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// This has to be up here or else glew will complain
#include "GL_Testing.h"
#ifdef linux
#include <CL/cl.h>
#include <CL/opencl.h>
#elif defined _WIN32
#include <windows.h>
// As if hardware is ever going to move away from 1.2
#define CL_USE_DEPRECATED_OPENCL_1_2_APIS
#include <CL/cl.h>
#include <CL/opencl.h>
#elif defined TARGET_OS_MAC
#include <OpenGL/gl.h>
# include <OpenGL/OpenGL.h>
# include <OpenCL/opencl.h>
#include <OpenCL/cl_gl_ext.h>
#include <OpenCL/cl_ext.h>
#endif
#pragma once
#include <iostream>
#include <chrono>
#include <SFML/Graphics.hpp>
#include <SFML/Network.hpp>
#include "Old_Map.h"
#include "util.hpp"
#include "raycaster/RayCaster.h"
#include "raycaster/Hardware_Caster.h"
#include "Vector4.hpp"
#include "Camera.h"
#include "Input.h"
#include "Pub_Sub.h"
#include "NetworkInput.h"
#include "LightController.h"
#include "LightHandle.h"
const int WINDOW_X = 1440;
const int WINDOW_Y = 900;
const int WORK_SIZE = WINDOW_X * WINDOW_Y;
const int MAP_X = 256;
const int MAP_Y = 256;
const int MAP_Z = 256;
float elap_time(){
static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
if (!started){
start = std::chrono::system_clock::now();
started = true;
}
std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed_time = now - start;
return static_cast<float>(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() {
// Keep at this at the top of main. I think it has to do with it and
// sf::RenderWindow stepping on each others feet
glewInit();
// The socket listener for interacting with the TCP streaming android controller
NetworkInput ni;
ni.listen_for_clients(5000);
// Currently just close it right away for debug
ni.stop_listening_for_clients();
// =============================
Map _map(sf::Vector3i(0, 0, 0));
_map.generate_octree();
_map.a.get_voxel(sf::Vector3i(5, 5, 0));
// =============================
return 0;
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
std::shared_ptr<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, 0.625f * 90.0f, 90.0f);
float w = 60.0;
float h = 90.0;
LightController light_controller(raycaster);
LightPrototype prototype(
sf::Vector3f(100.0f, 100.0f, 30.0f),
sf::Vector3f(-1.0f, -1.0f, -1.5f),
sf::Vector4f(1.0f, 1.0f, 1.0f, 1.0f)
);
std::shared_ptr<LightHandle> handle(light_controller.create_light(prototype));
// Load in the spritesheet texture
sf::Texture spritesheet;
spritesheet.loadFromFile("../assets/textures/minecraft_tiles.png");
spritesheet.getNativeHandle();
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
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;
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);
handle->subscribe_to_publisher(&ni, vr::Event::EventType::JoystickMoved);
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();
ni.dispatch_events();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::F11)) {
while (raycaster->debug_quick_recompile() != 0);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Num0)) {
std::string path = "../assets/";
std::string filename;
std::getline(std::cin, filename);
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);
}
// 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);
handle->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;
}