Copy pasted main.cpp over into it's own class, hopefully in time will clean up some of this cruft

master
MitchellHansen 7 years ago
parent 8c193acd40
commit 7cc1b23799

@ -22,20 +22,13 @@
#endif
#include "util.hpp"
#include <iostream>
#include <chrono>
#include <SFML/Graphics.hpp>
#include <SFML/Network.hpp>
#include "map/Old_Map.h"
#include "CLCaster.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"
// Srsly people who macro error codes are the devil
@ -52,9 +45,48 @@ public:
const int MAP_Y = 256;
const int MAP_Z = 256;
Application();
~Application();
bool init_clcaster();
bool init_events();
bool game_loop();
private:
static float elap_time();
sf::Sprite window_sprite;
sf::Texture window_texture;
sf::Texture spritesheet;
std::shared_ptr<sf::RenderWindow> window;
std::shared_ptr<Old_Map> map;
std::shared_ptr<Camera> camera;
std::shared_ptr<CLCaster> raycaster;
std::shared_ptr<LightHandle> light_handle;
std::shared_ptr<LightController> light_controller;
Input input_handler;
std::shared_ptr<WindowHandler> window_handler;
// 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;
// vars for us to use with ImGUI
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;
// Game loop values
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;
};

@ -1,4 +1,248 @@
#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);
// 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() {
// Start up the input handler and link the camera to some of the events
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);
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::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;

@ -40,20 +40,8 @@
// Srsly people who macro error codes are the devil
#undef ERROR
#include "Logger.h"
#include "Application.h"
const int WINDOW_X = 1536;
const int WINDOW_Y = 1024;
const int MAP_X = 256;
const int MAP_Y = 256;
const int MAP_Z = 256;
float elap_time(){
}
sf::Sprite window_sprite;
sf::Texture window_texture;
// TODO:
// - Inconsistent lighting constants. GUI manipulation
@ -66,247 +54,10 @@ sf::Texture window_texture;
int main() {
srand(time(nullptr));
Map _map(32);
//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<CLCaster> raycaster(new CLCaster());
if (!raycaster->init())
abort();
// Create and generate the old 3d array style map
std::shared_ptr<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)
std::shared_ptr<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);
// Initialize the light controller and link it to the GPU
LightController light_controller(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)
);
std::shared_ptr<LightHandle> light_handle(light_controller.create_light(prototype));
// Load in the spritesheet texture
sf::Texture spritesheet;
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();
};
// Start up the input handler and link the camera to some of the events
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);
// Start up a window handler which subscribes to input and listens for window closed events
WindowHandler win_hand(&window);
win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
// 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;
// vars for us to use with ImGUI
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;
// Game loop values
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;
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);
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);
// 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);
Application application;
application.init_clcaster();
application.init_events();
application.game_loop();
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::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();
}
return 0;
}

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