#include "GL_Testing.h" #ifdef linux #include #include #elif defined _WIN32 #include #include #include #elif defined TARGET_OS_MAC #include # include # include #include #include #endif #pragma once #include #include #include #include #include #include "Old_Map.h" #include "util.hpp" #include "RayCaster.h" #include "Hardware_Caster.h" #include "Vector4.hpp" #include #include "Software_Caster.h" 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() { sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML"); GL_Testing t; t.compile_shader("../shaders/passthrough.frag", GL_Testing::Shader_Type::FRAGMENT); t.compile_shader("../shaders/passthrough.vert", GL_Testing::Shader_Type::VERTEX); t.create_program(); t.create_buffers(); // Initialize the raycaster hardware, compat, or software RayCaster *rc = new Hardware_Caster(); //RayCaster *rc = new Software_Caster(); if (rc->init() != 1) { delete rc; // rc = new Hardware_Caster_Compat(); // if (rc->init() != 0) { // delete rc; // rc = new Software_Caster(); // } } // Set up the raycaster 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(10, 11, 12), sf::Vector2f(0.1f, 1.00f) ); rc->assign_camera(camera); rc->create_viewport(WINDOW_X, WINDOW_Y, 50.0f, 80.0f); Light l; l.direction_cartesian = sf::Vector3f(1.5f, 1.2f, 0.5f); l.position = sf::Vector3f(100.0f, 100.0f, 100.0f); l.rgbi = sf::Vector4f(0.3f, 0.4f, 0.3f, 1.0f); rc->assign_lights(std::vector{l}); rc->validate(); // Done setting up raycaster // ========== DEBUG ========== fps_counter fps; 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: "); // =========================== // 16.6 milliseconds (60FPS) 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; // Mouse capture sf::Vector2i deltas; sf::Vector2i fixed(window.getSize()); sf::Vector2i prev_pos; bool mouse_enabled = true; bool reset = false; while (window.isOpen()) { // Poll for events from the user sf::Event event; while (window.pollEvent(event)) { 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; } if (event.key.code == sf::Keyboard::R) { reset = true; } } } 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)); } if (mouse_enabled) { if (reset) { reset = false; sf::Mouse::setPosition(sf::Vector2i(2560/2, 1080/2)); prev_pos = sf::Vector2i(2560 / 2, 1080 / 2); } deltas = prev_pos - sf::Mouse::getPosition(); if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) { // Mouse movement sf::Mouse::setPosition(fixed); prev_pos = sf::Mouse::getPosition(); 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 ==== } // ==== FPS LOCKED ==== camera->update(delta_time); window.clear(sf::Color::Black); // Run the raycast rc->compute(); rc->draw(&window); window.popGLStates(); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); t.draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); window.pushGLStates(); // 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); window.display(); } return 0; }