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feature/im
...
feature/sc
| Author | SHA1 | Date | |
|---|---|---|---|
|
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1f2258bc01 |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -428,6 +428,4 @@ FodyWeavers.xsd
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**/docs/*
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**/doc/*
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**/pose_iter_160000.caffemodel
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# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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0
gameoverScene.cpp
Normal file
0
gameoverScene.cpp
Normal file
0
gameoverScene.h
Normal file
0
gameoverScene.h
Normal file
@@ -151,16 +151,9 @@ namespace computervision
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drawVectorPoints(frame, filtered_finger_points, color_yellow, false);
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putText(frame, to_string(filtered_finger_points.size()), center_bounding_rect, FONT_HERSHEY_PLAIN, 3, color_purple);
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amount_of_fingers = filtered_finger_points.size();
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return contours_image;
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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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}
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double FingerCount::findPointsDistance(Point a, Point b) {
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Point difference = a - b;
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return sqrt(difference.ddot(difference));
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@@ -24,13 +24,6 @@ namespace computervision
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*/
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Mat findFingersCount(Mat input_image, Mat frame);
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/**
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* @brief gets the currently held-up finger count.
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*
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* @return the currently held-up finger count
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*/
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int getAmountOfFingers();
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private:
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// colors to use
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Scalar color_blue;
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@@ -41,8 +34,6 @@ namespace computervision
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Scalar color_yellow;
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Scalar color_purple;
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int amount_of_fingers;
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/**
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* @brief finds the distance between 2 points.
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*
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@@ -1,25 +0,0 @@
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#include "MenuTest.h"
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#include <iostream>
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namespace computervision
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{
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int menu_item_array[4] = { 1, 2, 3, 4 };
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float item_number = 0;
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MenuTest::MenuTest(void) {
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}
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int MenuTest::GetMenuItem(bool hand_state) {
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item_number += 0.20f;
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int temp_item_number = item_number;
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//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
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if (temp_item_number == sizeof(menu_item_array) / sizeof(menu_item_array[0])) {
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item_number = 0;
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}
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return menu_item_array[temp_item_number];
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}
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}
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@@ -1,18 +0,0 @@
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namespace computervision
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{
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class MenuTest {
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public:
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/**
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* @brief Constructor for the class MenuTest, loads in array with menu items
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*
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*/
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MenuTest(void);
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/**
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* @brief Returns the itemnumber in an array
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*
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* @param input_bool is either true or false, depending on the recognized hand gesture
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*/
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int GetMenuItem(bool input_bool);
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};
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}
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@@ -1,8 +1,4 @@
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#include <opencv2/videoio.hpp>
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#include <opencv2/highgui.hpp>
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#include <opencv2/video.hpp>
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#include "ObjectDetection.h"
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#include "BackgroundRemover.h"
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#include "SkinDetector.h"
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@@ -15,49 +11,37 @@ namespace computervision
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cv::Mat img, imgGray, img2, img2Gray, img3, img4;
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int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
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bool handMaskGenerated = false;
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Mat frame, frameOut, handMask, foreground, fingerCountDebug;
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BackgroundRemover backgroundRemover;
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SkinDetector skinDetector;
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FaceDetector faceDetector;
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FingerCount fingerCount;
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ObjectDetection::ObjectDetection()
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{
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}
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cv::Mat ObjectDetection::readCamera() {
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cap.read(img);
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return img;
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}
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bool ObjectDetection::detectHand(Mat cameraFrame)
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bool ObjectDetection::setup()
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{
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Mat inputFrame = generateHandMaskSquare(cameraFrame);
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frameOut = inputFrame.clone();
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if (!cap.isOpened()) {
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cout << "Can't find camera!" << endl;
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return false;
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}
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cap.read(frame);
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frameOut = frame.clone();
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// detect skin color
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skinDetector.drawSkinColorSampler(frameOut);
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// remove background from image
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foreground = backgroundRemover.getForeground(inputFrame);
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foreground = backgroundRemover.getForeground(frame);
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// detect the hand contours
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faceDetector.removeFaces(frame, foreground);
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handMask = skinDetector.getSkinMask(foreground);
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// count the amount of fingers and put the info on the matrix
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fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
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// get the amount of fingers
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int fingers_amount = fingerCount.getAmountOfFingers();
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//backgroundRemover.calibrate(frame);
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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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drawHandMaskRect(&cameraFrame);
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string hand_text = fingers_amount > 0 ? "open" : "closed";
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putText(cameraFrame,hand_text, Point(10, 75), FONT_HERSHEY_PLAIN, 2.0, Scalar(255, 0, 255),3);
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imshow("camera", cameraFrame);
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imshow("output", frameOut);
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imshow("foreground", foreground);
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@@ -66,12 +50,12 @@ namespace computervision
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int key = waitKey(1);
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if (key == 98) // b, calibrate the background
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backgroundRemover.calibrate(inputFrame);
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else if (key == 115) // s, calibrate the skin color
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skinDetector.calibrate(inputFrame);
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if (key == 98) // b
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backgroundRemover.calibrate(frame);
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else if (key == 115) // s
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skinDetector.calibrate(frame);
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return fingers_amount > 0;
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return true;
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}
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void ObjectDetection::calculateDifference()
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@@ -88,32 +72,14 @@ namespace computervision
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imshow("threshold", img4);
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}
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cv::Mat ObjectDetection::generateHandMaskSquare(cv::Mat img)
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void ObjectDetection::detect()
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{
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handMaskStartXPos = 20;
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handMaskStartYPos = img.rows / 5;
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handMaskWidth = img.cols / 3;
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handMaskHeight = img.cols / 3;
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int key = waitKey(1);
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cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
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cv::Mat dstImg = cv::Mat::zeros(img.size(), img.type());
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cv::rectangle(mask, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255), -1);
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img.copyTo(dstImg, mask);
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handMaskGenerated = true;
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return dstImg;
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}
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bool ObjectDetection::drawHandMaskRect(cv::Mat* input)
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{
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if (!handMaskGenerated) return false;
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rectangle(*input, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255));
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return true;
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if (key == 98) // b
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backgroundRemover.calibrate(frame);
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else if (key == 115) // s
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skinDetector.calibrate(frame);
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}
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void ObjectDetection::showWebcam()
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@@ -22,7 +22,13 @@ namespace computervision
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*
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*/
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ObjectDetection();
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/**
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* @brief Initializes the object detection, captures a frame and modifies it
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* so it is ready to use for object detection
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*
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* @return return true if webcam is connected, returns false if it isn't
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*/
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bool setup();
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/**
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* @brief Displays an image of the current webcam-footage
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*
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@@ -34,36 +40,11 @@ namespace computervision
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*
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*/
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void calculateDifference();
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/**
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* @brief generates the square that will hold the mask in which the hand will be detected.
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* @brief Listens for keypresses and handles them
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*
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* @param img the current camear frame
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* @return a matrix containing the mask
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*/
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cv::Mat generateHandMaskSquare(cv::Mat img);
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/**
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* @brief reads the camera and returns it in a matrix.
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*
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* @return the camera frame in a matrix
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*/
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cv::Mat readCamera();
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/**
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* @brief detects a hand based on the given hand mask input frame.
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*
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* @param inputFrame the input frame from the camera
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* @return true if hand is open, false if hand is closed
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*/
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bool detectHand(cv::Mat cameraFrame);
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/**
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* @brief draws the hand mask rectangle on the given input matrix.
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*
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* @param input the input matrix to draw the rectangle on
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*/
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bool drawHandMaskRect(cv::Mat *input);
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void detect();
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};
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@@ -22,7 +22,7 @@ namespace computervision
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void SkinDetector::drawSkinColorSampler(Mat input) {
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int frameWidth = input.size().width, frameHeight = input.size().height;
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int rectangleSize = 25;
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int rectangleSize = 20;
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Scalar rectangleColor = Scalar(255, 0, 255);
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skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
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180
src/main.cpp
180
src/main.cpp
@@ -4,9 +4,7 @@
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include <ostream>
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#include <stdlib.h>
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#include <iostream>
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#include <Windows.h>
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#include <map>
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#include <opencv2/core.hpp>
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#include <opencv2/videoio.hpp>
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@@ -19,7 +17,10 @@
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#include "shaders/static_shader.h"
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#include "toolbox/toolbox.h"
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#include "computervision/MenuTest.h"
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#include "scenes/scene.h"
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#include "scenes/startupScene.h"
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#include "scenes/inGameScene.h"
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#include "computervision/ObjectDetection.h"
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#pragma comment(lib, "glfw3.lib")
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@@ -29,134 +30,95 @@
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static double UpdateDelta();
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static GLFWwindow* window;
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int chosen_item = 0;
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//Scene management variables
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std::map<Scenes, Scene*> scenes;
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Scene* current_scene = nullptr;
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int main(void)
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{
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#pragma region OPENGL_SETTINGS
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if (!glfwInit())
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throw "Could not inditialize glwf";
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window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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throw "Could not initialize glwf";
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}
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glfwMakeContextCurrent(window);
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glewInit();
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glGetError();
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#pragma endregion
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#pragma region OPENGL_SETTINGS
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if (!glfwInit())
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throw "Could not inditialize glwf";
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window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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throw "Could not initialize glwf";
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}
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glfwMakeContextCurrent(window);
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glewInit();
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glGetError();
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#pragma endregion
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, true);
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});
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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current_scene->onKey(key, scancode, action, mods);
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if (key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, true);
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});
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scenes[Scenes::STARTUP] = new StartupScene();
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scenes[Scenes::INGAME] = new InGameScene();
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models::RawModel raw_model = LoadObjModel("res/Tree.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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models::TexturedModel model = { raw_model, texture };
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entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
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shaders::StaticShader shader;
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shader.Init();
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render_engine::renderer::Init(shader);
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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// create object detection object instance
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computervision::ObjectDetection objDetect;
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models::RawModel raw_model = LoadObjModel("res/Tree.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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models::TexturedModel model = { raw_model, texture };
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entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
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shaders::StaticShader shader;
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shader.Init();
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render_engine::renderer::Init(shader);
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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// create object detection object instance
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computervision::ObjectDetection objDetect;
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// set up object detection
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//objDetect.setup();
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cv::Mat cameraFrame;
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// set up object detection
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//objDetect.setup();
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current_scene->start();
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// Main game loop
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while (!glfwWindowShouldClose(window))
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{
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// Update
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const double delta = UpdateDelta();
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entity.IncreaseRotation(glm::vec3(0, 1, 0));
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camera.Move(window);
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// Update
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const double delta = UpdateDelta();
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entity.IncreaseRotation(glm::vec3(0, 1, 0));
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camera.Move(window);
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current_scene->update(window);
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// Render
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadViewMatrix(camera);
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadViewMatrix(camera);
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current_scene->render();
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render_engine::renderer::Render(entity, shader);
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|
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render_engine::renderer::Render(entity, shader);
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cameraFrame = objDetect.readCamera();
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|
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////////////////////////// KIMS SHIT ////////////////////////////////////
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computervision::MenuTest menu_test;
|
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//Get hand state from camera
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bool hand_detection = objDetect.detectHand(cameraFrame);
|
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|
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if (hand_detection)
|
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{
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std::cout << "hand is opened" << std::endl;
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|
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//Loop through menu items
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chosen_item = menu_test.GetMenuItem(true);
|
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|
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//For debug only, to see if chosen item is selected properly when hand is opened
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std::cout << "chosen item: " << chosen_item << std::endl;
|
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|
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}
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else if (!hand_detection)
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{
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//for debug only, to see if the chosen item is selected properly when hand is closed
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std::cout << "hand is closed" << std::endl;
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//std::cout << "item to start: " << chosen_item << std::endl;
|
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|
||||
//TODO link chosen item to the correct game states
|
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switch (chosen_item)
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{
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case 1:
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//Game state 0
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std::cout << "in case: " << chosen_item << std::endl;
|
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break;
|
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case 2:
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//Game state 1
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std::cout << "in case: " << chosen_item << std::endl;
|
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break;
|
||||
case 3:
|
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//Game state 2
|
||||
std::cout << "in case: " << chosen_item << std::endl;
|
||||
break;
|
||||
case 4:
|
||||
//Game state 3
|
||||
std::cout << "in case: " << chosen_item << std::endl;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////// END OF KIMS SHIT ///////////////////////////////
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||||
//objDetect.setup();
|
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objDetect.calculateDifference();
|
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|
||||
// Finish up
|
||||
shader.Stop();
|
||||
shader.Stop();
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// Clean up
|
||||
shader.CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
shader.CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
current_scene->stop();
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static double UpdateDelta()
|
||||
{
|
||||
double current_time = glfwGetTime();
|
||||
static double last_frame_time = current_time;
|
||||
double delt_time = current_time - last_frame_time;
|
||||
last_frame_time = current_time;
|
||||
return delt_time;
|
||||
double current_time = glfwGetTime();
|
||||
static double last_frame_time = current_time;
|
||||
double delt_time = current_time - last_frame_time;
|
||||
last_frame_time = current_time;
|
||||
return delt_time;
|
||||
}
|
||||
@@ -18,7 +18,7 @@ namespace render_engine
|
||||
void Init(shaders::StaticShader& shader)
|
||||
{
|
||||
const glm::mat4 projectionMatrix =
|
||||
glm::perspective(glm::radians(FOV), (float)(WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
||||
|
||||
shader.Start();
|
||||
shader.LoadProjectionMatrix(projectionMatrix);
|
||||
|
||||
30
src/scenes/inGameScene.cpp
Normal file
30
src/scenes/inGameScene.cpp
Normal file
@@ -0,0 +1,30 @@
|
||||
#include "inGameScene.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
void start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void stop()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void render()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void update(GLFWwindow* window)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void onKey(int key, int scancode, int action, int mods)
|
||||
{
|
||||
/**
|
||||
* misschien iets van als niet in settings dan hoeft alleen escape een knop zijn als reserve optie. Als wel in settings, dan heb je hetzelfde hoe je in het in het begin scherm hebt.
|
||||
**/
|
||||
}
|
||||
|
||||
15
src/scenes/inGameScene.h
Normal file
15
src/scenes/inGameScene.h
Normal file
@@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
class InGameScene : public Scene
|
||||
{
|
||||
private:
|
||||
|
||||
|
||||
public:
|
||||
virtual void start() override;
|
||||
virtual void stop() override;
|
||||
virtual void render() override;
|
||||
virtual void update(GLFWwindow* window) override;
|
||||
virtual void onKey(int key, int scancode, int action, int mods) override;
|
||||
};
|
||||
|
||||
1
src/scenes/scene.cpp
Normal file
1
src/scenes/scene.cpp
Normal file
@@ -0,0 +1 @@
|
||||
#include "scene.h"
|
||||
23
src/scenes/scene.h
Normal file
23
src/scenes/scene.h
Normal file
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
class Scene
|
||||
{
|
||||
public:
|
||||
virtual void start() = 0;
|
||||
virtual void stop() = 0;
|
||||
virtual void render() = 0;
|
||||
virtual void update(GLFWwindow* window) = 0;
|
||||
virtual void onKey(int key, int scancode, int action, int mods) {};
|
||||
};
|
||||
|
||||
|
||||
|
||||
enum class Scenes
|
||||
{
|
||||
STARTUP,
|
||||
INGAME,
|
||||
GAMEOVER,
|
||||
SETTINGS,
|
||||
CALIBRATION
|
||||
};
|
||||
31
src/scenes/startupScene.cpp
Normal file
31
src/scenes/startupScene.cpp
Normal file
@@ -0,0 +1,31 @@
|
||||
#include "startupScene.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
void start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void stop()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void render()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void update(GLFWwindow* window)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void onKey(int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_DOWN && action == GLFW_RELEASE)
|
||||
{
|
||||
//ideetje voor het scrollen door het menu heen
|
||||
menuIndex = (menuIndex + 1) % 4;
|
||||
}
|
||||
}
|
||||
15
src/scenes/startupScene.h
Normal file
15
src/scenes/startupScene.h
Normal file
@@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
class StartupScene : public Scene
|
||||
{
|
||||
private:
|
||||
int menuIndex;
|
||||
|
||||
public:
|
||||
virtual void start() override;
|
||||
virtual void stop() override;
|
||||
virtual void render() override;
|
||||
virtual void update(GLFWwindow* window) override;
|
||||
virtual void onKey(int key, int scancode, int action, int mods) override;
|
||||
};
|
||||
|
||||
@@ -19,8 +19,9 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\scenes\inGameScene.cpp" />
|
||||
<ClCompile Include="src\scenes\scene.cpp" />
|
||||
<ClCompile Include="src\computervision\FaceDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
@@ -34,12 +35,14 @@
|
||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||
<ClCompile Include="src\shaders\static_shader.cpp" />
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
<ClCompile Include="src\scenes\startupScene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\scenes\inGameScene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\FaceDetector.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
@@ -52,6 +55,7 @@
|
||||
<ClInclude Include="src\shaders\static_shader.h" />
|
||||
<ClInclude Include="src\stb_image.h" />
|
||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startupScene.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
|
||||
@@ -57,7 +57,13 @@
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp">
|
||||
<ClCompile Include="src\scenes\scene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\startupScene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\inGameScene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
@@ -107,7 +113,13 @@
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\MenuTest.h">
|
||||
<ClInclude Include="src\scenes\scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\startupScene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\inGameScene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
|
||||
Reference in New Issue
Block a user