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#include "Application.h"
#include <chrono>
#include "imgui/imgui-SFML.h"
Application::Application() {
//srand(time(nullptr));
window = std::make_shared<sf::RenderWindow>(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
window->setMouseCursorVisible(false);
window->setKeyRepeatEnabled(false);
window->setVerticalSyncEnabled(false);
ImGui::SFML::Init(*window);
window->resetGLStates();
}
Application::~Application() {
light_handle->~LightHandle();
light_controller->~LightController();
}
bool Application::init_clcaster() {
//Map _map(32);
//return 0;
// Start up the raycaster
raycaster = std::make_shared<CLCaster>();
if (!raycaster->init())
abort();
// Create and generate the old 3d array style map
map = std::make_shared<Old_Map>(sf::Vector3i(MAP_X, MAP_Y, MAP_Z));
map->generate_terrain();
// Send the data to the GPU
raycaster->assign_map(map);
octree = std::make_shared<Map>(32);
raycaster->assign_octree(octree);
// Create a new camera with (starting position, direction)
camera = std::make_shared<Camera>(
sf::Vector3f(50, 50, 50),
sf::Vector2f(1.5f, 0.0f),
window.get()
);
// *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);
// Initialize the light controller and link it to the GPU
light_controller = std::make_shared<LightController>(raycaster);
// Create a light prototype, send it to the controller, and get the handle back
LightPrototype prototype(
sf::Vector3f(100.0f, 100.0f, 75.0f),
sf::Vector3f(-1.0f, -1.0f, -1.5f),
sf::Vector4f(0.4f, 0.4f, 0.4f, 1.0f)
);
light_handle = light_controller->create_light(prototype);
// Load in the spritesheet texture
if (!spritesheet.loadFromFile("../assets/textures/minecraft_tiles.png"))
Logger::log("Failed to load spritesheet from file", Logger::LogLevel::WARN);
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
if (!raycaster->validate()) {
abort();
};
return true;
}
bool Application::init_events() {
// Link the camera to the 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);
// Start up a window handler which subscribes to input and listens for window closed events
window_handler = std::make_shared<WindowHandler>(WindowHandler(window.get()));
window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
//camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::JoystickMoved);
return true;
}
bool Application::game_loop() {
while (window->isOpen()) {
// Have the input handler empty the event stack, generate events for held keys, and then dispatch the events to listeners
input_handler.consume_sf_events(window.get());
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());
// Pausing stops camera and light updates, as well as raycaster computes
if (!paused) {
camera->update(delta_time);
light_handle->update(delta_time);
// Run the raycast
if (!raycaster->compute()) {
abort();
};
}
// Let the raycaster draw it screen buffer
raycaster->draw(window.get());
// 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());
}
if (ImGui::Button("Pause")) {
paused = !paused;
if (paused)
Logger::log("Pausing", Logger::LogLevel::INFO);
else
Logger::log("Unpausing", Logger::LogLevel::INFO);
}
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]);
light_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]);
light_handle->set_position(light);
}
if (ImGui::CollapsingHeader("Window options"))
{
if (ImGui::TreeNode("Style"))
{
ImGui::ShowStyleEditor();
ImGui::TreePop();
}
}
ImGui::End();
ImGui::Begin("Controller debugger");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
static ImVec4 col = ImVec4(1.0f, 0.0f, 1.0f, 1.0f);
const ImVec2 p = ImGui::GetCursorScreenPos();
const ImU32 col32 = ImColor(col);
std::vector<float> axis_values = {
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::X) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Y) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::U) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::R) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Z) / 2,
sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::V) / 2
};
ImGui::Columns(3, "Axis's"); // 4-ways, with border
ImGui::Separator();
ImGui::Text("X Y"); ImGui::NextColumn();
ImGui::Text("U R"); ImGui::NextColumn();
ImGui::Text("Z V"); ImGui::NextColumn();
ImGui::Separator();
for (int i = 0; i < 3; i++) {
float offset = ImGui::GetColumnWidth(i);
draw_list->AddLine(ImVec2(p.x + 0 + offset * i, p.y + 50), ImVec2(p.x + 100 + offset * i, p.y + 50), col32, 1.0);
draw_list->AddLine(ImVec2(p.x + 50 + offset * i, p.y + 0), ImVec2(p.x + 50 + offset * i, p.y + 100), col32, 1.0);
draw_list->AddCircleFilled(ImVec2(p.x + axis_values[2 * i] + 50 + offset * i, p.y + axis_values[2 * i + 1] + 50), 6, col32, 32);
ImGui::Dummy(ImVec2(100, 100));
ImGui::NextColumn();
}
ImGui::End();
//ImGui::ShowTestWindow();
ImGui::Render();
// ImGUI messes up somthing in the SFML GL state, so we need a single draw call to right things
// then we can move on to flip the screen buffer via display
window->draw(sf::CircleShape(0));
window->display();
}
}
float Application::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());
}