More tweaking and refactoring
This commit is contained in:
@@ -11,8 +11,6 @@ public:
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bool init(std::string root_config_path);
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bool init(std::string root_config_path);
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private:
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private:
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@@ -153,7 +153,7 @@ public:
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// Queries hardware, creates the command queue and context, and compiles kernel
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// Queries hardware, creates the command queue and context, and compiles kernel
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int init();
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bool init();
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// Creates a texture to send to the GPU via height and width
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// Creates a texture to send to the GPU via height and width
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// Creates a viewport vector array via vertical and horizontal fov
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// Creates a viewport vector array via vertical and horizontal fov
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@@ -164,12 +164,13 @@ public:
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bool assign_lights(std::vector<PackedData> *data) ;
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bool assign_lights(std::vector<PackedData> *data) ;
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// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
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// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
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bool assign_map(Old_Map *map) ;
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bool assign_map(std::shared_ptr<Old_Map> map);
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bool release_map();
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// We take a ptr to the camera and create a camera direction and position buffer
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// We take a ptr to the camera and create a camera direction and position buffer
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bool assign_camera(Camera *camera) ;
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bool assign_camera(std::shared_ptr<Camera> camera);
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bool release_camera();
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// TODO: Hoist this to the base class
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// Creates 3 buffers relating to the texture atlas: texture_atlas, atlas_dim, and tile_dim
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// Creates 3 buffers relating to the texture atlas: texture_atlas, atlas_dim, and tile_dim
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// With these on the GPU we can texture any quad with an atlas tile
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// With these on the GPU we can texture any quad with an atlas tile
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bool create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
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bool create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
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@@ -183,7 +184,10 @@ public:
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// Take the viewport sprite and draw it to the screen
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// Take the viewport sprite and draw it to the screen
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void draw(sf::RenderWindow* window) ;
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void draw(sf::RenderWindow* window) ;
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// Load the saved device config from a file
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bool load_config();
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bool load_config();
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// Save the chosen device config to a file
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void save_config();
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void save_config();
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// ================================== DEBUG =======================================
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// ================================== DEBUG =======================================
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@@ -196,17 +200,14 @@ public:
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private:
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private:
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// Iterate the devices available and choose the best one
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// Cycle through the OpenCL devices and store *all* of their data, not super useful
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// Also checks for the sharing extension
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int acquire_platform_and_device();
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bool aquire_hardware();
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bool query_hardware();
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bool query_hardware();
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// With respect to the individual platforms implementation of sharing
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// Cycle through the OpenCL devices and store only the minimal amount of data that we need
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// create a shared cl_gl context
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bool aquire_hardware();
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int create_shared_context();
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// Create a shared cl_gl context with respect to the individual platforms implementation of sharing
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bool create_shared_context();
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// Using the context and the device create a command queue for them
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// Using the context and the device create a command queue for them
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bool create_command_queue();
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bool create_command_queue();
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@@ -241,18 +242,23 @@ private:
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// Run a test kernel that prints out the kernel args
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// Run a test kernel that prints out the kernel args
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void print_kernel_arguments();
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void print_kernel_arguments();
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// CL error code handler. ImGui overlaps the assert() function annoyingly so I had to rename it
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// Cl can return 0 or 1 for success, greater or lower for fail. Return true or false based on that requirement
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static bool cl_assert(int error_code);
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static bool cl_assert(int error_code);
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static std::string cl_err_lookup(int error_code);
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//static bool vr_assert(int error_code)
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// Take an integer error code and return the string of the related CL ENUM
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static std::string cl_err_lookup(int error_code);
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// Setters and getters
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cl_device_id getDeviceID();
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cl_device_id getDeviceID();
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cl_platform_id getPlatformID();
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cl_platform_id getPlatformID();
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cl_context getContext();
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cl_context getContext();
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cl_kernel getKernel(std::string kernel_name);
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cl_kernel getKernel(std::string kernel_name);
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cl_command_queue getCommandQueue();
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cl_command_queue getCommandQueue();
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// Our device data
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// List of queried devices
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std::vector<device> device_list;
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// Our picked device data
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cl_platform_id platform_id;
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cl_platform_id platform_id;
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cl_device_id device_id;
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cl_device_id device_id;
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@@ -265,21 +271,22 @@ private:
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std::map<std::string, cl_mem> buffer_map;
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std::map<std::string, cl_mem> buffer_map;
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std::unordered_map<std::string, std::pair<sf::Sprite, std::unique_ptr<sf::Texture>>> image_map;
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std::unordered_map<std::string, std::pair<sf::Sprite, std::unique_ptr<sf::Texture>>> image_map;
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// Hardware caster holds and renders its own textures
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sf::Sprite viewport_sprite;
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sf::Sprite viewport_sprite;
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sf::Texture viewport_texture;
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sf::Texture viewport_texture;
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Old_Map * map = nullptr;
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Camera *camera = nullptr;
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// std::vector<LightController::PackedData> *lights;
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std::vector<PackedData> *lights;
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int light_count = 0;
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sf::Uint8 *viewport_image = nullptr;
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sf::Uint8 *viewport_image = nullptr;
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sf::Vector4f *viewport_matrix = nullptr;
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sf::Vector4f *viewport_matrix = nullptr;
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sf::Vector2i viewport_resolution;
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sf::Vector2i viewport_resolution;
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int error = 0;
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std::shared_ptr<Camera> camera;
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std::shared_ptr<Old_Map> map;
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std::vector<device> device_list;
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std::vector<PackedData> *lights;
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int light_count = 0;
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int error = 0;
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};
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};
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@@ -44,6 +44,14 @@ public:
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virtual void recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event>(event)) override {
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virtual void recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event>(event)) override {
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if (event.get()->type == vr::Event::Closed) {
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if (event.get()->type == vr::Event::Closed) {
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window_ref->close();
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window_ref->close();
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} else if (event.get()->type == vr::Event::KeyPressed) {
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vr::KeyPressed *key_event = static_cast<vr::KeyPressed*>(event.get());
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if (key_event->code == sf::Keyboard::Escape) {
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window_ref->close();
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}
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}
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}
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};
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};
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@@ -8,9 +8,9 @@
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#include "LightHandle.h"
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#include "LightHandle.h"
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// Lighting is a bit tricky as we need to
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// Typical light workflow:
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// 1.) Create light prototype with desired values
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// 2.) Submit prototype to the LightController
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struct LightPrototype {
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struct LightPrototype {
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@@ -56,6 +56,7 @@ public:
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LightController(std::shared_ptr<Hardware_Caster> raycaster);
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LightController(std::shared_ptr<Hardware_Caster> raycaster);
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~LightController();
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~LightController();
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// find a free light 'slot' and create
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std::shared_ptr<LightHandle> create_light(LightPrototype light_prototype);
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std::shared_ptr<LightHandle> create_light(LightPrototype light_prototype);
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void remove_light(unsigned int light_index);
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void remove_light(unsigned int light_index);
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@@ -2,13 +2,12 @@
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#include "Pub_Sub.h"
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#include "Pub_Sub.h"
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Camera::Camera() {
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Camera::Camera() {}
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}
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Camera::Camera(sf::Vector3f position, sf::Vector2f direction, sf::RenderWindow* window) :
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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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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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fixed = sf::Vector2i(sf::Vector2i(window->getSize().x/2, window->getSize().y/2));
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}
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}
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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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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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Logger::log("Initializing the Hardware Caster", Logger::LogLevel::INFO);
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@@ -68,7 +68,7 @@ int Hardware_Caster::init() {
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}
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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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this->map = map;
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auto dimensions = map->getDimensions();
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auto dimensions = map->getDimensions();
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@@ -82,7 +82,21 @@ bool Hardware_Caster::assign_map(Old_Map *map) {
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return true;
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return true;
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}
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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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this->camera = camera;
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@@ -95,20 +109,40 @@ bool Hardware_Caster::assign_camera(Camera *camera) {
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return true;
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return true;
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}
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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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bool Hardware_Caster::validate() {
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Logger::log("Validating OpenCL kernel args", Logger::LogLevel::INFO);
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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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// Check to make sure everything has been entered
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if (camera == nullptr ||
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if (!camera.get()) {
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map == nullptr ||
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Logger::log("Raycaster.validate() failed, camera not initialized", Logger::LogLevel::WARN);
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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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return false;
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return false;
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}
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} else {
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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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}
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// Set all the kernel args
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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", 0, "map");
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@@ -126,9 +160,6 @@ bool Hardware_Caster::validate() {
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set_kernel_arg("raycaster", 12, "tile_dim");
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set_kernel_arg("raycaster", 12, "tile_dim");
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return true;
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return true;
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//print_kernel_arguments();
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}
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}
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}
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@@ -500,7 +531,8 @@ bool Hardware_Caster::query_hardware()
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return true;
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return true;
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}
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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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// Hurray for standards!
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// Setup the context properties to grab the current GL context
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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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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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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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raycaster->assign_lights(&packed_data_array);
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}
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}
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77
src/main.cpp
77
src/main.cpp
@@ -85,13 +85,8 @@ int main() {
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srand(time(nullptr));
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srand(time(nullptr));
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// =============================
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Map _map(32);
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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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//return 0;
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// =============================
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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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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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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// Start up the raycaster
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std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster());
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std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster());
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if (!raycaster->init())
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if (raycaster->init() != 1) {
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abort();
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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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// 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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map->generate_terrain();
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// Send the data to the GPU
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// Send the data to the GPU
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raycaster->assign_map(map);
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raycaster->assign_map(map);
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// Create a new camera with (starting position, direction)
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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::Vector3f(50, 50, 50),
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sf::Vector2f(1.5f, 0.0f),
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sf::Vector2f(1.5f, 0.0f),
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&window
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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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// *link* the camera to the GPU
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raycaster->assign_camera(camera);
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raycaster->assign_camera(camera);
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@@ -129,38 +122,55 @@ int main() {
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// Generate and send the viewport to the GPU. Also creates the viewport texture
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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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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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// Initialize the light controller and link it to the GPU
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float h = 90.0;
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||||||
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||||||
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LightController light_controller(raycaster);
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LightController light_controller(raycaster);
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||||||
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||||||
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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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LightPrototype prototype(
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||||||
sf::Vector3f(100.0f, 100.0f, 75.0f),
|
sf::Vector3f(100.0f, 100.0f, 75.0f),
|
||||||
sf::Vector3f(-1.0f, -1.0f, -1.5f),
|
sf::Vector3f(-1.0f, -1.0f, -1.5f),
|
||||||
sf::Vector4f(0.4f, 0.4f, 0.4f, 1.0f)
|
sf::Vector4f(0.4f, 0.4f, 0.4f, 1.0f)
|
||||||
);
|
);
|
||||||
|
std::shared_ptr<LightHandle> light_handle(light_controller.create_light(prototype));
|
||||||
std::shared_ptr<LightHandle> handle(light_controller.create_light(prototype));
|
|
||||||
|
|
||||||
// Load in the spritesheet texture
|
// Load in the spritesheet texture
|
||||||
sf::Texture spritesheet;
|
sf::Texture spritesheet;
|
||||||
spritesheet.loadFromFile("../assets/textures/minecraft_tiles.png");
|
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));
|
raycaster->create_texture_atlas(&spritesheet, sf::Vector2i(16, 16));
|
||||||
|
|
||||||
// Checks to see if proper data was uploaded, then sets the kernel args
|
// Checks to see if proper data was uploaded, then sets the kernel args
|
||||||
// ALL DATA LOADING MUST BE FINISHED
|
// ALL DATA LOADING MUST BE FINISHED
|
||||||
raycaster->validate();
|
if (!raycaster->validate()) {
|
||||||
|
abort();
|
||||||
|
};
|
||||||
|
|
||||||
|
// Start up the input handler and link the camera to some of the events
|
||||||
Input input_handler;
|
Input input_handler;
|
||||||
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyHeld);
|
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::KeyPressed);
|
||||||
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseMoved);
|
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseMoved);
|
||||||
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseButtonPressed);
|
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
|
||||||
WindowHandler win_hand(&window);
|
WindowHandler win_hand(&window);
|
||||||
win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
|
win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
|
||||||
|
win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
|
||||||
|
|
||||||
|
|
||||||
|
// The sfml imgui wrapper I'm using requires Update be called with sf::Time
|
||||||
|
// Might modify it to also accept seconds
|
||||||
|
sf::Clock sf_delta_clock;
|
||||||
|
fps_counter fps;
|
||||||
|
|
||||||
|
// vars for us to use with ImGUI
|
||||||
|
float light_color[4] = { 0, 0, 0, 0 };
|
||||||
|
float light_pos[4] = { 100, 100, 30 };
|
||||||
|
char screenshot_buf[128]{0};
|
||||||
|
bool paused = false;
|
||||||
|
float camera_speed = 1.0;
|
||||||
|
|
||||||
|
// Game loop values
|
||||||
float step_size = 0.0166f;
|
float step_size = 0.0166f;
|
||||||
double frame_time = 0.0,
|
double frame_time = 0.0,
|
||||||
elapsed_time = 0.0,
|
elapsed_time = 0.0,
|
||||||
@@ -168,20 +178,9 @@ int main() {
|
|||||||
accumulator_time = 0.0,
|
accumulator_time = 0.0,
|
||||||
current_time = 0.0;
|
current_time = 0.0;
|
||||||
|
|
||||||
// The sfml imgui wrapper I'm using requires Update be called with sf::Time
|
|
||||||
// Might modify it to also accept seconds
|
|
||||||
sf::Clock sf_delta_clock;
|
|
||||||
fps_counter fps;
|
|
||||||
|
|
||||||
float light_color[4] = { 0, 0, 0, 0 };
|
|
||||||
float light_pos[4] = { 100, 100, 30 };
|
|
||||||
char screenshot_buf[128]{0};
|
|
||||||
|
|
||||||
bool paused = false;
|
|
||||||
float camera_speed = 1.0;
|
|
||||||
|
|
||||||
while (window.isOpen()) {
|
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);
|
input_handler.consume_sf_events(&window);
|
||||||
input_handler.handle_held_keys();
|
input_handler.handle_held_keys();
|
||||||
input_handler.dispatch_events();
|
input_handler.dispatch_events();
|
||||||
@@ -205,15 +204,18 @@ int main() {
|
|||||||
|
|
||||||
ImGui::SFML::Update(window, sf_delta_clock.restart());
|
ImGui::SFML::Update(window, sf_delta_clock.restart());
|
||||||
|
|
||||||
|
// Pausing stops camera and light updates, as well as raycaster computes
|
||||||
if (!paused) {
|
if (!paused) {
|
||||||
camera->update(delta_time);
|
camera->update(delta_time);
|
||||||
handle->update(delta_time);
|
light_handle->update(delta_time);
|
||||||
|
|
||||||
// Run the raycast
|
// Run the raycast
|
||||||
raycaster->compute();
|
if (!raycaster->compute()) {
|
||||||
|
abort();
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Let the raycaster draw it screen buffer
|
||||||
raycaster->draw(&window);
|
raycaster->draw(&window);
|
||||||
|
|
||||||
// Give the frame counter the frame time and draw the average frame time
|
// Give the frame counter the frame time and draw the average frame time
|
||||||
@@ -292,7 +294,7 @@ int main() {
|
|||||||
|
|
||||||
if (ImGui::SliderFloat4("Color", light_color, 0, 1)) {
|
if (ImGui::SliderFloat4("Color", light_color, 0, 1)) {
|
||||||
sf::Vector4f light(light_color[0], light_color[1], light_color[2], light_color[3]);
|
sf::Vector4f light(light_color[0], light_color[1], light_color[2], light_color[3]);
|
||||||
handle->set_rgbi(light);
|
light_handle->set_rgbi(light);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (ImGui::SliderFloat("Camera Speed", &camera_speed, 0, 4)) {
|
if (ImGui::SliderFloat("Camera Speed", &camera_speed, 0, 4)) {
|
||||||
@@ -301,7 +303,7 @@ int main() {
|
|||||||
|
|
||||||
if (ImGui::SliderFloat3("Position", light_pos, 0, MAP_X)) {
|
if (ImGui::SliderFloat3("Position", light_pos, 0, MAP_X)) {
|
||||||
sf::Vector3f light(light_pos[0], light_pos[1], light_pos[2]);
|
sf::Vector3f light(light_pos[0], light_pos[1], light_pos[2]);
|
||||||
handle->set_position(light);
|
light_handle->set_position(light);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (ImGui::CollapsingHeader("Window options"))
|
if (ImGui::CollapsingHeader("Window options"))
|
||||||
@@ -317,7 +319,8 @@ int main() {
|
|||||||
|
|
||||||
ImGui::Render();
|
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.draw(sf::CircleShape(0));
|
||||||
window.display();
|
window.display();
|
||||||
|
|
||||||
|
|||||||
@@ -52,12 +52,10 @@ bool Map::test_oct_arr_traversal(sf::Vector3i dimensions) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Map::setVoxel(sf::Vector3i pos, int val) {
|
void Map::setVoxel(sf::Vector3i pos, int val) {
|
||||||
|
|
||||||
voxel_data[pos.x + OCT_DIM * (pos.y + OCT_DIM * pos.z)] = val;
|
voxel_data[pos.x + OCT_DIM * (pos.y + OCT_DIM * pos.z)] = val;
|
||||||
}
|
}
|
||||||
|
|
||||||
char Map::getVoxel(sf::Vector3i pos){
|
char Map::getVoxel(sf::Vector3i pos){
|
||||||
|
|
||||||
return octree.GetVoxel(pos).found;
|
return octree.GetVoxel(pos).found;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user