#include "Application.h" const int Application::MAP_X = 32; const int Application::MAP_Y = 32; const int Application::MAP_Z = 32; Application::Application() { window = std::make_shared(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() { // Start up the raycaster raycaster = std::make_shared(); if (!raycaster->init()) abort(); map = std::make_shared(MAP_X); sf::Image bitmap = map->GenerateHeightBitmap(sf::Vector3i(MAP_X, MAP_Y, MAP_Z)); map->ApplyHeightmap(bitmap); map->octree.CastRayOctree(sf::Vector2f(1.57f, 0.0001f), sf::Vector3f(0.5f, 0.5f, 0.5f)); raycaster->assign_octree(map); raycaster->assign_map(map); // Create a new camera with (starting position, direction) camera = std::make_shared( sf::Vector3f(0.5f, 0.5f, 0.5f), sf::Vector2f(1.45f, 0.3f), 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(raycaster); // Create a light prototype, send it to the controller, and get the handle back LightPrototype prototype( sf::Vector3f(30, 30.0f, 30.0f), sf::Vector3f(-1.0f, -1.0f, -1.5f), sf::Vector4f(0.01f, 0.01f, 0.01f, 0.2f) ); 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(window.get())); window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed); window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed); //raycaster->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(); Gui::do_render(); ImGui::Begin("Window"); 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("Pause")) { paused = !paused; if (paused) Logger::log("Pausing", Logger::LogLevel::INFO); else Logger::log("Unpausing", Logger::LogLevel::INFO); } 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 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()); }