// This has to be up here or else glew will complain #include "GL_Testing.h" #ifdef linux #include #include #elif defined _WIN32 #include // As if hardware is ever going to move away from 1.2 #define CL_USE_DEPRECATED_OPENCL_1_2_APIS #include #include #elif defined TARGET_OS_MAC #include # include # include #include #include #endif #pragma once #include #include #include #include "Old_Map.h" #include "util.hpp" #include "RayCaster.h" #include "Hardware_Caster.h" #include "Vector4.hpp" #include "Camera.h" #include "Software_Caster.h" #include "Input.h" #include "Pub_Sub.h" const int WINDOW_X = 1000; const int WINDOW_Y = 1000; const int WORK_SIZE = WINDOW_X * WINDOW_Y; const int MAP_X = 1024; const int MAP_Y = 1024; const int MAP_Z = 256; 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() { //Map _map(sf::Vector3i(0, 0, 0)); //_map.generate_octree(); glewInit(); sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML"); window.setMouseCursorVisible(false); /*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();*/ // Start up the raycaster Hardware_Caster *raycaster = new Hardware_Caster(); if (raycaster->init() != 1) { abort(); } // Create and generate the old 3d array style map 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) 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, 50.0f, 50.0f); float w = 60.0; float h = 90.0; // Light for the currently non functional Bling Phong shader Light l; l.direction_cartesian = sf::Vector3f(-1.0f, -1.0f, -1.5f); l.position = sf::Vector3f(256.0f, 256.0f, 256.0f); l.rgbi = sf::Vector4f(0.3f, 0.4f, 0.3f, 1.0f); std::vector light_vec; light_vec.push_back(l); // *links* the lights to the GPU raycaster->assign_lights(&light_vec); // Checks to see if proper data was uploaded, then sets the kernel args raycaster->validate(); // ========== 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: "); debug_text cam_text_pos_x(3, 30, &camera->get_position_pointer()->x, "x: "); debug_text cam_text_pos_y(4, 30, &camera->get_position_pointer()->y, "y: "); debug_text cam_text_pos_z(5, 30, &camera->get_position_pointer()->z, "z: "); // =========================== // 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; double timer_accumulator = 0.0; 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); WindowHandler win_hand(&window); win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed); window.setKeyRepeatEnabled(false); while (window.isOpen()) { input_handler.consume_sf_events(&window); input_handler.handle_held_keys(); input_handler.dispatch_events(); if (sf::Keyboard::isKeyPressed(sf::Keyboard::F11)) { while (raycaster->debug_quick_recompile() != 0); } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { light_vec.at(0).position.x -= delta_time * 100; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { light_vec.at(0).position.x += delta_time * 100; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) { light_vec.at(0).position.y += delta_time * 100; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { light_vec.at(0).position.y -= delta_time * 100; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Home)) { light_vec.at(0).position.z += delta_time * 100; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::End)) { light_vec.at(0).position.z -= delta_time * 100; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) { light_vec.at(0).position = camera->get_position(); light_vec.at(0).direction_cartesian = SphereToCart(camera->get_direction()); } if (sf::Keyboard::isKeyPressed(sf::Keyboard::O)) { light_vec.at(0).orbit_around_center(timer_accumulator += delta_time); } if (sf::Keyboard::isKeyPressed(sf::Keyboard::M)) { std::string path = "../assets/"; std::string filename; std::getline(std::cin, filename); filename += ".png"; sf::Image image = window.capture(); image.saveToFile(path + filename); } // 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 raycaster->compute(); raycaster->draw(&window); window.popGLStates(); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //t.rotate(delta_time); //t.transform(); //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); cam_text_pos_x.draw(&window); cam_text_pos_y.draw(&window); cam_text_pos_z.draw(&window); window.display(); } return 0; }