Files
SDBA/src/scenes/in_Game_Scene.cpp
2021-06-08 14:48:46 +02:00

160 lines
4.6 KiB
C++

#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#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 <opencv2/core/base.hpp>
#include "../computervision/HandDetectRegion.h"
#include "../computervision/ObjectDetection.h"
namespace scene
{
std::vector<entities::Entity> entities;
std::vector<entities::Light> 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<gui::GuiTexture*> guis;
std::vector<computervision::HandDetectRegion> 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<int> 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);
}
}