#include #include #include #include "in_Game_Scene.h" #include "startup_Scene.h" #include "../gui/gui_interactable.h" #include "../models/model.h" #include "../renderEngine/loader.h" #include "../renderEngine/obj_loader.h" #include "../renderEngine/renderer.h" #include "../shaders/entity_shader.h" #include "../toolbox/toolbox.h" #include #include "../computervision/HandDetectRegion.h" #include "../computervision/ObjectDetection.h" namespace scene { std::vector entities; std::vector lights; 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)); std::vector guis; std::vector regions; computervision::ObjectDetection objDetect; 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(); render_engine::renderer::Init(*shader); gui_shader = new shaders::GuiShader(); gui_shader->Init(); } scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window) { cv::Mat camera_frame = objDetect.ReadCamera(); // get camera frame to know the width and heigth reg_left.SetXPos(10); reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight()/2); reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth()); reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight()/2); reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2); reg_up.SetYPos(10); 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) { 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); } lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f))); lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f))); // GUI stuff gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f)); button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png")); button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png")); button.SetOnClickAction([]() { std::cout << "I got clicked on!" << std::endl; }); guis.push_back(&button); while (return_value == scene::Scenes::INGAME) { update(window); button.Update(window); render(); glfwSwapBuffers(window); glfwPollEvents(); } shader->CleanUp(); gui_shader->CleanUp(); render_engine::loader::CleanUp(); return return_value; } void scene::In_Game_Scene::render() { // Render render_engine::renderer::Prepare(); shader->Start(); shader->LoadSkyColor(render_engine::renderer::SKY_COLOR); shader->LoadLights(lights); shader->LoadViewMatrix(camera); // Renders each entity in the entities list for (entities::Entity& entity : entities) { render_engine::renderer::Render(entity, *shader); } // Render GUI items render_engine::renderer::Render(guis, *gui_shader); // Stop rendering the entities shader->Stop(); } void scene::In_Game_Scene::update(GLFWwindow* window) { camera.Move(window); 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) { return_value = scene::Scenes::STOP; } if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS) { reg_left.CalibrateBackground(); reg_right.CalibrateBackground(); reg_up.CalibrateBackground(); } if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { std::vector tresholds = reg_left.CalculateSkinTresholds(); reg_right.setSkinTresholds(tresholds); reg_up.setSkinTresholds(tresholds); } } void scene::In_Game_Scene::update_hand_detection() { cv::Mat camera_frame = objDetect.ReadCamera(); reg_left.DetectHand(camera_frame); reg_right.DetectHand(camera_frame); reg_up.DetectHand(camera_frame); cv::imshow("camera", camera_frame); } }