160 lines
4.6 KiB
C++
160 lines
4.6 KiB
C++
#include <iostream>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "in_Game_Scene.h"
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#include "startup_Scene.h"
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#include "../gui/gui_interactable.h"
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#include "../models/model.h"
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#include "../renderEngine/loader.h"
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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#include <opencv2/core/base.hpp>
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#include "../computervision/HandDetectRegion.h"
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#include "../computervision/ObjectDetection.h"
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namespace scene
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{
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std::vector<entities::Entity> entities;
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std::vector<entities::Light> lights;
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models::RawModel raw_model;
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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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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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std::vector<computervision::HandDetectRegion> regions;
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computervision::ObjectDetection objDetect;
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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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In_Game_Scene::In_Game_Scene()
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{
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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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}
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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{
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cv::Mat camera_frame = objDetect.ReadCamera(); // get camera frame to know the width and heigth
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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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raw_model = render_engine::LoadObjModel("res/House.obj");
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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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models::TexturedModel model = { raw_model, texture };
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int z = 0;
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for (int i = 0; i < 5; ++i)
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{
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entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
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z += (raw_model.model_size.x * 20);
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}
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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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(0.25f, 0.25f));
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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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while (return_value == scene::Scenes::INGAME)
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{
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update(window);
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button.Update(window);
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render();
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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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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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shader->Start();
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shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader->LoadLights(lights);
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shader->LoadViewMatrix(camera);
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// Renders each entity in the entities list
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for (entities::Entity& entity : entities)
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{
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render_engine::renderer::Render(entity, *shader);
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}
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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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}
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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camera.Move(window);
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update_hand_detection();
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}
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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_SPACE) == GLFW_PRESS)
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{
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return_value = scene::Scenes::STOP;
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}
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if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
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{
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reg_left.CalibrateBackground();
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reg_right.CalibrateBackground();
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reg_up.CalibrateBackground();
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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{
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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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}
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void scene::In_Game_Scene::update_hand_detection()
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{
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cv::Mat camera_frame = objDetect.ReadCamera();
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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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}
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