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#include <SFML/Graphics.hpp>
#include <iostream>
#include <string>
#include <chrono>
#include "util.hpp"
#include "RayCaster.h"
#include <Map.h>
#include "Curses.h"
const int WINDOW_X = 150;
const int WINDOW_Y = 150;
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float elap_time(){
static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
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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();
}
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sf::Sprite window_sprite;
sf::Texture window_texture;
// Y: -1.57 is straight up
// Y: 1.57 is straight down
void test_ray_reflection(){
sf::Vector3f r(0.588, -0.78, -0.196);
sf::Vector3f i(0, 0.928, 0.37);
// is this needed? free spin but bounded 0 < z < pi
if (i.z > PI)
i.z -= PI;
else if (i.z < 0)
i.z += PI;
std::cout << AngleBetweenVectors(r, i);
return;
}
int main() {
// 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");
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// 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(50, 50, 50);
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());
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();
if (event.type == sf::Event::KeyPressed) {
// CAMERA DIRECTION
if (event.key.code == sf::Keyboard::Left) {
cam_dir.z -= 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (event.key.code == sf::Keyboard::Right) {
cam_dir.z += 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (event.key.code == sf::Keyboard::Down) {
cam_dir.y += 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (event.key.code == sf::Keyboard::Up) {
cam_dir.y -= 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
//// CAMERA POSITION
//if (event.key.code == sf::Keyboard::Q) {
// cam_pos.z -= 1;
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
//}
//if (event.key.code == sf::Keyboard::E) {
// cam_pos.z += 1;
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
//}
//if (event.key.code == sf::Keyboard::W) {
// cam_pos.y += 1;
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
//}
//if (event.key.code == sf::Keyboard::S) {
// cam_pos.y -= 1;
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
//}
//if (event.key.code == sf::Keyboard::A) {
// cam_pos.x += 1;
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
//}
//if (event.key.code == sf::Keyboard::D) {
// cam_pos.x -= 1;
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
//}
}
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}
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;
}
deltas = fixed - sf::Mouse::getPosition();
if (deltas != sf::Vector2i(0, 0))
sf::Mouse::setPosition(fixed);
cam_dir.y -= deltas.y / 300.0f;
cam_dir.z -= deltas.x / 300.0f;
cam_pos.x += cam_vec.x / 10.0;
cam_pos.y += cam_vec.y / 10.0;
cam_pos.z += cam_vec.z / 10.0;
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;
// Get the elapsed time from the start of the application
elapsed_time = elap_time();
// Find the time that passed between now and the last frame
delta_time = elapsed_time - current_time;
// Set the time for the next frame to use
current_time = elapsed_time;
// If the time between the last frame and now was too large (lag)
// cull the time to a more acceptable value. So instead of jumping large
// amounts when lagging, the app only jumps in set increments
if (delta_time > 0.2f)
delta_time = 0.2f;
// Add the frame time to the accumulator, a running total of time we
// need to account for in the application
accumulator_time += delta_time;
// While we have time to step
while ((accumulator_time - step_size) >= step_size) {
// Take away a step from the accumulator
accumulator_time -= step_size;
curse.Update(delta_time);
// And update the application for the amount of time alotted for one step
// Update(step_size);
}
// 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;
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}