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// This has to be up here or else glew will complain
#include "GL_Testing.h"
#ifdef linux
#include <CL/cl.h>
#include <CL/opencl.h>
#elif defined _WIN32
#include <windows.h>
// As if hardware is ever going to move away from 1.2
#define CL_USE_DEPRECATED_OPENCL_1_2_APIS
#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 "util.hpp"
#include <iostream>
#include <chrono>
#include <SFML/Graphics.hpp>
#include <SFML/Network.hpp>
#include "map/Old_Map.h"
#include "raycaster/Hardware_Caster.h"
#include "Vector4.hpp"
#include "Camera.h"
#include "Input.h"
#include "Pub_Sub.h"
#include "LightController.h"
#include "LightHandle.h"
#include "imgui/imgui-SFML.h"
#include "imgui/imgui.h"
#include "map/Map.h"
const int WINDOW_X = 1536;
const int WINDOW_Y = 1024;
const int WORK_SIZE = WINDOW_X * WINDOW_Y;
const int MAP_X = 256;
const int MAP_Y = 256;
const int MAP_Z = 256;
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
// TODO:
// - Texture axis sign flipping issue
// - Diffuse fog hard cut off
// - Infinite light distance, no inverse square
// - Inconsistent lighting constants. GUI manipulation
// - Far pointers, attachment lookup and aux buffer, contour lookup & masking
int main() {
// Keep at this at the top of main. I think it has to do with it and
// sf::RenderWindow stepping on each others feet
#ifdef linux
glewInit();
#elif defined _WIN32
//glewInit();
#elif defined TARGET_OS_MAC
// Do nothing, extension wrangling handled by macOS
#endif
// =============================
Map _map(32);
_map.generate_octree();
_map.a.print_block(0);
_map.test_map();
//std::cin.get();
//return 0;
// =============================
sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
window.setMouseCursorVisible(false);
window.setKeyRepeatEnabled(false);
window.setFramerateLimit(120);
window.setVerticalSyncEnabled(false);
ImGui::SFML::Init(window);
window.resetGLStates();
// Start up the raycaster
std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster());
if (raycaster->init() != 1) {
abort();
}
// Create and generate the old 3d array style map
Old_Map* map = new Old_Map(sf::Vector3i(MAP_X, MAP_Y, MAP_Z));
map->generate_terrain();
// Send the data to the GPU
raycaster->assign_map(map);
// Create a new camera with (starting position, direction)
Camera *camera = new Camera(
sf::Vector3f(50, 50, 50),
sf::Vector2f(1.5f, 0.0f),
&window
);
// *link* the camera to the GPU
raycaster->assign_camera(camera);
// Generate and send the viewport to the GPU. Also creates the viewport texture
raycaster->create_viewport(WINDOW_X, WINDOW_Y, 0.625f * 90.0f, 90.0f);
float w = 60.0;
float h = 90.0;
LightController light_controller(raycaster);
LightPrototype prototype(
sf::Vector3f(100.0f, 100.0f, 75.0f),
sf::Vector3f(-1.0f, -1.0f, -1.5f),
sf::Vector4f(0.2f, 0.9f, 0.0f, 1.0f)
);
std::shared_ptr<LightHandle> handle(light_controller.create_light(prototype));
// Load in the spritesheet texture
sf::Texture spritesheet;
spritesheet.loadFromFile("../assets/textures/minecraft_tiles.png");
raycaster->create_texture_atlas(&spritesheet, sf::Vector2i(16, 16));
// Checks to see if proper data was uploaded, then sets the kernel args
// ALL DATA LOADING MUST BE FINISHED
raycaster->validate();
Input input_handler;
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyHeld);
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseMoved);
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseButtonPressed);
WindowHandler win_hand(&window);
win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
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;
// The sfml imgui wrapper I'm using requires Update be called with sf::Time
// Might modify it to also accept seconds
sf::Clock sf_delta_clock;
fps_counter fps;
float light_color[4] = { 0, 0, 0, 0 };
float light_pos[4] = { 100, 100, 30 };
char screenshot_buf[128]{0};
bool paused = false;
float camera_speed = 1.0;
while (window.isOpen()) {
input_handler.consume_sf_events(&window);
input_handler.handle_held_keys();
input_handler.dispatch_events();
// 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 ====
window.clear(sf::Color::Black);
ImGui::SFML::Update(window, sf_delta_clock.restart());
if (!paused) {
camera->update(delta_time);
handle->update(delta_time);
// Run the raycast
raycaster->compute();
}
raycaster->draw(&window);
// Give the frame counter the frame time and draw the average frame time
fps.frame(delta_time);
fps.draw();
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar;
bool window_show = true;
ImGui::Begin("Camera", &window_show, window_flags);
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
{
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::Columns(2);
ImGui::Text("Camera Inclination");
ImGui::Text("Camera Azimuth");
ImGui::Text("Camera Pos_X");
ImGui::Text("Camera Poz_Y");
ImGui::Text("Camera Poz_Z");
ImGui::NextColumn();
sf::Vector2f dir = camera->get_direction();
sf::Vector3f pos = camera->get_position();
ImGui::Text(std::to_string(dir.x).c_str());
ImGui::Text(std::to_string(dir.y).c_str());
ImGui::Text(std::to_string(pos.x).c_str());
ImGui::Text(std::to_string(pos.y).c_str());
ImGui::Text(std::to_string(pos.z).c_str());
ImGui::NextColumn();
ImGui::InputText("filename", screenshot_buf, 128);
if (ImGui::Button("Take Screen shot")) {
std::string path = "../assets/";
std::string filename(screenshot_buf);
filename += ".png";
sf::Texture window_texture;
window_texture.create(window.getSize().x, window.getSize().y);
window_texture.update(window);
sf::Image image = window_texture.copyToImage();
image.saveToFile(path + filename);
}
ImGui::NextColumn();
if (ImGui::Button("Recompile kernel")) {
while (raycaster->debug_quick_recompile() != 0);
}
if (ImGui::Button("Pause")) {
paused = !paused;
}
ImGui::End();
ImGui::Begin("Lights");
if (ImGui::SliderFloat4("Color", light_color, 0, 1)) {
sf::Vector4f light(light_color[0], light_color[1], light_color[2], light_color[3]);
handle->set_rgbi(light);
}
if (ImGui::SliderFloat("Camera Speed", &camera_speed, 0, 4)) {
camera->setSpeed(camera_speed);
}
if (ImGui::SliderFloat3("Position", light_pos, 0, MAP_X)) {
sf::Vector3f light(light_pos[0], light_pos[1], light_pos[2]);
handle->set_position(light);
}
if (ImGui::CollapsingHeader("Window options"))
{
if (ImGui::TreeNode("Style"))
{
ImGui::ShowStyleEditor();
ImGui::TreePop();
}
}
ImGui::End();
ImGui::Render();
window.draw(sf::CircleShape(0));
window.display();
}
return 0;
}