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#include "GL_Testing.h"
#ifdef linux
#include <CL/cl.h>
#include <CL/opencl.h>
#elif defined _WIN32
#include <windows.h>
#include <CL/cl.h>
#include <CL/opencl.h>
#elif defined TARGET_OS_MAC
#include <OpenGL/gl.h>
# include <OpenGL/OpenGL.h>
# include <OpenCL/opencl.h>
#include <OpenCL/cl_gl_ext.h>
#include <OpenCL/cl_ext.h>
#endif
#pragma once
#include <iostream>
#include <chrono>
#include <fstream>
#include <sstream>
#include <SFML/Graphics.hpp>
#include "Old_Map.h"
#include "util.hpp"
#include "RayCaster.h"
#include "Hardware_Caster.h"
#include "Vector4.hpp"
#include <Camera.h>
#include "Software_Caster.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<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());
}
sf::Sprite window_sprite;
sf::Texture window_texture;
// Y: -1.57 is straight up
// Y: 1.57 is straight down
int main() {
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();
// Initialize the raycaster hardware, compat, or software
RayCaster *rc = new Hardware_Caster();
//RayCaster *rc = new Software_Caster();
if (rc->init() != 1) {
delete rc;
// rc = new Hardware_Caster_Compat();
// if (rc->init() != 0) {
// delete rc;
// rc = new Software_Caster();
// }
}
// 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(10, 11, 12),
sf::Vector2f(0.1f, 1.00f)
);
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<Light>{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: ");
// ===========================
// 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;
while (window.isOpen()) {
// 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) {
if (event.key.code == sf::Keyboard::Space) {
if (mouse_enabled)
mouse_enabled = false;
else
mouse_enabled = true;
} if (event.key.code == sf::Keyboard::R) {
reset = true;
}
}
}
float speed = 1.0f;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift)) {
speed = 0.2f;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
camera->add_relative_impulse(Camera::DIRECTION::DOWN, speed);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::E)) {
camera->add_relative_impulse(Camera::DIRECTION::UP, speed);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
camera->add_relative_impulse(Camera::DIRECTION::FORWARD, speed);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
camera->add_relative_impulse(Camera::DIRECTION::REARWARD, speed);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
camera->add_relative_impulse(Camera::DIRECTION::LEFT, speed);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
camera->add_relative_impulse(Camera::DIRECTION::RIGHT, speed);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::T)) {
camera->set_position(sf::Vector3f(50, 50, 50));
}
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.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);
window.display();
}
return 0;
}