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feature/ga
...
BUGGED/pos
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612adf6e9b | ||
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25c99abb72 | ||
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9d80cddbd1 |
2
.gitignore
vendored
@@ -2,8 +2,6 @@
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# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
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res/**
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### C++ ###
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# Prerequisites
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*.d
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BIN
res/Mayo.png
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BIN
res/Texture.png
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res/beeTwo.obj
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@@ -1,44 +0,0 @@
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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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* This structure represents a collision box inside the world.
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*
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* center_pos: The center position of the collision box
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* size: The size in each axis of the collision box
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*/
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struct Box
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{
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glm::vec3 center_pos;
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glm::vec3 size;
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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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* This structure represents a collision between 2 entities
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*
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* entity1: The first entity
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* entity2: The second entity
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*/
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struct Collision
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{
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entities::Entity& entity1;
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entities::Entity& entity2;
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};
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}
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@@ -1,44 +0,0 @@
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#include "collision_handler.h"
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#include <iostream>
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namespace collision
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{
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void CheckCollisions(std::vector<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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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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for (int j = i + 1; j < entities.size() - 1; j++)
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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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if (entity->IsColliding(*entity2))
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{
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collision::Collision c = { *entity, *entity2 };
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entity->OnCollide(c);
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entity2->OnCollide(c);
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break;
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}
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}
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}
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}
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}
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@@ -1,17 +0,0 @@
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#pragma once
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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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namespace collision
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{
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/*
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* @brief: This function will check all the collision entities for
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* collisions and call the OnCollide function when a entity collides.
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*
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* @param entities: A list with all the collision entities.
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*/
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void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>>& entities);
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}
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53
src/computervision/FaceDetector.cpp
Normal file
@@ -0,0 +1,53 @@
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#include "FaceDetector.h"
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/*
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Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
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*/
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namespace computervision
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{
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Rect getFaceRect(Mat input);
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String faceClassifierFileName = "res/haarcascade_frontalface_alt.xml";
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CascadeClassifier faceCascadeClassifier;
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FaceDetector::FaceDetector(void) {
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if (!faceCascadeClassifier.load(faceClassifierFileName))
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throw runtime_error("can't load file " + faceClassifierFileName);
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}
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void FaceDetector::removeFaces(Mat input, Mat output) {
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vector<Rect> faces;
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Mat frameGray;
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cvtColor(input, frameGray, CV_BGR2GRAY);
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equalizeHist(frameGray, frameGray);
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faceCascadeClassifier.detectMultiScale(frameGray, faces, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
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for (size_t i = 0; i < faces.size(); i++) {
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rectangle(
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output,
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Point(faces[i].x, faces[i].y),
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Point(faces[i].x + faces[i].width, faces[i].y + faces[i].height),
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Scalar(0, 0, 0),
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-1
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);
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}
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}
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Rect getFaceRect(Mat input) {
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vector<Rect> faceRectangles;
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Mat inputGray;
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cvtColor(input, inputGray, CV_BGR2GRAY);
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equalizeHist(inputGray, inputGray);
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faceCascadeClassifier.detectMultiScale(inputGray, faceRectangles, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
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if (faceRectangles.size() > 0)
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return faceRectangles[0];
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else
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return Rect(0, 0, 1, 1);
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}
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}
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31
src/computervision/FaceDetector.h
Normal file
@@ -0,0 +1,31 @@
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#pragma once
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#include <opencv2/opencv.hpp>
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#include <opencv2/imgproc/types_c.h>
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#include <opencv2/objdetect.hpp>
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#include <opencv2/core.hpp>
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#include <opencv2/objdetect/objdetect.hpp>
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/*
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Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
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*/
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using namespace cv;
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using namespace std;
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namespace computervision
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{
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class FaceDetector {
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public:
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/**
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* @brief Constructor for the class FaceDetector, loads training data from a file
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*
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*/
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FaceDetector(void);
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/**
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* @brief Detects faces on an image and blocks them with a black rectangle
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*
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* @param input Input image
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* @param output Output image
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*/
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void removeFaces(Mat input, Mat output);
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};
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}
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@@ -14,7 +14,6 @@
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namespace computervision
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{
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FingerCount::FingerCount(void) {
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color_blue = Scalar(255, 0, 0);
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color_green = Scalar(0, 255, 0);
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@@ -36,6 +35,9 @@ namespace computervision
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if (input_image.channels() != 1)
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return contours_image;
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vector<vector<Point>> contours;
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vector<Vec4i> hierarchy;
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findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
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// we need at least one contour to work
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@@ -43,7 +45,7 @@ namespace computervision
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return contours_image;
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// find the biggest contour (let's suppose it's our hand)
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biggest_contour_index = -1;
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int biggest_contour_index = -1;
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double biggest_area = 0.0;
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for (int i = 0; i < contours.size(); i++) {
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@@ -154,11 +156,6 @@ namespace computervision
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return contours_image;
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}
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void FingerCount::DrawHandContours(Mat& image)
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{
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drawContours(image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
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}
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int FingerCount::getAmountOfFingers()
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{
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return amount_of_fingers;
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@@ -31,15 +31,7 @@ namespace computervision
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*/
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int getAmountOfFingers();
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void DrawHandContours(Mat& image);
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private:
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int biggest_contour_index;
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vector<vector<Point>> contours;
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vector<Vec4i> hierarchy;
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// colors to use
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Scalar color_blue;
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Scalar color_green;
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@@ -123,7 +115,5 @@ namespace computervision
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* @param with_numbers if the numbers should be drawn with the points
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*/
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void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
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};
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}
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@@ -1,105 +0,0 @@
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#include "HandDetectRegion.h"
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namespace computervision
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{
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HandDetectRegion::HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height)
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{
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region_id = id;
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start_x_pos = x_pos;
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start_y_pos = y_pos;
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region_width = width;
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region_height = height;
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hand_mask_generated = false;
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hand_present = false;
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}
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void HandDetectRegion::DetectHand(cv::Mat& camera_frame)
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{
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Mat input_frame = GenerateHandMaskSquare(camera_frame);
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frame_out = input_frame.clone();
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// detect skin color
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skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
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// remove background from image
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foreground = background_remover.getForeground(input_frame);
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// detect the hand contours
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handMask = skin_detector.getSkinMask(foreground);
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// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
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DrawHandMask(&camera_frame);
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//imshow("output" + region_id, frame_out);
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//imshow("foreground" + region_id, foreground);
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//imshow("handMask" + region_id, handMask);
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/*imshow("handDetection", fingerCountDebug);*/
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hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
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//std::string text = (hand_present ? "hand" : "no");
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//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);
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hand_calibrator.SetHandPresent(hand_present);
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//draw black rectangle behind calibration information text
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cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 55, 450, camera_frame.cols), cv::Scalar(0, 0, 0), -1);
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hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
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}
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cv::Mat HandDetectRegion::GenerateHandMaskSquare(cv::Mat img)
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{
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cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
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cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
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cv::rectangle(mask, cv::Rect(start_x_pos, start_y_pos, region_width, region_height), cv::Scalar(255, 255, 255), -1);
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img.copyTo(distance_img, mask);
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hand_mask_generated = true;
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return distance_img;
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}
|
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|
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bool HandDetectRegion::DrawHandMask(cv::Mat* input)
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{
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if (!hand_mask_generated) return false;
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rectangle(*input, Rect(start_x_pos, start_y_pos, region_width, region_height), (hand_present ? Scalar(0, 255, 0) : Scalar(0,0,255)),2);
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return true;
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}
|
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|
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bool HandDetectRegion::IsHandPresent()
|
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{
|
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return hand_present;
|
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}
|
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|
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void HandDetectRegion::CalibrateBackground()
|
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{
|
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std::cout << "calibrating background " << region_id << std::endl;
|
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background_remover.calibrate(frame_out);
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hand_calibrator.SetBackGroundCalibrated(true);
|
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}
|
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void HandDetectRegion::CalibrateSkin()
|
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{
|
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skin_detector.calibrate(frame_out);
|
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hand_calibrator.SetSkinCalibration(true);
|
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}
|
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|
||||
std::vector<int> HandDetectRegion::CalculateSkinTresholds()
|
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{
|
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std::cout << "calibrating skin " << region_id << std::endl;
|
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hand_calibrator.SetSkinCalibration(true);
|
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return skin_detector.calibrateAndReturn(frame_out);
|
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}
|
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|
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void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
|
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{
|
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std::cout << "setting skin " << region_id << std::endl;
|
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skin_detector.setTresholds(tresholds);
|
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hand_calibrator.SetSkinCalibration(true);
|
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}
|
||||
|
||||
}
|
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@@ -1,56 +0,0 @@
|
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#pragma once
|
||||
|
||||
#include <opencv2/core.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include "async/StaticCameraInstance.h"
|
||||
#include "calibration/HandCalibrator.h"
|
||||
#include "BackgroundRemover.h"
|
||||
#include "SkinDetector.h"
|
||||
#include "FingerCount.h"
|
||||
namespace computervision
|
||||
{
|
||||
class HandDetectRegion
|
||||
{
|
||||
public:
|
||||
HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height);
|
||||
|
||||
void SetXPos(int x) { start_x_pos = x; }
|
||||
void SetYPos(int y) { start_y_pos = y; }
|
||||
int GetXPos() { return start_x_pos; }
|
||||
int GetYPos() { return start_y_pos; }
|
||||
|
||||
void SetWidth(int width) { region_width = width; }
|
||||
void SetHeigth(int height) { region_height = height; }
|
||||
int GetWidth() { return region_width; }
|
||||
int GetHeight() { return region_height; }
|
||||
|
||||
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||
|
||||
void DetectHand(cv::Mat& camera_frame);
|
||||
|
||||
bool IsHandPresent();
|
||||
|
||||
void CalibrateBackground();
|
||||
void CalibrateSkin();
|
||||
|
||||
std::vector<int> CalculateSkinTresholds();
|
||||
|
||||
void setSkinTresholds(std::vector<int>& tresholds);
|
||||
|
||||
private:
|
||||
int start_x_pos;
|
||||
int start_y_pos;
|
||||
int region_height;
|
||||
int region_width;
|
||||
bool hand_mask_generated;
|
||||
bool hand_present;
|
||||
cv::Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||
BackgroundRemover background_remover;
|
||||
SkinDetector skin_detector;
|
||||
handcalibration::HandCalibrator hand_calibrator;
|
||||
std::string region_id;
|
||||
|
||||
bool DrawHandMask(cv::Mat* input);
|
||||
};
|
||||
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
#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];
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
|
||||
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);
|
||||
};
|
||||
}
|
||||
@@ -1,145 +1,130 @@
|
||||
|
||||
#include <opencv2/videoio.hpp>
|
||||
#include <opencv2/highgui.hpp>
|
||||
#include <opencv2/video.hpp>
|
||||
|
||||
#include "ObjectDetection.h"
|
||||
#include "BackgroundRemover.h"
|
||||
#include "SkinDetector.h"
|
||||
#include "FaceDetector.h"
|
||||
#include "FingerCount.h"
|
||||
#include "async/StaticCameraInstance.h"
|
||||
#include "calibration/HandCalibrator.h"
|
||||
#include "VideoCapture.h"
|
||||
|
||||
using namespace videocapture;
|
||||
namespace computervision
|
||||
{
|
||||
|
||||
cv::Mat img, img_gray, img2, img2_gray, img3, img4;
|
||||
cv::Mat img, imgGray, img2, img2Gray, img3, img4;
|
||||
|
||||
int hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height;
|
||||
bool hand_mask_generated = false;
|
||||
int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
|
||||
bool handMaskGenerated = 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();
|
||||
Mat frame, frameOut, handMask, foreground, fingerCountDebug;
|
||||
BackgroundRemover backgroundRemover;
|
||||
SkinDetector skinDetector;
|
||||
FaceDetector faceDetector;
|
||||
FingerCount fingerCount;
|
||||
|
||||
ObjectDetection::ObjectDetection()
|
||||
{
|
||||
}
|
||||
|
||||
cv::Mat ObjectDetection::ReadCamera() {
|
||||
cap.read(img);
|
||||
cv::Mat ObjectDetection::readCamera() {
|
||||
/*videocapture::getMutex()->lock();
|
||||
|
||||
videocapture::getCap().read(img);
|
||||
|
||||
videocapture::getMutex()->unlock();*/
|
||||
img = videocapture::readFrame();
|
||||
return img;
|
||||
}
|
||||
|
||||
cv::VideoCapture ObjectDetection::GetCap()
|
||||
bool ObjectDetection::detectHand(Mat cameraFrame)
|
||||
{
|
||||
return cap;
|
||||
}
|
||||
|
||||
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
||||
{
|
||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||
frame_out = input_frame.clone();
|
||||
Mat inputFrame = generateHandMaskSquare(cameraFrame);
|
||||
frameOut = inputFrame.clone();
|
||||
|
||||
// detect skin color
|
||||
skin_detector.drawSkinColorSampler(camera_frame);
|
||||
skinDetector.drawSkinColorSampler(frameOut);
|
||||
|
||||
// remove background from image
|
||||
foreground = background_remover.getForeground(input_frame);
|
||||
foreground = backgroundRemover.getForeground(inputFrame);
|
||||
|
||||
// detect the hand contours
|
||||
handMask = skin_detector.getSkinMask(foreground);
|
||||
handMask = skinDetector.getSkinMask(foreground);
|
||||
|
||||
// count the amount of fingers and put the info on the matrix
|
||||
fingerCountDebug = finger_count.findFingersCount(handMask, frame_out);
|
||||
fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
|
||||
|
||||
// get the amount of fingers
|
||||
int fingers_amount = finger_count.getAmountOfFingers();
|
||||
int fingers_amount = fingerCount.getAmountOfFingers();
|
||||
|
||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||
DrawHandMask(&camera_frame);
|
||||
|
||||
drawHandMaskRect(&cameraFrame);
|
||||
string hand_text = fingers_amount > 0 ? "open" : "closed";
|
||||
putText(cameraFrame,hand_text, Point(10, 75), FONT_HERSHEY_PLAIN, 2.0, Scalar(255, 0, 255),3);
|
||||
imshow("camera", cameraFrame);
|
||||
|
||||
hand_calibrator.SetAmountOfFingers(fingers_amount);
|
||||
finger_count.DrawHandContours(camera_frame);
|
||||
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
||||
imshow("camera", camera_frame);
|
||||
|
||||
/*imshow("output", frame_out);
|
||||
imshow("output", frameOut);
|
||||
imshow("foreground", foreground);
|
||||
imshow("handMask", handMask);
|
||||
imshow("handDetection", fingerCountDebug);*/
|
||||
|
||||
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
|
||||
hand_calibrator.SetHandPresent(hand_present);
|
||||
|
||||
|
||||
imshow("handDetection", fingerCountDebug);
|
||||
|
||||
int key = waitKey(1);
|
||||
|
||||
if (key == 98) // b, calibrate the background
|
||||
{
|
||||
background_remover.calibrate(input_frame);
|
||||
hand_calibrator.SetBackGroundCalibrated(true);
|
||||
}
|
||||
backgroundRemover.calibrate(inputFrame);
|
||||
else if (key == 115) // s, calibrate the skin color
|
||||
{
|
||||
skin_detector.calibrate(input_frame);
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
|
||||
}
|
||||
|
||||
skinDetector.calibrate(inputFrame);
|
||||
|
||||
return fingers_amount > 0;
|
||||
}
|
||||
|
||||
void ObjectDetection::CalculateDifference()
|
||||
void ObjectDetection::calculateDifference()
|
||||
{
|
||||
cap.read(img);
|
||||
cap.read(img2);
|
||||
//videocapture::getMutex()->lock();
|
||||
//videocapture::getCap().read(img);
|
||||
//videocapture::getCap().read(img2);
|
||||
//videocapture::getMutex()->unlock()
|
||||
|
||||
cv::cvtColor(img, img_gray, cv::COLOR_RGBA2GRAY);
|
||||
cv::cvtColor(img2, img2_gray, cv::COLOR_RGBA2GRAY);
|
||||
img = videocapture::readFrame();
|
||||
img2 = videocapture::readFrame();
|
||||
|
||||
cv::absdiff(img_gray, img2_gray, img3);
|
||||
cv::cvtColor(img, imgGray, cv::COLOR_RGBA2GRAY);
|
||||
cv::cvtColor(img2, img2Gray, cv::COLOR_RGBA2GRAY);
|
||||
|
||||
cv::absdiff(imgGray, img2Gray, img3);
|
||||
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
|
||||
|
||||
imshow("threshold", img4);
|
||||
}
|
||||
|
||||
|
||||
cv::Mat ObjectDetection::GenerateHandMaskSquare(cv::Mat img)
|
||||
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;
|
||||
handMaskStartXPos = 20;
|
||||
handMaskStartYPos = img.rows / 5;
|
||||
handMaskWidth = img.cols / 3;
|
||||
handMaskHeight = 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::Mat dstImg = cv::Mat::zeros(img.size(), img.type());
|
||||
|
||||
cv::rectangle(mask, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255), -1);
|
||||
cv::rectangle(mask, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255), -1);
|
||||
|
||||
img.copyTo(distance_img, mask);
|
||||
img.copyTo(dstImg, mask);
|
||||
|
||||
hand_mask_generated = true;
|
||||
return distance_img;
|
||||
handMaskGenerated = true;
|
||||
return dstImg;
|
||||
|
||||
}
|
||||
|
||||
bool ObjectDetection::DrawHandMask(cv::Mat* input)
|
||||
bool ObjectDetection::drawHandMaskRect(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));
|
||||
if (!handMaskGenerated) return false;
|
||||
rectangle(*input, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255));
|
||||
return true;
|
||||
}
|
||||
|
||||
void ObjectDetection::ShowWebcam()
|
||||
void ObjectDetection::showWebcam()
|
||||
{
|
||||
imshow("Webcam image", img);
|
||||
}
|
||||
|
||||
@@ -27,13 +27,13 @@ namespace computervision
|
||||
* @brief Displays an image of the current webcam-footage
|
||||
*
|
||||
*/
|
||||
void ShowWebcam();
|
||||
void showWebcam();
|
||||
/**
|
||||
* @brief Calculates the difference between two images
|
||||
* and outputs an image that only shows the difference
|
||||
*
|
||||
*/
|
||||
void CalculateDifference();
|
||||
void calculateDifference();
|
||||
|
||||
/**
|
||||
* @brief generates the square that will hold the mask in which the hand will be detected.
|
||||
@@ -41,51 +41,31 @@ namespace computervision
|
||||
* @param img the current camear frame
|
||||
* @return a matrix containing the mask
|
||||
*/
|
||||
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||
cv::Mat generateHandMaskSquare(cv::Mat img);
|
||||
|
||||
/**
|
||||
* @brief reads the camera and returns it in a matrix.
|
||||
*
|
||||
* @return the camera frame in a matrix
|
||||
*/
|
||||
cv::Mat ReadCamera();
|
||||
cv::Mat readCamera();
|
||||
|
||||
/**
|
||||
* @brief detects a hand based on the given hand mask input frame.
|
||||
*
|
||||
* @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);
|
||||
bool detectHand(cv::Mat cameraFrame);
|
||||
|
||||
/**
|
||||
* @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);
|
||||
bool drawHandMaskRect(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();
|
||||
|
||||
|
||||
/**
|
||||
* @brief checks whether the hand is held within the detection square.
|
||||
*
|
||||
* @return true if the hand is in the detection square, false if not.
|
||||
*/
|
||||
bool IsHandPresent();
|
||||
|
||||
cv::VideoCapture GetCap();
|
||||
|
||||
private:
|
||||
bool is_hand_open;
|
||||
bool is_hand_present;
|
||||
cv::VideoCapture getCap();
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -39,20 +39,16 @@ namespace computervision
|
||||
int nPoints = 18;
|
||||
#endif
|
||||
Net net;
|
||||
int inWidth = 368;
|
||||
int inHeight = 368;
|
||||
float thresh = 0.01;
|
||||
|
||||
void OpenPoseVideo::setup() {
|
||||
net = readNetFromCaffe(protoFile, weightsFile);
|
||||
|
||||
net.setPreferableBackend(DNN_TARGET_CPU);
|
||||
}
|
||||
|
||||
void OpenPoseVideo::movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f) {
|
||||
std::cout << "movement skeleton start" << std::endl;
|
||||
|
||||
int inWidth = 368;
|
||||
int inHeight = 368;
|
||||
float thresh = 0.01;
|
||||
|
||||
cv::Mat OpenPoseVideo::getBlobFromImage(cv::Mat inputImage)
|
||||
{
|
||||
Mat frame;
|
||||
int frameWidth = inputImage.size().width;
|
||||
int frameHeight = inputImage.size().height;
|
||||
@@ -60,8 +56,16 @@ namespace computervision
|
||||
double t = (double)cv::getTickCount();
|
||||
std::cout << "reading input image and blob" << std::endl;
|
||||
|
||||
frame = inputImage;
|
||||
frame = inputImage.clone();
|
||||
Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
|
||||
return inpBlob;
|
||||
}
|
||||
|
||||
void OpenPoseVideo::movementSkeleton(Mat inputImage, Mat inpBlob, std::function<void(std::vector<Point>)> f) {
|
||||
std::cout << "movement skeleton start" << std::endl;
|
||||
|
||||
int frameWidth = inputImage.size().width;
|
||||
int frameHeight = inputImage.size().height;
|
||||
|
||||
std::cout << "done reading image and blob" << std::endl;
|
||||
|
||||
@@ -69,7 +73,7 @@ namespace computervision
|
||||
|
||||
std::cout << "done setting input to net" << std::endl;
|
||||
Mat output = net.forward();
|
||||
std::cout << "time took to set input and forward: " << t << std::endl;
|
||||
|
||||
|
||||
int H = output.size[2];
|
||||
int W = output.size[3];
|
||||
@@ -92,17 +96,16 @@ namespace computervision
|
||||
p.x *= (float)frameWidth / W;
|
||||
p.y *= (float)frameHeight / H;
|
||||
|
||||
circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1);
|
||||
cv::putText(frame, cv::format("%d", n), cv::Point((int)p.x, (int)p.y), cv::FONT_HERSHEY_COMPLEX, 1.1, cv::Scalar(0, 0, 255), 2);
|
||||
/*circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1);
|
||||
cv::putText(frame, cv::format("%d", n), cv::Point((int)p.x, (int)p.y), cv::FONT_HERSHEY_COMPLEX, 1.1, cv::Scalar(0, 0, 255), 2);*/
|
||||
}
|
||||
points[n] = p;
|
||||
}
|
||||
|
||||
cv::putText(frame, cv::format("time taken = %.2f sec", t), cv::Point(50, 50), cv::FONT_HERSHEY_COMPLEX, .8, cv::Scalar(255, 50, 0), 2);
|
||||
std::cout << "time taken: " << t << std::endl;
|
||||
//imshow("Output-Keypoints", frame);
|
||||
//imshow("Output-Skeleton", frame);
|
||||
//cv::putText(frame, cv::format("time taken = %.2f sec", t), cv::Point(50, 50), cv::FONT_HERSHEY_COMPLEX, .8, cv::Scalar(255, 50, 0), 2);
|
||||
// imshow("Output-Keypoints", frameCopy);
|
||||
/*imshow("Output-Skeleton", frame);*/
|
||||
std::cout << "about to call points receiving method" << std::endl;
|
||||
f(points,frame);
|
||||
f(points);
|
||||
}
|
||||
}
|
||||
@@ -13,7 +13,8 @@ namespace computervision
|
||||
private:
|
||||
|
||||
public:
|
||||
void movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f);
|
||||
cv::Mat getBlobFromImage(cv::Mat inputImage);
|
||||
void movementSkeleton(Mat inputImage, Mat inpBlob, std::function<void(std::vector<Point>)> f);
|
||||
void setup();
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#include "SkinDetector.h"
|
||||
#include <iostream>
|
||||
|
||||
/*
|
||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||
@@ -24,7 +23,7 @@ namespace computervision
|
||||
int frameWidth = input.size().width, frameHeight = input.size().height;
|
||||
|
||||
int rectangleSize = 25;
|
||||
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||
Scalar rectangleColor = Scalar(255, 0, 255);
|
||||
|
||||
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
|
||||
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
|
||||
@@ -42,29 +41,6 @@ namespace computervision
|
||||
);
|
||||
}
|
||||
|
||||
void SkinDetector::drawSkinColorSampler(Mat input,int x, int y,int width, int height) {
|
||||
int frameWidth = width, frameHeight = height;
|
||||
|
||||
int rectangleSize = 25;
|
||||
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||
|
||||
skinColorSamplerRectangle1 = Rect(frameWidth / 5 + x, frameHeight / 2 + y, rectangleSize, rectangleSize);
|
||||
skinColorSamplerRectangle2 = Rect(frameWidth / 5 + x, frameHeight / 3 + y, rectangleSize, rectangleSize);
|
||||
|
||||
rectangle(
|
||||
input,
|
||||
skinColorSamplerRectangle1,
|
||||
rectangleColor
|
||||
);
|
||||
|
||||
rectangle(
|
||||
input,
|
||||
skinColorSamplerRectangle2,
|
||||
rectangleColor
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
void SkinDetector::calibrate(Mat input) {
|
||||
|
||||
Mat hsvInput;
|
||||
@@ -78,19 +54,6 @@ namespace computervision
|
||||
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) {
|
||||
int offsetLowThreshold = 80;
|
||||
int offsetHighThreshold = 30;
|
||||
@@ -112,39 +75,6 @@ namespace computervision
|
||||
//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 skinMask;
|
||||
|
||||
|
||||
@@ -24,9 +24,6 @@ namespace computervision
|
||||
*/
|
||||
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
|
||||
*
|
||||
@@ -34,10 +31,6 @@ namespace computervision
|
||||
*/
|
||||
void calibrate(Mat input);
|
||||
|
||||
std::vector<int> calibrateAndReturn(Mat input);
|
||||
|
||||
void setTresholds(std::vector<int>& tresholds);
|
||||
|
||||
/*
|
||||
* @brief gets the mask for the hand
|
||||
*
|
||||
@@ -70,8 +63,6 @@ namespace computervision
|
||||
*/
|
||||
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.
|
||||
|
||||
33
src/computervision/VideoCapture.cpp
Normal file
@@ -0,0 +1,33 @@
|
||||
#include "VideoCapture.h"
|
||||
#include <mutex>
|
||||
#include <iostream>
|
||||
|
||||
namespace videocapture{
|
||||
static cv::VideoCapture cap(0);
|
||||
static std::mutex mtx;
|
||||
|
||||
cv::VideoCapture getCap() {
|
||||
cap.release();
|
||||
|
||||
return cap;
|
||||
}
|
||||
|
||||
cv::Mat readFrame()
|
||||
{
|
||||
std::cout << "reading frame" << std::endl;
|
||||
cv::Mat camFrame, videoFrame;
|
||||
|
||||
mtx.lock();
|
||||
bool res = cap.read(camFrame);
|
||||
std::cout << (res ? "reading worked" : "reading failed") << std::endl;
|
||||
videoFrame = camFrame.clone();
|
||||
mtx.unlock();
|
||||
|
||||
return videoFrame;
|
||||
}
|
||||
|
||||
std::mutex* getMutex()
|
||||
{
|
||||
return &mtx;
|
||||
}
|
||||
}
|
||||
12
src/computervision/VideoCapture.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
#include <opencv2/videoio.hpp>
|
||||
#include <opencv2/highgui.hpp>
|
||||
#include <opencv2/video.hpp>
|
||||
#include <mutex>
|
||||
|
||||
namespace videocapture {
|
||||
cv::VideoCapture getCap();
|
||||
std::mutex* getMutex();
|
||||
cv::Mat readFrame();
|
||||
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
#pragma once
|
||||
#include <opencv2/videoio.hpp>
|
||||
|
||||
namespace static_camera
|
||||
{
|
||||
|
||||
static cv::VideoCapture getCap()
|
||||
{
|
||||
static cv::VideoCapture cap(1);
|
||||
return cap;
|
||||
}
|
||||
};
|
||||
@@ -2,7 +2,10 @@
|
||||
#include "async_arm_detection.h"
|
||||
#include "../OpenPoseVideo.h"
|
||||
#include <thread>
|
||||
#include "StaticCameraInstance.h"
|
||||
#include "../VideoCapture.h"
|
||||
#include <opencv2/dnn.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include <opencv2/highgui.hpp>
|
||||
|
||||
|
||||
namespace computervision
|
||||
@@ -12,35 +15,27 @@ namespace computervision
|
||||
|
||||
}
|
||||
|
||||
void AsyncArmDetection::run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
|
||||
void AsyncArmDetection::run_arm_detection()
|
||||
{
|
||||
VideoCapture cap = static_camera::getCap();
|
||||
|
||||
std::cout << "STARTING THREAD LAMBDA" << std::endl;
|
||||
/*cv::VideoCapture cap = static_camera::GetCap();*/
|
||||
|
||||
if (!cap.isOpened())
|
||||
{
|
||||
std::cout << "capture was closed, opening..." << std::endl;
|
||||
cap.open(0);
|
||||
}
|
||||
|
||||
while (true)
|
||||
{
|
||||
Mat img;
|
||||
cap.read(img);
|
||||
op.movementSkeleton(img, points_ready_func);
|
||||
}
|
||||
}
|
||||
|
||||
void AsyncArmDetection::start(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
|
||||
void AsyncArmDetection::start(std::function<void(std::vector<Point>)> points_ready_func, OpenPoseVideo op)
|
||||
{
|
||||
|
||||
auto lambda = [](cv::Mat img, std::function<void(std::vector<Point>)> f, OpenPoseVideo op, cv::Mat inpBlob) {
|
||||
std::cout << "STARTING THREAD LAMBDA" << std::endl;
|
||||
|
||||
//imshow("image", img); 255, Size(368, 368), Scalar(0, 0, 0), false, false);
|
||||
op.movementSkeleton(img, inpBlob, f);
|
||||
//}
|
||||
};
|
||||
|
||||
cv::Mat img = videocapture::readFrame();
|
||||
std::cout << "starting function" << std::endl;
|
||||
cv::Mat inpBlob = op.getBlobFromImage(videocapture::readFrame());
|
||||
|
||||
|
||||
std::thread async_arm_detect_thread(&AsyncArmDetection::run_arm_detection,this, points_ready_func, op);
|
||||
|
||||
async_arm_detect_thread.detach(); // makes sure the thread is detached from the variable.
|
||||
std::thread async_arm_detect_thread(lambda, img, points_ready_func, op, inpBlob);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
#include <opencv2/videoio.hpp>
|
||||
#include <functional>
|
||||
#include "../OpenPoseVideo.h"
|
||||
#include "StaticCameraInstance.h"
|
||||
|
||||
|
||||
namespace computervision
|
||||
@@ -15,9 +14,9 @@ namespace computervision
|
||||
AsyncArmDetection(void);
|
||||
|
||||
|
||||
void start(std::function<void(std::vector<cv::Point>, cv::Mat poinst_on_image)>, computervision::OpenPoseVideo op);
|
||||
void start(std::function<void(std::vector<cv::Point>)>, computervision::OpenPoseVideo op);
|
||||
private:
|
||||
void run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op);
|
||||
void run_arm_detection();
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -1,92 +0,0 @@
|
||||
|
||||
#include "HandCalibrator.h"
|
||||
#include <iostream>
|
||||
|
||||
#define MIN_MENU_HAND_SIZE 10000
|
||||
#define MIN_GAME_HAND_SIZE 3000 // todo change
|
||||
namespace computervision
|
||||
{
|
||||
namespace handcalibration
|
||||
{
|
||||
|
||||
HandCalibrator::HandCalibrator()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void HandCalibrator::DrawHandCalibrationText(cv::Mat& output_frame)
|
||||
{
|
||||
cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
|
||||
cv::putText(output_frame, "Hand calibration", cv::Point(output_frame.cols / 2 - 100, 25), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
|
||||
cv::putText(output_frame, "press 'b' to calibrate background,then press 's' to calibrate skin tone", cv::Point(5, 35), cv::FONT_HERSHEY_PLAIN, 1.0, cv::Scalar(18, 219, 65), 1);
|
||||
|
||||
cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||
|
||||
cv::putText(output_frame, "hand in frame:", cv::Point(5, output_frame.rows - 50), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 67, 15, 15), hand_present ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||
|
||||
DrawBackgroundSkinCalibrated(output_frame);
|
||||
|
||||
if (hand_present)
|
||||
{
|
||||
std::string hand_text = fingers_amount > 0 ? "open" : "closed";
|
||||
cv::putText(output_frame, hand_text, cv::Point(10, 75), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 0, 255), 3);
|
||||
}
|
||||
}
|
||||
|
||||
void HandCalibrator::DrawBackgroundSkinCalibrated(cv::Mat& output_frame)
|
||||
{
|
||||
|
||||
cv::putText(output_frame, "background calibrated:", cv::Point(5, output_frame.rows - 30), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 47, 15, 15), background_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||
|
||||
cv::putText(output_frame, "skin color calibrated:", cv::Point(5, output_frame.rows - 10), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 27, 15, 15), skintone_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||
}
|
||||
|
||||
void HandCalibrator::SetSkinCalibration(bool val)
|
||||
{
|
||||
skintone_calibrated = val;
|
||||
}
|
||||
|
||||
void HandCalibrator::SetBackGroundCalibrated(bool val)
|
||||
{
|
||||
background_calibrated = val;
|
||||
}
|
||||
|
||||
void HandCalibrator::SetHandPresent(bool val)
|
||||
{
|
||||
hand_present = val;
|
||||
}
|
||||
|
||||
void HandCalibrator::SetAmountOfFingers(int amount)
|
||||
{
|
||||
fingers_amount = amount;
|
||||
}
|
||||
|
||||
bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image, HandDetectionType type)
|
||||
{
|
||||
std::vector<std::vector<cv::Point>> points;
|
||||
cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
|
||||
|
||||
if (points.size() == 0) return false;
|
||||
|
||||
for (int p = 0; p < points.size(); p++)
|
||||
{
|
||||
int area = cv::contourArea(points[p]);
|
||||
|
||||
if (type == handcalibration::HandDetectionType::MENU)
|
||||
if (area > MIN_MENU_HAND_SIZE) return true;
|
||||
|
||||
if (type == handcalibration::HandDetectionType::GAME)
|
||||
if (area > MIN_GAME_HAND_SIZE) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,76 +0,0 @@
|
||||
#pragma once
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
namespace handcalibration
|
||||
{
|
||||
enum class HandDetectionType
|
||||
{
|
||||
MENU,
|
||||
GAME
|
||||
};
|
||||
|
||||
class HandCalibrator
|
||||
{
|
||||
public:
|
||||
HandCalibrator();
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* @brief draws the text to show the status of the calibration on the image
|
||||
*
|
||||
* @param output_frame the frame to draw on.
|
||||
*/
|
||||
void DrawHandCalibrationText(cv::Mat& output_frame);
|
||||
|
||||
/**
|
||||
* @brief sets the skin calibration variable.
|
||||
*
|
||||
* @param val the value to set
|
||||
*/
|
||||
void SetSkinCalibration(bool val);
|
||||
|
||||
/**
|
||||
* @brief sets the background calibration variable.
|
||||
*
|
||||
* @param val the value to set
|
||||
*/
|
||||
void SetBackGroundCalibrated(bool val);
|
||||
|
||||
/**
|
||||
* @brief sets the value for if the hand is present.
|
||||
*
|
||||
* @param val the value to set.
|
||||
*/
|
||||
void SetHandPresent(bool val);
|
||||
|
||||
/**
|
||||
* @brief checks if the hand is present in the given image
|
||||
*
|
||||
* @param input_image the input image to check.
|
||||
*/
|
||||
bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
|
||||
|
||||
/**
|
||||
* @brief sets the amount of fingers that are currently detected.
|
||||
*
|
||||
* @param amount the amount of fingers.
|
||||
*/
|
||||
void SetAmountOfFingers(int amount);
|
||||
|
||||
void DrawBackgroundSkinCalibrated(cv::Mat& output_frame);
|
||||
|
||||
private:
|
||||
|
||||
bool background_calibrated;
|
||||
bool skintone_calibrated;
|
||||
bool hand_present;
|
||||
int fingers_amount;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,4 @@
|
||||
#include "camera.h"
|
||||
#include <iostream>
|
||||
#include "../toolbox/toolbox.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
@@ -9,52 +7,26 @@ namespace entities
|
||||
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)
|
||||
{
|
||||
float movement_speed = 0;
|
||||
float up_down_speed = 0;
|
||||
float side_speed = 0;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
movement_speed -= SPEED;
|
||||
position.z -= SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
movement_speed += SPEED;
|
||||
position.z += SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
{
|
||||
side_speed += SPEED;
|
||||
position.x += SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
{
|
||||
side_speed -= SPEED;
|
||||
position.x -= 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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,41 +1,22 @@
|
||||
#pragma once
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
namespace entities
|
||||
{
|
||||
/*
|
||||
* This class represents the viewport of the game. The whole game is seen through this class
|
||||
*/
|
||||
|
||||
class Camera
|
||||
{
|
||||
private:
|
||||
// The movement speed of the camera
|
||||
const float SPEED = 0.5f;
|
||||
const float UP_SPEED = 1.0f;
|
||||
const float SPEED = 0.02f;
|
||||
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation;
|
||||
|
||||
public:
|
||||
|
||||
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
||||
|
||||
/*
|
||||
* @brief: This funtion moves the camera's position from the inputs of the keyboard
|
||||
*
|
||||
* @param window: The OpenGL window
|
||||
*/
|
||||
void Move(GLFWwindow* window);
|
||||
|
||||
/*
|
||||
* @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 GetRotation() const{ return rotation; }
|
||||
|
||||
@@ -5,15 +5,10 @@
|
||||
|
||||
namespace entities
|
||||
{
|
||||
/*
|
||||
* This class represents a movable model in the game
|
||||
*/
|
||||
|
||||
class Entity
|
||||
{
|
||||
protected:
|
||||
private:
|
||||
models::TexturedModel model;
|
||||
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation;
|
||||
float scale;
|
||||
@@ -21,18 +16,7 @@ namespace entities
|
||||
public:
|
||||
Entity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale);
|
||||
|
||||
/*
|
||||
* @brief: This function increases the position of the entity
|
||||
*
|
||||
* @param distance: The amount of distance in each axis the entity needs to move
|
||||
*/
|
||||
void IncreasePosition(const glm::vec3& distance);
|
||||
|
||||
/*
|
||||
* @brief: This function increases the rotation of the entity
|
||||
*
|
||||
* @param rotation: The angle of each axis the entity needs to rotate
|
||||
*/
|
||||
void IncreaseRotation(const glm::vec3& rotation);
|
||||
|
||||
inline models::TexturedModel GetModel() const{return model;}
|
||||
|
||||
@@ -1,49 +0,0 @@
|
||||
#include "collision_entity.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
CollisionEntity::CollisionEntity(const models::TexturedModel& model, const glm::vec3& position,
|
||||
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||
: Entity(model, position, rotation, scale),
|
||||
bounding_box(bounding_box)
|
||||
{
|
||||
MoveCollisionBox();
|
||||
}
|
||||
|
||||
void CollisionEntity::OnCollide(const collision::Collision& collision)
|
||||
{
|
||||
if (on_collide != nullptr)
|
||||
{
|
||||
|
||||
on_collide(collision);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionEntity::IsColliding(const glm::vec3& point) const
|
||||
{
|
||||
return (point.x >= min_xyz.x && point.x <= max_xyz.x) &&
|
||||
(point.y >= min_xyz.y && point.y <= max_xyz.y) &&
|
||||
(point.z >= min_xyz.z && point.z <= max_xyz.z);
|
||||
}
|
||||
|
||||
bool CollisionEntity::IsColliding(const CollisionEntity& e) const
|
||||
{
|
||||
return (min_xyz.x <= e.max_xyz.x && max_xyz.x >= e.min_xyz.x) &&
|
||||
(min_xyz.y <= e.max_xyz.y && max_xyz.y >= e.min_xyz.y) &&
|
||||
(min_xyz.z <= e.max_xyz.z && max_xyz.z >= e.min_xyz.z);
|
||||
}
|
||||
|
||||
void CollisionEntity::MoveCollisionBox()
|
||||
{
|
||||
bounding_box.center_pos = position;
|
||||
|
||||
const glm::vec3 size = bounding_box.size;
|
||||
|
||||
min_xyz = { bounding_box.center_pos.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 };
|
||||
}
|
||||
}
|
||||
@@ -1,68 +0,0 @@
|
||||
#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();
|
||||
};
|
||||
}
|
||||
@@ -1,268 +0,0 @@
|
||||
#include "house_generator.h"
|
||||
|
||||
#include <functional>
|
||||
#include <iostream>
|
||||
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
#include "../renderEngine/Loader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "collision_entity.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
HouseGenerator::HouseGenerator()
|
||||
{
|
||||
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
|
||||
default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||
default_texture.shine_damper = 10;
|
||||
house_model = { raw_model, default_texture };
|
||||
|
||||
GenerateFurnitureModels();
|
||||
}
|
||||
|
||||
std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
|
||||
{
|
||||
std::deque<std::shared_ptr<CollisionEntity>> furniture;
|
||||
|
||||
// Add house
|
||||
collision::Box house_box = { position, glm::vec3(0,0,0) };
|
||||
furniture.push_front(std::make_shared<CollisionEntity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, house_box));
|
||||
|
||||
// for(int i = 0; i<toolbox::Random(1,4);i++)
|
||||
// {
|
||||
// FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
||||
// models::TexturedModel model = GetFurnitureModel(type);
|
||||
// glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
|
||||
// collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||
// model_box.SetRotation(-90);
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
||||
// //furniture_collision.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
||||
//
|
||||
// }
|
||||
|
||||
//furniture_collision.pop_front();
|
||||
|
||||
|
||||
// Add furniture
|
||||
// models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
|
||||
// glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
|
||||
// collision::Box couch_box = { couch_pos, couch.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// couch_box.SetRotation(-90);
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
|
||||
//
|
||||
// models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
|
||||
// glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
|
||||
// collision::Box table_box = { table_pos, table.raw_model.model_size * ((HOUSE_SIZE) * 1.3f) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
|
||||
//
|
||||
// models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
|
||||
// glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box chair_box = { chair_pos, chair.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
|
||||
//
|
||||
// models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
|
||||
// glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box plant_box = { plant_pos, plant.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
|
||||
//
|
||||
// models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
|
||||
// glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
|
||||
//
|
||||
// models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
|
||||
// glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
|
||||
//
|
||||
// models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
|
||||
// glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
|
||||
//
|
||||
// models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
|
||||
// glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size * (HOUSE_SIZE / 2) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
|
||||
|
||||
models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
|
||||
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y - 10, position.z + 220);
|
||||
collision::Box misc_box = { misc_pos, misc.raw_model.model_size * (HOUSE_SIZE) };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
|
||||
|
||||
return furniture;
|
||||
}
|
||||
|
||||
models::TexturedModel HouseGenerator::GetFurnitureModel(FurnitureType furniture)
|
||||
{
|
||||
const auto found = furniture_models.find(furniture);
|
||||
if (found == furniture_models.end())
|
||||
{
|
||||
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
||||
}
|
||||
|
||||
auto models = found->second;
|
||||
|
||||
const int modelNumber = toolbox::Random(0, models.size() - 1);
|
||||
|
||||
return models[modelNumber];
|
||||
}
|
||||
|
||||
void HouseGenerator::GenerateFurnitureModels()
|
||||
{
|
||||
// Couches
|
||||
std::deque<models::TexturedModel> couches;
|
||||
|
||||
models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
|
||||
models::TexturedModel couch_inside = { couch_inside_model, default_texture };
|
||||
couches.push_back(couch_inside);
|
||||
|
||||
models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
|
||||
models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
|
||||
couches.push_back(couch_inside2);
|
||||
|
||||
models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
|
||||
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
|
||||
couches.push_back(couch_inside3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::COUCH, couches));
|
||||
|
||||
// Tables
|
||||
std::deque<models::TexturedModel> tables;
|
||||
|
||||
models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
|
||||
models::TexturedModel table1 = { table_model1, default_texture };
|
||||
tables.push_back(table1);
|
||||
|
||||
models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
|
||||
models::TexturedModel table2 = { table_model2, default_texture };
|
||||
tables.push_back(table2);
|
||||
|
||||
models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
|
||||
models::TexturedModel table3 = { table_model3, default_texture };
|
||||
tables.push_back(table3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::TABLE, tables));
|
||||
|
||||
// Chairs
|
||||
std::deque<models::TexturedModel> chairs;
|
||||
|
||||
models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
|
||||
models::TexturedModel chair1 = { chair_model1, default_texture };
|
||||
chairs.push_back(chair1);
|
||||
|
||||
models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
|
||||
models::TexturedModel chair2 = { chair_model2, default_texture };
|
||||
chairs.push_back(chair2);
|
||||
|
||||
models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
|
||||
models::TexturedModel chair3 = { chair_model3, default_texture };
|
||||
chairs.push_back(chair3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CHAIR, chairs));
|
||||
|
||||
|
||||
// Plants
|
||||
std::deque<models::TexturedModel> plants;
|
||||
|
||||
models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
|
||||
models::TexturedModel plant1 = { plant_model1, default_texture };
|
||||
plants.push_back(plant1);
|
||||
|
||||
models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
|
||||
models::TexturedModel plant2 = { plant_model2, default_texture };
|
||||
plants.push_back(plant2);
|
||||
|
||||
models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
|
||||
models::TexturedModel plant3 = { plant_model3, default_texture };
|
||||
plants.push_back(plant3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::PLANT, plants));
|
||||
|
||||
// Guitars
|
||||
std::deque<models::TexturedModel> guitars;
|
||||
|
||||
models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
|
||||
models::TexturedModel guitar1 = { guitar_model1, default_texture };
|
||||
guitars.push_back(guitar1);
|
||||
|
||||
models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
|
||||
models::TexturedModel guitar2 = { guitar_model2, default_texture };
|
||||
guitars.push_back(guitar2);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::GUITAR, guitars));
|
||||
|
||||
// Bookshelves
|
||||
std::deque<models::TexturedModel> bookshelves;
|
||||
|
||||
models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
|
||||
models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
|
||||
bookshelves.push_back(bookshelf1);
|
||||
|
||||
models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
|
||||
models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
|
||||
bookshelves.push_back(bookshelf2);
|
||||
|
||||
models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
|
||||
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
|
||||
bookshelves.push_back(bookshelf3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::BOOKSHELF, bookshelves));
|
||||
|
||||
// Lamps
|
||||
std::deque<models::TexturedModel>lamps;
|
||||
|
||||
models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
|
||||
models::TexturedModel lamp1 = { lamp_model1, default_texture };
|
||||
lamps.push_back(lamp1);
|
||||
|
||||
models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
|
||||
models::TexturedModel lamp2 = { lamp_model2, default_texture };
|
||||
lamps.push_back(lamp2);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::LAMP, lamps));
|
||||
|
||||
// Ceiling objects
|
||||
std::deque<models::TexturedModel>ceiling_Objects;
|
||||
|
||||
models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
|
||||
models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
|
||||
ceiling_Objects.push_back(ceiling_Obj1);
|
||||
|
||||
models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
|
||||
models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
|
||||
ceiling_Objects.push_back(ceiling_Obj2);
|
||||
|
||||
models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
|
||||
models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
|
||||
ceiling_Objects.push_back(ceiling_Obj3);
|
||||
|
||||
models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
|
||||
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
||||
ceiling_Objects.push_back(ceiling_Obj4);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CEILING_OBJECTS, ceiling_Objects));
|
||||
|
||||
// Miscs
|
||||
std::deque<models::TexturedModel> miscs;
|
||||
|
||||
models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
|
||||
models::TexturedModel misc1 = { misc_model1, default_texture };
|
||||
miscs.push_back(misc1);
|
||||
|
||||
models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
|
||||
models::TexturedModel misc2 = { misc_model2, default_texture };
|
||||
miscs.push_back(misc2);
|
||||
|
||||
models::RawModel misc_model3 = render_engine::LoadObjModel("res/Flowerpot.obj");
|
||||
models::TexturedModel misc3 = { misc_model3, default_texture };
|
||||
miscs.push_back(misc3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
|
||||
}
|
||||
|
||||
/*std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GetFurnitureCollisions()
|
||||
{
|
||||
return furniture_collision;
|
||||
}*/
|
||||
}
|
||||
@@ -1,75 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <deque>
|
||||
#include <memory>
|
||||
#include <map>
|
||||
#include "../models/Model.h"
|
||||
#include "../collision/collision.h"
|
||||
#include "collision_entity.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
enum class FurnitureType
|
||||
{
|
||||
COUCH,
|
||||
TABLE,
|
||||
CHAIR,
|
||||
PLANT,
|
||||
GUITAR,
|
||||
BOOKSHELF,
|
||||
LAMP,
|
||||
CEILING_OBJECTS,
|
||||
MISC
|
||||
};
|
||||
|
||||
class HouseGenerator
|
||||
{
|
||||
private:
|
||||
const float HOUSE_SIZE = 30;
|
||||
|
||||
models::TexturedModel house_model;
|
||||
models::ModelTexture default_texture;
|
||||
|
||||
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
|
||||
//std::deque<std::shared_ptr<CollisionEntity>> furniture_collision;
|
||||
|
||||
|
||||
public:
|
||||
HouseGenerator();
|
||||
|
||||
/*
|
||||
* @brief: This function generates a house with furniture at the given position and rotation
|
||||
*
|
||||
* @param position: The position of the house to render
|
||||
* @param y_rotation: The y rotation the house needs to be rendered with
|
||||
*
|
||||
* @return: A list with all the entities of the generated house (the furniture)
|
||||
*/
|
||||
std::deque<std::shared_ptr<CollisionEntity>> GenerateHouse(const glm::vec3& position, float y_rotation);
|
||||
|
||||
/*
|
||||
* @brief: Returns the depth of the house (chunk)
|
||||
*/
|
||||
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE;
|
||||
|
||||
}
|
||||
|
||||
//std::deque<std::shared_ptr<CollisionEntity>> GetFurnitureCollisions();
|
||||
|
||||
|
||||
private:
|
||||
/*
|
||||
* @brief: This function loads all the 3D furniture models
|
||||
*/
|
||||
void GenerateFurnitureModels();
|
||||
|
||||
/*
|
||||
* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
||||
*
|
||||
* @param furniture: The furniture you want to get
|
||||
*
|
||||
* @return: The model of the random furniture of the chosen furniture type
|
||||
*/
|
||||
models::TexturedModel GetFurnitureModel(FurnitureType furniture);
|
||||
};
|
||||
}
|
||||
@@ -1,30 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
namespace entities
|
||||
{
|
||||
/*
|
||||
* This class represents a light in the game
|
||||
*/
|
||||
|
||||
class Light
|
||||
{
|
||||
private:
|
||||
glm::vec3 position;
|
||||
glm::vec3 color;
|
||||
glm::vec3 attenuation = { 1, 0, 0 };
|
||||
|
||||
public:
|
||||
Light(const glm::vec3& position, const glm::vec3& color) : position(position), color(color) { }
|
||||
Light(const glm::vec3& position, const glm::vec3& color, const glm::vec3& attenuation)
|
||||
: position(position), color(color), attenuation(attenuation) { }
|
||||
|
||||
glm::vec3 GetPosition() const { return position; }
|
||||
void setPosition(const glm::vec3& position) { this->position = position; }
|
||||
glm::vec3 GetColor() const { return color; }
|
||||
void setColor(const glm::vec3& color) { this->color = color; }
|
||||
glm::vec3 GetAttenuation() const { return attenuation; }
|
||||
void SetAttenuation(const glm::vec3& attenuation) { this->attenuation = attenuation; }
|
||||
};
|
||||
}
|
||||
@@ -1,104 +0,0 @@
|
||||
#include "main_character.h"
|
||||
#include "../models/Model.h"
|
||||
#include <iostream>
|
||||
#include "entity.h"
|
||||
#include"../renderEngine/Renderer.h"
|
||||
#include"../renderEngine/obj_loader.h"
|
||||
#include"../renderEngine/loader.h"
|
||||
namespace entities
|
||||
{
|
||||
float movement_speed;
|
||||
float down_speed;
|
||||
float side_speed;
|
||||
bool is_playing;
|
||||
|
||||
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||
: CollisionEntity(model, position, rotation, scale, bounding_box)
|
||||
{
|
||||
is_playing = true;
|
||||
}
|
||||
|
||||
void MainCharacter::Move(GLFWwindow* window)
|
||||
{
|
||||
if (is_playing) {
|
||||
movement_speed = -2.0f; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||
side_speed = 0; //Side speed adjustment
|
||||
|
||||
//For gameplay with use of keyboard keys: W, A, S, D
|
||||
//W: Go forward
|
||||
//A: Go left
|
||||
//S: Go backwards
|
||||
//D: Go right
|
||||
//TODO Implement CV actions
|
||||
SetRotation(glm::vec3(0, 90, 0));
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
movement_speed -= SIDE_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
movement_speed += SIDE_SPEED;
|
||||
}
|
||||
//top right
|
||||
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
||||
{
|
||||
side_speed += SIDE_SPEED;
|
||||
down_speed += UP_SPEED;
|
||||
}
|
||||
//right
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
{
|
||||
side_speed += SIDE_SPEED;
|
||||
}
|
||||
//top left
|
||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||
{
|
||||
down_speed += UP_SPEED;
|
||||
side_speed -= SIDE_SPEED;
|
||||
}
|
||||
//left
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
{
|
||||
side_speed -= SIDE_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
down_speed += UP_SPEED;
|
||||
SetRotation(glm::vec3(10, 90, 0));
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
{
|
||||
down_speed -= UP_SPEED;
|
||||
}
|
||||
}
|
||||
IncreasePosition(glm::vec3(side_speed, down_speed, movement_speed));
|
||||
|
||||
//Use only for binding bee to house, such that it doesn't go outside of the room.
|
||||
//TODO delete when boundingbox is implemented!
|
||||
if (position.x > 190) position.x = 190;
|
||||
else if (position.x < -190) position.x = -190;
|
||||
if (position.y > 350) position.y = 350;
|
||||
else if (position.y < -40) position.y = -40;
|
||||
//Move player bounding box according to the position on screen
|
||||
MoveCollisionBox();
|
||||
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
||||
{
|
||||
is_playing = true;
|
||||
}
|
||||
}
|
||||
|
||||
void MainCharacter::OnCollide(const collision::Collision& collision) {
|
||||
down_speed = -2.0f;
|
||||
movement_speed = 0.0f;
|
||||
is_playing = false;
|
||||
std::cout << "collision" << std::endl;
|
||||
}
|
||||
|
||||
bool MainCharacter::GetOnCollide() {
|
||||
return is_playing;
|
||||
}
|
||||
}
|
||||
@@ -1,40 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "collision_entity.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
/*
|
||||
* This class contains the information about the player model
|
||||
*/
|
||||
class MainCharacter : public CollisionEntity {
|
||||
const float SIDE_SPEED = 0.8f; //Standard movement speed for left/right movement
|
||||
const float UP_SPEED = 2.0f; //Standard movement speed for up movement
|
||||
public:
|
||||
/*
|
||||
* @brief: Constructor for the main character model
|
||||
*
|
||||
* @param model: Model to load in as the player model
|
||||
* @param position: Position of the model inside the game window
|
||||
* @param rotation: Rotation of the model inside the game window
|
||||
* @param scale: Size of the model
|
||||
* @param bounding_box: Collision box around the player model
|
||||
*/
|
||||
MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||
const glm::vec3& rotation, float scale, const collision::Box& bounding_box);
|
||||
|
||||
/*
|
||||
* @brief: A function to move the character inside the window
|
||||
*
|
||||
* @param window: The game window
|
||||
*
|
||||
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
||||
*/
|
||||
void Move(GLFWwindow* window);
|
||||
|
||||
void OnCollide(const collision::Collision& collision) override;
|
||||
|
||||
bool GetOnCollide();
|
||||
};
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "../toolbox/toolbox.h"
|
||||
|
||||
namespace gui
|
||||
{
|
||||
//Represents the type of the entitie
|
||||
enum class GuiType{
|
||||
LABEL, BUTTON
|
||||
};
|
||||
|
||||
/*
|
||||
* Structure for representing a gui item to display on the screen
|
||||
*
|
||||
* texture = The texture for the gui
|
||||
* position = The center position of the gui
|
||||
* scale = The size (scale) of the gui
|
||||
*/
|
||||
struct GuiTexture
|
||||
{
|
||||
int texture;
|
||||
glm::vec2 position;
|
||||
glm::vec2 scale;
|
||||
|
||||
virtual GuiType GetType() {
|
||||
return GuiType::LABEL;
|
||||
}
|
||||
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||
{
|
||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -1,118 +0,0 @@
|
||||
#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;
|
||||
}
|
||||
}
|
||||
@@ -1,128 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <iostream>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "gui_element.h"
|
||||
|
||||
namespace gui
|
||||
{
|
||||
/*
|
||||
* This class represents a gui item which can be interacted with
|
||||
*/
|
||||
class InteractableGui : public GuiTexture
|
||||
{
|
||||
private:
|
||||
int default_texture;
|
||||
int clicked_texture = 0;
|
||||
int hover_texture = 0;
|
||||
|
||||
bool is_hovering = false;
|
||||
bool is_clicking = false;
|
||||
|
||||
glm::vec2 minXY;
|
||||
glm::vec2 maxXY;
|
||||
|
||||
public:
|
||||
InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale);
|
||||
|
||||
/*
|
||||
* @brief: Call this function every frame
|
||||
*
|
||||
* @param window: An openGL window
|
||||
*/
|
||||
void Update(GLFWwindow* window);
|
||||
|
||||
/*
|
||||
* @brief: Call this function when you want to perform a mouseclick
|
||||
*
|
||||
* @param mousebutton: mouseButton you want to perform the click on
|
||||
*/
|
||||
void ForceClick(int mouseButton);
|
||||
|
||||
|
||||
/*
|
||||
* @brief: This function gets called when the InteractabeGui is clicked
|
||||
*/
|
||||
virtual void OnClick() = 0;
|
||||
|
||||
/*
|
||||
* @brief: This function gets called when the mouse starts hovering above the InteractableGUI
|
||||
*/
|
||||
virtual void OnEnter() = 0;
|
||||
|
||||
/*
|
||||
* @brief: This function gets called when the mouse stops hovering above the InteractableGUI
|
||||
*/
|
||||
virtual void OnExit() = 0;
|
||||
|
||||
/*
|
||||
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
|
||||
*/
|
||||
void SetClickedTexture(int texture)
|
||||
{
|
||||
clicked_texture = texture;
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
|
||||
*/
|
||||
void SetHoverTexture(int texture) { hover_texture = texture; }
|
||||
|
||||
private:
|
||||
/*
|
||||
* @brief: This function checks if the mouse is hovering above the InteractableGUI
|
||||
*
|
||||
* @param window: An openGL window
|
||||
*
|
||||
* @return: True or false
|
||||
*/
|
||||
bool IsHoveringAbove(GLFWwindow* window);
|
||||
};
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* This class represents a button
|
||||
*/
|
||||
class Button : public InteractableGui
|
||||
{
|
||||
private:
|
||||
void (*on_click_action)();
|
||||
void (*on_enter_action)();
|
||||
void (*on_exit_action)();
|
||||
|
||||
public:
|
||||
Button(int default_texture, glm::vec2 position, glm::vec2 scale) : InteractableGui(default_texture, position, scale) {}
|
||||
|
||||
/*
|
||||
* @brief: This function sets an action (function pointer) to the OnClick function
|
||||
*
|
||||
* @param fun: A function pointer to a function (or lambda)
|
||||
*/
|
||||
void SetOnClickAction(void (*fun)()) { on_click_action = fun; }
|
||||
|
||||
/*
|
||||
* @brief: This function sets an action (function pointer) to the OnEnter function
|
||||
*
|
||||
* @param fun: A function pointer to a function (or lambda)
|
||||
*/
|
||||
void SetOnEnterAction(void (*fun)()) { on_enter_action = fun; }
|
||||
|
||||
/*
|
||||
* @brief: This function sets an action (function pointer) to the OnExit function
|
||||
*
|
||||
* @param fun: A function pointer to a function (or lambda)
|
||||
*/
|
||||
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
|
||||
|
||||
GuiType GetType() override {
|
||||
return GuiType::BUTTON;
|
||||
}
|
||||
|
||||
protected:
|
||||
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
|
||||
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
|
||||
void OnExit() override { if (on_exit_action != nullptr) on_exit_action(); }
|
||||
};
|
||||
}
|
||||
118
src/main.cpp
@@ -4,31 +4,20 @@
|
||||
#include <functional>
|
||||
#include <vector>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
|
||||
#include "stb_image.h"
|
||||
#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 "renderEngine/loader.h"
|
||||
#include "renderEngine/obj_loader.h"
|
||||
#include "renderEngine/renderer.h"
|
||||
#include "shaders/entity_shader.h"
|
||||
#include "shaders/static_shader.h"
|
||||
#include "toolbox/toolbox.h"
|
||||
#include "scenes/scene.h"
|
||||
#include "scenes/in_Game_Scene.h"
|
||||
#include "scenes/startup_Scene.h"
|
||||
#include "scenes/game_Over_Scene.h"
|
||||
#include "entities/collision_entity.h"
|
||||
|
||||
#include "computervision/ObjectDetection.h"
|
||||
//#include "computervision/OpenPoseImage.h"
|
||||
@@ -43,19 +32,14 @@
|
||||
static double UpdateDelta();
|
||||
|
||||
static GLFWwindow* window;
|
||||
computervision::AsyncArmDetection as;
|
||||
computervision::OpenPoseVideo openPoseVideo;
|
||||
|
||||
scene::Scene* current_scene;
|
||||
|
||||
bool points_img_available = false;
|
||||
cv::Mat points_img;
|
||||
|
||||
void retrieve_points(std::vector<Point> arm_points, cv::Mat points_on_image)
|
||||
void retrieve_points(std::vector<Point> arm_points)
|
||||
{
|
||||
|
||||
std::cout << "got points!!" << std::endl;
|
||||
std::cout << "points: " << arm_points << std::endl;
|
||||
points_img = points_on_image;
|
||||
points_img_available = true;
|
||||
as.start(retrieve_points, openPoseVideo);
|
||||
}
|
||||
|
||||
int main(void)
|
||||
@@ -63,7 +47,7 @@ int main(void)
|
||||
#pragma region OPENGL_SETTINGS
|
||||
if (!glfwInit())
|
||||
throw "Could not inditialize glwf";
|
||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SDBA", NULL, NULL);
|
||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
@@ -74,64 +58,70 @@ int main(void)
|
||||
glGetError();
|
||||
#pragma endregion
|
||||
|
||||
|
||||
current_scene = new scene::Startup_Scene();
|
||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
});
|
||||
|
||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE)
|
||||
{
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
|
||||
current_scene->onKey(window, key, scancode, action, mods);
|
||||
});
|
||||
|
||||
bool window_open = true;
|
||||
|
||||
models::RawModel raw_model = LoadObjModel("res/Tree.obj");
|
||||
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
|
||||
models::TexturedModel model = { raw_model, texture };
|
||||
entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
|
||||
|
||||
shaders::StaticShader shader;
|
||||
shader.Init();
|
||||
render_engine::renderer::Init(shader);
|
||||
|
||||
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
// create object detection object instance
|
||||
computervision::ObjectDetection objDetect;
|
||||
//computervision::OpenPoseImage openPoseImage;
|
||||
|
||||
openPoseVideo.setup();
|
||||
|
||||
|
||||
// set up object detection
|
||||
//objDetect.setup();
|
||||
cv::Mat cameraFrame;
|
||||
|
||||
|
||||
//openPoseVideo.setup();
|
||||
|
||||
|
||||
as.start(retrieve_points, openPoseVideo);
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!glfwWindowShouldClose(window) && window_open)
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
//Update
|
||||
const double delta = UpdateDelta();
|
||||
// Update
|
||||
const double delta = UpdateDelta();
|
||||
entity.IncreaseRotation(glm::vec3(0, 1, 0));
|
||||
camera.Move(window);
|
||||
|
||||
scene::Scenes return_value = current_scene->start(window);
|
||||
delete current_scene;
|
||||
// Render
|
||||
render_engine::renderer::Prepare();
|
||||
shader.Start();
|
||||
shader.LoadViewMatrix(camera);
|
||||
|
||||
switch (return_value) {
|
||||
case scene::Scenes::STOP:
|
||||
window_open = false;
|
||||
break;
|
||||
|
||||
case scene::Scenes::STARTUP:
|
||||
current_scene = new scene::Startup_Scene();
|
||||
break;
|
||||
render_engine::renderer::Render(entity, shader);
|
||||
|
||||
|
||||
case scene::Scenes::INGAME:
|
||||
current_scene = new scene::In_Game_Scene();
|
||||
break;
|
||||
|
||||
case scene::Scenes::GAMEOVER:
|
||||
current_scene = new scene::Game_Over_Scene();
|
||||
break;
|
||||
cameraFrame = objDetect.readCamera();
|
||||
//objDetect.detectHand(cameraFrame);
|
||||
|
||||
default:
|
||||
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||
break;
|
||||
}
|
||||
|
||||
// Finish up
|
||||
//shader.Stop();
|
||||
shader.Stop();
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
}
|
||||
|
||||
// Clean up -> preventing memory leaks!!!
|
||||
std::cout << "ending..." << std::endl;
|
||||
// Clean up
|
||||
shader.CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -1,36 +1,28 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
namespace models
|
||||
{
|
||||
/*
|
||||
Structure for storing a vboID and vertex_count (this representa a mesh without a model).
|
||||
Structure for storing a vboID and vertex_count.
|
||||
|
||||
vao_id = The openGL id of the model
|
||||
vertex_count = The amount of vertices in the model
|
||||
model_size = The size on each axis of the model
|
||||
This structure represents a Bare bones Model (A mesh without a texture).
|
||||
The vao_id, points to an ID stored by openGL and the
|
||||
vertex_count is how many triangles in the mesh there are.
|
||||
*/
|
||||
struct RawModel
|
||||
{
|
||||
GLuint vao_id;
|
||||
int vertex_count;
|
||||
glm::vec3 model_size = { -1, -1, -1 };
|
||||
};
|
||||
|
||||
/*
|
||||
Structure for storing a texture (texture_id) to apply to a RawModel.
|
||||
|
||||
texture_id = The openGL id of the textures
|
||||
shine_damper = A damper for the angle the model needs to be look at to see reflections
|
||||
reflectivity = The amount of light the model reflects
|
||||
*/
|
||||
struct ModelTexture
|
||||
{
|
||||
GLuint texture_id;
|
||||
float shine_damper = 1;
|
||||
float reflectivity = 0;
|
||||
};
|
||||
|
||||
/*
|
||||
|
||||
@@ -1,10 +1,7 @@
|
||||
#include <GL/glew.h>
|
||||
#include <glm/vec3.hpp>
|
||||
#include "../stb_image.h"
|
||||
#include "loader.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace render_engine
|
||||
{
|
||||
namespace loader
|
||||
@@ -12,38 +9,22 @@ namespace render_engine
|
||||
static GLuint CreateVao();
|
||||
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
|
||||
static void BindIndicesBuffer(std::vector<unsigned int>& indices);
|
||||
static glm::vec3 GetSizeModel(std::vector<float>& positions);
|
||||
|
||||
static std::vector<GLuint> vaos;
|
||||
static std::vector<GLuint> vbos;
|
||||
static std::vector<GLuint> textures;
|
||||
|
||||
/*
|
||||
This function will generate a Model from vertex positions, textureCoordinates normals and indices.
|
||||
This function will generate a Model from vertex positions, textureCoordinates and indices.
|
||||
*/
|
||||
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices)
|
||||
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
|
||||
{
|
||||
const GLuint vao_id = CreateVao();
|
||||
GLuint vao_id = CreateVao();
|
||||
BindIndicesBuffer(indices);
|
||||
StoreDataInAttributeList(0, 3, positions);
|
||||
StoreDataInAttributeList(1, 2, texture_coords);
|
||||
StoreDataInAttributeList(2, 3, normals);
|
||||
glBindVertexArray(0);
|
||||
|
||||
const glm::vec3 model_size = GetSizeModel(positions);
|
||||
|
||||
return { vao_id, static_cast<int>(indices.size()), model_size };
|
||||
}
|
||||
|
||||
/*
|
||||
This function will generate a Model from vertex positions.
|
||||
*/
|
||||
models::RawModel LoadToVAO(std::vector<float>& positions)
|
||||
{
|
||||
const GLuint vao_id = CreateVao();
|
||||
StoreDataInAttributeList(0, 2, positions);
|
||||
glBindVertexArray(0);
|
||||
return { vao_id, static_cast<int>(positions.size()) / 2 };
|
||||
return { vao_id, static_cast<int>(indices.size()) };
|
||||
}
|
||||
|
||||
/*
|
||||
@@ -59,12 +40,6 @@ namespace render_engine
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
|
||||
|
||||
// Set mipmapping with a constant LOD
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -0.4f);
|
||||
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
@@ -138,72 +113,5 @@ namespace render_engine
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_id);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief gets the width, height and depth of a model
|
||||
* @param positions all the points of a model
|
||||
* @returns vec3<float> the size values of a model (width, height and depth)
|
||||
**/
|
||||
static glm::vec3 GetSizeModel(std::vector<float>& positions)
|
||||
{
|
||||
float minX = 100;
|
||||
float maxX = -100;
|
||||
|
||||
float minY = 100;
|
||||
float maxY = -100;
|
||||
|
||||
float minZ = 100;
|
||||
float maxZ = -100;
|
||||
|
||||
for (int i = 0; i < positions.size(); ++i)
|
||||
{
|
||||
const int index = i % 3;
|
||||
const float value = positions[i];
|
||||
|
||||
switch (index)
|
||||
{
|
||||
case 0: // x
|
||||
{
|
||||
if (value < minX)
|
||||
{
|
||||
minX = value;
|
||||
} else if (value > maxX)
|
||||
{
|
||||
maxX = value;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 1: // y
|
||||
{
|
||||
if (value < minY)
|
||||
{
|
||||
minY = value;
|
||||
}
|
||||
else if (value > maxY)
|
||||
{
|
||||
maxY = value;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 2: // z
|
||||
{
|
||||
if (value < minZ)
|
||||
{
|
||||
minZ = value;
|
||||
}
|
||||
else if (value > maxZ)
|
||||
{
|
||||
maxZ = value;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const float sizeX = maxX - minX;
|
||||
const float sizeY = maxY - minY;
|
||||
const float sizeZ = maxZ - minZ;
|
||||
return { sizeX, sizeY, sizeZ };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,36 +9,17 @@ namespace render_engine
|
||||
namespace loader
|
||||
{
|
||||
/*
|
||||
* @brief: This function generates a model from model data.
|
||||
*
|
||||
* @param position: The positions of each vertex (in order: x, y, z) in the model
|
||||
* @param texture_coords: The texture coordinates of the model
|
||||
* @param normals: The normals of each face of the model
|
||||
* @param indices: A list with a sort of lookup table to the positions parameter
|
||||
*
|
||||
* @return: A new rawmodel which represents al the parameters in one struct
|
||||
This function generates a model from model data.
|
||||
*/
|
||||
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices);
|
||||
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices);
|
||||
|
||||
/*
|
||||
* @brief: Overloaded function of the function above, but does not need normals and indices.
|
||||
* Use this function to for example load GUI items to OpenGL.
|
||||
*
|
||||
* @param position: The positions of each vertex (in order: x, y, z) in the model
|
||||
*
|
||||
* @return: A new rawmodel which represents al the parameters in one struct
|
||||
*/
|
||||
models::RawModel LoadToVAO(std::vector<float>& positions);
|
||||
|
||||
/*
|
||||
* @brief: Loads a texture from a file into openGL using stb_image.h
|
||||
*
|
||||
* @param file_name: The filepath to the texture
|
||||
Loads a texture from a file into openGL using stb_image.h
|
||||
*/
|
||||
GLuint LoadTexture(std::string file_name);
|
||||
|
||||
/*
|
||||
* @brief: Call this function when cleaning up all the meshes (when exiting the program).
|
||||
Call this function when cleaning up all the meshes (when exiting the program).
|
||||
*/
|
||||
void CleanUp();
|
||||
}
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "../models/model.h"
|
||||
#include "loader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "renderer.h"
|
||||
#include <iostream>
|
||||
#include "../toolbox/toolbox.h"
|
||||
|
||||
namespace render_engine
|
||||
{
|
||||
@@ -14,27 +12,17 @@ namespace render_engine
|
||||
static const float NEAR_PLANE = 0.01f;
|
||||
static const float FAR_PLANE = 1000.0f;
|
||||
|
||||
// GUI variables
|
||||
static models::RawModel quad;
|
||||
|
||||
|
||||
void Init(shaders::EntityShader& shader)
|
||||
/*
|
||||
This function will load the projectionMatrix into the shader
|
||||
*/
|
||||
void Init(shaders::StaticShader& shader)
|
||||
{
|
||||
// Faces which are not facing the camera are not rendered
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
const glm::mat4 projectionMatrix =
|
||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
|
||||
|
||||
// Load the projectionmatrix into the shader
|
||||
glm::perspective(glm::radians(FOV), (float)(WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
||||
|
||||
shader.Start();
|
||||
shader.LoadProjectionMatrix(projectionMatrix);
|
||||
shader.Stop();
|
||||
|
||||
// Initialize the quad for the GUI
|
||||
std::vector<float> quad_positions = { -1, 1, -1, -1, 1, 1, 1, -1 };
|
||||
quad = loader::LoadToVAO(quad_positions);
|
||||
}
|
||||
|
||||
/*
|
||||
@@ -44,164 +32,36 @@ namespace render_engine
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(SKY_COLOR.r, SKY_COLOR.g, SKY_COLOR.b, 1.0f);
|
||||
glClearColor(0.3f, 0.4f, 0.6f, 1.0f);
|
||||
}
|
||||
|
||||
/*
|
||||
This function will Render a Model on the screen.
|
||||
*/
|
||||
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader)
|
||||
void Render(entities::Entity& entity, shaders::StaticShader& shader)
|
||||
{
|
||||
const models::TexturedModel model = entity.get()->GetModel();
|
||||
const models::RawModel raw_model = model.raw_model;
|
||||
const models::ModelTexture texture = model.texture;
|
||||
|
||||
// Enable the model (VAO)
|
||||
glBindVertexArray(raw_model.vao_id);
|
||||
const models::TexturedModel model = entity.GetModel();
|
||||
const models::RawModel rawModel = model.raw_model;
|
||||
|
||||
// Enable the VBO's from the model (VAO)
|
||||
// Enable the model
|
||||
glBindVertexArray(rawModel.vao_id);
|
||||
|
||||
// Enable the inputs for the vertexShader
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
// Load the transformation of the model into the shader
|
||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.get()->GetPosition(), entity.get()->GetRotation(), entity.get()->GetScale());
|
||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
|
||||
shader.LoadModelMatrix(modelMatrix);
|
||||
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
||||
|
||||
// Draw the model
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
|
||||
glDrawElements(GL_TRIANGLES, raw_model.vertex_count, GL_UNSIGNED_INT, 0);
|
||||
|
||||
// Disable the VBO's and model (VAO)
|
||||
glDrawElements(GL_TRIANGLES, rawModel.vertex_count, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
glDisableVertexAttribArray(2);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader)
|
||||
{
|
||||
shader.Start();
|
||||
|
||||
// Enable the VAO and the positions VBO
|
||||
glBindVertexArray(quad.vao_id);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// Enable alpha blending (for transparency in the texture)
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Disable depth testing to textures with transparency can overlap
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// Render each gui to the screen
|
||||
for (gui::GuiTexture* gui : guis)
|
||||
{
|
||||
// Bind the texture of the gui to the shader
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||
|
||||
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||
shader.LoadModelMatrix(matrix);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||
}
|
||||
|
||||
// Enable depth test again
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Disable alpha blending
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
// Disable the VBO and VAO
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
shader.Stop();
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,61 +1,25 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include "../gui/gui_element.h"
|
||||
#include "../entities/entity.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../shaders/gui_shader.h"
|
||||
#include "../shaders/static_shader.h"
|
||||
|
||||
namespace render_engine
|
||||
{
|
||||
namespace renderer
|
||||
{
|
||||
const glm::vec3 SKY_COLOR = { 0.3f, 0.4f, 0.6f };
|
||||
|
||||
/*
|
||||
@brief: Call this function when starting the program
|
||||
|
||||
@param shader: The shader to render the entities with
|
||||
Call this function when starting the program
|
||||
*/
|
||||
void Init(shaders::EntityShader& shader);
|
||||
void Init(shaders::StaticShader& shader);
|
||||
|
||||
/*
|
||||
@brief: Call this function before rendering.
|
||||
This function will enable culling and load the projectionMatrix into the shader.
|
||||
Call this function before rendering.
|
||||
*/
|
||||
void Prepare();
|
||||
|
||||
/*
|
||||
@brief: Call this function when wanting to Render a mesh to the screen.
|
||||
|
||||
@param entity: The entity which needs to be rendered
|
||||
@param shader: The shader the entity needs to be rendered with
|
||||
Call this function when wanting to Render a mesh to the screen.
|
||||
*/
|
||||
void Render(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);
|
||||
void Render(entities::Entity& entity, shaders::StaticShader& shader);
|
||||
}
|
||||
}
|
||||
@@ -6,128 +6,124 @@
|
||||
#include "loader.h"
|
||||
#include "obj_loader.h"
|
||||
|
||||
namespace render_engine
|
||||
static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
|
||||
{
|
||||
static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
|
||||
{
|
||||
std::stringstream ss;
|
||||
ss.str(s);
|
||||
std::string item;
|
||||
while (getline(ss, item, delim)) {
|
||||
elems.push_back(item);
|
||||
}
|
||||
std::stringstream ss;
|
||||
ss.str(s);
|
||||
std::string item;
|
||||
while (getline(ss, item, delim)) {
|
||||
elems.push_back(item);
|
||||
}
|
||||
}
|
||||
|
||||
static std::vector<std::string> Split(const std::string& s, char delim)
|
||||
static std::vector<std::string> Split(const std::string& s, char delim)
|
||||
{
|
||||
std::vector<std::string> elems;
|
||||
Split(s, delim, elems);
|
||||
return elems;
|
||||
}
|
||||
|
||||
static void ProcessVertex(const std::vector<std::string>& vertex_data,
|
||||
const std::vector<glm::vec3>& normals,
|
||||
const std::vector<glm::vec2>& textures,
|
||||
std::vector<GLuint>& indices,
|
||||
std::vector<GLfloat>& texture_array,
|
||||
std::vector<GLfloat>& normal_array)
|
||||
{
|
||||
GLuint current_vertex_pointer = std::stoi(vertex_data.at(0)) - 1;
|
||||
indices.push_back(current_vertex_pointer);
|
||||
|
||||
glm::vec2 current_texture = textures.at(std::stoi(vertex_data.at(1)) - 1);
|
||||
texture_array[(current_vertex_pointer * 2) % texture_array.size()] = current_texture.x;
|
||||
texture_array[(current_vertex_pointer * 2 + 1) % texture_array.size()] = 1 - current_texture.y;
|
||||
|
||||
glm::vec3 current_norm = normals.at(std::stoi(vertex_data.at(2)) - 1);
|
||||
normal_array[current_vertex_pointer * 3] = current_norm.x;
|
||||
normal_array[current_vertex_pointer * 3 + 1] = current_norm.y;
|
||||
normal_array[current_vertex_pointer * 3 + 2] = current_norm.z;
|
||||
}
|
||||
|
||||
models::RawModel LoadObjModel(std::string file_name)
|
||||
{
|
||||
std::ifstream inFile (file_name);
|
||||
if ( !inFile.is_open() )
|
||||
{
|
||||
std::vector<std::string> elems;
|
||||
Split(s, delim, elems);
|
||||
return elems;
|
||||
throw std::runtime_error ( "Could not open model file " + file_name + ".obj!" );
|
||||
}
|
||||
|
||||
static void ProcessVertex(const std::vector<std::string>& vertex_data,
|
||||
const std::vector<glm::vec3>& normals,
|
||||
const std::vector<glm::vec2>& textures,
|
||||
std::vector<GLuint>& indices,
|
||||
std::vector<GLfloat>& texture_array,
|
||||
std::vector<GLfloat>& normal_array)
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<glm::vec3> normals;
|
||||
std::vector<glm::vec2> textures;
|
||||
std::vector<GLuint> indices;
|
||||
std::vector<GLfloat> vertex_array;
|
||||
std::vector<GLfloat> normal_array;
|
||||
std::vector<GLfloat> texture_array;
|
||||
std::string line;
|
||||
|
||||
try
|
||||
{
|
||||
GLuint current_vertex_pointer = std::stoi(vertex_data.at(0)) - 1;
|
||||
indices.push_back(current_vertex_pointer);
|
||||
|
||||
glm::vec2 current_texture = textures.at(std::stoi(vertex_data.at(1)) - 1);
|
||||
texture_array[(current_vertex_pointer * 2) % texture_array.size()] = current_texture.x;
|
||||
texture_array[(current_vertex_pointer * 2 + 1) % texture_array.size()] = 1 - current_texture.y;
|
||||
|
||||
glm::vec3 current_norm = normals.at(std::stoi(vertex_data.at(2)) - 1);
|
||||
normal_array[current_vertex_pointer * 3] = current_norm.x;
|
||||
normal_array[current_vertex_pointer * 3 + 1] = current_norm.y;
|
||||
normal_array[current_vertex_pointer * 3 + 2] = current_norm.z;
|
||||
}
|
||||
|
||||
models::RawModel LoadObjModel(std::string file_name)
|
||||
{
|
||||
std::ifstream inFile(file_name);
|
||||
if (!inFile.is_open())
|
||||
while (std::getline(inFile, line))
|
||||
{
|
||||
throw std::runtime_error("Could not open model file " + file_name + ".obj!");
|
||||
}
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<glm::vec3> normals;
|
||||
std::vector<glm::vec2> textures;
|
||||
std::vector<GLuint> indices;
|
||||
std::vector<GLfloat> vertex_array;
|
||||
std::vector<GLfloat> normal_array;
|
||||
std::vector<GLfloat> texture_array;
|
||||
std::string line;
|
||||
|
||||
try
|
||||
{
|
||||
while (std::getline(inFile, line))
|
||||
std::vector<std::string> split_line = Split(line, ' ');
|
||||
if (split_line.at(0) == "v")
|
||||
{
|
||||
std::vector<std::string> split_line = Split(line, ' ');
|
||||
if (split_line.at(0) == "v")
|
||||
{
|
||||
glm::vec3 vertex;
|
||||
vertex.x = std::stof(split_line.at(1));
|
||||
vertex.y = std::stof(split_line.at(2));
|
||||
vertex.z = std::stof(split_line.at(3));
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
else if (split_line.at(0) == "vt")
|
||||
{
|
||||
glm::vec2 texture;
|
||||
texture.x = std::stof(split_line.at(1));
|
||||
texture.y = std::stof(split_line.at(2));
|
||||
textures.push_back(texture);
|
||||
}
|
||||
else if (split_line.at(0) == "vn")
|
||||
{
|
||||
glm::vec3 normal;
|
||||
normal.x = std::stof(split_line.at(1));
|
||||
normal.y = std::stof(split_line.at(2));
|
||||
normal.z = std::stof(split_line.at(3));
|
||||
normals.push_back(normal);
|
||||
}
|
||||
else if (split_line.at(0) == "f")
|
||||
{
|
||||
normal_array = std::vector<GLfloat>(vertices.size() * 3);
|
||||
texture_array = std::vector<GLfloat>(textures.size() * 2);
|
||||
break;
|
||||
}
|
||||
glm::vec3 vertex;
|
||||
vertex.x = std::stof(split_line.at(1));
|
||||
vertex.y = std::stof(split_line.at(2));
|
||||
vertex.z = std::stof(split_line.at(3));
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
|
||||
while (true)
|
||||
else if (split_line.at(0) == "vt")
|
||||
{
|
||||
std::vector<std::string> split = Split(line, ' ');
|
||||
std::vector<std::string> vertex1 = Split(split.at(1), '/');
|
||||
std::vector<std::string> vertex2 = Split(split.at(2), '/');
|
||||
std::vector<std::string> vertex3 = Split(split.at(3), '/');
|
||||
ProcessVertex(vertex1, normals, textures, indices, texture_array, normal_array);
|
||||
ProcessVertex(vertex2, normals, textures, indices, texture_array, normal_array);
|
||||
ProcessVertex(vertex3, normals, textures, indices, texture_array, normal_array);
|
||||
if (!std::getline(inFile, line))
|
||||
{
|
||||
break;
|
||||
}
|
||||
glm::vec2 texture;
|
||||
texture.x = std::stof(split_line.at(1));
|
||||
texture.y = std::stof(split_line.at(2));
|
||||
textures.push_back(texture);
|
||||
}
|
||||
else if (split_line.at(0) == "vn")
|
||||
{
|
||||
glm::vec3 normal;
|
||||
normal.x = std::stof(split_line.at(1));
|
||||
normal.y = std::stof(split_line.at(2));
|
||||
normal.z = std::stof(split_line.at(3));
|
||||
normals.push_back(normal);
|
||||
}
|
||||
else if (split_line.at(0) == "f")
|
||||
{
|
||||
normal_array = std::vector<GLfloat>(vertices.size() * 3);
|
||||
texture_array = std::vector<GLfloat>(textures.size() * 2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
|
||||
while (true)
|
||||
{
|
||||
// Always go in here
|
||||
std::vector<std::string> split = Split(line, ' ');
|
||||
std::vector<std::string> vertex1 = Split(split.at(1), '/');
|
||||
std::vector<std::string> vertex2 = Split(split.at(2), '/');
|
||||
std::vector<std::string> vertex3 = Split(split.at(3), '/');
|
||||
ProcessVertex(vertex1, normals, textures, indices, texture_array, normal_array);
|
||||
ProcessVertex(vertex2, normals, textures, indices, texture_array, normal_array);
|
||||
ProcessVertex(vertex3, normals, textures, indices, texture_array, normal_array);
|
||||
if (!std::getline(inFile, line))
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
inFile.close();
|
||||
|
||||
vertex_array = std::vector<GLfloat>(vertices.size() * 3);
|
||||
int p = 0;
|
||||
for (auto& vertex : vertices)
|
||||
{
|
||||
vertex_array[p++] = vertex.x;
|
||||
vertex_array[p++] = vertex.y;
|
||||
vertex_array[p++] = vertex.z;
|
||||
}
|
||||
|
||||
return render_engine::loader::LoadToVAO(vertex_array, texture_array, normal_array, indices);
|
||||
} catch (const std::exception& e)
|
||||
{
|
||||
// Always go in here
|
||||
}
|
||||
|
||||
inFile.close();
|
||||
|
||||
vertex_array = std::vector<GLfloat>( vertices.size() * 3 );
|
||||
int p = 0;
|
||||
for ( auto& vertex : vertices )
|
||||
{
|
||||
vertex_array[p++] = vertex.x;
|
||||
vertex_array[p++] = vertex.y;
|
||||
vertex_array[p++] = vertex.z;
|
||||
}
|
||||
|
||||
return render_engine::loader::LoadToVAO( vertex_array, texture_array, indices);
|
||||
}
|
||||
@@ -3,12 +3,4 @@
|
||||
#include <string>
|
||||
#include "../models/model.h"
|
||||
|
||||
namespace render_engine
|
||||
{
|
||||
/*
|
||||
* @brief: This function retrieves an .obj file, loads it into the VBO and returns a RawModel
|
||||
*
|
||||
* @param file_name: The path to the .obj file
|
||||
*/
|
||||
models::RawModel LoadObjModel(std::string file_name);
|
||||
}
|
||||
models::RawModel LoadObjModel(std::string file_name);
|
||||
@@ -1,184 +0,0 @@
|
||||
#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/ObjectDetection.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
shaders::GuiShader* gui_shader_gameOver;
|
||||
std::vector<gui::GuiTexture*> guis_gameOver;
|
||||
computervision::ObjectDetection objDetect_gameOver;
|
||||
|
||||
float item_number_gameOver = 0;
|
||||
|
||||
bool hand_mode_gameOver = false;
|
||||
|
||||
Game_Over_Scene::Game_Over_Scene()
|
||||
{
|
||||
shaders::EntityShader shader;
|
||||
shader.Init();
|
||||
render_engine::renderer::Init(shader);
|
||||
shader.CleanUp();
|
||||
|
||||
gui_shader_gameOver = new shaders::GuiShader();
|
||||
gui_shader_gameOver->Init();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
gui::GuiTexture* GetMenuItemGameOver(bool hand_state) {
|
||||
if (hand_state)
|
||||
item_number_gameOver += 0.20f;
|
||||
|
||||
int temp_item_number = item_number_gameOver;
|
||||
|
||||
//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 == guis_gameOver.size()) {
|
||||
item_number_gameOver = 0;
|
||||
temp_item_number = 0;
|
||||
}
|
||||
std::cout << guis_gameOver[temp_item_number]->texture << std::endl;
|
||||
return guis_gameOver[temp_item_number];
|
||||
}
|
||||
|
||||
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, 0.6f), 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([]()
|
||||
{
|
||||
std::cout << "Back to start screen!!" << std::endl;
|
||||
});
|
||||
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 (hand_mode_gameOver)
|
||||
{
|
||||
cameraFrame = objDetect_gameOver.ReadCamera();
|
||||
|
||||
bool detect = false;
|
||||
bool hand_detection = objDetect_gameOver.DetectHand(cameraFrame, detect);
|
||||
|
||||
if (hand_detection)
|
||||
{
|
||||
hand_closed = false;
|
||||
std::cout << "hand is opened" << std::endl;
|
||||
|
||||
//Loop through menu items
|
||||
chosen_item_gameOver = GetMenuItemGameOver(true);
|
||||
|
||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
|
||||
if (new_button != NULL) {
|
||||
const float x_pos = (chosen_item_gameOver->position.x + 1.0) * WINDOW_WIDTH / 2;
|
||||
const float y_pos = (1.0 - chosen_item_gameOver->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_gameOver = GetMenuItemGameOver(false);
|
||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
|
||||
|
||||
if (new_button != NULL && !hand_closed) {
|
||||
//Run function click
|
||||
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||
hand_closed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
gui_shader_gameOver->CleanUp();
|
||||
render_engine::loader::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);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
bool hand_present;
|
||||
objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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::INGAME;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||
hand_mode_gameOver = !hand_mode_gameOver;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_element.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
extern GLFWwindow* window;
|
||||
|
||||
class Game_Over_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
scene::Scenes return_value = scene::Scenes::GAMEOVER;
|
||||
|
||||
public:
|
||||
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;
|
||||
|
||||
};
|
||||
}
|
||||
@@ -1,367 +0,0 @@
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "in_Game_Scene.h"
|
||||
#include "startup_Scene.h"
|
||||
#include "../entities/main_character.h"
|
||||
#include "../collision/collision_handler.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../models/model.h"
|
||||
#include "../renderEngine/loader.h"
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../entities/house_generator.h"
|
||||
#include <deque>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include <queue>
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
#include <string>
|
||||
|
||||
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
||||
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
||||
|
||||
|
||||
namespace scene
|
||||
{
|
||||
std::shared_ptr<entities::MainCharacter>main_character;
|
||||
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||
|
||||
entities::HouseGenerator* house_generator;
|
||||
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||
|
||||
models::RawModel raw_model, raw_model_char;
|
||||
models::ModelTexture texture;
|
||||
shaders::EntityShader* shader;
|
||||
shaders::GuiShader* gui_shader;
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
|
||||
|
||||
int furniture_count_old;
|
||||
int score;
|
||||
|
||||
std::vector<computervision::HandDetectRegion> regions;
|
||||
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
|
||||
|
||||
/**
|
||||
* sets up the first things when the objects has been made
|
||||
*/
|
||||
In_Game_Scene::In_Game_Scene()
|
||||
{
|
||||
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
shader = new shaders::EntityShader;
|
||||
shader->Init();
|
||||
render_engine::renderer::Init(*shader);
|
||||
|
||||
gui_shader = new shaders::GuiShader();
|
||||
gui_shader->Init();
|
||||
score = 0;
|
||||
|
||||
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);
|
||||
|
||||
std::cout << "Add to score_pointer: " << texture_path << std::endl;
|
||||
}
|
||||
|
||||
std::cout << "Size textures: " << score_textures.size() << std::endl;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* temporary!!!!
|
||||
* just to make some bounding boxes
|
||||
*/
|
||||
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
|
||||
collision::Box box = collision::Box();
|
||||
box.size.x = size.z * scale;
|
||||
box.size.y = size.y * scale;
|
||||
box.size.z = size.x * scale;
|
||||
box.center_pos = pos;
|
||||
return box;
|
||||
}
|
||||
/**
|
||||
* deletes certain veriables when the object will be deleted, prevents memory leaks
|
||||
*/
|
||||
In_Game_Scene::~In_Game_Scene()
|
||||
{
|
||||
delete shader;
|
||||
delete gui_shader;
|
||||
delete house_generator;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
||||
*
|
||||
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
||||
*
|
||||
*/
|
||||
void load_chunk(int model_pos)
|
||||
{
|
||||
static unsigned int furniture_count = 0;
|
||||
|
||||
// set up squares according to size of camera input
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
||||
reg_left.SetXPos(10);
|
||||
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
|
||||
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
||||
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
|
||||
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
||||
reg_up.SetYPos(10);
|
||||
std::cout << "loading model chunk" << std::endl;
|
||||
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
||||
{
|
||||
for (int i = 0; i < furniture_count; i++)
|
||||
{
|
||||
house_models.pop_front();
|
||||
collision_entities.pop_back();
|
||||
}
|
||||
}
|
||||
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(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, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||
collision_entities.push_back(main_character);
|
||||
house_generator = new entities::HouseGenerator();
|
||||
// load the first few house models
|
||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||
{
|
||||
load_chunk(i);
|
||||
}
|
||||
|
||||
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||
|
||||
// GUI stuff
|
||||
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1));
|
||||
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||
button.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "I got clicked on!" << std::endl;
|
||||
});
|
||||
guis.push_back(&button);
|
||||
|
||||
|
||||
//guis for the pause menu
|
||||
gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
|
||||
pause_guis.push_back(&background);
|
||||
|
||||
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0, 0), glm::vec2(0.25f, 0.25f));
|
||||
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||
pause_button_resume.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "I got clicked on the resume button!" << std::endl;
|
||||
});
|
||||
pause_guis.push_back(&pause_button_resume);
|
||||
|
||||
gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.3f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||
pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||
pause_button_quit.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "I got clicked on the quit button!" << std::endl;
|
||||
});
|
||||
pause_guis.push_back(&pause_button_quit);
|
||||
|
||||
|
||||
//the scene loop, this while loop represent the scene
|
||||
while (return_value == scene::Scenes::INGAME)
|
||||
{
|
||||
//checks the current game state, so it can render the correct models for each state
|
||||
switch (game_state)
|
||||
{
|
||||
/*case scene::Game_State::IDLE:
|
||||
break;*/
|
||||
|
||||
case scene::Game_State::PAUSED:
|
||||
render();
|
||||
render_pause_menu();
|
||||
break;
|
||||
|
||||
case scene::Game_State::RUNNING:
|
||||
update(window);
|
||||
button.Update(window);
|
||||
render();
|
||||
break;
|
||||
|
||||
default:
|
||||
std::cout << "Game state unknown" << std::endl;
|
||||
break;
|
||||
}
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
shader->CleanUp();
|
||||
gui_shader->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
/**
|
||||
* renders the game models
|
||||
*/
|
||||
void scene::In_Game_Scene::render()
|
||||
{
|
||||
// Render
|
||||
render_engine::renderer::Prepare();
|
||||
//starts the shader and begins to render
|
||||
shader->Start();
|
||||
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||
shader->LoadLightsDeque(lights);
|
||||
shader->LoadViewMatrix(*camera);
|
||||
|
||||
for (std::shared_ptr<entities::Entity> model_entity : house_models)
|
||||
{
|
||||
render_engine::renderer::Render(model_entity, *shader);
|
||||
}
|
||||
|
||||
render_engine::renderer::Render(main_character, *shader);
|
||||
|
||||
// Render GUI items
|
||||
//render_engine::renderer::Render(guis, *gui_shader);
|
||||
|
||||
// Stop rendering the entities
|
||||
shader->Stop();
|
||||
|
||||
DrawScore(score);
|
||||
}
|
||||
|
||||
//updates certain variables
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
//camera.Move(window);
|
||||
main_character->Move(window);
|
||||
if (!main_character.get()->GetOnCollide())
|
||||
{
|
||||
//return_value = scene::Scenes::GAMEOVER;
|
||||
}
|
||||
|
||||
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
||||
camera->Follow(main_character->GetPosition());
|
||||
|
||||
// calculate where the next house model should be loaded
|
||||
static int last_model_pos = 0;
|
||||
int model_pos = -round(camera->GetPosition().z / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis
|
||||
|
||||
// if we have passed a model, load a new one and delete the one behind us
|
||||
if (last_model_pos != model_pos)
|
||||
{
|
||||
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
score += furniture_count_old;
|
||||
std::cout << "Score: " << score << std::endl;
|
||||
std::cout << "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;
|
||||
|
||||
std::cout << "amount of collision entities: " << collision_entities.size() << std::endl;
|
||||
collision::CheckCollisions(collision_entities);
|
||||
|
||||
update_hand_detection();
|
||||
}
|
||||
|
||||
//manages the key input in the game scene
|
||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
{
|
||||
cv::destroyWindow("camera");
|
||||
return_value = scene::Scenes::STOP;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
|
||||
{
|
||||
game_state = scene::Game_State::PAUSED;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS)
|
||||
{
|
||||
game_state = scene::Game_State::RUNNING;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
|
||||
{
|
||||
reg_left.CalibrateBackground();
|
||||
reg_right.CalibrateBackground();
|
||||
reg_up.CalibrateBackground();
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||
reg_right.setSkinTresholds(tresholds);
|
||||
reg_up.setSkinTresholds(tresholds);
|
||||
}
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::update_hand_detection()
|
||||
{
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame);
|
||||
reg_left.DetectHand(camera_frame);
|
||||
reg_right.DetectHand(camera_frame);
|
||||
reg_up.DetectHand(camera_frame);
|
||||
|
||||
cv::imshow("camera", camera_frame);
|
||||
}
|
||||
|
||||
//renders the models for the pause menu
|
||||
void In_Game_Scene::render_pause_menu()
|
||||
{
|
||||
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||
}
|
||||
|
||||
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;
|
||||
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,115 +0,0 @@
|
||||
#pragma once
|
||||
#include <iostream>
|
||||
#include <ostream>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../models/model.h"
|
||||
#include "../renderEngine/loader.h"
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
|
||||
|
||||
namespace scene
|
||||
{
|
||||
/**
|
||||
* This enum is for managing the game scene state.
|
||||
* for example: when pressed on a specific button, the game will be in a paused state and nothing about the player or the speed of the game will be updated
|
||||
* and the pause screen will show up.
|
||||
**/
|
||||
enum class Game_State
|
||||
{
|
||||
//IDLE,
|
||||
RUNNING,
|
||||
PAUSED
|
||||
};
|
||||
|
||||
|
||||
class In_Game_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||
scene::Scenes return_value = scene::Scenes::INGAME;
|
||||
//game_state is an enum that keeps track of the current game state. For example: is the game running(thus the user is playing the game) of is the game paused.
|
||||
scene::Game_State game_state = scene::Game_State::RUNNING;
|
||||
|
||||
//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
|
||||
std::vector<entities::Entity> entities_to_render;
|
||||
//lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps.
|
||||
std::deque<entities::Light> lights;
|
||||
|
||||
models::RawModel raw_model;
|
||||
models::ModelTexture texture;
|
||||
//the shader that is used for rendering the models.
|
||||
shaders::EntityShader* shader;
|
||||
//the gui_shader is used of rendering the gui models (for example the pause buttons).
|
||||
shaders::GuiShader* gui_shader;
|
||||
//camera is the camera view of the game scene, this camera will be behind the main character.
|
||||
std::unique_ptr<entities::Camera> camera;
|
||||
//guis is a list of all the gui components that needs to be load in the scene.
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||
std::vector<gui::GuiTexture*> pause_guis;
|
||||
|
||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
|
||||
|
||||
/**
|
||||
* @brief renders the objects/gui models
|
||||
* @param
|
||||
* @return void
|
||||
*/
|
||||
void render_pause_menu();
|
||||
void update_hand_detection();
|
||||
|
||||
public:
|
||||
In_Game_Scene();
|
||||
~In_Game_Scene();
|
||||
|
||||
/**
|
||||
* @brief the method start is the start of the scene where a while loop runs, this runs the scene.
|
||||
* @param window the main window of the application
|
||||
* @return Scene value that indicates in which scene the application is
|
||||
*/
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief this method renders the models for the game scene
|
||||
* @param
|
||||
* @return void
|
||||
*/
|
||||
void render() override;
|
||||
|
||||
/**
|
||||
* @brief this method updates the models/variables for the game scene
|
||||
* @param window the main window of the application
|
||||
* @return void
|
||||
*/
|
||||
void update(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief this method updates the models/variables for the game scene
|
||||
* @param window the main window of the application
|
||||
* @param key this is the keycode on which key has been pressed
|
||||
* @param scancode -
|
||||
* @param action-
|
||||
* @param mods -
|
||||
* @return void
|
||||
*/
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
|
||||
/**
|
||||
* @brief: This method renders the score points onto the game window
|
||||
* @param score: Score to show
|
||||
*/
|
||||
void DrawScore(int score);
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,7 +0,0 @@
|
||||
#include <iostream>
|
||||
#include "scene.h"
|
||||
|
||||
scene::Scene::~Scene()
|
||||
{
|
||||
std::cout << "Main scene class gone!" << std::endl;
|
||||
}
|
||||
@@ -1,60 +0,0 @@
|
||||
#pragma once
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
|
||||
|
||||
namespace scene {
|
||||
|
||||
/**
|
||||
* this enum represents the scenes in the game, those wil help to keep track in which scene the game is.
|
||||
*/
|
||||
enum class Scenes
|
||||
{
|
||||
STARTUP,
|
||||
INGAME,
|
||||
GAMEOVER,
|
||||
CALIBRATION,
|
||||
STOP
|
||||
};
|
||||
|
||||
class Scene
|
||||
{
|
||||
public:
|
||||
virtual ~Scene() = 0;
|
||||
|
||||
/**
|
||||
* @brief the method start is the start of a scene where a while loop runs, this runs the scene.
|
||||
* @param window the main window of the application
|
||||
* @return Scene value that indicates in which scene the application is
|
||||
*/
|
||||
virtual Scenes start(GLFWwindow* window) = 0;
|
||||
|
||||
/**
|
||||
* @brief this method renders the models for a scene
|
||||
* @param
|
||||
* @return void
|
||||
*/
|
||||
virtual void render() = 0;
|
||||
|
||||
/**
|
||||
* @brief this method updates the models/variables for a scene
|
||||
* @param window the main window of the application
|
||||
* @return void
|
||||
*/
|
||||
virtual void update(GLFWwindow* window) = 0;
|
||||
|
||||
/**
|
||||
* @brief this method updates the models/variables for a scene
|
||||
* @param window the main window of the application
|
||||
* @param key this is the keycode on which key has been pressed
|
||||
* @param scancode -
|
||||
* @param action-
|
||||
* @param mods -
|
||||
* @return void
|
||||
*/
|
||||
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,221 +0,0 @@
|
||||
#include <iostream>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
#include "startup_Scene.h"
|
||||
#include <iostream>
|
||||
#include <opencv2/core/mat.hpp>
|
||||
|
||||
#include "../models/model.h"
|
||||
#include "../renderEngine/loader.h"
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../computervision/MenuTest.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
|
||||
|
||||
|
||||
|
||||
namespace scene
|
||||
{
|
||||
shaders::GuiShader* gui_shader1;
|
||||
std::vector<gui::GuiTexture*> guis1;
|
||||
computervision::ObjectDetection objDetect;
|
||||
|
||||
float item_number = 0;
|
||||
|
||||
bool hand_mode = false;
|
||||
|
||||
Startup_Scene::Startup_Scene() {
|
||||
shaders::EntityShader shader;
|
||||
shader.Init();
|
||||
render_engine::renderer::Init(shader);
|
||||
shader.CleanUp();
|
||||
|
||||
gui_shader1 = new shaders::GuiShader();
|
||||
gui_shader1->Init();
|
||||
}
|
||||
|
||||
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
|
||||
gui::Button* button;
|
||||
if (texture != NULL)
|
||||
{
|
||||
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||
|
||||
button = (gui::Button*)texture;
|
||||
return button;
|
||||
}
|
||||
else {
|
||||
button = nullptr;
|
||||
return button;
|
||||
}
|
||||
}
|
||||
else {
|
||||
button = nullptr;
|
||||
return button;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
|
||||
if (texture != NULL)
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||
return (gui::InteractableGui*)texture;
|
||||
}
|
||||
else {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
}*/
|
||||
|
||||
gui::GuiTexture* GetMenuItem(bool hand_state) {
|
||||
if(hand_state)
|
||||
item_number += 0.20f;
|
||||
|
||||
int temp_item_number = item_number;
|
||||
|
||||
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||
if (temp_item_number == guis1.size()) {
|
||||
item_number = 0;
|
||||
temp_item_number = 0;
|
||||
}
|
||||
std::cout << guis1[temp_item_number]->texture << std::endl;
|
||||
return guis1[temp_item_number];
|
||||
}
|
||||
|
||||
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||
{
|
||||
// GUI stuff
|
||||
gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
|
||||
button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
|
||||
button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
|
||||
button_start.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Start!" << std::endl;
|
||||
|
||||
});
|
||||
guis1.push_back(&button_start);
|
||||
|
||||
gui::Button button_calibrate(render_engine::loader::LoadTexture("res/menu_item_calibrate1.png"), glm::vec2(0.0f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||
button_calibrate.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_hover.png"));
|
||||
button_calibrate.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_click.png"));
|
||||
button_calibrate.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Calibrate!" << std::endl;
|
||||
|
||||
});
|
||||
guis1.push_back(&button_calibrate);
|
||||
|
||||
gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.6f), glm::vec2(0.25f, 0.25f));
|
||||
button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
|
||||
button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
|
||||
button_quit.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Quit!" << std::endl;
|
||||
});
|
||||
guis1.push_back(&button_quit);
|
||||
|
||||
computervision::ObjectDetection objDetect;
|
||||
cv::Mat cameraFrame;
|
||||
gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
|
||||
bool hand_closed = false; //Flag to prevent multiple button presses
|
||||
|
||||
while (return_value == scene::Scenes::STARTUP)
|
||||
{
|
||||
render();
|
||||
update(window);
|
||||
|
||||
if (hand_mode) {
|
||||
cameraFrame = objDetect.ReadCamera();
|
||||
|
||||
//Get hand state from camera
|
||||
bool detect = false;
|
||||
bool hand_detection = objDetect.DetectHand(cameraFrame,detect);
|
||||
|
||||
if (hand_detection)
|
||||
{
|
||||
hand_closed = false;
|
||||
std::cout << "hand is opened" << std::endl;
|
||||
|
||||
//Loop through menu items
|
||||
chosen_item = GetMenuItem(true);
|
||||
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||
if (new_button != NULL) {
|
||||
const float x_pos = (chosen_item->position.x + 1.0) * WINDOW_WIDTH / 2;
|
||||
const float y_pos = (1.0 - chosen_item->position.y) * WINDOW_HEIGHT / 2;
|
||||
|
||||
//Set cursor to location of selected menu_item
|
||||
glfwSetCursorPos(window, x_pos, y_pos);
|
||||
}
|
||||
}
|
||||
else if (!hand_detection)
|
||||
{
|
||||
std::cout << "hand is closed" << std::endl;
|
||||
|
||||
//Gets selected menu_item
|
||||
chosen_item = GetMenuItem(false);
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||
|
||||
if (new_button != NULL && !hand_closed) {
|
||||
//Run function click
|
||||
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||
hand_closed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
gui_shader1->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
/**
|
||||
* renders the models in the start-up scene
|
||||
*/
|
||||
void scene::Startup_Scene::render()
|
||||
{
|
||||
render_engine::renderer::Prepare();
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis1, *gui_shader1);
|
||||
}
|
||||
|
||||
/**
|
||||
* updates the variables for the start-up scene
|
||||
*/
|
||||
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
for (gui::GuiTexture* button : guis1) {
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(button);
|
||||
if (new_button != NULL)
|
||||
new_button->Update(window);
|
||||
}
|
||||
bool hand_present;
|
||||
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
|
||||
}
|
||||
|
||||
/**
|
||||
* manages the key input in the start-up scene
|
||||
*/
|
||||
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
return_value = scene::Scenes::INGAME;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||
hand_mode = !hand_mode;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,56 +0,0 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_element.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
extern GLFWwindow* window;
|
||||
|
||||
class Startup_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||
scene::Scenes return_value = scene::Scenes::STARTUP;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief Constructor of the class Startup_Scene
|
||||
*
|
||||
*/
|
||||
Startup_Scene();
|
||||
|
||||
/**
|
||||
* @brief
|
||||
*
|
||||
* @param window
|
||||
* @return
|
||||
*/
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
*
|
||||
*/
|
||||
void render() override;
|
||||
|
||||
/**
|
||||
* @brief This method updates all the components on the window
|
||||
*
|
||||
* @param window Window it updates
|
||||
*/
|
||||
void update(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief Listener for key events
|
||||
*
|
||||
* @param window Window it listens to for key events
|
||||
* @param key Key of event that is activated
|
||||
* @param scancode Code of Key
|
||||
* @param action
|
||||
* @param mods
|
||||
*/
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,224 +0,0 @@
|
||||
#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());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,88 +0,0 @@
|
||||
#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;
|
||||
};
|
||||
}
|
||||
@@ -1,57 +0,0 @@
|
||||
#include "gui_shader.h"
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
static std::string vertex_shader = R"(
|
||||
#version 140
|
||||
|
||||
in vec2 position;
|
||||
|
||||
out vec2 texture_coords;
|
||||
|
||||
uniform mat4 model_matrix;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = model_matrix * vec4(position, 0.0, 1.0);
|
||||
|
||||
// This makes top left corner coordinate (0, 0) and bottom right (1, 1)
|
||||
texture_coords = vec2((position.x + 1.0) / 2.0, 1 - (position.y + 1.0) / 2.0);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
static std::string fragment_shader = R"(
|
||||
#version 140
|
||||
|
||||
in vec2 texture_coords;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
uniform sampler2D gui_texture;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
out_color = texture(gui_texture, texture_coords);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
GuiShader::GuiShader() : ShaderProgram(vertex_shader, fragment_shader)
|
||||
{ }
|
||||
|
||||
void GuiShader::LoadModelMatrix(const glm::mat4& matrix) const
|
||||
{
|
||||
LoadMatrix(location_model_matrix, matrix);
|
||||
}
|
||||
|
||||
void GuiShader::SetAttributes() const
|
||||
{
|
||||
SetAttribute(0, "position");
|
||||
}
|
||||
|
||||
void GuiShader::GetAllUniformLocations()
|
||||
{
|
||||
location_model_matrix = GetUniformLocation("model_matrix");
|
||||
}
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "shader_program.h"
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
/*
|
||||
* This class handles the shaders for all the GUI items
|
||||
*/
|
||||
|
||||
class GuiShader : public ShaderProgram
|
||||
{
|
||||
private:
|
||||
GLuint location_model_matrix;
|
||||
|
||||
public:
|
||||
GuiShader();
|
||||
|
||||
/*
|
||||
* @brief: A method to load the model matrix into the shader
|
||||
*
|
||||
* @param matrix: The model matrix
|
||||
*/
|
||||
void LoadModelMatrix(const glm::mat4& matrix) const;
|
||||
|
||||
protected:
|
||||
void SetAttributes() const override;
|
||||
void GetAllUniformLocations() override;
|
||||
};
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
|
||||
@@ -21,87 +21,29 @@ namespace shaders
|
||||
ShaderProgram(std::string& vertex_shader, std::string& fragment_shader);
|
||||
virtual ~ShaderProgram() = default;
|
||||
|
||||
/*
|
||||
* @brief: Call this function after making the shaderprogram (sets all the attributes of the shader)
|
||||
*/
|
||||
// Call this function after making the shaderprogram (sets all the attributes of the shader)
|
||||
void Init();
|
||||
|
||||
/*
|
||||
* @brief: Call this function before rendering
|
||||
*/
|
||||
// Call this function before rendering
|
||||
void Start() const;
|
||||
|
||||
/*
|
||||
* @brief: Call this function after rendering
|
||||
*/
|
||||
// Call this function after rendering
|
||||
void Stop() const;
|
||||
|
||||
/*
|
||||
* @brief: Call this function when closing the application
|
||||
*/
|
||||
// Call this function when closing the application
|
||||
void CleanUp() const;
|
||||
|
||||
protected:
|
||||
/*
|
||||
* @brief: Set the inputs of the vertex shader
|
||||
*/
|
||||
// Set the inputs of the vertex shader
|
||||
virtual void SetAttributes() const = 0;
|
||||
|
||||
/*
|
||||
* @brief: Sets/binds a input variable (in) to a VBO from the model
|
||||
*
|
||||
* @param attribute: The id of the VBO
|
||||
* @param variable_name: The name of the "in" variable in the shader
|
||||
*/
|
||||
void SetAttribute(const GLuint attribute, const char* variable_name) const;
|
||||
|
||||
/*
|
||||
* @brief: This function loads a float value into a uniform variable into the shader
|
||||
*
|
||||
* @param location: The location of the variable in openGL
|
||||
* @param value: The value which will be loaded into the variable
|
||||
*/
|
||||
// Loads value's (uniform variables) into the shader
|
||||
void LoadFloat(GLuint location, GLfloat value) const;
|
||||
|
||||
/*
|
||||
* @brief: This function loads a vector value into a uniform variable into the shader
|
||||
*
|
||||
* @param location: The location of the variable in openGL
|
||||
* @param vector: The value which will be loaded into the variable
|
||||
*/
|
||||
void LoadVector(GLuint location, glm::vec3 vector) const;
|
||||
|
||||
/*
|
||||
* @brief: This function loads a 4x4 matrix value into a uniform variable into the shader
|
||||
*
|
||||
* @param location: The location of the variable in openGL
|
||||
* @param matrix: The value which will be loaded into the variable
|
||||
*/
|
||||
void LoadMatrix(GLuint location, glm::mat4 matrix) const;
|
||||
|
||||
/*
|
||||
* @brief: This function will get all the locations of each uniform variable
|
||||
*/
|
||||
|
||||
virtual void GetAllUniformLocations() = 0;
|
||||
|
||||
/*
|
||||
* @brief: This function will retrieve the location of a uniform variable
|
||||
*
|
||||
* @param uniform_name: The name of the uniform variable
|
||||
*
|
||||
* @return: The location of the uniform variable
|
||||
*/
|
||||
GLuint GetUniformLocation(const GLchar* uniform_name) const;
|
||||
|
||||
private:
|
||||
/*
|
||||
* @brief: This function will load a shader into openGL
|
||||
*
|
||||
* @param shader_string: The shader as a string (the whole code)
|
||||
* @param type: The type of the shader (Vertex/Fragment)
|
||||
*
|
||||
* @return: The id of the shader given by openGL
|
||||
*/
|
||||
GLuint LoadShader(const std::string& shader_string, GLuint type) const;
|
||||
};
|
||||
}
|
||||
87
src/shaders/static_shader.cpp
Normal file
@@ -0,0 +1,87 @@
|
||||
#include "static_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
static std::string vertex_shader = R"(
|
||||
#version 400 core
|
||||
// The VertexShader is run for each vertex on the screen.
|
||||
|
||||
|
||||
// Position of the vertex
|
||||
in vec3 position;
|
||||
// Coordinates of the texture
|
||||
in vec2 texture_coords;
|
||||
|
||||
// Equal to the texture_coords
|
||||
out vec2 pass_texture_coords;
|
||||
|
||||
uniform mat4 model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat4 view_matrix;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Tell OpenGL where to render the vertex
|
||||
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0);
|
||||
|
||||
// Pass the texture_coords directly to the fragment shader
|
||||
pass_texture_coords = texture_coords;
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
static std::string fragment_shader = R"(
|
||||
#version 400 core
|
||||
// The FragmentShader is run for each pixel in a face on the screen.
|
||||
|
||||
|
||||
// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
|
||||
in vec2 pass_texture_coords;
|
||||
|
||||
// Final color of the pixel
|
||||
out vec4 out_color;
|
||||
|
||||
// The texture of the model
|
||||
uniform sampler2D texture_sampler;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
out_color = texture(texture_sampler, pass_texture_coords);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
StaticShader::StaticShader(): ShaderProgram(vertex_shader, fragment_shader)
|
||||
{
|
||||
}
|
||||
|
||||
void StaticShader::LoadModelMatrix(const glm::mat4& matrix) const
|
||||
{
|
||||
LoadMatrix(location_model_matrix, matrix);
|
||||
}
|
||||
|
||||
void StaticShader::LoadProjectionMatrix(const glm::mat4& projection) const
|
||||
{
|
||||
LoadMatrix(location_projection_matrix, projection);
|
||||
}
|
||||
|
||||
void StaticShader::LoadViewMatrix(entities::Camera& camera) const
|
||||
{
|
||||
const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera);
|
||||
LoadMatrix(location_view_matrix, view_matrix);
|
||||
}
|
||||
|
||||
void StaticShader::SetAttributes() const
|
||||
{
|
||||
SetAttribute(0, "position");
|
||||
SetAttribute(1, "texture_coords");
|
||||
}
|
||||
|
||||
void StaticShader::GetAllUniformLocations()
|
||||
{
|
||||
location_model_matrix = GetUniformLocation("model_matrix");
|
||||
location_projection_matrix = GetUniformLocation("projection_matrix");
|
||||
location_view_matrix = GetUniformLocation("view_matrix");
|
||||
}
|
||||
}
|
||||
31
src/shaders/static_shader.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "shader_program.h"
|
||||
#include "../entities/camera.h"
|
||||
|
||||
/*
|
||||
This class does represents the shaders for the models.
|
||||
*/
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
class StaticShader : public ShaderProgram
|
||||
{
|
||||
private:
|
||||
GLuint location_model_matrix;
|
||||
GLuint location_projection_matrix;
|
||||
GLuint location_view_matrix;
|
||||
|
||||
public:
|
||||
StaticShader();
|
||||
|
||||
void LoadModelMatrix(const glm::mat4& matrix) const;
|
||||
void LoadProjectionMatrix(const glm::mat4& projection) const;
|
||||
void LoadViewMatrix(entities::Camera& camera) const;
|
||||
|
||||
protected:
|
||||
void SetAttributes() const override;
|
||||
void GetAllUniformLocations() override;
|
||||
};
|
||||
}
|
||||
@@ -1,46 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
namespace toolbox
|
||||
{
|
||||
/*
|
||||
* This class represents a timer which needs to be updated
|
||||
* every frame to work correctly.
|
||||
*/
|
||||
class Timer
|
||||
{
|
||||
private:
|
||||
float current_time;
|
||||
float final_time;
|
||||
bool has_finished;
|
||||
|
||||
public:
|
||||
/*
|
||||
* @brief: Constructor to make the timer
|
||||
*
|
||||
* @param final_time: The time which the timer needs to count to
|
||||
*/
|
||||
Timer(float final_time): current_time(0), final_time(final_time), has_finished(false) {}
|
||||
|
||||
/*
|
||||
* @brief: Updates the timer. Call this method once every iteration in the game loop
|
||||
*
|
||||
* @param delta: The deltatime of the game
|
||||
*/
|
||||
void UpdateTimer(const double delta)
|
||||
{
|
||||
current_time += delta;
|
||||
|
||||
if (current_time >= final_time)
|
||||
{
|
||||
has_finished = true;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief: Returns if the timer has finished
|
||||
*
|
||||
* @return: True if the timer has finished
|
||||
*/
|
||||
bool HasFinished() const { return has_finished; }
|
||||
};
|
||||
}
|
||||
@@ -1,16 +1,7 @@
|
||||
#include <ctime>
|
||||
#include "toolbox.h"
|
||||
#include <iostream>
|
||||
|
||||
namespace toolbox
|
||||
{
|
||||
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
||||
{
|
||||
glm::mat4 matrix(1.0f);
|
||||
matrix = glm::translate(matrix, glm::vec3(translation.x, translation.y, 0));
|
||||
matrix = glm::scale(matrix, glm::vec3(scale.x, scale.y, 0));
|
||||
return matrix;
|
||||
}
|
||||
|
||||
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
|
||||
{
|
||||
glm::mat4 matrix(1.0f);
|
||||
@@ -32,36 +23,4 @@ namespace toolbox
|
||||
matrix = glm::translate(matrix, negative_cam_pos);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,90 +2,13 @@
|
||||
|
||||
#include "../entities/camera.h"
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <vector>
|
||||
|
||||
namespace toolbox
|
||||
{
|
||||
// Window macro's
|
||||
#define DEFAULT_WIDTH 1920
|
||||
#define DEFAULT_HEIGHT 1080
|
||||
|
||||
// Change these macros to change the window size
|
||||
#define WINDOW_WIDTH 1400.0f
|
||||
#define WINDOW_HEIGHT 800.0f
|
||||
|
||||
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
||||
#define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
|
||||
//
|
||||
#define WINDOW_WIDTH 1400
|
||||
#define WINDOW_HEIGT 800
|
||||
|
||||
/*
|
||||
* @brief: This function will create a model matrix
|
||||
*
|
||||
* @param translation: The position of the model
|
||||
* @param scale: The scale of the model
|
||||
*
|
||||
* @return: The model matrix of the model
|
||||
*/
|
||||
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale);
|
||||
|
||||
/*
|
||||
* @brief: This function will create a model matrix
|
||||
*
|
||||
* @param translation: The position of the model
|
||||
* @param rotation: The rotation of the model
|
||||
* @param scale: The scale of the model
|
||||
*
|
||||
* @return: The model matrix of the model
|
||||
*/
|
||||
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale);
|
||||
|
||||
/*
|
||||
* @brief: This function will create a view matrix from the camera's position
|
||||
*
|
||||
* @param camera: The camera the view matrix needs to be made from
|
||||
*
|
||||
* @return: The view matrix
|
||||
*/
|
||||
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
||||
|
||||
/*
|
||||
* @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);
|
||||
}
|
||||
|
||||
@@ -19,77 +19,48 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\entities\main_character.cpp" />
|
||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\FaceDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
<ClCompile Include="src\computervision\VideoCapture.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||
<ClCompile Include="src\main.cpp" />
|
||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||
<ClCompile Include="src\scenes\scene.cpp" />
|
||||
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||
<ClCompile Include="src\shaders\static_shader.cpp" />
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
<ClInclude Include="src\entities\main_character.h" />
|
||||
<ClInclude Include="src\entities\house_generator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||
<ClInclude Include="src\computervision\FaceDetector.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\computervision\VideoCapture.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
<ClInclude Include="src\entities\light.h" />
|
||||
<ClInclude Include="src\gui\gui_element.h" />
|
||||
<ClInclude Include="src\gui\gui_interactable.h" />
|
||||
<ClInclude Include="src\models\model.h" />
|
||||
<ClInclude Include="src\renderEngine\loader.h" />
|
||||
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
||||
<ClInclude Include="src\renderEngine\renderer.h" />
|
||||
<ClInclude Include="src\shaders\gui_shader.h" />
|
||||
<ClInclude Include="src\shaders\shader_program.h" />
|
||||
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||
<ClInclude Include="src\shaders\static_shader.h" />
|
||||
<ClInclude Include="src\stb_image.h" />
|
||||
<ClInclude Include="src\toolbox\Timer.h" />
|
||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
</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" />
|
||||
@@ -152,18 +123,16 @@
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;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>
|
||||
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include</IncludePath>
|
||||
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
@@ -195,7 +164,7 @@
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
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