Files
SDBA/src/main.cpp

162 lines
3.9 KiB
C++

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <ostream>
#include <stdlib.h>
#include <iostream>
#include <Windows.h>
#include <opencv2/core.hpp>
#include <opencv2/videoio.hpp>
#include <opencv2/video.hpp>
#include "models/model.h"
#include "renderEngine/loader.h"
#include "renderEngine/obj_loader.h"
#include "renderEngine/renderer.h"
#include "shaders/static_shader.h"
#include "toolbox/toolbox.h"
#include "computervision/MenuTest.h"
#include "computervision/ObjectDetection.h"
#pragma comment(lib, "glfw3.lib")
#pragma comment(lib, "glew32s.lib")
#pragma comment(lib, "opengl32.lib")
static double UpdateDelta();
static GLFWwindow* window;
int chosen_item = 0;
int main(void)
{
#pragma region OPENGL_SETTINGS
if (!glfwInit())
throw "Could not inditialize glwf";
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
if (!window)
{
glfwTerminate();
throw "Could not initialize glwf";
}
glfwMakeContextCurrent(window);
glewInit();
glGetError();
#pragma endregion
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE)
glfwSetWindowShouldClose(window, true);
});
models::RawModel raw_model = LoadObjModel("res/Tree.obj");
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
models::TexturedModel model = { raw_model, texture };
entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
shaders::StaticShader shader;
shader.Init();
render_engine::renderer::Init(shader);
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
// create object detection object instance
computervision::ObjectDetection objDetect;
// set up object detection
//objDetect.setup();
cv::Mat cameraFrame;
// Main game loop
while (!glfwWindowShouldClose(window))
{
// Update
const double delta = UpdateDelta();
entity.IncreaseRotation(glm::vec3(0, 1, 0));
camera.Move(window);
// Render
render_engine::renderer::Prepare();
shader.Start();
shader.LoadViewMatrix(camera);
render_engine::renderer::Render(entity, shader);
cameraFrame = objDetect.readCamera();
////////////////////////// KIMS SHIT ////////////////////////////////////
computervision::MenuTest menu_test;
//Get hand state from camera
bool hand_detection = objDetect.detectHand(cameraFrame);
if (hand_detection)
{
std::cout << "hand is opened" << std::endl;
//Loop through menu items
chosen_item = menu_test.GetMenuItem(true);
//For debug only, to see if chosen item is selected properly when hand is opened
std::cout << "chosen item: " << chosen_item << std::endl;
}
else if (!hand_detection)
{
//for debug only, to see if the chosen item is selected properly when hand is closed
std::cout << "hand is closed" << std::endl;
//std::cout << "item to start: " << chosen_item << std::endl;
//TODO link chosen item to the correct game states
switch (chosen_item)
{
case 1:
//Game state 0
std::cout << "in case: " << chosen_item << std::endl;
break;
case 2:
//Game state 1
std::cout << "in case: " << chosen_item << std::endl;
break;
case 3:
//Game state 2
std::cout << "in case: " << chosen_item << std::endl;
break;
case 4:
//Game state 3
std::cout << "in case: " << chosen_item << std::endl;
default:
break;
}
}
///////////////////////// END OF KIMS SHIT ///////////////////////////////
// Finish up
shader.Stop();
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clean up
shader.CleanUp();
render_engine::loader::CleanUp();
glfwTerminate();
return 0;
}
static double UpdateDelta()
{
double current_time = glfwGetTime();
static double last_frame_time = current_time;
double delt_time = current_time - last_frame_time;
last_frame_time = current_time;
return delt_time;
}