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