244 lines
7.6 KiB
C++
244 lines
7.6 KiB
C++
#include <iostream>
|
|
#include <memory>
|
|
#include <GL/glew.h>
|
|
#include <GLFW/glfw3.h>
|
|
#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 <deque>
|
|
#include <functional>
|
|
#include <memory>
|
|
#include <queue>
|
|
#include <opencv2/core/base.hpp>
|
|
#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_ptr<entities::MainCharacter>main_character;
|
|
std::deque<entities::Light> lights;
|
|
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
|
entities::HouseGenerator* house_generator;
|
|
std::deque<std::shared_ptr<entities::Entity>> 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<gui::GuiTexture*> guis;
|
|
|
|
|
|
std::vector<computervision::HandDetectRegion> 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<std::shared_ptr<entities::Entity>> 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<entities::MainCharacter>(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<entities::Entity> 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<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;
|
|
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);
|
|
}
|
|
}
|