#include #include #include #include #include #ifdef linux #include #include #elif defined _WIN32 #include #include #include #include #include #include #elif defined TARGET_OS_MAC #include # include # include #include #include #endif #include "Map.h" #include "Curses.h" #include "util.hpp" #include "RayCaster.h" #include "CL_Wrapper.h" #include "Vector4.hpp" #include const int WINDOW_X = 1920; const int WINDOW_Y = 1080; const int WORK_SIZE = WINDOW_X * WINDOW_Y; const int MAP_X = 512; const int MAP_Y = 512; const int MAP_Z = 512; float elap_time(){ static std::chrono::time_point start; static bool started = false; if (!started){ start = std::chrono::system_clock::now(); started = true; } std::chrono::time_point now = std::chrono::system_clock::now(); std::chrono::duration elapsed_time = now - start; return elapsed_time.count(); } sf::Sprite window_sprite; sf::Texture window_texture; // Y: -1.57 is straight up // Y: 1.57 is straight down int main() { CL_Wrapper c; //Map m(sf::Vector3i (50, 50, 50)); //m.generate_octree(); return 1; //sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML"); //if (c.compile_kernel("../kernels/ray_caster_kernel.cl", true, "min_kern") < 0) { // std::cin.get(); // return -1; //} // //std::cout << "map..."; // sf::Vector3i map_dim(MAP_X, MAP_Y, MAP_Z); // Map* map = new Map(map_dim); // //c.create_buffer("map_buffer", sizeof(char) * map_dim.x * map_dim.y * map_dim.z, map->list); //c.create_buffer("dim_buffer", sizeof(int) * 3, &map_dim); //sf::Vector2i view_res(WINDOW_X, WINDOW_Y); //c.create_buffer("res_buffer", sizeof(int) * 2, &view_res); // // double y_increment_radians = DegreesToRadians(50.0 / view_res.y); // double x_increment_radians = DegreesToRadians(80.0 / view_res.x); //std::cout << "view matrix..."; // //sf::Vector4f* view_matrix = new sf::Vector4f[WINDOW_X * WINDOW_Y * 4]; // for (int y = -view_res.y / 2; y < view_res.y / 2; y++) { // for (int x = -view_res.x / 2; x < view_res.x / 2; x++) { // // The base ray direction to slew from // sf::Vector3f ray(1, 0, 0); // // Y axis, pitch // ray = sf::Vector3f( // ray.z * sin(y_increment_radians * y) + ray.x * cos(y_increment_radians * y), // ray.y, // ray.z * cos(y_increment_radians * y) - ray.x * sin(y_increment_radians * y) // ); // // Z axis, yaw // ray = sf::Vector3f( // ray.x * cos(x_increment_radians * x) - ray.y * sin(x_increment_radians * x), // ray.x * sin(x_increment_radians * x) + ray.y * cos(x_increment_radians * x), // ray.z // ); // // int index = (x + view_res.x / 2) + view_res.x * (y + view_res.y / 2); // ray = Normalize(ray); // view_matrix[index] = sf::Vector4f( // ray.x, // ray.y, // ray.z, // 0 // ); // } // } //c.create_buffer("view_matrix_buffer", sizeof(float) * 4 * view_res.x * view_res.y, view_matrix); //Camera camera( // sf::Vector3f(70, 60, 50), // sf::Vector2f(0.0f, 1.00f) //); // //c.create_buffer("cam_dir_buffer", sizeof(float) * 4, (void*)camera.get_direction_pointer(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR); //c.create_buffer("cam_pos_buffer", sizeof(float) * 4, (void*)camera.get_position_pointer(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR); // //int light_count = 2; //c.create_buffer("light_count_buffer", sizeof(int), &light_count); //// {r, g, b, i, x, y, z, x', y', z'} //sf::Vector3f v = Normalize(sf::Vector3f(1.0, 0.0, 0.0)); //sf::Vector3f v2 = Normalize(sf::Vector3f(1.1, 0.4, 0.7)); //float light[] = { 0.4, 0.8, 0.1, 1, 50, 50, 50, v.x, v.y, v.z, // 0.4, 0.8, 0.1, 1, 50, 50, 50, v2.x, v2.y, v2.z}; //c.create_buffer("light_buffer", sizeof(float) * 10 * light_count, light, CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR); //// The drawing canvas // unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4]; // for (int i = 0; i < WINDOW_X * WINDOW_Y * 4; i += 4) { // pixel_array[i] = 255; // R? // pixel_array[i + 1] = 255; // G? // pixel_array[i + 2] = 255; // B? // pixel_array[i + 3] = 100; // A? // } //sf::Texture t; // t.create(WINDOW_X, WINDOW_Y); // t.update(pixel_array); // int error; // cl_mem image_buff = clCreateFromGLTexture( // c.getContext(), CL_MEM_WRITE_ONLY, GL_TEXTURE_2D, // 0, t.getNativeHandle(), &error); // if (c.assert(error, "clCreateFromGLTexture")) // return -1; // c.store_buffer(image_buff, "image_buffer"); // c.set_kernel_arg("min_kern", 0, "map_buffer"); // c.set_kernel_arg("min_kern", 1, "dim_buffer"); // c.set_kernel_arg("min_kern", 2, "res_buffer"); // c.set_kernel_arg("min_kern", 3, "view_matrix_buffer"); // c.set_kernel_arg("min_kern", 4, "cam_dir_buffer"); // c.set_kernel_arg("min_kern", 5, "cam_pos_buffer"); //c.set_kernel_arg("min_kern", 6, "light_buffer"); //c.set_kernel_arg("min_kern", 7, "light_count_buffer"); //c.set_kernel_arg("min_kern", 8, "image_buffer"); //sf::Sprite s; //s.setTexture(t); //s.setPosition(0, 0); // // 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::Vector3f cam_vec(0, 0, 0); //RayCaster ray_caster(map, map_dim, view_res); //sf::Vector2f *dp = camera.get_direction_pointer(); //debug_text cam_text_x(1, 30, &dp->x, "X: "); //debug_text cam_text_y(2, 30, &dp->y, "Y: "); //sf::Vector3f *mp = camera.get_movement_pointer(); //debug_text cam_text_mov_x(4, 30, &mp->x, "X: "); //debug_text cam_text_mov_y(5, 30, &mp->y, "Y: "); //debug_text cam_text_mov_z(6, 30, &mp->y, "Z: "); ////debug_text cam_text_z(3, 30, &p->z); //debug_text light_x(7, 30, &light[7], "X: "); //debug_text light_y(8, 30, &light[8], "Y: "); //debug_text light_z(9, 30, &light[9], "Z: "); //// =============================================================================== //// Mouse capture //sf::Vector2i deltas; //sf::Vector2i fixed(window.getSize()); //bool mouse_enabled = true; //sf::Vector3f cam_mov_vec; //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) { // if (event.key.code == sf::Keyboard::Space) { // if (mouse_enabled) // mouse_enabled = false; // else // mouse_enabled = true; // } // } // } // cam_vec.x = 0; // cam_vec.y = 0; // cam_vec.z = 0; // float speed = 1.0f; // if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift)) { // speed = 0.2f; // } // if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) { // camera.add_relative_impulse(Camera::DIRECTION::DOWN, speed); // } // if (sf::Keyboard::isKeyPressed(sf::Keyboard::E)) { // camera.add_relative_impulse(Camera::DIRECTION::UP, speed); // } // if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) { // camera.add_relative_impulse(Camera::DIRECTION::FORWARD, speed); // } // if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) { // camera.add_relative_impulse(Camera::DIRECTION::REARWARD, speed); // } // if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { // camera.add_relative_impulse(Camera::DIRECTION::LEFT, speed); // } // if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { // camera.add_relative_impulse(Camera::DIRECTION::RIGHT, speed); // } // if (sf::Keyboard::isKeyPressed(sf::Keyboard::T)) { // camera.set_position(sf::Vector3f(50, 50, 50)); // } // camera.add_static_impulse(cam_vec); // if (mouse_enabled) { // deltas = fixed - sf::Mouse::getPosition(); // if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) { // // Mouse movement // sf::Mouse::setPosition(fixed); // camera.slew_camera(sf::Vector2f( // deltas.y / 300.0f, // deltas.x / 300.0f // )); // } // } // // 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 ==== // } // float l[] = { // light[9] * sin(delta_time / 1) + light[7] * cos(delta_time / 1), // light[8], // light[9] * cos(delta_time / 1) - light[7] * sin(delta_time / 1) // }; // float l2[] = { // l[0] * cos(delta_time) - l[2] * sin(delta_time), // l[0] * sin(delta_time) + l[2] * cos(delta_time), // l[2] // }; // light[7] = l[0]; // light[8] = l[1]; // light[9] = l[2]; // // ==== FPS LOCKED ==== // camera.update(delta_time); // // Run the raycast // c.run_kernel("min_kern", WORK_SIZE); // // // ==== RENDER ==== // window.clear(sf::Color::Black); // window.draw(s); // // Give the frame counter the frame time and draw the average frame time // fps.frame(delta_time); // fps.draw(&window); // cam_text_x.draw(&window); // cam_text_y.draw(&window); // cam_text_mov_x.draw(&window); // cam_text_mov_y.draw(&window); // cam_text_mov_z.draw(&window); // light_x.draw(&window); // light_y.draw(&window); // light_z.draw(&window); // // window.display(); //} return 0; }