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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <string>
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#include <chrono>
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#include "util.hpp"
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#include "RayCaster.h"
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#include <Map.h>
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const int WINDOW_X = 600;
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const int WINDOW_Y = 800;
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float elap_time(){
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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if (!started){
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start = std::chrono::system_clock::now();
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started = true;
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}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed_time = now - start;
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return elapsed_time.count();
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}
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sf::Sprite window_sprite;
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sf::Texture window_texture;
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int main() {
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// Initialize the render window
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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// The step size in milliseconds between calls to Update()
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// Lets set it to 16.6 milliseonds (60FPS)
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float step_size = 0.0166f;
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// Timekeeping values for the loop
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double frame_time = 0.0,
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elapsed_time = 0.0,
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delta_time = 0.0,
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accumulator_time = 0.0,
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current_time = 0.0;
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fps_counter fps;
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// ============================= RAYCASTER SETUP ==================================
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// Setup the sprite and texture
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window_texture.create(WINDOW_X, WINDOW_Y);
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window_sprite.setPosition(0, 0);
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// State values
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sf::Vector3i map_dim(100, 100, 100);
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sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
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sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
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sf::Vector3f cam_pos(10, 10, 10);
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Map* map = new Map(map_dim);
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RayCaster ray_caster(map, map_dim, view_res);
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// ===============================================================================
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while (window.isOpen()) {
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// Poll for events from the user
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sf::Event event;
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while (window.pollEvent(event)) {
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// If the user tries to exit the application via the GUI
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if (event.type == sf::Event::Closed)
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window.close();
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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cam_dir.z -= 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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cam_dir.z += 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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cam_dir.y += 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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cam_dir.y -= 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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}
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// Get the elapsed time from the start of the application
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elapsed_time = elap_time();
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// Find the time that passed between now and the last frame
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delta_time = elapsed_time - current_time;
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// Set the time for the next frame to use
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current_time = elapsed_time;
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// If the time between the last frame and now was too large (lag)
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// cull the time to a more acceptable value. So instead of jumping large
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// amounts when lagging, the app only jumps in set increments
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if (delta_time > 0.05f)
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delta_time = 0.05f;
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// Add the frame time to the accumulator, a running total of time we
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// need to account for in the application
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accumulator_time += delta_time;
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// While we have time to step
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while ((accumulator_time - step_size) >= step_size) {
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// Take away a step from the accumulator
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accumulator_time -= step_size;
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// And update the application for the amount of time alotted for one step
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// Update(step_size);
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}
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window.clear(sf::Color::Black);
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// Cast the rays and get the image
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sf::Color* pixel_colors = ray_caster.CastRays(cam_dir, cam_pos);
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/*for (int i = 0; i < img_size; i++) {
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pixel_colors[i] = sf::Color::Green;
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}*/
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auto out = (sf::Uint8*)pixel_colors;
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window_texture.update(out);
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window_sprite.setTexture(window_texture);
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window.draw(window_sprite);
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// Give the frame counter the frame time and draw the average frame time
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fps.frame(delta_time);
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fps.draw(&window);
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window.display();
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}
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return 0;
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}
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