#include "GL_Testing.h" #ifdef linux #include #include #elif defined _WIN32 #include // As if hardware is ever going to move away from 1.2 #define CL_USE_DEPRECATED_OPENCL_1_2_APIS #include #include #elif defined TARGET_OS_MAC #include # include # include #include #include #endif #pragma once #include #include #include #include #include #include "Old_Map.h" #include "util.hpp" #include "RayCaster.h" #include "Hardware_Caster.h" #include "Vector4.hpp" #include #include "Software_Caster.h" #include "Input.h" #include "Pub_Sub.h" const int WINDOW_X = 1920; const int WINDOW_Y = 1080; const int WORK_SIZE = WINDOW_X * WINDOW_Y; const int MAP_X = 512; const int MAP_Y = 512; const int MAP_Z = 512; float elap_time(){ static std::chrono::time_point start; static bool started = false; if (!started){ start = std::chrono::system_clock::now(); started = true; } std::chrono::time_point now = std::chrono::system_clock::now(); std::chrono::duration elapsed_time = now - start; return static_cast(elapsed_time.count()); } sf::Sprite window_sprite; sf::Texture window_texture; // Y: -1.57 is straight up // Y: 1.57 is straight down int main() { //Map _map(sf::Vector3i(0, 0, 0)); //_map.generate_octree(); glewInit(); sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML"); GL_Testing t; t.compile_shader("../shaders/passthrough.frag", GL_Testing::Shader_Type::FRAGMENT); t.compile_shader("../shaders/passthrough.vert", GL_Testing::Shader_Type::VERTEX); t.create_program(); t.create_buffers(); RayCaster *rc = new Hardware_Caster(); if (rc->init() != 1) { abort(); } // Set up the raycaster std::cout << "map..."; sf::Vector3i map_dim(MAP_X, MAP_Y, MAP_Z); Old_Map* map = new Old_Map(map_dim); map->generate_terrain(); rc->assign_map(map); Camera *camera = new Camera( sf::Vector3f(50, 50, 50), sf::Vector2f(0.0f, 1.5707f) ); rc->assign_camera(camera); rc->create_viewport(WINDOW_X, WINDOW_Y, 50.0f, 80.0f); Light l; l.direction_cartesian = sf::Vector3f(1.5f, 1.2f, 0.5f); l.position = sf::Vector3f(100.0f, 100.0f, 100.0f); l.rgbi = sf::Vector4f(0.3f, 0.4f, 0.3f, 1.0f); rc->assign_lights(std::vector{l}); rc->validate(); // Done setting up raycaster // ========== DEBUG ========== fps_counter fps; sf::Vector2f *dp = camera->get_direction_pointer(); debug_text cam_text_x(1, 30, &dp->x, "incli: "); debug_text cam_text_y(2, 30, &dp->y, "asmth: "); debug_text cam_text_pos_x(3, 30, &camera->get_position_pointer()->x, "x: "); debug_text cam_text_pos_y(4, 30, &camera->get_position_pointer()->y, "y: "); debug_text cam_text_pos_z(5, 30, &camera->get_position_pointer()->z, "z: "); // =========================== // 16.6 milliseconds (60FPS) float step_size = 0.0166f; double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0; // Mouse capture sf::Vector2i deltas; sf::Vector2i fixed(window.getSize()); sf::Vector2i prev_pos; bool mouse_enabled = true; bool reset = false; Input input_handler; input_handler.subscribe(camera, vr::Event::EventType::KeyHeld); WindowHandler win_hand(&window); win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed); window.setKeyRepeatEnabled(false); while (window.isOpen()) { input_handler.consume_sf_events(&window); input_handler.handle_held_keys(); input_handler.dispatch_events(); // Poll for events from the user sf::Event event; while (window.pollEvent(event)) { if (event.type == sf::Event::Closed) window.close(); if (event.type == sf::Event::KeyPressed) { std::cout << event.key.code << std::endl; } if (event.type == sf::Event::KeyReleased) { std::cout << event.key.code << std::endl; } if (event.type == sf::Event::KeyPressed) { if (event.key.code == sf::Keyboard::M) { if (mouse_enabled) mouse_enabled = false; else mouse_enabled = true; } if (event.key.code == sf::Keyboard::R) { reset = true; } if (event.key.code == sf::Keyboard::X) { std::vector tvf = sfml_get_float_input(&window); if (tvf.size() == 3){ sf::Vector3f tv3(tvf.at(0), tvf.at(1), tvf.at(2)); camera->set_position(tv3); } } } } if (mouse_enabled) { if (reset) { reset = false; sf::Mouse::setPosition(sf::Vector2i(2560/2, 1080/2)); prev_pos = sf::Vector2i(2560 / 2, 1080 / 2); } deltas = prev_pos - sf::Mouse::getPosition(); if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) { // Mouse movement sf::Mouse::setPosition(fixed); prev_pos = sf::Mouse::getPosition(); camera->slew_camera(sf::Vector2f( deltas.y / 300.0f, deltas.x / 300.0f )); } } // Time keeping elapsed_time = elap_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 ==== } // ==== FPS LOCKED ==== camera->update(delta_time); window.clear(sf::Color::Black); // Run the raycast rc->compute(); rc->draw(&window); window.popGLStates(); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //t.rotate(delta_time); //t.transform(); //t.draw(); //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); window.pushGLStates(); // Give the frame counter the frame time and draw the average frame time fps.frame(delta_time); fps.draw(&window); cam_text_x.draw(&window); cam_text_y.draw(&window); cam_text_pos_x.draw(&window); cam_text_pos_y.draw(&window); cam_text_pos_z.draw(&window); window.display(); } return 0; }