Feature/house generation into develop #2

Merged
SemvdH merged 14 commits from feature/house-generation into develop 2021-06-11 08:05:23 +00:00
19 changed files with 634 additions and 4534 deletions

2
.gitignore vendored
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@@ -2,6 +2,8 @@
# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
res/**
### C++ ###
# Prerequisites
*.d

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@@ -1,5 +1,6 @@
#pragma once
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include "../entities/entity.h"
@@ -15,6 +16,18 @@ namespace collision
{
glm::vec3 center_pos;
glm::vec3 size;
void SetRotation(float angle)
{
double sinTheta = glm::sin(glm::radians(angle));
double cosTheta = glm::cos(glm::radians(angle));
float x = size.x * cosTheta + size.z * sinTheta;
float z = size.z * cosTheta - size.x * sinTheta;
size.x = x < 0 ? -x : x;
size.z = z < 0 ? -z : z;
}
};
/*

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@@ -33,12 +33,14 @@ namespace entities
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
rotation.x -= ROT_SPEED;
//rotation.x -= ROT_SPEED;
position.y += 5;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
{
rotation.x += ROT_SPEED;
//rotation.x += ROT_SPEED;
position.y -= 5;
}
float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;

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@@ -13,7 +13,7 @@ namespace entities
{
private:
// The movement speed of the camera
const float SPEED = 0.52f;
const float SPEED = 2.0f;
const float ROT_SPEED = 1.0f;
glm::vec3 position;

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@@ -0,0 +1,258 @@
#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<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
{
std::deque<std::shared_ptr<Entity>> furniture;
// Add house
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
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));
}
/*
// 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 };
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 };
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 };
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 };
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 };
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 };
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 };
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 };
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, position.z + 220);
collision::Box misc_box = { misc_pos, misc.raw_model.model_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));
}
}

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@@ -0,0 +1,67 @@
#pragma once
#include <deque>
#include <memory>
#include <map>
#include "../models/Model.h"
#include "../collision/collision.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;
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<Entity>> 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; }
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);
};
}

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@@ -14,6 +14,7 @@
#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"

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@@ -1,6 +1,7 @@
#pragma once
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
namespace models
{

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@@ -4,7 +4,6 @@
#include "loader.h"
#include "../toolbox/toolbox.h"
#include "renderer.h"
#include <iostream>
namespace render_engine
@@ -51,12 +50,12 @@ namespace render_engine
/*
This function will Render a Model on the screen.
*/
void Render(entities::Entity& entity, shaders::EntityShader& shader)
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader)
{
const models::TexturedModel model = entity.GetModel();
const models::TexturedModel model = entity.get()->GetModel();
const models::RawModel raw_model = model.raw_model;
const models::ModelTexture texture = model.texture;
// Enable the model (VAO)
glBindVertexArray(raw_model.vao_id);
@@ -66,7 +65,7 @@ namespace render_engine
glEnableVertexAttribArray(2);
// Load the transformation of the model into the shader
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.get()->GetPosition(), entity.get()->GetRotation(), entity.get()->GetScale());
shader.LoadModelMatrix(modelMatrix);
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);

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@@ -1,5 +1,6 @@
#pragma once
#include <memory>
#include "../gui/gui_element.h"
#include "../entities/entity.h"
#include "../shaders/entity_shader.h"
@@ -30,7 +31,7 @@ namespace render_engine
@param entity: The entity which needs to be rendered
@param shader: The shader the entity needs to be rendered with
*/
void Render(entities::Entity& entity, shaders::EntityShader& shader);
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader);
/*
@brief: Call this function to render gui_textures on the screen

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@@ -10,39 +10,62 @@
#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"
#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::vector<entities::Entity> entities;
std::vector<entities::Light> lights;
entities::HouseGenerator* house_generator;
std::deque<std::shared_ptr<entities::Entity>> house_models;
std::deque<entities::Light> lights;
std::deque<std::shared_ptr<entities::Entity>> trees;
models::RawModel raw_model;
models::ModelTexture texture;
shaders::EntityShader *shader;
shaders::GuiShader *gui_shader;
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
shaders::EntityShader* shader;
shaders::GuiShader* gui_shader;
entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis;
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);
In_Game_Scene::In_Game_Scene()
{
shader = new shaders::EntityShader;
shader->Init();
shader->Init();
render_engine::renderer::Init(*shader);
gui_shader = new shaders::GuiShader();
gui_shader->Init();
}
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
In_Game_Scene::~In_Game_Scene()
{
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
@@ -52,22 +75,34 @@ namespace scene
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);
raw_model = render_engine::LoadObjModel("res/House.obj");
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10;
texture.reflectivity = 0;
models::TexturedModel model = { raw_model, texture };
int z = 0;
for (int i = 0; i < 5; ++i)
std::cout << "loading model chunk" << std::endl;
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
{
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
z += (raw_model.model_size.x * 20);
for (int i = 0; i < furniture_count; i++)
{
house_models.pop_front();
}
}
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
std::deque<std::shared_ptr<entities::Entity>> 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());
}
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
{
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)));
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)));
@@ -76,11 +111,11 @@ namespace scene
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;
});
{
std::cout << "I got clicked on!" << std::endl;
});
guis.push_back(&button);
while (return_value == scene::Scenes::INGAME)
{
@@ -104,13 +139,17 @@ namespace scene
shader->Start();
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
shader->LoadLights(lights);
shader->LoadLightsDeque(lights);
shader->LoadViewMatrix(camera);
// Renders each entity in the entities list
for (entities::Entity& entity : entities)
for (std::shared_ptr<entities::Entity> model_entity : house_models)
{
render_engine::renderer::Render(entity, *shader);
render_engine::renderer::Render(model_entity, *shader);
}
for (std::shared_ptr<entities::Entity> tree_entity : trees)
{
render_engine::renderer::Render(tree_entity, *shader);
}
// Render GUI items
@@ -123,12 +162,25 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window)
{
camera.Move(window);
// 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);
}
// remember the position at which the new model was added
last_model_pos = model_pos;
update_hand_detection();
}
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
cv::destroyWindow("camera");
return_value = scene::Scenes::STOP;

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@@ -12,6 +12,7 @@ namespace scene
public:
In_Game_Scene();
~In_Game_Scene();
Scenes start(GLFWwindow* window) override;
void render() override;

View File

@@ -1,5 +1,6 @@
#include "entity_shader.h"
#include "../toolbox/toolbox.h"
#include <deque>
namespace shaders
{
@@ -28,7 +29,7 @@ namespace shaders
uniform vec3 light_position[4];
const float density = 0.0017;
const float gradient = 4;
const float gradient = 3;
void main(void)
{
@@ -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);

View File

@@ -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
*

View File

@@ -1,3 +1,4 @@
#include <ctime>
#include "toolbox.h"
namespace toolbox
@@ -31,4 +32,15 @@ namespace toolbox
matrix = glm::translate(matrix, negative_cam_pos);
return matrix;
}
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);
}
}

View File

@@ -46,4 +46,14 @@ namespace toolbox
* @return: The view matrix
*/
glm::mat4 CreateViewMatrix(entities::Camera& camera);
/*
* @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);
}

View File

@@ -20,6 +20,7 @@
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\collision\collision_handler.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\in_Game_Scene.cpp" />
@@ -46,6 +47,7 @@
<ItemGroup>
<ClInclude Include="src\collision\collision.h" />
<ClInclude Include="src\collision\collision_handler.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" />

View File

@@ -26,6 +26,152 @@
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\entities\Camera.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\entities\Entity.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\renderEngine\Loader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\renderEngine\Renderer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\shaders\shader_program.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\renderEngine\obj_loader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\toolbox\toolbox.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\shaders\entity_shader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\shaders\gui_shader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\gui\gui_interactable.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\scenes\startup_Scene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\entities\collision_entity.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\collision\collision_handler.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\ObjectDetection.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\SkinDetector.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\FingerCount.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\FaceDetector.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\entities\house_generator.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\entities\Camera.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\entities\Entity.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\models\Model.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\renderEngine\Loader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\renderEngine\Renderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\stb_image.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\shaders\shader_program.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\renderEngine\obj_loader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\toolbox\toolbox.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\entities\light.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\shaders\entity_shader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\shaders\gui_shader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\gui\gui_element.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\gui\gui_interactable.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\scenes\scene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\scenes\in_Game_Scene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\scenes\startup_Scene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\entities\collision_entity.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\collision\collision.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\collision\collision_handler.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\ObjectDetection.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\SkinDetector.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\FingerCount.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\FaceDetector.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\BackgroundRemover.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\toolbox\Timer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\entities\house_generator.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\collision\collision.h" />
<ClInclude Include="src\collision\collision_handler.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" />