You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

251 lines
5.7 KiB

#include <iostream>
#include <chrono>
#include <fstream>
#include <sstream>
#include <SFML/Graphics.hpp>
#ifdef linux
#include <CL/cl.h>
#include <CL/opencl.h>
#elif defined _WIN32
#include <CL/cl_gl.h>
#include <CL/cl.h>
#include <CL/opencl.h>
#include <windows.h>
#elif defined TARGET_OS_MAC
# include <OpenGL/OpenGL.h>
# include <OpenCL/opencl.h>
#include <OpenCL/cl_gl_ext.h>
#include <OpenCL/cl_ext.h>
#endif
#include "TestPlatform.cpp"
#include "Map.h"
#include "Curses.h"
#include "util.hpp"
#include "RayCaster.h"
#include "Clapper.h"
const int WINDOW_X = 150;
const int WINDOW_Y = 150;
int main(){
Clapper c;
c.acquire_platform_and_device();
c.create_shared_context();
c.compile_kernel("../kernels/kernel.txt", true, "hello");
};
float 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 elapsed_time.count();
}
sf::Sprite window_sprite;
sf::Texture window_texture;
// Y: -1.57 is straight up
// Y: 1.57 is straight down
int main0() {
// Initialize the render window
Curses curse(sf::Vector2i(5, 5), sf::Vector2i(WINDOW_X, WINDOW_Y));
sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
// The step size in milliseconds between calls to Update()
// Lets set it to 16.6 milliseonds (60FPS)
float step_size = 0.0166f;
// Timekeeping values for the loop
double frame_time = 0.0,
elapsed_time = 0.0,
delta_time = 0.0,
accumulator_time = 0.0,
current_time = 0.0;
fps_counter fps;
// ============================= RAYCASTER SETUP ==================================
// Setup the sprite and texture
window_texture.create(WINDOW_X, WINDOW_Y);
window_sprite.setPosition(0, 0);
// State values
sf::Vector3i map_dim(100, 100, 100);
sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
sf::Vector3f cam_pos(50, 50, 50);
sf::Vector3f cam_vec(0, 0, 0);
Map* map = new Map(map_dim);
RayCaster ray_caster(map, map_dim, view_res);
// ===============================================================================
// Mouse capture
sf::Vector2i deltas;
sf::Vector2i fixed(window.getSize());
bool mouse_enabled = true;
while (window.isOpen()) {
// Poll for events from the user
sf::Event event;
while (window.pollEvent(event)) {
// If the user tries to exit the application via the GUI
if (event.type == sf::Event::Closed)
window.close();
}
cam_vec.x = 0;
cam_vec.y = 0;
cam_vec.z = 0;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
cam_vec.z = 1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::E)) {
cam_vec.z = -1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
cam_vec.y = 1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
cam_vec.y = -1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
cam_vec.x = 1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
cam_vec.x = -1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
cam_dir.z = -0.1f;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
cam_vec.z = +0.1f;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
cam_vec.y = +0.1f;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
cam_vec.y = -0.1f;
}
deltas = fixed - sf::Mouse::getPosition();
if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
// Mouse movement
sf::Mouse::setPosition(fixed);
cam_dir.y -= deltas.y / 300.0f;
cam_dir.z -= deltas.x / 300.0f;
}
cam_pos.x += cam_vec.x / 1.0;
cam_pos.y += cam_vec.y / 1.0;
cam_pos.z += cam_vec.z / 1.0;
// if (cam_vec.x > 0.0f)
// cam_vec.x -= 0.1;
// else if (cam_vec.x < 0.0f)
// cam_vec.x += 0.1;
//
// if (cam_vec.y > 0.0f)
// cam_vec.y -= 0.1;
// else if (cam_vec.y < 0.0f)
// cam_vec.y += 0.1;
//
// if (cam_vec.z > 0.0f)
// cam_vec.z -= 0.1;
// else if (cam_vec.z < 0.0f)
// cam_vec.z += 0.1;
std::cout << cam_vec.x << " : " << cam_vec.y << " : " << cam_vec.z << std::endl;
// 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;
// Update cycle
curse.Update(delta_time);
}
// Fps cycle
// map->moveLight(sf::Vector2f(0.3, 0));
window.clear(sf::Color::Black);
// Cast the rays and get the image
sf::Color* pixel_colors = ray_caster.CastRays(cam_dir, cam_pos);
for (int i = 0; i < WINDOW_X * WINDOW_Y; i++) {
Curses::Tile t(sf::Vector2i(i % WINDOW_X, i / WINDOW_X));
Curses::Slot s(L'\u0045', pixel_colors[i], sf::Color::Black);
t.push_back(s);
curse.setTile(t);
}
// Cast it to an array of Uint8's
auto out = (sf::Uint8*)pixel_colors;
window_texture.update(out);
window_sprite.setTexture(window_texture);
window.draw(window_sprite);
curse.Render();
// Give the frame counter the frame time and draw the average frame time
fps.frame(delta_time);
fps.draw(&window);
window.display();
}
return 0;
}