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215 lines
6.0 KiB
215 lines
6.0 KiB
#include "Application.h"
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const int Application::MAP_X = 32;
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const int Application::MAP_Y = 32;
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const int Application::MAP_Z = 32;
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Application::Application() {
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window = std::make_shared<sf::RenderWindow>(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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window->setMouseCursorVisible(false);
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window->setKeyRepeatEnabled(false);
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window->setVerticalSyncEnabled(false);
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ImGui::SFML::Init(*window);
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window->resetGLStates();
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}
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Application::~Application() {
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if (window.unique())
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window.reset();
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else {
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Logger::log("Can't release window, shared_ptr count : " + window.use_count(), Logger::LogLevel::WARN);
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}
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//light_handle->~LightHandle();
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//light_controller->~LightController();
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}
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bool Application::init_clcaster() {
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// Start up the raycaster
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raycaster = std::make_shared<CLCaster>();
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raycaster->setDefine("OCTDIM", std::to_string(MAP_X));
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if (!raycaster->init())
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abort();
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map = std::make_shared<Map>(MAP_X);
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// TODO: Implement this
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sf::Image bitmap = map->GenerateHeightBitmap(sf::Vector3i(MAP_X, MAP_Y, MAP_Z));
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map->ApplyHeightmap(bitmap);
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//map->octree.CastRayOctree(sf::Vector2f(1.57f, 0.0001f), sf::Vector3f(0.5f, 0.5f, 0.5f));
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// TODO: Consolidate this to one call
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raycaster->assign_octree(map);
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raycaster->assign_map(map);
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camera = std::make_shared<Camera>(
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sf::Vector3f(3.5f, 3.5f, 3.5f), // Starting position
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sf::Vector2f(1.57f, 0.0f), // Direction
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window.get()
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);
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raycaster->assign_camera(camera);
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// Generate and send the viewport to the GPU. Also creates the viewport texture
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raycaster->create_viewport(WINDOW_X, WINDOW_Y, 0.625f * 90.0f, 90.0f);
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// Initialize the light controller and link it to the GPU
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// TODO: Bad behaviour when raycaster has errors!!!!
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light_controller = std::make_shared<LightController>(raycaster);
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// Create a light prototype, send it to the controller, and get the handle back
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LightPrototype prototype(
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sf::Vector3f(30, 30.0f, 30.0f),
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sf::Vector3f(-1.0f, -1.0f, -1.5f),
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sf::Vector4f(0.01f, 0.01f, 0.01f, 0.2f)
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);
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light_handle = light_controller->create_light(prototype);
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// Load in the spritesheet texture
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if (!spritesheet.loadFromFile("../assets/textures/minecraft_tiles.png"))
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Logger::log("Failed to load spritesheet from file", Logger::LogLevel::WARN);
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raycaster->create_texture_atlas(&spritesheet, sf::Vector2i(16, 16));
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// Checks to see if proper data was uploaded, then sets the kernel args
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// ALL DATA LOADING MUST BE FINISHED
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if (!raycaster->validate()) {
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abort();
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};
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return true;
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}
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bool Application::init_events() {
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// Link the camera to the input handler
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camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyHeld);
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camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
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camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseMoved);
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camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseButtonPressed);
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// Start up a window handler which subscribes to input and listens for window closed events
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window_handler = std::make_shared<WindowHandler>(WindowHandler(window.get()));
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window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
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window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
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//raycaster->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
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//camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::JoystickMoved);
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return true;
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}
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bool Application::game_loop() {
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while (true) {
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// Have the input handler empty the event stack, generate events for held keys, and then dispatch the events to listeners
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input_handler.consume_sf_events(window.get());
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input_handler.handle_held_keys();
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input_handler.dispatch_events();
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if (!window->isOpen())
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break;
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// Time keeping
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elapsed_time = elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.2f)
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delta_time = 0.2f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// ==== DELTA TIME LOCKED ====
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}
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// ==== FPS LOCKED ====
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window->clear(sf::Color::Black);
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ImGui::SFML::Update(*window, sf_delta_clock.restart());
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// Pausing stops camera and light updates, as well as raycaster computes
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if (!paused) {
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camera->update(delta_time);
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light_handle->update(delta_time);
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// Run the raycast
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if (!raycaster->compute()) {
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abort();
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};
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}
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// Let the raycaster draw it screen buffer
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raycaster->draw(window.get());
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// Give the frame counter the frame time and draw the average frame time
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fps.frame(delta_time);
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fps.draw();
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Gui::do_render();
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ImGui::Begin("Window");
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ImGui::InputText("filename", screenshot_buf, 128);
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if (ImGui::Button("Take Screen shot")) {
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std::string path = "../assets/";
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std::string filename(screenshot_buf);
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filename += ".png";
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sf::Texture window_texture;
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window_texture.create(window->getSize().x, window->getSize().y);
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window_texture.update(*window);
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sf::Image image = window_texture.copyToImage();
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image.saveToFile(path + filename);
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}
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ImGui::NextColumn();
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if (ImGui::Button("Pause")) {
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paused = !paused;
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if (paused)
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Logger::log("Pausing", Logger::LogLevel::INFO);
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else
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Logger::log("Unpausing", Logger::LogLevel::INFO);
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}
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ImGui::End();
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//ImGui::ShowTestWindow();
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ImGui::Render();
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// ImGUI messes up somthing in the SFML GL state, so we need a single draw call to right things
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// then we can move on to flip the screen buffer via display
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window->draw(sf::CircleShape(0));
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window->display();
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}
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}
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float Application::elap_time() {
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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if (!started) {
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start = std::chrono::system_clock::now();
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started = true;
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}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed_time = now - start;
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return static_cast<float>(elapsed_time.count());
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}
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