More tweaking and refactoring
This commit is contained in:
@@ -2,14 +2,13 @@
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#include "Pub_Sub.h"
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Camera::Camera() {
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}
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Camera::Camera() {}
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Camera::Camera(sf::Vector3f position, sf::Vector2f direction, sf::RenderWindow* window) :
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position(position), direction(direction), window(window)
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{
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fixed = sf::Vector2i(sf::Vector2i(window->getSize().x/2, window->getSize().y/2));
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position(position), direction(direction), window(window) {
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fixed = sf::Vector2i(sf::Vector2i(window->getSize().x/2, window->getSize().y/2));
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}
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Camera::~Camera() {
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@@ -4,7 +4,7 @@
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Hardware_Caster::Hardware_Caster() {}
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Hardware_Caster::~Hardware_Caster() {}
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int Hardware_Caster::init() {
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bool Hardware_Caster::init() {
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Logger::log("Initializing the Hardware Caster", Logger::LogLevel::INFO);
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@@ -68,68 +68,99 @@ int Hardware_Caster::init() {
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}
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bool Hardware_Caster::assign_map(Old_Map *map) {
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bool Hardware_Caster::assign_map(std::shared_ptr<Old_Map> map) {
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this->map = map;
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auto dimensions = map->getDimensions();
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if (!create_buffer("map", sizeof(char) * dimensions.x * dimensions.y * dimensions.z, map->get_voxel_data()))
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return false;
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if (!create_buffer("map_dimensions", sizeof(int) * 3, &dimensions))
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return false;
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return true;
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}
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bool Hardware_Caster::assign_camera(Camera *camera) {
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bool Hardware_Caster::release_map() {
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this->map = nullptr;
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if (!release_buffer("map"))
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return false;
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if (!release_buffer("map_dimensions"))
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return false;
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return true;
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}
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bool Hardware_Caster::assign_camera(std::shared_ptr<Camera> camera) {
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this->camera = camera;
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if (!create_buffer("camera_direction", sizeof(float) * 4, (void*)camera->get_direction_pointer(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR))
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return false;
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if (!create_buffer("camera_position", sizeof(float) * 4, (void*)camera->get_position_pointer(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR))
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return false;
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return true;
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}
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bool Hardware_Caster::release_camera() {
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this->camera = nullptr;
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if (!release_buffer("camera_direction"))
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return false;
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if (!release_buffer("camera_position"))
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return false;
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return true;
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}
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bool Hardware_Caster::validate() {
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Logger::log("Validating OpenCL kernel args", Logger::LogLevel::INFO);
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// Check to make sure everything has been entered;
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if (camera == nullptr ||
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map == nullptr ||
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viewport_image == nullptr ||
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viewport_matrix == nullptr) {
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Logger::log("Raycaster.validate() failed, camera, map, or viewport not initialized", Logger::LogLevel::WARN);
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// Check to make sure everything has been entered
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if (!camera.get()) {
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Logger::log("Raycaster.validate() failed, camera not initialized", Logger::LogLevel::WARN);
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return false;
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}
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if (!map.get()) {
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Logger::log("Raycaster.validate() failed, map not initialized", Logger::LogLevel::WARN);
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return false;
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}
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if (!viewport_image) {
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Logger::log("Raycaster.validate() failed, viewport_image not initialized", Logger::LogLevel::WARN);
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return false;
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}
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if (!viewport_matrix) {
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Logger::log("Raycaster.validate() failed, viewport_matrix not initialized", Logger::LogLevel::WARN);
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return false;
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} else {
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// Set all the kernel args
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set_kernel_arg("raycaster", 0, "map");
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set_kernel_arg("raycaster", 1, "map_dimensions");
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set_kernel_arg("raycaster", 2, "viewport_resolution");
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set_kernel_arg("raycaster", 3, "viewport_matrix");
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set_kernel_arg("raycaster", 4, "camera_direction");
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set_kernel_arg("raycaster", 5, "camera_position");
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set_kernel_arg("raycaster", 6, "lights");
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set_kernel_arg("raycaster", 7, "light_count");
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set_kernel_arg("raycaster", 8, "image");
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set_kernel_arg("raycaster", 9, "seed");
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set_kernel_arg("raycaster", 10, "texture_atlas");
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set_kernel_arg("raycaster", 11, "atlas_dim");
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set_kernel_arg("raycaster", 12, "tile_dim");
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return true;
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//print_kernel_arguments();
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}
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// Set all the kernel args
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set_kernel_arg("raycaster", 0, "map");
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set_kernel_arg("raycaster", 1, "map_dimensions");
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set_kernel_arg("raycaster", 2, "viewport_resolution");
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set_kernel_arg("raycaster", 3, "viewport_matrix");
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set_kernel_arg("raycaster", 4, "camera_direction");
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set_kernel_arg("raycaster", 5, "camera_position");
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set_kernel_arg("raycaster", 6, "lights");
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set_kernel_arg("raycaster", 7, "light_count");
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set_kernel_arg("raycaster", 8, "image");
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set_kernel_arg("raycaster", 9, "seed");
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set_kernel_arg("raycaster", 10, "texture_atlas");
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set_kernel_arg("raycaster", 11, "atlas_dim");
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set_kernel_arg("raycaster", 12, "tile_dim");
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return true;
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}
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bool Hardware_Caster::create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim) {
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@@ -500,7 +531,8 @@ bool Hardware_Caster::query_hardware()
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return true;
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}
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int Hardware_Caster::create_shared_context() {
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bool Hardware_Caster::create_shared_context()
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{
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// Hurray for standards!
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// Setup the context properties to grab the current GL context
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@@ -2,8 +2,10 @@
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LightController::LightController(std::shared_ptr<Hardware_Caster> raycaster) : packed_data_array(reserved_count), open_list(reserved_count) {
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// initialize the open list with numbers 1 -> open_list.size()
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std::iota(open_list.begin(), open_list.end(), 0);
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//
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raycaster->assign_lights(&packed_data_array);
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}
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71
src/main.cpp
71
src/main.cpp
@@ -85,13 +85,8 @@ int main() {
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srand(time(nullptr));
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// =============================
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Map _map(32);
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//_map.test();
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//std::cin.get();
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//return 0;
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// =============================
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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window.setMouseCursorVisible(false);
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@@ -104,24 +99,22 @@ int main() {
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// Start up the raycaster
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std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster());
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if (raycaster->init() != 1) {
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if (!raycaster->init())
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abort();
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}
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// Create and generate the old 3d array style map
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Old_Map* map = new Old_Map(sf::Vector3i(MAP_X, MAP_Y, MAP_Z));
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std::shared_ptr<Old_Map> map(new Old_Map(sf::Vector3i(MAP_X, MAP_Y, MAP_Z)));
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map->generate_terrain();
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// Send the data to the GPU
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raycaster->assign_map(map);
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// Create a new camera with (starting position, direction)
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Camera *camera = new Camera(
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std::shared_ptr<Camera> camera(new Camera(
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sf::Vector3f(50, 50, 50),
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sf::Vector2f(1.5f, 0.0f),
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&window
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);
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));
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// *link* the camera to the GPU
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raycaster->assign_camera(camera);
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@@ -129,59 +122,65 @@ int main() {
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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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float w = 60.0;
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float h = 90.0;
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// Initialize the light controller and link it to the GPU
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LightController light_controller(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(100.0f, 100.0f, 75.0f),
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sf::Vector3f(-1.0f, -1.0f, -1.5f),
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sf::Vector4f(0.4f, 0.4f, 0.4f, 1.0f)
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);
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std::shared_ptr<LightHandle> handle(light_controller.create_light(prototype));
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std::shared_ptr<LightHandle> light_handle(light_controller.create_light(prototype));
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// Load in the spritesheet texture
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sf::Texture spritesheet;
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spritesheet.loadFromFile("../assets/textures/minecraft_tiles.png");
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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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raycaster->validate();
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if (!raycaster->validate()) {
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abort();
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};
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// Start up the input handler and link the camera to some of the events
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Input 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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WindowHandler win_hand(&window);
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win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
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win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
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float step_size = 0.0166f;
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double frame_time = 0.0,
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elapsed_time = 0.0,
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delta_time = 0.0,
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accumulator_time = 0.0,
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current_time = 0.0;
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// The sfml imgui wrapper I'm using requires Update be called with sf::Time
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// Might modify it to also accept seconds
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sf::Clock sf_delta_clock;
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fps_counter fps;
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// vars for us to use with ImGUI
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float light_color[4] = { 0, 0, 0, 0 };
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float light_pos[4] = { 100, 100, 30 };
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char screenshot_buf[128]{0};
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bool paused = false;
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float camera_speed = 1.0;
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// Game loop values
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float step_size = 0.0166f;
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double frame_time = 0.0,
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elapsed_time = 0.0,
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delta_time = 0.0,
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accumulator_time = 0.0,
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current_time = 0.0;
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while (window.isOpen()) {
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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);
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input_handler.handle_held_keys();
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input_handler.dispatch_events();
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@@ -205,15 +204,18 @@ int main() {
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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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handle->update(delta_time);
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light_handle->update(delta_time);
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// Run the raycast
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raycaster->compute();
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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);
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// Give the frame counter the frame time and draw the average frame time
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@@ -292,7 +294,7 @@ int main() {
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if (ImGui::SliderFloat4("Color", light_color, 0, 1)) {
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sf::Vector4f light(light_color[0], light_color[1], light_color[2], light_color[3]);
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handle->set_rgbi(light);
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light_handle->set_rgbi(light);
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}
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if (ImGui::SliderFloat("Camera Speed", &camera_speed, 0, 4)) {
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@@ -301,7 +303,7 @@ int main() {
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if (ImGui::SliderFloat3("Position", light_pos, 0, MAP_X)) {
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sf::Vector3f light(light_pos[0], light_pos[1], light_pos[2]);
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handle->set_position(light);
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light_handle->set_position(light);
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}
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if (ImGui::CollapsingHeader("Window options"))
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@@ -317,7 +319,8 @@ int main() {
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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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@@ -52,12 +52,10 @@ bool Map::test_oct_arr_traversal(sf::Vector3i dimensions) {
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}
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void Map::setVoxel(sf::Vector3i pos, int val) {
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voxel_data[pos.x + OCT_DIM * (pos.y + OCT_DIM * pos.z)] = val;
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}
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char Map::getVoxel(sf::Vector3i pos){
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return octree.GetVoxel(pos).found;
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}
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