|
|
|
#include <SFML/Graphics.hpp>
|
|
|
|
#include <iostream>
|
|
|
|
#include <string>
|
|
|
|
#include <chrono>
|
|
|
|
#include "util.hpp"
|
|
|
|
#include "RayCaster.h"
|
|
|
|
#include <Map.h>
|
|
|
|
|
|
|
|
const int WINDOW_X = 400;
|
|
|
|
const int WINDOW_Y = 400;
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
int main() {
|
|
|
|
|
|
|
|
// Initialize the render window
|
|
|
|
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);
|
|
|
|
|
|
|
|
Map* map = new Map(map_dim);
|
|
|
|
RayCaster ray_caster(map, map_dim, view_res);
|
|
|
|
|
|
|
|
|
|
|
|
// ===============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
// And update the application for the amount of time alotted for one step
|
|
|
|
// Update(step_size);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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 < img_size; i++) {
|
|
|
|
pixel_colors[i] = sf::Color::Green;
|
|
|
|
}*/
|
|
|
|
|
|
|
|
auto out = (sf::Uint8*)pixel_colors;
|
|
|
|
window_texture.update(out);
|
|
|
|
window_sprite.setTexture(window_texture);
|
|
|
|
window.draw(window_sprite);
|
|
|
|
|
|
|
|
// Give the frame counter the frame time and draw the average frame time
|
|
|
|
fps.frame(delta_time);
|
|
|
|
fps.draw(&window);
|
|
|
|
|
|
|
|
window.display();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
}
|