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#include <SFML/Graphics.hpp>
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#include <iostream>
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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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#include "Curses.h"
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# include <GL/glew.h>
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#ifdef linux
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#elif defined _WIN32
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#include <CL/cl.h>
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#include <CL/opencl.h>
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#include <windows.h>
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#elif defined TARGET_OS_MAC
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# include <OpenGL/OpenGL.h>
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# include <OpenCL/opencl.h>
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#endif
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const int WINDOW_X = 150;
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const int WINDOW_Y = 150;
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int main(){
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// ===================================================================== //
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// ==== Opencl
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int error = 0;
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// Get the number of platforms
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cl_uint platformIdCount = 0;
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clGetPlatformIDs(0, nullptr, &platformIdCount);
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// Fetch the platforms
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std::vector<cl_platform_id> platformIds (platformIdCount);
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clGetPlatformIDs(platformIdCount, platformIds.data(), nullptr);
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// get the number of devices, fetch them, choose the first one
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cl_uint deviceIdCount = 0;
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std::vector<cl_device_id> deviceIds (deviceIdCount);
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// Try to get a GPU first
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error = clGetDeviceIDs (platformIds [0], CL_DEVICE_TYPE_GPU, 0, nullptr,
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&deviceIdCount);
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if (deviceIdCount == 0) {
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std::cout << "couldn't aquire a GPU, falling back to CPU" << std::endl;
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error = clGetDeviceIDs(platformIds[0], CL_DEVICE_TYPE_CPU, 0, nullptr, &deviceIdCount);
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error = clGetDeviceIDs(platformIds[0], CL_DEVICE_TYPE_CPU, deviceIdCount, deviceIds.data(), NULL);
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} else {
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std::cout << "aquired GPU cl target" << std::endl;
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clGetDeviceIDs (platformIds[0], CL_DEVICE_TYPE_GPU, deviceIdCount, deviceIds.data (), nullptr);
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}
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// Hurray for standards!
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// Setup the context properties to grab the current GL context
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#ifdef linux
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cl_context_properties context_properties[] = {
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CL_GL_CONTEXT_KHR, (cl_context_properties) glXGetCurrentContext(),
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CL_GLX_DISPLAY_KHR, (cl_context_properties) glXGetCurrentDisplay(),
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CL_CONTEXT_PLATFORM, (cl_context_properties) platform,
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0
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};
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#elif defined _WIN32
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cl_context_properties context_properties[] = {
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CL_GL_CONTEXT_KHR, (cl_context_properties) wglGetCurrentContext(),
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CL_WGL_HDC_KHR, (cl_context_properties) wglGetCurrentDC(),
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CL_CONTEXT_PLATFORM, (cl_context_properties) platform,
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0
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};
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#elif defined TARGET_OS_MAC
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CGLContextObj glContext = CGLGetCurrentContext();
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CGLShareGroupObj shareGroup = CGLGetShareGroup(glContext);
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cl_context_properties context_properties[] = {
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CL_CONTEXT_PROPERTY_USE_CGL_SHAREGROUP_APPLE,
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(cl_context_properties)shareGroup,
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0
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};
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#endif
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// Create our shared context
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auto context = clCreateContext(
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context_properties,
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deviceIdCount,
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deviceIds.data(),
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nullptr, nullptr,
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&error
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);
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// And the cl command queue
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auto commandQueue = clCreateCommandQueue(context, deviceIds[0], 0, NULL);
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// At this point the shared GL/CL context is up and running
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};
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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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// Y: -1.57 is straight up
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// Y: 1.57 is straight down
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void test_ray_reflection(){
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sf::Vector3f r(0.588, -0.78, -0.196);
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sf::Vector3f i(0, 0.928, 0.37);
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// is this needed? free spin but bounded 0 < z < pi
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if (i.z > PI)
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i.z -= PI;
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else if (i.z < 0)
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i.z += PI;
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std::cout << AngleBetweenVectors(r, i);
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return;
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}
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int main0() {
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// Initialize the render window
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Curses curse(sf::Vector2i(5, 5), sf::Vector2i(WINDOW_X, WINDOW_Y));
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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(50, 50, 50);
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sf::Vector3f cam_vec(0, 0, 0);
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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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// Mouse capture
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sf::Vector2i deltas;
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sf::Vector2i fixed(window.getSize());
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bool mouse_enabled = true;
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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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}
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cam_vec.x = 0;
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cam_vec.y = 0;
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cam_vec.z = 0;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
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cam_vec.z = 1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::E)) {
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cam_vec.z = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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cam_vec.y = 1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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cam_vec.y = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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cam_vec.x = 1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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cam_vec.x = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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cam_dir.z = -0.1f;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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cam_vec.z = +0.1f;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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cam_vec.y = +0.1f;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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cam_vec.y = -0.1f;
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}
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deltas = fixed - sf::Mouse::getPosition();
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if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
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// Mouse movement
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sf::Mouse::setPosition(fixed);
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cam_dir.y -= deltas.y / 300.0f;
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cam_dir.z -= deltas.x / 300.0f;
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}
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cam_pos.x += cam_vec.x / 1.0;
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cam_pos.y += cam_vec.y / 1.0;
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cam_pos.z += cam_vec.z / 1.0;
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// if (cam_vec.x > 0.0f)
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// cam_vec.x -= 0.1;
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// else if (cam_vec.x < 0.0f)
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// cam_vec.x += 0.1;
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//
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// if (cam_vec.y > 0.0f)
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// cam_vec.y -= 0.1;
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// else if (cam_vec.y < 0.0f)
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// cam_vec.y += 0.1;
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//
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// if (cam_vec.z > 0.0f)
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// cam_vec.z -= 0.1;
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// else if (cam_vec.z < 0.0f)
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// cam_vec.z += 0.1;
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std::cout << cam_vec.x << " : " << cam_vec.y << " : " << cam_vec.z << std::endl;
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// Time keeping
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elapsed_time = elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.2f)
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delta_time = 0.2f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// Update cycle
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curse.Update(delta_time);
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}
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// Fps cycle
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// map->moveLight(sf::Vector2f(0.3, 0));
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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 < WINDOW_X * WINDOW_Y; i++) {
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Curses::Tile t(sf::Vector2i(i % WINDOW_X, i / WINDOW_X));
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Curses::Slot s(L'\u0045', pixel_colors[i], sf::Color::Black);
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t.push_back(s);
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curse.setTile(t);
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}
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// Cast it to an array of Uint8's
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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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curse.Render();
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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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