#include #include #include #include #include "in_Game_Scene.h" #include "startup_Scene.h" #include "../entities/main_character.h" #include "../collision/collision_handler.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 "../entities/house_generator.h" #include #include #include #include #include #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::shared_ptrmain_character; std::deque lights; std::vector> collision_entities; 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; entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0)); std::vector guis; 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); 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(); } /** * 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; } 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 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); 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(); } } int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model std::deque> 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) { 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, -50, -100), glm::vec3(0, 90, 0), 5, char_box); collision_entities.push_back(main_character); 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))); // 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(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->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(); } void scene::In_Game_Scene::update(GLFWwindow* window) { //camera.Move(window); main_character->Move(window); //std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n"; 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) { load_chunk(model_pos + UPCOMING_MODEL_AMOUNT); } // remember the position at which the new model was added last_model_pos = model_pos; collision::CheckCollisions(collision_entities); update_hand_detection(); } 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_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; 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); } }