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master
mitchellhansen 7 years ago
parent 2d2a854f0f
commit 58ef1da02a

@ -34,9 +34,8 @@
// Srsly people who macro error codes are the devil // Srsly people who macro error codes are the devil
#undef ERROR #undef ERROR
#include "Logger.h" #include "Logger.h"
#include "FrameWatcher.h"
class Application: private Gui { class Application {
public: public:
const int WINDOW_X = 1536; const int WINDOW_X = 1536;
@ -72,8 +71,6 @@ private:
Input input_handler; Input input_handler;
std::shared_ptr<WindowHandler> window_handler; std::shared_ptr<WindowHandler> window_handler;
FrameWatcher frame_watcher;
// The sfml imgui wrapper I'm using requires Update be called with sf::Time // The sfml imgui wrapper I'm using requires Update be called with sf::Time
// Might modify it to also accept seconds // Might modify it to also accept seconds
sf::Clock sf_delta_clock; sf::Clock sf_delta_clock;
@ -93,9 +90,4 @@ private:
delta_time = 0.0, delta_time = 0.0,
accumulator_time = 0.0, accumulator_time = 0.0,
current_time = 0.0; current_time = 0.0;
public:
virtual void render_gui() override;
virtual void update_gui() override;
}; };

@ -26,7 +26,7 @@ public:
int update(double delta_time); int update(double delta_time);
void look_at(sf::Vector3f position); void look_at_center();
sf::Vector2f* get_direction_pointer(); sf::Vector2f* get_direction_pointer();
sf::Vector3f* get_position_pointer(); sf::Vector3f* get_position_pointer();

@ -57,12 +57,6 @@ namespace vr {
NetworkJoystickMoved, NetworkJoystickMoved,
NetworkJoystickConnected, NetworkJoystickConnected,
NetworkJoystickDisconnected, NetworkJoystickDisconnected,
Tick120Seconds,
Tick60Seconds,
Tick30Seconds,
Tick20Seconds,
Tick10Seconds,
Tick5Seconds,
Count Count
}; };
@ -78,6 +72,8 @@ namespace vr {
}; };
class Closed : public Event { class Closed : public Event {
public: public:
Closed() : Event(vr::Event::EventType::Closed) {}; Closed() : Event(vr::Event::EventType::Closed) {};

@ -1,27 +0,0 @@
#pragma once
#include "Pub_Sub.h"
class FrameWatcher : public VrEventPublisher{
public:
FrameWatcher();
~FrameWatcher();
void do_tick();
private:
float get_elapsed_time();
float step_size = 0.0166f;
double frame_time = 0.0;
double elapsed_time = 0.0;
double delta_time = 0.0;
double accumulator_time = 0.0;
double current_time = 0.0;
};

@ -42,7 +42,7 @@ private:
static std::list<Gui*> renderable_container; static std::list<Gui*> renderable_container;
protected: protected:
bool rendering = true; bool rendering = false;
// Derived class will handle imgui calls // Derived class will handle imgui calls
}; };

@ -21,6 +21,8 @@ public:
void consume_vr_events(); void consume_vr_events();
void handle_held_keys(); void handle_held_keys();
void dispatch_events();
virtual void render_gui() override; virtual void render_gui() override;
virtual void update_gui() override; virtual void update_gui() override;
@ -40,10 +42,6 @@ private:
static const std::vector<std::string> key_strings; static const std::vector<std::string> key_strings;
std::list<std::unique_ptr<vr::Event>> event_queue; std::list<std::unique_ptr<vr::Event>> event_queue;
protected:
virtual void generate_events() override;
}; };
class WindowHandler : public VrEventSubscriber { class WindowHandler : public VrEventSubscriber {

@ -23,9 +23,13 @@ public:
void stop_recieving_from_clients(); void stop_recieving_from_clients();
void generate_events(); void generate_events();
void dispatch_events();
private: private:
std::list<std::unique_ptr<vr::Event>> event_queue;
std::vector<sf::TcpSocket*> client_sockets; std::vector<sf::TcpSocket*> client_sockets;
sf::SocketSelector socket_selector; sf::SocketSelector socket_selector;

@ -3,7 +3,6 @@
#include <iostream> #include <iostream>
#include "Event.hpp" #include "Event.hpp"
#include <memory> #include <memory>
#include <list>
class VrEventPublisher; class VrEventPublisher;
@ -23,19 +22,12 @@ class VrEventPublisher {
public: public:
virtual ~VrEventPublisher() {}; virtual ~VrEventPublisher() {};
virtual void subscribe(VrEventSubscriber *subscriber, vr::Event::EventType type) final; virtual void subscribe(VrEventSubscriber *subscriber, vr::Event::EventType type);
virtual void subscribe(VrEventSubscriber *subscriber, std::vector<vr::Event::EventType> type) final; virtual void subscribe(VrEventSubscriber *subscriber, std::vector<vr::Event::EventType> type);
virtual void unsubscribe(VrEventSubscriber *s, vr::Event::EventType c) final; virtual void unsubscribe(VrEventSubscriber *s, vr::Event::EventType c);
virtual void notify_subscribers(std::unique_ptr<vr::Event> event);
private: private:
std::map<vr::Event::EventType, std::vector<VrEventSubscriber*>> subscribers; std::map<vr::Event::EventType, std::vector<VrEventSubscriber*>> subscribers;
protected:
virtual void notify_subscribers(std::unique_ptr<vr::Event> event) final;
virtual void dispatch_events() final;
virtual void generate_events() = 0;
std::list<std::unique_ptr<vr::Event>> event_queue;
}; };

@ -375,7 +375,7 @@ __kernel void raycaster(
bool shadow_ray = false; bool shadow_ray = false;
// Andrew Woo's raycasting algo // Andrew Woo's raycasting algo
while (distance_traveled < max_distance && bounce_count < 4) { while (distance_traveled < max_distance && bounce_count < 2) {
// Fancy no branch version of the logic step // Fancy no branch version of the logic step
face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy); face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
@ -387,7 +387,6 @@ __kernel void raycaster(
voxel_data = 5; voxel_data = 5;
voxel.xyz -= voxel_step.xyz * face_mask.xyz; voxel.xyz -= voxel_step.xyz * face_mask.xyz;
first_strike = mix(fog_color, voxel_color, 1.0 - max(distance_traveled / 700.0f, (float)0)); first_strike = mix(fog_color, voxel_color, 1.0 - max(distance_traveled / 700.0f, (float)0));
break;
} }
@ -538,10 +537,10 @@ __kernel void raycaster(
texture_atlas, texture_atlas,
convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) + convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
convert_int2((float2)(3, 4) * convert_float2(*atlas_dim / *tile_dim)) convert_int2((float2)(3, 4) * convert_float2(*atlas_dim / *tile_dim))
).xyz/4; ).xyz/2;
voxel_color -= 0.3f; voxel_color.w += 0.3f;
max_distance = 700; max_distance = 500;
distance_traveled = 0; distance_traveled = 0;
float3 hit_pos = convert_float3(voxel) + face_position; float3 hit_pos = convert_float3(voxel) + face_position;

@ -110,43 +110,17 @@ bool Application::game_loop() {
// Time keeping // Time keeping
elapsed_time = elap_time(); elapsed_time = elap_time();
// time between this and the last frame
delta_time = elapsed_time - current_time; delta_time = elapsed_time - current_time;
// Setup the time for the next tick
current_time = elapsed_time; current_time = elapsed_time;
// If the delta exceeded 0.2f, then limit the max lag we'll allow
// 1 / float is how you get the fps. 0.2f == 5fps
if (delta_time > 0.2f) if (delta_time > 0.2f)
delta_time = 0.2f; delta_time = 0.2f;
// Add the the physics accumulator our delta
accumulator_time += delta_time; accumulator_time += delta_time;
// We want to keep our physics at a constant step size but we have a variable frame rate.
// 0.016 == physics preferred timestep
// 0.030 == average 30 fps frame rate
// we must run the physics step ~twice every render frame to keep consistency
int count = 0;
while ((accumulator_time - step_size) >= step_size) { while ((accumulator_time - step_size) >= step_size) {
count++;
accumulator_time -= step_size; accumulator_time -= step_size;
// do physics at step size rate
for (int i = 0; i < 1000; i++) {
int x = 9;
int r = i + x * 4;
current_time = elapsed_time;
}
// ==== DELTA TIME LOCKED ==== // ==== DELTA TIME LOCKED ====
} }
std::cout << count << "\n";
// ==== FPS LOCKED ==== // ==== FPS LOCKED ====
window->clear(sf::Color::Black); window->clear(sf::Color::Black);
@ -172,31 +146,21 @@ bool Application::game_loop() {
fps.draw(); fps.draw();
Gui::do_render(); Gui::do_render();
ImGui::Render();
// ImGUI messes up somthing in the SFML GL state, so we need a single draw call to right things ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar;
// then we can move on to flip the screen buffer via display bool window_show = true;
window->draw(sf::CircleShape(0));
window->display();
}
}
float Application::elap_time() {
static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
if (!started) { if (ImGui::BeginMenuBar())
start = std::chrono::system_clock::now(); {
started = true; if (ImGui::BeginMenu("Menu"))
{
ImGui::Button("asdoifjasodif");
ImGui::EndMenu();
} }
ImGui::EndMenuBar();
std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed_time = now - start;
return static_cast<float>(elapsed_time.count());
} }
void Application::render_gui() {
ImGui::Begin("Window"); ImGui::Begin("Window");
ImGui::InputText("filename", screenshot_buf, 128); ImGui::InputText("filename", screenshot_buf, 128);
if (ImGui::Button("Take Screen shot")) { if (ImGui::Button("Take Screen shot")) {
@ -227,8 +191,69 @@ void Application::render_gui() {
} }
ImGui::End(); ImGui::End();
ImGui::Begin("Controller debugger");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
static ImVec4 col = ImVec4(1.0f, 0.0f, 1.0f, 1.0f);
const ImVec2 p = ImGui::GetCursorScreenPos();
const ImU32 col32 = ImColor(col);
std::vector<float> axis_values = {
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::X) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Y) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::U) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::R) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Z) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::V) / 2
};
ImGui::Columns(3, "Axis's"); // 4-ways, with border
ImGui::Separator();
ImGui::Text("X Y"); ImGui::NextColumn();
ImGui::Text("U R"); ImGui::NextColumn();
ImGui::Text("Z V"); ImGui::NextColumn();
ImGui::Separator();
for (int i = 0; i < 3; i++) {
float offset = ImGui::GetColumnWidth(i);
draw_list->AddLine(ImVec2(p.x + 0 + offset * i, p.y + 50), ImVec2(p.x + 100 + offset * i, p.y + 50), col32, 1.0);
draw_list->AddLine(ImVec2(p.x + 50 + offset * i, p.y + 0), ImVec2(p.x + 50 + offset * i, p.y + 100), col32, 1.0);
draw_list->AddCircleFilled(ImVec2(p.x + axis_values[2 * i] + 50 + offset * i, p.y + axis_values[2 * i + 1] + 50), 6, col32, 32);
ImGui::Dummy(ImVec2(100, 100));
ImGui::NextColumn();
} }
void Application::update_gui() {
ImGui::End();
//ImGui::ShowTestWindow();
ImGui::Render();
// ImGUI messes up somthing in the SFML GL state, so we need a single draw call to right things
// then we can move on to flip the screen buffer via display
window->draw(sf::CircleShape(0));
window->display();
}
}
float Application::elap_time() {
static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
if (!started) {
start = std::chrono::system_clock::now();
started = true;
}
std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed_time = now - start;
return static_cast<float>(elapsed_time.count());
} }

@ -97,7 +97,7 @@ void Camera::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Even
default_impulse = 1.0f; default_impulse = 1.0f;
} }
else if (held_event->code == sf::Keyboard::C) { else if (held_event->code == sf::Keyboard::C) {
look_at(sf::Vector3f(128, 128, 10)); look_at_center();
} }
else if (held_event->code == sf::Keyboard::Q) { else if (held_event->code == sf::Keyboard::Q) {
add_relative_impulse(Camera::DIRECTION::DOWN, default_impulse); add_relative_impulse(Camera::DIRECTION::DOWN, default_impulse);
@ -230,10 +230,9 @@ void Camera::update_gui() {
rendering = true; rendering = true;
} }
void Camera::look_at(sf::Vector3f position) void Camera::look_at_center() {
{
direction = CartToNormalizedSphere(position - this->position); direction = CartToNormalizedSphere(sf::Vector3f(60, 60, 35) - position);
} }
sf::Vector2f* Camera::get_direction_pointer() { sf::Vector2f* Camera::get_direction_pointer() {

@ -1,48 +0,0 @@
#include "FrameWatcher.h"
#include <chrono>
FrameWatcher::FrameWatcher() {
}
FrameWatcher::~FrameWatcher()
{
}
void FrameWatcher::do_tick() {
elapsed_time = get_elapsed_time();
delta_time = elapsed_time - current_time;
current_time = elapsed_time;
if (delta_time > 0.2f)
delta_time = 0.2f;
accumulator_time += delta_time;
while ((accumulator_time - step_size) >= step_size) {
accumulator_time -= step_size;
// ==== DELTA TIME LOCKED ====
}
}
float FrameWatcher::get_elapsed_time() {
static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
if (!started) {
start = std::chrono::system_clock::now();
started = true;
}
std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed_time = now - start;
return static_cast<float>(elapsed_time.count());
}

@ -112,6 +112,16 @@ void Input::handle_held_keys() {
} }
void Input::dispatch_events() {
while (event_queue.size() != 0) {
notify_subscribers(std::move(event_queue.front()));
event_queue.pop_front();
}
}
void Input::render_gui() { void Input::render_gui() {
ImGui::Begin("Input Debugger"); ImGui::Begin("Input Debugger");
@ -386,7 +396,4 @@ const std::vector<std::string> Input::key_strings = {
"Pause" "Pause"
}; };
void Input::generate_events() {
}

@ -26,6 +26,14 @@ void NetworkInput::recieve_from_clients()
} }
void NetworkInput::dispatch_events()
{
while (event_queue.size() != 0) {
notify_subscribers(std::move(event_queue.front()));
event_queue.pop_front();
}
}
void NetworkInput::threaded_client_listener(int port) { void NetworkInput::threaded_client_listener(int port) {
listener.listen(port); listener.listen(port);

@ -42,10 +42,3 @@ void VrEventPublisher::notify_subscribers(std::unique_ptr<vr::Event> event) {
} }
} }
void VrEventPublisher::dispatch_events() {
while (event_queue.size() != 0) {
notify_subscribers(std::move(event_queue.front()));
event_queue.pop_front();
}
}

@ -215,7 +215,7 @@ void Old_Map::generate_terrain() {
for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) { for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) {
for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) { for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) {
for (int z = 5; z < 15; z++) { for (int z = 0; z < 5; z++) {
voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6; voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6;
} }
@ -249,63 +249,63 @@ void Old_Map::generate_terrain() {
// Hand code in some constructions // Hand code in some constructions
//std::vector<std::vector<int>> maze = std::vector<std::vector<int>> maze =
// generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0)); generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0));
//for (int x = 0; x < maze.size(); x++) { for (int x = 0; x < maze.size(); x++) {
// for (int y = 0; y < maze.at(0).size(); y++) { for (int y = 0; y < maze.at(0).size(); y++) {
//
// switch(maze.at(x).at(y)) {
//
// case 1: { // North
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
// //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
// break;
// }
// case 2: { // South
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
// //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
// break;
// }
// case 3: { // East
// voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
// voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
// break;
// }
// case 4: { // West
// voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
// voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
// //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
// //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
// break;
// }
//
// }
//
//
// }
//}
switch(maze.at(x).at(y)) {
////for (int x = 0; x < dimensions.x; x++) { case 1: { // North
//// for (int y = 0; y < dimensions.y; y++) { voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
//// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6; voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
//// } voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
////} //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
break;
}
case 2: { // South
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
break;
}
case 3: { // East
voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
break;
}
case 4: { // West
voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
break;
}
}
}
}
//for (int x = 0; x < dimensions.x; x++) {
// for (int y = 0; y < dimensions.y; y++) {
// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
// }
//}
//set_voxel(sf::Vector3i(45, 70, 6), 6); set_voxel(sf::Vector3i(45, 70, 6), 6);
//set_voxel(sf::Vector3i(47, 70, 6), 6); set_voxel(sf::Vector3i(47, 70, 6), 6);
//set_voxel(sf::Vector3i(100, 100, 50), 1); set_voxel(sf::Vector3i(100, 100, 50), 1);
} }

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