#include "in_Game_Scene.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::shared_ptrmain_character; std::deque> collision_entities; //std::deque> furniture_collision; entities::HouseGenerator* house_generator; std::deque> house_models; models::RawModel raw_model, raw_model_char; models::ModelTexture texture; shaders::EntityShader* shader; shaders::GuiShader* gui_shader; std::vector guis; std::vector> score_textures; int furniture_count_old; int score; int* ptr; bool calibrated = false; float delta_time = 0; std::vector regions; computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150); /** * sets up the first things when the objects has been made */ In_Game_Scene::In_Game_Scene(int *score_ptr) { ptr = score_ptr; camera = std::make_unique(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)); shader = new shaders::EntityShader; shader->Init(); render_engine::renderer::Init(*shader); gui_shader = new shaders::GuiShader(); gui_shader->Init(); score = 0; for (int i = 0; i <= 9; i++) { std::shared_ptr score_pointer; std::string texture_path = "res/"; texture_path += std::to_string(i); texture_path += ".png"; score_pointer = std::make_unique(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15)); score_textures.push_back(score_pointer); } } /** * temporary? * just to make some bounding boxes */ collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) { collision::Box box = collision::Box(); box.size.x = size.z * scale; box.size.y = size.y * scale; box.size.z = size.x * scale; box.center_pos = pos; return box; } /** * deletes certain veriables when the object will be deleted, prevents memory leaks */ In_Game_Scene::~In_Game_Scene() { delete shader; delete gui_shader; delete house_generator; } void In_Game_Scene::SetupHandDetection() { // set up squares according to size of camera input cv::Mat camera_frame; static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth reg_left.SetMainSkinDetecRegion(true); reg_right.SetMainSkinDetecRegion(false); reg_right.SetMainSkinDetecRegion(false); std::function callback = [this]() {OnSkinCalibrationCallback(); }; reg_left.SetSkinTimerCallback(callback); 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); } void In_Game_Scene::LoadChunk(int model_pos) { static unsigned int furniture_count = 0; std::cout << "loading model chunk" << std::endl; if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count) { for (int i = 0; i < furniture_count; i++) { house_models.pop_front(); collision_entities.pop_front(); } } int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model std::deque> furniture; house_generator->GenerateHouse(&furniture, glm::vec3(0, -75, -50 - z_offset), 90); furniture_count = furniture.size(); house_models.insert(house_models.end(), furniture.begin(), furniture.end()); collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end()); std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl; furniture_count_old = furniture_count - 1; } /** * starts the game scene, calls the render and update methods in a while loop */ scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window) { texture = { render_engine::loader::LoadTexture("res/Texture.png") }; texture.shine_damper = 10; texture.reflectivity = 0; raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj"); models::TexturedModel model_char = { raw_model_char, texture }; collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1); main_character = std::make_shared(model_char, glm::vec3(0, 150, -100), glm::vec3(0, 90, 0), 5, char_box); //collision_entities.push_back(main_character); house_generator = new entities::HouseGenerator(); SetupHandDetection(); // load the first few house models for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++) { LoadChunk(i); } lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f))); lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f))); // GUI stuff gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1)); button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png")); button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png")); button.SetOnClickAction([]() { std::cout << "I got clicked on!" << std::endl; }); guis.push_back(&button); //guis for the pause menu gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1)); pause_guis.push_back(&background); gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.3f), glm::vec2(0.25f, 0.25f)); pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png")); pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png")); pause_button_resume.SetOnClickAction([]() { std::cout << "I got clicked on the resume button!" << std::endl; //game_state = scene::Game_State::RUNNING; }); pause_guis.push_back(&pause_button_resume); gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.3f), glm::vec2(0.25f, 0.25f)); pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png")); pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png")); pause_button_quit.SetOnClickAction([]() { std::cout << "I got clicked on the quit button!" << std::endl; //return_value = scene::Scenes::STOP; }); pause_guis.push_back(&pause_button_quit); regions.push_back(®_left); regions.push_back(®_up); regions.push_back(®_right); //the scene loop, this while loop represent the scene while (return_value == scene::Scenes::INGAME) { //checks the current game state, so it can render the correct models for each state switch (game_state) { /*case scene::Game_State::IDLE: break;*/ case scene::Game_State::PAUSED: render(); render_pause_menu(); break; case scene::Game_State::RUNNING: update(window); button.Update(window); render(); break; default: std::cout << "Game state unknown" << std::endl; break; } glfwSwapBuffers(window); glfwPollEvents(); } shader->CleanUp(); gui_shader->CleanUp(); //render_engine::loader::CleanUp(); return return_value; } /** * renders the game models */ void scene::In_Game_Scene::render() { // Render render_engine::renderer::Prepare(); //starts the shader and begins to render shader->Start(); shader->LoadSkyColor(render_engine::renderer::SKY_COLOR); shader->LoadLightsDeque(lights); shader->LoadViewMatrix(*camera); for (std::shared_ptr model_entity : house_models) { render_engine::renderer::Render(model_entity, *shader); } render_engine::renderer::Render(main_character, *shader); // Render GUI items //render_engine::renderer::Render(guis, *gui_shader); // Stop rendering the entities shader->Stop(); DrawScore(score); } //updates certain variables void scene::In_Game_Scene::update(GLFWwindow* window) { UpdateDeltaTime(); //camera.Move(window); update_hand_detection(); if (!calibrated) return; main_character->Move(regions); if (!main_character.get()->GetOnCollide()) { *ptr = score; std::cout << "Score: " << score << std::endl; return_value = scene::Scenes::GAMEOVER; cv::destroyWindow("camera"); } camera->Follow(main_character->GetPosition()); // calculate where the next house model should be loaded static int last_model_pos = 0; int model_pos = -round(camera->GetPosition().z / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis // if we have passed a model, load a new one and delete the one behind us if (last_model_pos != model_pos) { std::cout << "updating score" << std::endl; LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT); score += furniture_count_old; std::cout << "Score: " << score << std::endl; std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl; } // remember the position at which the new model was added last_model_pos = model_pos; collision_entities.push_front(main_character); collision::CheckCollisions(collision_entities); collision_entities.pop_front(); } //manages the key input in the game scene void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { cv::destroyWindow("camera"); return_value = scene::Scenes::STOP; } if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) { game_state = scene::Game_State::PAUSED; } if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS) { game_state = scene::Game_State::RUNNING; } } void scene::In_Game_Scene::update_hand_detection() { reg_left.UpdateTime(delta_time); reg_right.UpdateTime(delta_time); reg_up.UpdateTime(delta_time); cv::Mat camera_frame; static_camera::getCap().read(camera_frame); reg_left.DetectHand(camera_frame); reg_right.DetectHand(camera_frame); reg_up.DetectHand(camera_frame); cv::imshow("camera", camera_frame); } void scene::In_Game_Scene::OnSkinCalibrationCallback() { calibrated = true; std::cout << "on skin calibration callback" << std::endl; std::vector tresholds = reg_left.CalculateSkinTresholds(); reg_right.setSkinTresholds(tresholds); reg_up.setSkinTresholds(tresholds); } //renders the models for the pause menu void In_Game_Scene::render_pause_menu() { render_engine::renderer::Render(pause_guis, *gui_shader); } void In_Game_Scene::DrawScore(int score) { std::vector digits; score_guis.clear(); toolbox::GetDigitsFromNumber(score, digits); for (int i = digits.size() - 1; i >= 0; i--) { score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right render_engine::renderer::Render(score_textures[digits[i]], *gui_shader); } } void In_Game_Scene::UpdateDeltaTime() { double current_time = glfwGetTime(); static double last_frame_time = current_time; delta_time = current_time - last_frame_time; last_frame_time = current_time; } }