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feature/me
...
feature/au
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Before Width: | Height: | Size: 25 KiB |
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Before Width: | Height: | Size: 35 KiB |
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Before Width: | Height: | Size: 33 KiB |
@@ -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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@@ -59,10 +59,10 @@ namespace computervision
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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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//imshow("handMask", handMask);
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//imshow("handDetection", fingerCountDebug);
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/* imshow("output", frameOut);
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imshow("foreground", foreground);
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imshow("handMask", handMask);
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imshow("handDetection", fingerCountDebug);*/
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int key = waitKey(1);
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@@ -5,11 +5,6 @@
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namespace gui
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{
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//Represents the type of the entitie
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enum class GuiType{
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LABEL, BUTTON
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};
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/*
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* Structure for representing a gui item to display on the screen
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*
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@@ -23,12 +18,9 @@ namespace gui
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glm::vec2 position;
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glm::vec2 scale;
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virtual GuiType GetType() {
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return GuiType::LABEL;
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}
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GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
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{
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scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
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scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
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}
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};
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}
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@@ -2,8 +2,6 @@
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#include <GLFW/glfw3.h>
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#include "gui_interactable.h"
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#include <iostream>
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namespace gui
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{
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InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
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@@ -43,47 +41,14 @@ namespace gui
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}
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}
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void InteractableGui::ForceClick( int mouseButton)
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{
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if(mouseButton == GLFW_MOUSE_BUTTON_LEFT)
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{
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if (clicked_texture != 0)
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{
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texture = clicked_texture;
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}
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else
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{
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texture = default_texture;
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}
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if (!is_clicking)
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{
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OnClick();
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is_clicking = true;
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}
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}
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else
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{
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if (is_clicking)
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{
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is_clicking = false;
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}
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}
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}
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bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
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{
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double x_pos, y_pos;
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glfwGetCursorPos(window, &x_pos, &y_pos);
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//std::cout << "Cursor pos in method: " << x_pos <<"::" << y_pos << std::endl;
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const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
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const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
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//std::cout << "x_rel And y_rel in method: " << x_rel << "::" << y_rel << std::endl;
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if (x_rel >= minXY.x && x_rel <= maxXY.x &&
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y_rel >= minXY.y && y_rel <= maxXY.y)
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{
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@@ -1,6 +1,5 @@
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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 "../toolbox/toolbox.h"
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#include "gui_element.h"
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@@ -33,14 +32,6 @@ namespace gui
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*/
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void Update(GLFWwindow* window);
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/*
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* @brief: Call this function when you want to perform a mouseclick
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*
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* @param mousebutton: mouseButton you want to perform the click on
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*/
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void ForceClick(int mouseButton);
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/*
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* @brief: This function gets called when the InteractabeGui is clicked
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*/
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@@ -59,10 +50,7 @@ namespace gui
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/*
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* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
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*/
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void SetClickedTexture(int texture)
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{
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clicked_texture = texture;
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}
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void SetClickedTexture(int texture) { clicked_texture = texture; }
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/*
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* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
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@@ -116,10 +104,6 @@ namespace gui
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*/
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void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
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GuiType GetType() override {
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return GuiType::BUTTON;
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}
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protected:
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void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
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void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
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19
src/main.cpp
@@ -7,8 +7,6 @@
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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 <opencv2/core.hpp>
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#include <opencv2/videoio.hpp>
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@@ -25,6 +23,8 @@
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#include "scenes/in_Game_Scene.h"
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#include "scenes/startup_Scene.h"
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#include "computervision/ObjectDetection.h"
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#pragma comment(lib, "glfw3.lib")
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#pragma comment(lib, "glew32s.lib")
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#pragma comment(lib, "opengl32.lib")
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@@ -32,7 +32,6 @@
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static double UpdateDelta();
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static GLFWwindow* window;
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scene::Scene* current_scene;
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int main(void)
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@@ -40,7 +39,7 @@ int main(void)
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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_HEIGHT, "SDBA", NULL, NULL);
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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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@@ -65,9 +64,6 @@ int main(void)
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});
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bool window_open = true;
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// Main game loop
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while (!glfwWindowShouldClose(window) && window_open)
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{
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@@ -86,21 +82,14 @@ int main(void)
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current_scene = new scene::Startup_Scene();
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break;
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case scene::Scenes::INGAME:
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current_scene = new scene::In_Game_Scene();
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break;
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default:
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std::cout << "Wrong return value!!! ->" << std::endl;
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break;
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}
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// Finish up
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//shader.Stop();
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// Clean up -> preventing memory leaks!!!
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@@ -26,7 +26,7 @@ namespace render_engine
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glCullFace(GL_BACK);
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const glm::mat4 projectionMatrix =
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glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
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glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
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// Load the projectionmatrix into the shader
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shader.Start();
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@@ -10,46 +10,80 @@
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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#include <deque>
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#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
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#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
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namespace scene
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{
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std::vector<entities::Entity> entities;
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std::vector<entities::Light> lights;
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std::deque<entities::Entity> house_models;
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std::deque<entities::Light> lights;
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std::deque<entities::Entity> trees;
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models::RawModel raw_model;
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models::ModelTexture texture;
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shaders::EntityShader *shader;
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shaders::GuiShader *gui_shader;
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shaders::EntityShader* shader;
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shaders::GuiShader* gui_shader;
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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models::TexturedModel model;
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models::TexturedModel tree;
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In_Game_Scene::In_Game_Scene()
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{
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shader = new shaders::EntityShader;
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shader->Init();
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shader->Init();
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render_engine::renderer::Init(*shader);
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gui_shader = new shaders::GuiShader();
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gui_shader->Init();
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}
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/**
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* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
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*
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* @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)
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*
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*/
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void load_chunk(int model_pos)
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{
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std::cout << "loading model chunk" << std::endl;
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE)
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{
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house_models.pop_back();
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trees.pop_back();
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}
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int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model
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house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20));
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trees.push_front(entities::Entity(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3));
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}
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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{
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raw_model = render_engine::LoadObjModel("res/House.obj");
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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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texture.reflectivity = 0;
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models::TexturedModel model = { raw_model, texture };
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model = { raw_model, texture };
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models::RawModel raw_tree_model = render_engine::LoadObjModel("res/Tree.obj");
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models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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tree = { raw_tree_model, tree_texture };
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int z = 0;
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for (int i = 0; i < 5; ++i)
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// load the first few house models
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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{
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entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
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z += (raw_model.model_size.x * 20);
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load_chunk(i);
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}
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); // sun
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lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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@@ -58,11 +92,11 @@ namespace scene
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button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
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button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
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button.SetOnClickAction([]()
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{
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std::cout << "I got clicked on!" << std::endl;
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});
|
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{
|
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std::cout << "I got clicked on!" << std::endl;
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});
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guis.push_back(&button);
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|
||||
|
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|
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while (return_value == scene::Scenes::INGAME)
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{
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@@ -86,13 +120,17 @@ namespace scene
|
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|
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shader->Start();
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shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader->LoadLights(lights);
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shader->LoadLightsDeque(lights);
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shader->LoadViewMatrix(camera);
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|
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// Renders each entity in the entities list
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for (entities::Entity& entity : entities)
|
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for (entities::Entity& model_entity : house_models)
|
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{
|
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render_engine::renderer::Render(entity, *shader);
|
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render_engine::renderer::Render(model_entity, *shader);
|
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}
|
||||
|
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for (entities::Entity& tree_entity : trees)
|
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{
|
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render_engine::renderer::Render(tree_entity, *shader);
|
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}
|
||||
|
||||
// Render GUI items
|
||||
@@ -105,6 +143,18 @@ namespace scene
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
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{
|
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camera.Move(window);
|
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|
||||
// calculate where the next house model should be loaded
|
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static int last_model_pos = 0;
|
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int model_pos = -round(camera.GetPosition().z / (model.raw_model.model_size.x * 20)); // how much models we have passed, minus because we are moving in the negative z axis
|
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|
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// if we have passed a model, load a new one and delete the one behind us
|
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if (last_model_pos != model_pos)
|
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{
|
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load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
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}
|
||||
// remember the position at which the new model was added
|
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last_model_pos = model_pos;
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
|
||||
@@ -2,183 +2,32 @@
|
||||
#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"
|
||||
|
||||
|
||||
|
||||
|
||||
namespace scene
|
||||
{
|
||||
shaders::GuiShader* gui_shader1;
|
||||
std::vector<gui::GuiTexture*> guis1;
|
||||
|
||||
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) {
|
||||
if (texture != NULL)
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||
|
||||
gui::Button* button = (gui::Button*)texture;
|
||||
return button;
|
||||
}
|
||||
else {
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
/*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 hand_detection = objDetect.detectHand(cameraFrame);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void scene::Startup_Scene::render()
|
||||
{
|
||||
render_engine::renderer::Prepare();
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis1, *gui_shader1);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
@@ -187,8 +36,5 @@ namespace scene
|
||||
{
|
||||
return_value = scene::Scenes::INGAME;
|
||||
}
|
||||
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||
hand_mode = !hand_mode;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_element.h"
|
||||
#include <map>
|
||||
|
||||
namespace scene
|
||||
{
|
||||
@@ -12,42 +12,9 @@ namespace 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;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include <deque>
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
@@ -160,6 +161,25 @@ namespace shaders
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <vector>
|
||||
#include <deque>
|
||||
#include "shader_program.h"
|
||||
#include "../entities/camera.h"
|
||||
#include "../entities/light.h"
|
||||
@@ -58,6 +59,13 @@ namespace shaders
|
||||
*/
|
||||
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
|
||||
*
|
||||
|
||||
@@ -11,10 +11,10 @@ namespace toolbox
|
||||
|
||||
// Change these macros to change the window size
|
||||
#define WINDOW_WIDTH 1400.0f
|
||||
#define WINDOW_HEIGHT 800.0f
|
||||
#define WINDOW_HEIGT 800.0f
|
||||
|
||||
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
||||
#define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
|
||||
#define SCALED_HEIGHT (WINDOW_HEIGT/DEFAULT_HEIGHT)
|
||||
//
|
||||
|
||||
/*
|
||||
|
||||
@@ -22,7 +22,6 @@
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\FaceDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
@@ -49,7 +48,6 @@
|
||||
<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" />
|
||||
|
||||
@@ -75,9 +75,6 @@
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\entities\Camera.h">
|
||||
@@ -158,9 +155,6 @@
|
||||
<ClInclude Include="src\toolbox\Timer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\MenuTest.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
|
||||