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// This has to be up here or else glew will complain
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#include "GL_Testing.h"
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#ifdef linux
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#include <CL/cl.h>
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#include <CL/opencl.h>
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#elif defined _WIN32
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#include <windows.h>
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// As if hardware is ever going to move away from 1.2
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#define CL_USE_DEPRECATED_OPENCL_1_2_APIS
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#include <CL/cl.h>
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#include <CL/opencl.h>
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#elif defined TARGET_OS_MAC
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#include <OpenGL/gl.h>
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# include <OpenGL/OpenGL.h>
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# include <OpenCL/opencl.h>
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#include <OpenCL/cl_gl_ext.h>
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#include <OpenCL/cl_ext.h>
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#endif
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#pragma once
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#include <iostream>
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#include <chrono>
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#include <SFML/Graphics.hpp>
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#include "Old_Map.h"
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#include "util.hpp"
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#include "RayCaster.h"
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#include "Hardware_Caster.h"
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#include "Vector4.hpp"
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#include "Camera.h"
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#include "Software_Caster.h"
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#include "Input.h"
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#include "Pub_Sub.h"
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const int WINDOW_X = 1000;
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const int WINDOW_Y = 1000;
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const int WORK_SIZE = WINDOW_X * WINDOW_Y;
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const int MAP_X = 1024;
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const int MAP_Y = 1024;
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const int MAP_Z = 256;
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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 static_cast<float>(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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int main() {
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//Map _map(sf::Vector3i(0, 0, 0));
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//_map.generate_octree();
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glewInit();
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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window.setMouseCursorVisible(false);
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/*GL_Testing t;
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t.compile_shader("../shaders/passthrough.frag", GL_Testing::Shader_Type::FRAGMENT);
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t.compile_shader("../shaders/passthrough.vert", GL_Testing::Shader_Type::VERTEX);
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t.create_program();
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t.create_buffers();*/
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// Start up the raycaster
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Hardware_Caster *raycaster = new Hardware_Caster();
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if (raycaster->init() != 1) {
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abort();
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}
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// Create and generate the old 3d array style map
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Old_Map* map = new Old_Map(sf::Vector3i(MAP_X, MAP_Y, MAP_Z));
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map->generate_terrain();
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// Send the data to the GPU
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raycaster->assign_map(map);
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// Create a new camera with (starting position, direction)
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Camera *camera = new Camera(
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sf::Vector3f(50, 50, 50),
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sf::Vector2f(1.5f, 0.0f),
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&window
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);
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// *link* the camera to the GPU
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raycaster->assign_camera(camera);
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// Generate and send the viewport to the GPU. Also creates the viewport texture
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raycaster->create_viewport(WINDOW_X, WINDOW_Y, 50.0f, 50.0f);
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float w = 60.0;
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float h = 90.0;
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// Light for the currently non functional Bling Phong shader
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Light l;
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l.direction_cartesian = sf::Vector3f(-1.0f, -1.0f, -1.5f);
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l.position = sf::Vector3f(256.0f, 256.0f, 256.0f);
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l.rgbi = sf::Vector4f(0.3f, 0.4f, 0.3f, 1.0f);
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std::vector<Light> light_vec;
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light_vec.push_back(l);
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// *links* the lights to the GPU
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raycaster->assign_lights(&light_vec);
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// Checks to see if proper data was uploaded, then sets the kernel args
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raycaster->validate();
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// ========== DEBUG ==========
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fps_counter fps;
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sf::Vector2f *dp = camera->get_direction_pointer();
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debug_text cam_text_x(1, 30, &dp->x, "incli: ");
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debug_text cam_text_y(2, 30, &dp->y, "asmth: ");
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debug_text cam_text_pos_x(3, 30, &camera->get_position_pointer()->x, "x: ");
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debug_text cam_text_pos_y(4, 30, &camera->get_position_pointer()->y, "y: ");
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debug_text cam_text_pos_z(5, 30, &camera->get_position_pointer()->z, "z: ");
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// ===========================
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// 16.6 milliseconds (60FPS)
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float step_size = 0.0166f;
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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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// Mouse capture
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sf::Vector2i deltas;
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sf::Vector2i fixed(window.getSize());
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sf::Vector2i prev_pos;
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bool mouse_enabled = true;
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bool reset = false;
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double timer_accumulator = 0.0;
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Input input_handler;
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camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyHeld);
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camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
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camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseMoved);
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WindowHandler win_hand(&window);
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win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
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window.setKeyRepeatEnabled(false);
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while (window.isOpen()) {
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input_handler.consume_sf_events(&window);
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input_handler.handle_held_keys();
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input_handler.dispatch_events();
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::F11)) {
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while (raycaster->debug_quick_recompile() != 0);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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light_vec.at(0).position.x -= delta_time * 100;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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light_vec.at(0).position.x += delta_time * 100;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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light_vec.at(0).position.y += delta_time * 100;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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light_vec.at(0).position.y -= delta_time * 100;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Home)) {
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light_vec.at(0).position.z += delta_time * 100;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::End)) {
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light_vec.at(0).position.z -= delta_time * 100;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) {
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light_vec.at(0).position = camera->get_position();
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light_vec.at(0).direction_cartesian = SphereToCart(camera->get_direction());
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::O)) {
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light_vec.at(0).orbit_around_center(timer_accumulator += delta_time);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::M)) {
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std::string path = "../assets/";
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std::string filename;
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std::getline(std::cin, filename);
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filename += ".png";
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sf::Image image = window.capture();
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image.saveToFile(path + filename);
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}
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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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// ==== DELTA TIME LOCKED ====
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}
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// ==== FPS LOCKED ====
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camera->update(delta_time);
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window.clear(sf::Color::Black);
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// Run the raycast
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raycaster->compute();
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raycaster->draw(&window);
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window.popGLStates();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//t.rotate(delta_time);
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//t.transform();
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//t.draw();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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window.pushGLStates();
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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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cam_text_x.draw(&window);
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cam_text_y.draw(&window);
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cam_text_pos_x.draw(&window);
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cam_text_pos_y.draw(&window);
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cam_text_pos_z.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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