Startup_Scene();
|
||||||
|
|
||||||
|
~Startup_Scene();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
* @param window
|
||||||
|
* @return
|
||||||
|
*/
|
||||||
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void render() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief This method updates all the components on the window
|
||||||
|
*
|
||||||
|
* @param window Window it updates
|
||||||
|
*/
|
||||||
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Listener for key events
|
||||||
|
*
|
||||||
|
* @param window Window it listens to for key events
|
||||||
|
* @param key Key of event that is activated
|
||||||
|
* @param scancode Code of Key
|
||||||
|
* @param action
|
||||||
|
* @param mods
|
||||||
|
*/
|
||||||
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
224
src/shaders/entity_shader.cpp
Normal file
@@ -0,0 +1,224 @@
|
|||||||
|
#include "entity_shader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include <deque>
|
||||||
|
|
||||||
|
namespace shaders
|
||||||
|
{
|
||||||
|
static std::string vertex_shader = R"(
|
||||||
|
#version 400 core
|
||||||
|
// The VertexShader is run for each vertex on the screen.
|
||||||
|
|
||||||
|
|
||||||
|
// Position of the vertex
|
||||||
|
in vec3 position;
|
||||||
|
// Coordinates of the texture
|
||||||
|
in vec2 texture_coords;
|
||||||
|
// The normal of the vertex
|
||||||
|
in vec3 normal;
|
||||||
|
|
||||||
|
// Equal to the texture_coords
|
||||||
|
out vec2 pass_texture_coords;
|
||||||
|
out vec3 surface_normal;
|
||||||
|
out vec3 to_light_vector[4];
|
||||||
|
out vec3 to_camera_vector;
|
||||||
|
out float visibility;
|
||||||
|
|
||||||
|
uniform mat4 model_matrix;
|
||||||
|
uniform mat4 projection_matrix;
|
||||||
|
uniform mat4 view_matrix;
|
||||||
|
uniform vec3 light_position[4];
|
||||||
|
|
||||||
|
const float density = 0.0017;
|
||||||
|
const float gradient = 3;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
// Calculate the real position of the vertex (after rotation and scaling)
|
||||||
|
vec4 world_position = model_matrix * vec4(position, 1.0);
|
||||||
|
|
||||||
|
vec4 position_rel_to_cam = view_matrix * world_position;
|
||||||
|
|
||||||
|
// Tell OpenGL where to render the vertex
|
||||||
|
gl_Position = projection_matrix * position_rel_to_cam;
|
||||||
|
|
||||||
|
// Pass the textureCoords directly to the fragment shader
|
||||||
|
pass_texture_coords = texture_coords;
|
||||||
|
|
||||||
|
surface_normal = (model_matrix * vec4(normal, 0.0)).xyz;
|
||||||
|
for (int i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
to_light_vector[i] = light_position[i] - world_position.xyz;
|
||||||
|
}
|
||||||
|
to_camera_vector = (inverse(view_matrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - world_position.xyz;
|
||||||
|
|
||||||
|
// Calculate the density/visibility of the vertex with the fog
|
||||||
|
float distance = length(position_rel_to_cam.xyz);
|
||||||
|
visibility = exp(-pow((distance * density), gradient));
|
||||||
|
visibility = clamp(visibility, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
|
||||||
|
static std::string fragment_shader = R"(
|
||||||
|
#version 400 core
|
||||||
|
// The FragmentShader is run for each pixel in a face on the screen.
|
||||||
|
|
||||||
|
|
||||||
|
// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
|
||||||
|
in vec2 pass_texture_coords;
|
||||||
|
|
||||||
|
in vec3 surface_normal;
|
||||||
|
in vec3 to_light_vector[4];
|
||||||
|
in vec3 to_camera_vector;
|
||||||
|
in float visibility;
|
||||||
|
|
||||||
|
// Final color of the pixel
|
||||||
|
out vec4 out_color;
|
||||||
|
|
||||||
|
// The texture of the model
|
||||||
|
uniform sampler2D model_texture;
|
||||||
|
|
||||||
|
uniform vec3 light_color[4];
|
||||||
|
uniform vec3 attenuation[4];
|
||||||
|
uniform float shine_damper;
|
||||||
|
uniform float reflectivity;
|
||||||
|
uniform vec3 sky_color;
|
||||||
|
|
||||||
|
const float min_diffuse_lighting = 0.1;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
vec3 unit_normal = normalize(surface_normal);
|
||||||
|
vec3 unit_camera_vector = normalize(to_camera_vector);
|
||||||
|
|
||||||
|
vec3 total_diffuse = vec3(0.0);
|
||||||
|
vec3 total_specular = vec3(0.0);
|
||||||
|
|
||||||
|
for (int i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
float distance = length(to_light_vector[i]);
|
||||||
|
float att_factor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
|
||||||
|
|
||||||
|
vec3 unit_light_vector = normalize(to_light_vector[i]);
|
||||||
|
|
||||||
|
// Calculate the diffuse lighting
|
||||||
|
float dot_diffuse = dot(unit_normal, unit_light_vector);
|
||||||
|
float brightness = max(dot_diffuse, 0.0);
|
||||||
|
|
||||||
|
// Calculate the specular lighting
|
||||||
|
vec3 light_direction = -unit_light_vector;
|
||||||
|
vec3 reflected_light_direction = reflect(light_direction, unit_normal);
|
||||||
|
float dot_specular = dot(reflected_light_direction, unit_camera_vector);
|
||||||
|
dot_specular = max(dot_specular, 0.0);
|
||||||
|
float damped_specular = pow(dot_specular, shine_damper);
|
||||||
|
|
||||||
|
total_diffuse = total_diffuse + (brightness * light_color[i]) / att_factor;
|
||||||
|
total_specular = total_specular + (damped_specular * reflectivity * light_color[i]) / att_factor;
|
||||||
|
}
|
||||||
|
|
||||||
|
total_diffuse = max(total_diffuse, min_diffuse_lighting);
|
||||||
|
|
||||||
|
out_color = vec4(total_diffuse, 1.0) * texture(model_texture, pass_texture_coords) + vec4(total_specular, 1.0);
|
||||||
|
out_color = mix(vec4(sky_color, 1.0), out_color, visibility);
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
|
||||||
|
EntityShader::EntityShader(): ShaderProgram(vertex_shader, fragment_shader)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
void EntityShader::LoadModelMatrix(const glm::mat4& matrix) const
|
||||||
|
{
|
||||||
|
LoadMatrix(location_model_matrix, matrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadProjectionMatrix(const glm::mat4& projection) const
|
||||||
|
{
|
||||||
|
LoadMatrix(location_projection_matrix, projection);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadViewMatrix(entities::Camera& camera) const
|
||||||
|
{
|
||||||
|
const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera);
|
||||||
|
LoadMatrix(location_view_matrix, view_matrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadLights(std::vector<entities::Light>& lights) const
|
||||||
|
{
|
||||||
|
for (int i = 0; i < MAX_LIGHTS; ++i)
|
||||||
|
{
|
||||||
|
if (i < lights.size())
|
||||||
|
{
|
||||||
|
LoadVector(location_light_position[i], lights[i].GetPosition());
|
||||||
|
LoadVector(location_light_color[i], lights[i].GetColor());
|
||||||
|
LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
|
||||||
|
} else
|
||||||
|
{
|
||||||
|
LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
|
||||||
|
LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
|
||||||
|
LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadLightsDeque(std::deque<entities::Light>& lights) const
|
||||||
|
{
|
||||||
|
for (int i = 0; i < MAX_LIGHTS; ++i)
|
||||||
|
{
|
||||||
|
if (i < lights.size())
|
||||||
|
{
|
||||||
|
LoadVector(location_light_position[i], lights[i].GetPosition());
|
||||||
|
LoadVector(location_light_color[i], lights[i].GetColor());
|
||||||
|
LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
|
||||||
|
LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
|
||||||
|
LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
|
||||||
|
{
|
||||||
|
LoadFloat(location_shine_damper, shine_damper);
|
||||||
|
LoadFloat(location_reflectivity, reflectivity);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadSkyColor(glm::vec3 sky_color) const
|
||||||
|
{
|
||||||
|
LoadVector(location_sky_color, sky_color);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::SetAttributes() const
|
||||||
|
{
|
||||||
|
// Load the position VBO and textureCoords VBO from the VAO into the shader "in" variables
|
||||||
|
SetAttribute(0, "position");
|
||||||
|
SetAttribute(1, "texture_coords");
|
||||||
|
SetAttribute(2, "normal");
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::GetAllUniformLocations()
|
||||||
|
{
|
||||||
|
// Get the locations from the uniform variables from the shaders
|
||||||
|
location_model_matrix = GetUniformLocation("model_matrix");
|
||||||
|
location_projection_matrix = GetUniformLocation("projection_matrix");
|
||||||
|
location_view_matrix = GetUniformLocation("view_matrix");
|
||||||
|
location_shine_damper = GetUniformLocation("shine_damper");
|
||||||
|
location_reflectivity = GetUniformLocation("reflectivity");
|
||||||
|
location_sky_color = GetUniformLocation("sky_color");
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_LIGHTS; ++i)
|
||||||
|
{
|
||||||
|
std::string light_pos = std::string("light_position[") + std::to_string(i) + "]";
|
||||||
|
location_light_position[i] = GetUniformLocation(light_pos.c_str());
|
||||||
|
|
||||||
|
std::string light_color = std::string("light_color[") + std::to_string(i) + "]";
|
||||||
|
location_light_color[i] = GetUniformLocation(light_color.c_str());
|
||||||
|
|
||||||
|
std::string light_attenuation = std::string("attenuation[") + std::to_string(i) + "]";
|
||||||
|
location_light_attenuation[i] = GetUniformLocation(light_attenuation.c_str());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
88
src/shaders/entity_shader.h
Normal file
@@ -0,0 +1,88 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <vector>
|
||||||
|
#include <deque>
|
||||||
|
#include "shader_program.h"
|
||||||
|
#include "../entities/camera.h"
|
||||||
|
#include "../entities/light.h"
|
||||||
|
|
||||||
|
/*
|
||||||
|
This class handles the shaders for the entities.
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace shaders
|
||||||
|
{
|
||||||
|
class EntityShader : public ShaderProgram
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
const static int MAX_LIGHTS = 4;
|
||||||
|
|
||||||
|
GLuint location_model_matrix;
|
||||||
|
GLuint location_projection_matrix;
|
||||||
|
GLuint location_view_matrix;
|
||||||
|
GLuint location_light_position[MAX_LIGHTS];
|
||||||
|
GLuint location_light_color[MAX_LIGHTS];
|
||||||
|
GLuint location_light_attenuation[MAX_LIGHTS];
|
||||||
|
GLuint location_shine_damper;
|
||||||
|
GLuint location_reflectivity;
|
||||||
|
GLuint location_sky_color;
|
||||||
|
|
||||||
|
public:
|
||||||
|
EntityShader();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the model matrix into the shader
|
||||||
|
*
|
||||||
|
* @param matrix: The model matrix
|
||||||
|
*/
|
||||||
|
void LoadModelMatrix(const glm::mat4& matrix) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the projection matrix into the shader
|
||||||
|
*
|
||||||
|
* @param projection: The projection matrix
|
||||||
|
*/
|
||||||
|
void LoadProjectionMatrix(const glm::mat4& projection) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the view matrix (camera) into the shader
|
||||||
|
*
|
||||||
|
* @param camera: The camera which the scene needs to be rendered from
|
||||||
|
*/
|
||||||
|
void LoadViewMatrix(entities::Camera& camera) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load some lights into the shader
|
||||||
|
*
|
||||||
|
* @param lights: The lights
|
||||||
|
*/
|
||||||
|
void LoadLights(std::vector<entities::Light>& lights) const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief loads some lights contained in a deque.
|
||||||
|
*
|
||||||
|
* @param lights the deque containing the lights to load
|
||||||
|
*/
|
||||||
|
void LoadLightsDeque(std::deque<entities::Light>& lights) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the the shine variables from a model into the shader
|
||||||
|
*
|
||||||
|
* @param shine_damper: The dampening of the angle from when to render reflectivity on the vertex
|
||||||
|
* @param reflectivity: The amount the model reflects
|
||||||
|
*/
|
||||||
|
void LoadShineVariables(float shine_damper, float reflectivity) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the sky color into the shader. This color will be used for the fog
|
||||||
|
*
|
||||||
|
* @param sky_color: The color of the sky
|
||||||
|
*/
|
||||||
|
void LoadSkyColor(glm::vec3 sky_color) const;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
void SetAttributes() const override;
|
||||||
|
void GetAllUniformLocations() override;
|
||||||
|
};
|
||||||
|
}
|
||||||
57
src/shaders/gui_shader.cpp
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
#include "gui_shader.h"
|
||||||
|
|
||||||
|
namespace shaders
|
||||||
|
{
|
||||||
|
static std::string vertex_shader = R"(
|
||||||
|
#version 140
|
||||||
|
|
||||||
|
in vec2 position;
|
||||||
|
|
||||||
|
out vec2 texture_coords;
|
||||||
|
|
||||||
|
uniform mat4 model_matrix;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
gl_Position = model_matrix * vec4(position, 0.0, 1.0);
|
||||||
|
|
||||||
|
// This makes top left corner coordinate (0, 0) and bottom right (1, 1)
|
||||||
|
texture_coords = vec2((position.x + 1.0) / 2.0, 1 - (position.y + 1.0) / 2.0);
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
|
||||||
|
static std::string fragment_shader = R"(
|
||||||
|
#version 140
|
||||||
|
|
||||||
|
in vec2 texture_coords;
|
||||||
|
|
||||||
|
out vec4 out_color;
|
||||||
|
|
||||||
|
uniform sampler2D gui_texture;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
out_color = texture(gui_texture, texture_coords);
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
|
||||||
|
GuiShader::GuiShader() : ShaderProgram(vertex_shader, fragment_shader)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
void GuiShader::LoadModelMatrix(const glm::mat4& matrix) const
|
||||||
|
{
|
||||||
|
LoadMatrix(location_model_matrix, matrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GuiShader::SetAttributes() const
|
||||||
|
{
|
||||||
|
SetAttribute(0, "position");
|
||||||
|
}
|
||||||
|
|
||||||
|
void GuiShader::GetAllUniformLocations()
|
||||||
|
{
|
||||||
|
location_model_matrix = GetUniformLocation("model_matrix");
|
||||||
|
}
|
||||||
|
}
|
||||||
31
src/shaders/gui_shader.h
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include "shader_program.h"
|
||||||
|
|
||||||
|
namespace shaders
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class handles the shaders for all the GUI items
|
||||||
|
*/
|
||||||
|
|
||||||
|
class GuiShader : public ShaderProgram
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
GLuint location_model_matrix;
|
||||||
|
|
||||||
|
public:
|
||||||
|
GuiShader();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A method to load the model matrix into the shader
|
||||||
|
*
|
||||||
|
* @param matrix: The model matrix
|
||||||
|
*/
|
||||||
|
void LoadModelMatrix(const glm::mat4& matrix) const;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
void SetAttributes() const override;
|
||||||
|
void GetAllUniformLocations() override;
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|||||||
@@ -21,29 +21,87 @@ namespace shaders
|
|||||||
ShaderProgram(std::string& vertex_shader, std::string& fragment_shader);
|
ShaderProgram(std::string& vertex_shader, std::string& fragment_shader);
|
||||||
virtual ~ShaderProgram() = default;
|
virtual ~ShaderProgram() = default;
|
||||||
|
|
||||||
// Call this function after making the shaderprogram (sets all the attributes of the shader)
|
/*
|
||||||
|
* @brief: Call this function after making the shaderprogram (sets all the attributes of the shader)
|
||||||
|
*/
|
||||||
void Init();
|
void Init();
|
||||||
// Call this function before rendering
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function before rendering
|
||||||
|
*/
|
||||||
void Start() const;
|
void Start() const;
|
||||||
// Call this function after rendering
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function after rendering
|
||||||
|
*/
|
||||||
void Stop() const;
|
void Stop() const;
|
||||||
// Call this function when closing the application
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function when closing the application
|
||||||
|
*/
|
||||||
void CleanUp() const;
|
void CleanUp() const;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// Set the inputs of the vertex shader
|
/*
|
||||||
|
* @brief: Set the inputs of the vertex shader
|
||||||
|
*/
|
||||||
virtual void SetAttributes() const = 0;
|
virtual void SetAttributes() const = 0;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Sets/binds a input variable (in) to a VBO from the model
|
||||||
|
*
|
||||||
|
* @param attribute: The id of the VBO
|
||||||
|
* @param variable_name: The name of the "in" variable in the shader
|
||||||
|
*/
|
||||||
void SetAttribute(const GLuint attribute, const char* variable_name) const;
|
void SetAttribute(const GLuint attribute, const char* variable_name) const;
|
||||||
|
|
||||||
// Loads value's (uniform variables) into the shader
|
/*
|
||||||
|
* @brief: This function loads a float value into a uniform variable into the shader
|
||||||
|
*
|
||||||
|
* @param location: The location of the variable in openGL
|
||||||
|
* @param value: The value which will be loaded into the variable
|
||||||
|
*/
|
||||||
void LoadFloat(GLuint location, GLfloat value) const;
|
void LoadFloat(GLuint location, GLfloat value) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function loads a vector value into a uniform variable into the shader
|
||||||
|
*
|
||||||
|
* @param location: The location of the variable in openGL
|
||||||
|
* @param vector: The value which will be loaded into the variable
|
||||||
|
*/
|
||||||
void LoadVector(GLuint location, glm::vec3 vector) const;
|
void LoadVector(GLuint location, glm::vec3 vector) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function loads a 4x4 matrix value into a uniform variable into the shader
|
||||||
|
*
|
||||||
|
* @param location: The location of the variable in openGL
|
||||||
|
* @param matrix: The value which will be loaded into the variable
|
||||||
|
*/
|
||||||
void LoadMatrix(GLuint location, glm::mat4 matrix) const;
|
void LoadMatrix(GLuint location, glm::mat4 matrix) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will get all the locations of each uniform variable
|
||||||
|
*/
|
||||||
virtual void GetAllUniformLocations() = 0;
|
virtual void GetAllUniformLocations() = 0;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will retrieve the location of a uniform variable
|
||||||
|
*
|
||||||
|
* @param uniform_name: The name of the uniform variable
|
||||||
|
*
|
||||||
|
* @return: The location of the uniform variable
|
||||||
|
*/
|
||||||
GLuint GetUniformLocation(const GLchar* uniform_name) const;
|
GLuint GetUniformLocation(const GLchar* uniform_name) const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
/*
|
||||||
|
* @brief: This function will load a shader into openGL
|
||||||
|
*
|
||||||
|
* @param shader_string: The shader as a string (the whole code)
|
||||||
|
* @param type: The type of the shader (Vertex/Fragment)
|
||||||
|
*
|
||||||
|
* @return: The id of the shader given by openGL
|
||||||
|
*/
|
||||||
GLuint LoadShader(const std::string& shader_string, GLuint type) const;
|
GLuint LoadShader(const std::string& shader_string, GLuint type) const;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@@ -1,87 +0,0 @@
|
|||||||
#include "static_shader.h"
|
|
||||||
#include "../toolbox/toolbox.h"
|
|
||||||
|
|
||||||
namespace shaders
|
|
||||||
{
|
|
||||||
static std::string vertex_shader = R"(
|
|
||||||
#version 400 core
|
|
||||||
// The VertexShader is run for each vertex on the screen.
|
|
||||||
|
|
||||||
|
|
||||||
// Position of the vertex
|
|
||||||
in vec3 position;
|
|
||||||
// Coordinates of the texture
|
|
||||||
in vec2 texture_coords;
|
|
||||||
|
|
||||||
// Equal to the texture_coords
|
|
||||||
out vec2 pass_texture_coords;
|
|
||||||
|
|
||||||
uniform mat4 model_matrix;
|
|
||||||
uniform mat4 projection_matrix;
|
|
||||||
uniform mat4 view_matrix;
|
|
||||||
|
|
||||||
void main(void)
|
|
||||||
{
|
|
||||||
// Tell OpenGL where to render the vertex
|
|
||||||
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0);
|
|
||||||
|
|
||||||
// Pass the texture_coords directly to the fragment shader
|
|
||||||
pass_texture_coords = texture_coords;
|
|
||||||
}
|
|
||||||
)";
|
|
||||||
|
|
||||||
|
|
||||||
static std::string fragment_shader = R"(
|
|
||||||
#version 400 core
|
|
||||||
// The FragmentShader is run for each pixel in a face on the screen.
|
|
||||||
|
|
||||||
|
|
||||||
// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
|
|
||||||
in vec2 pass_texture_coords;
|
|
||||||
|
|
||||||
// Final color of the pixel
|
|
||||||
out vec4 out_color;
|
|
||||||
|
|
||||||
// The texture of the model
|
|
||||||
uniform sampler2D texture_sampler;
|
|
||||||
|
|
||||||
void main(void)
|
|
||||||
{
|
|
||||||
out_color = texture(texture_sampler, pass_texture_coords);
|
|
||||||
}
|
|
||||||
)";
|
|
||||||
|
|
||||||
|
|
||||||
StaticShader::StaticShader(): ShaderProgram(vertex_shader, fragment_shader)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void StaticShader::LoadModelMatrix(const glm::mat4& matrix) const
|
|
||||||
{
|
|
||||||
LoadMatrix(location_model_matrix, matrix);
|
|
||||||
}
|
|
||||||
|
|
||||||
void StaticShader::LoadProjectionMatrix(const glm::mat4& projection) const
|
|
||||||
{
|
|
||||||
LoadMatrix(location_projection_matrix, projection);
|
|
||||||
}
|
|
||||||
|
|
||||||
void StaticShader::LoadViewMatrix(entities::Camera& camera) const
|
|
||||||
{
|
|
||||||
const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera);
|
|
||||||
LoadMatrix(location_view_matrix, view_matrix);
|
|
||||||
}
|
|
||||||
|
|
||||||
void StaticShader::SetAttributes() const
|
|
||||||
{
|
|
||||||
SetAttribute(0, "position");
|
|
||||||
SetAttribute(1, "texture_coords");
|
|
||||||
}
|
|
||||||
|
|
||||||
void StaticShader::GetAllUniformLocations()
|
|
||||||
{
|
|
||||||
location_model_matrix = GetUniformLocation("model_matrix");
|
|
||||||
location_projection_matrix = GetUniformLocation("projection_matrix");
|
|
||||||
location_view_matrix = GetUniformLocation("view_matrix");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,31 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
|
||||||
#include "shader_program.h"
|
|
||||||
#include "../entities/camera.h"
|
|
||||||
|
|
||||||
/*
|
|
||||||
This class does represents the shaders for the models.
|
|
||||||
*/
|
|
||||||
|
|
||||||
namespace shaders
|
|
||||||
{
|
|
||||||
class StaticShader : public ShaderProgram
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
GLuint location_model_matrix;
|
|
||||||
GLuint location_projection_matrix;
|
|
||||||
GLuint location_view_matrix;
|
|
||||||
|
|
||||||
public:
|
|
||||||
StaticShader();
|
|
||||||
|
|
||||||
void LoadModelMatrix(const glm::mat4& matrix) const;
|
|
||||||
void LoadProjectionMatrix(const glm::mat4& projection) const;
|
|
||||||
void LoadViewMatrix(entities::Camera& camera) const;
|
|
||||||
|
|
||||||
protected:
|
|
||||||
void SetAttributes() const override;
|
|
||||||
void GetAllUniformLocations() override;
|
|
||||||
};
|
|
||||||
}
|
|
||||||
48
src/toolbox/Timer.h
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
namespace toolbox
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class represents a timer which needs to be updated
|
||||||
|
* every frame to work correctly.
|
||||||
|
*/
|
||||||
|
class Timer
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
float current_time;
|
||||||
|
float final_time;
|
||||||
|
bool has_finished;
|
||||||
|
|
||||||
|
public:
|
||||||
|
/*
|
||||||
|
* @brief: Constructor to make the timer
|
||||||
|
*
|
||||||
|
* @param final_time: The time which the timer needs to count to
|
||||||
|
*/
|
||||||
|
Timer(float final_time): current_time(0), final_time(final_time), has_finished(false) {}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Updates the timer. Call this method once every iteration in the game loop
|
||||||
|
*
|
||||||
|
* @param delta: The deltatime of the game
|
||||||
|
*/
|
||||||
|
void UpdateTimer(const double delta)
|
||||||
|
{
|
||||||
|
current_time += delta;
|
||||||
|
|
||||||
|
if (current_time >= final_time)
|
||||||
|
{
|
||||||
|
has_finished = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Returns if the timer has finished
|
||||||
|
*
|
||||||
|
* @return: True if the timer has finished
|
||||||
|
*/
|
||||||
|
bool HasFinished() const { return has_finished; }
|
||||||
|
|
||||||
|
void Reset() { current_time = 0; }
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,7 +1,16 @@
|
|||||||
|
#include <ctime>
|
||||||
#include "toolbox.h"
|
#include "toolbox.h"
|
||||||
|
#include <iostream>
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
|
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
||||||
|
{
|
||||||
|
glm::mat4 matrix(1.0f);
|
||||||
|
matrix = glm::translate(matrix, glm::vec3(translation.x, translation.y, 0));
|
||||||
|
matrix = glm::scale(matrix, glm::vec3(scale.x, scale.y, 0));
|
||||||
|
return matrix;
|
||||||
|
}
|
||||||
|
|
||||||
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
|
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
|
||||||
{
|
{
|
||||||
glm::mat4 matrix(1.0f);
|
glm::mat4 matrix(1.0f);
|
||||||
@@ -23,4 +32,36 @@ namespace toolbox
|
|||||||
matrix = glm::translate(matrix, negative_cam_pos);
|
matrix = glm::translate(matrix, negative_cam_pos);
|
||||||
return matrix;
|
return matrix;
|
||||||
}
|
}
|
||||||
|
float Lerp(float from, float to, float amount)
|
||||||
|
{
|
||||||
|
return from + amount * (to - from);
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount)
|
||||||
|
{
|
||||||
|
glm::vec3 final;
|
||||||
|
final.x = Lerp(from.x, to.x, amount);
|
||||||
|
final.y = Lerp(from.y, to.y, amount);
|
||||||
|
final.z = Lerp(from.z, to.z, amount);
|
||||||
|
return final;
|
||||||
|
}
|
||||||
|
|
||||||
|
int Random(const int min, const int max)
|
||||||
|
{
|
||||||
|
static bool first = true;
|
||||||
|
if (first)
|
||||||
|
{
|
||||||
|
srand(time(0));
|
||||||
|
first = false;
|
||||||
|
}
|
||||||
|
return min + rand() % ((max + 1) - min);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GetDigitsFromNumber(int number, std::vector<int>& result_vector)
|
||||||
|
{
|
||||||
|
if (number >= 10)
|
||||||
|
GetDigitsFromNumber(number / 10, result_vector);
|
||||||
|
|
||||||
|
result_vector.push_back(number % 10);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,13 +2,90 @@
|
|||||||
|
|
||||||
#include "../entities/camera.h"
|
#include "../entities/camera.h"
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
#define WINDOW_WIDTH 1400.0f
|
// Window macro's
|
||||||
#define WINDOW_HEIGT 800.0f
|
#define DEFAULT_WIDTH 1920
|
||||||
|
#define DEFAULT_HEIGHT 1080
|
||||||
|
|
||||||
|
// Change these macros to change the window size
|
||||||
|
#define WINDOW_WIDTH 1400.0f
|
||||||
|
#define WINDOW_HEIGHT 800.0f
|
||||||
|
|
||||||
|
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
||||||
|
#define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
|
||||||
|
//
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will create a model matrix
|
||||||
|
*
|
||||||
|
* @param translation: The position of the model
|
||||||
|
* @param scale: The scale of the model
|
||||||
|
*
|
||||||
|
* @return: The model matrix of the model
|
||||||
|
*/
|
||||||
|
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will create a model matrix
|
||||||
|
*
|
||||||
|
* @param translation: The position of the model
|
||||||
|
* @param rotation: The rotation of the model
|
||||||
|
* @param scale: The scale of the model
|
||||||
|
*
|
||||||
|
* @return: The model matrix of the model
|
||||||
|
*/
|
||||||
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale);
|
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will create a view matrix from the camera's position
|
||||||
|
*
|
||||||
|
* @param camera: The camera the view matrix needs to be made from
|
||||||
|
*
|
||||||
|
* @return: The view matrix
|
||||||
|
*/
|
||||||
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @biref go to one coordinate to another with smooting
|
||||||
|
*
|
||||||
|
* @param from one coordinate of the start
|
||||||
|
* @param to one coordinate of where to go
|
||||||
|
* @param amount the amount of smoothing (lower is smoother)
|
||||||
|
*
|
||||||
|
* @return coordinate of where to go
|
||||||
|
*/
|
||||||
|
float Lerp(float from, float to, float amount);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @biref go from one position to another with smoothing
|
||||||
|
*
|
||||||
|
* @param from position of the start
|
||||||
|
* @param to position of where to go
|
||||||
|
* @param amount the amount of smoothing (lower is smoother)
|
||||||
|
*
|
||||||
|
* @return position of where to go
|
||||||
|
*/
|
||||||
|
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will return a value between min and max
|
||||||
|
*
|
||||||
|
* @param min: The min value
|
||||||
|
* @param max: The max value
|
||||||
|
*
|
||||||
|
* @return: The random number
|
||||||
|
*/
|
||||||
|
int Random(const int min, const int max);
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief gets the separate digits from the number.
|
||||||
|
*
|
||||||
|
* @param number the number to get the digits from
|
||||||
|
* @param result_vector the vector to hold the individual digits.
|
||||||
|
*/
|
||||||
|
void GetDigitsFromNumber(int number, std::vector<int>& result_vector);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,41 +19,81 @@
|
|||||||
</ProjectConfiguration>
|
</ProjectConfiguration>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\computervision\FaceDetector.cpp" />
|
<ClCompile Include="src\model_Storage.cpp" />
|
||||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
<ClCompile Include="src\entities\main_character.cpp" />
|
||||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||||
<ClCompile Include="src\entities\camera.cpp" />
|
<ClCompile Include="src\entities\camera.cpp" />
|
||||||
|
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||||
<ClCompile Include="src\entities\entity.cpp" />
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
|
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||||
<ClCompile Include="src\main.cpp" />
|
<ClCompile Include="src\main.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
|
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||||
<ClCompile Include="src\shaders\static_shader.cpp" />
|
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="src\computervision\FaceDetector.h" />
|
<ClInclude Include="src\model_Storage.h" />
|
||||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
<ClInclude Include="src\entities\main_character.h" />
|
||||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
<ClInclude Include="src\entities\house_generator.h" />
|
||||||
|
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||||
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||||
|
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||||
|
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
||||||
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\loading_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
|
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||||
|
<ClInclude Include="src\computervision\finger_count.h" />
|
||||||
|
<ClInclude Include="src\computervision\background_remover.h" />
|
||||||
|
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||||
|
<ClInclude Include="src\computervision\skin_detector.h" />
|
||||||
|
<ClInclude Include="src\computervision\object_detection.h" />
|
||||||
<ClInclude Include="src\entities\camera.h" />
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
<ClInclude Include="src\entities\entity.h" />
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
|
<ClInclude Include="src\entities\light.h" />
|
||||||
|
<ClInclude Include="src\gui\gui_element.h" />
|
||||||
|
<ClInclude Include="src\gui\gui_interactable.h" />
|
||||||
<ClInclude Include="src\models\model.h" />
|
<ClInclude Include="src\models\model.h" />
|
||||||
<ClInclude Include="src\renderEngine\loader.h" />
|
<ClInclude Include="src\renderEngine\loader.h" />
|
||||||
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
||||||
<ClInclude Include="src\renderEngine\renderer.h" />
|
<ClInclude Include="src\renderEngine\renderer.h" />
|
||||||
|
<ClInclude Include="src\shaders\gui_shader.h" />
|
||||||
<ClInclude Include="src\shaders\shader_program.h" />
|
<ClInclude Include="src\shaders\shader_program.h" />
|
||||||
<ClInclude Include="src\shaders\static_shader.h" />
|
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||||
<ClInclude Include="src\stb_image.h" />
|
<ClInclude Include="src\stb_image.h" />
|
||||||
|
<ClInclude Include="src\toolbox\Timer.h" />
|
||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\..\Avans Hogeschool\Kim Veldhoen - Proftaak 2.4\pose_iter_160000.caffemodel" />
|
||||||
|
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
|
||||||
|
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
|
||||||
|
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
|
||||||
|
</ItemGroup>
|
||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
<VCProjectVersion>16.0</VCProjectVersion>
|
<VCProjectVersion>16.0</VCProjectVersion>
|
||||||
<ProjectGuid>{A7ECF1BE-DB22-4BF7-BFF6-E3BF72691EE6}</ProjectGuid>
|
<ProjectGuid>{A7ECF1BE-DB22-4BF7-BFF6-E3BF72691EE6}</ProjectGuid>
|
||||||
@@ -112,14 +152,18 @@
|
|||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
<LinkIncremental>true</LinkIncremental>
|
<LinkIncremental>true</LinkIncremental>
|
||||||
<IncludePath>C:\opencv\build\include;$(IncludePath)</IncludePath>
|
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath)</LibraryPath>
|
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
|
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||||
|
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
|
<IncludePath>C:\opencv\build\include\;$(VC_IncludePath);$(WindowsSDK_IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
||||||
|
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
@@ -151,7 +195,7 @@
|
|||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
@@ -192,6 +236,8 @@
|
|||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
|
||||||
|
<AdditionalDependencies>opencv_world452.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
|||||||
@@ -1,18 +1,36 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Filter Include="Source Files">
|
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||||
<Extensions>cpp;c;cc;cxx;c++;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||||
</Filter>
|
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||||
<Filter Include="Header Files">
|
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||||
</Filter>
|
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||||
<Filter Include="Resource Files">
|
<ClCompile Include="src\entities\camera.cpp" />
|
||||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
</Filter>
|
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||||
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|
||||||
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|
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|
||||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
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|
||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
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||||||
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|
||||||
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|
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|
||||||