#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 #include #include #include #include #include "Old_Map.h" #include "Curses.h" #include "util.hpp" #include "RayCaster.h" #include "Hardware_Caster.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 static_cast(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() { // It looks like I got the bulk of the stuff moved over to hardware caster. // The lights still need work. Adding them to a map and checking for collisions // will probably be the route I take. // Need to hook up the assignment of kernel args // Also need to hook up the rendering with the draw function. sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML"); // Initialize the raycaster hardware, compat, or software RayCaster *rc = new Hardware_Caster(); if (rc->init() != 0) { delete rc; // rc = new Hardware_Caster_Compat(); // if (rc->init() != 0) { // delete rc; // rc = new Software_Caster(); // } } // This will be removed CL_Wrapper c; std::cout << "map..."; sf::Vector3i map_dim(MAP_X, MAP_Y, MAP_Z); Old_Map* map = new Old_Map(map_dim); map->generate_terrain(); rc->assign_map(map); Camera *camera = new Camera( sf::Vector3f(0, 0, 0), sf::Vector2f(0.0f, 1.00f) ); rc->assign_camera(camera); rc->create_viewport(WINDOW_X, WINDOW_Y, 50.0f, 80.0f); 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(1.0f, 0.0f, 0.0f)); sf::Vector3f v2 = Normalize(sf::Vector3f(1.1f, 0.4f, 0.7f)); float light[] = { 0.4f, 0.8f, 0.1f, 1.0f, 50.0f, 50.0f, 50.0f, v.x, v.y, v.z, 0.4f, 0.8f, 0.1f, 1.0f, 50.0f, 50.0f, 50.0f, 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); 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"); // 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, "incli: "); debug_text cam_text_y(2, 30, &dp->y, "asmth: "); 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[] = { static_cast(light[9] * sin(delta_time / 1) + light[7] * cos(delta_time / 1)), static_cast(light[8]), static_cast(light[9] * cos(delta_time / 1) - light[7] * sin(delta_time / 1)) }; float l2[] = { static_cast(l[0] * cos(delta_time) - l[2] * sin(delta_time)), static_cast(l[0] * sin(delta_time) + l[2] * cos(delta_time)), static_cast(l[2]) }; light[7] = l[0]; light[8] = l[1]; light[9] = l[2]; // ==== FPS LOCKED ==== camera->update(delta_time); // Run the raycast rc->draw(&window); //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; }