Textures were suprisingly trivial with the plane intersection code hashed out
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assets/textures/minecraft_tiles.png
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assets/textures/minecraft_tiles.png
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assets/textures/spritesheet_tiles.png
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assets/textures/spritesheet_tiles.png
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@@ -55,6 +55,10 @@ public:
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void assign_camera(Camera *camera) override;
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void validate() override;
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// TODO: Hoist this to the base class
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void create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
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// draw will abstract the gl sharing and software rendering
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// methods of retrieving the screen buffer
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void compute() override;
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@@ -74,7 +78,7 @@ private:
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int check_cl_khr_gl_sharing();
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int create_image_buffer(std::string buffer_name, cl_uint size, void* data);
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int create_image_buffer(std::string buffer_name, cl_uint size, sf::Texture* texture);
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int create_buffer(std::string buffer_name, cl_uint size, void* data);
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int create_buffer(std::string buffer_name, cl_uint size, void* data, cl_mem_flags flags);
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int store_buffer(cl_mem, std::string buffer_name);
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@@ -23,13 +23,13 @@ float4 white_light(float4 input, float3 light, int3 mask) {
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float4 view_light(float4 in_color, float3 light, float3 view, int3 mask) {
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float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.0f);
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in_color += diffuse * 0.5;
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in_color += diffuse * 0.2;
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if (dot(light, normalize(convert_float3(mask))) > 0.0)
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{
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float3 halfwayVector = normalize(normalize(light) + normalize(view));
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float specTmp = max(dot(normalize(convert_float3(mask)), halfwayVector), 0.0f);
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in_color += pow(specTmp, 1.0f) * 0.1;
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in_color += pow(specTmp, 1.0f) * 0.5;
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}
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//in_color += 0.02;
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@@ -134,7 +134,10 @@ __kernel void raycaster(
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global float* lights,
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global int* light_count,
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__write_only image2d_t image,
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global int* seed_memory
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global int* seed_memory,
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__read_only image2d_t texture_atlas,
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global int2 *atlas_dim,
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global int2 *tile_dim
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){
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int global_id = get_global_id(0);
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@@ -230,27 +233,23 @@ __kernel void raycaster(
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if (voxel_data != 0) {
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// Determine where on the 2d plane the ray intersected
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if (voxel_data == 6) {
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voxel_color = (float4)(0.0, 0.239, 0.419, 0.3);
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}
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else if (voxel_data == 5) {
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voxel_color = (float4)(0.25, 0.52, 0.30, 0.1);
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}
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else if (voxel_data == 1) {
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voxel_color = (float4)(0.929, 0.957, 0.027, 0.7);
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}
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// set to which face
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float3 face_position = (float)(0);
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float2 texture_position = (float)(0);
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// First determine the percent of the way the ray is towards the next intersection_t
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// in relation to the xyz position on the plane
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if (face_mask.x == -1) {
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float z_percent = (intersection_t.z - (intersection_t.x - delta_t.x)) / delta_t.z;
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float y_percent = (intersection_t.y - (intersection_t.x - delta_t.x)) / delta_t.y;
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// Since we intersected face x, we know that we are at the face (1.0)
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// Not entirely sure what is causing the 1.0 vs 1.001 rendering bug
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face_position = (float3)(1.001f, y_percent, z_percent);
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texture_position = (float2)(y_percent, z_percent);
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}
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else if (face_mask.y == -1) {
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@@ -258,7 +257,7 @@ __kernel void raycaster(
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float z_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.z;
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face_position = (float3)(x_percent, 1.001f, z_percent);
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texture_position = (float2)(x_percent, z_percent);
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}
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else if (face_mask.z == -1) {
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@@ -267,29 +266,56 @@ __kernel void raycaster(
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float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.y;
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face_position = (float3)(x_percent, y_percent, 1.001f);
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texture_position = (float2)(x_percent, y_percent);
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}
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// We now need to account for the ray wanting to skip the axis in which
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// it flips its sign
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if (ray_dir.x > 0)
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face_position.x = - face_position.x + 1;
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// TODO: improve this
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if (ray_dir.x < 0)
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face_position.x = face_position.x + 0;
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if (ray_dir.x > 0) {
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face_position.x = -face_position.x + 1;
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texture_position.x = -texture_position.x + 1.0;
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}
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//if (ray_dir.x < 0)
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// face_position.x = face_position.x + 0;
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if (ray_dir.y > 0)
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if (ray_dir.y > 0){
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face_position.y = - face_position.y + 1;
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texture_position.y = -texture_position.y + 1.0;
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}
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if (ray_dir.y < 0)
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face_position.y = face_position.y + 0;
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//if (ray_dir.y < 0)
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// face_position.y = face_position.y + 0;
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if (ray_dir.z > 0)
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if (ray_dir.z > 0) {
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face_position.z = - face_position.z + 1;
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texture_position.y = -texture_position.y + 1.0;
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}
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if (ray_dir.z < 0)
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face_position.z = face_position.z + 0;
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//if (ray_dir.z < 0)
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// face_position.z = face_position.z + 0;
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// Now either use the face position to retrieve a texture sample, or
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// just a plain color for the voxel color
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if (voxel_data == 6) {
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voxel_color = (float4)(0.0, 0.239, 0.419, 0.3);
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}
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else if (voxel_data == 5) {
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float2 tile_size = convert_float2(*atlas_dim / *tile_dim);
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voxel_color = read_imagef(texture_atlas, convert_int2(texture_position * tile_size) + convert_int2((float2)(3, 0) * tile_size));
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//voxel_color = (float4)(0.25, 0.52, 0.30, 0.1);
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}
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else if (voxel_data == 1) {
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voxel_color = (float4)(0.929, 0.957, 0.027, 0.7);
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}
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//
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if (cast_light_intersection_ray(
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map,
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map_dim,
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@@ -87,6 +87,9 @@ void Hardware_Caster::validate()
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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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//print_kernel_arguments();
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}
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@@ -94,6 +97,18 @@ void Hardware_Caster::validate()
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}
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void Hardware_Caster::create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim) {
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create_image_buffer("texture_atlas", t->getSize().x * t->getSize().x * 4 * sizeof(float), t);
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// create_buffer observes arg 3's
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sf::Vector2u v = t->getSize();
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create_buffer("atlas_dim", sizeof(sf::Vector2u) , &v);
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create_buffer("tile_dim", sizeof(sf::Vector2i), &tile_dim);
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}
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void Hardware_Caster::compute()
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{
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// correlating work size with texture size? good, bad?
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@@ -177,7 +192,7 @@ void Hardware_Caster::create_viewport(int width, int height, float v_fov, float
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viewport_sprite.setTexture(viewport_texture);
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// Pass the buffer to opencl
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create_image_buffer("image", sizeof(sf::Uint8) * width * height * 4, viewport_image);
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create_image_buffer("image", sizeof(sf::Uint8) * width * height * 4, &viewport_texture);
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}
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@@ -511,7 +526,7 @@ int Hardware_Caster::set_kernel_arg(
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}
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int Hardware_Caster::create_image_buffer(std::string buffer_name, cl_uint size, void* data) {
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int Hardware_Caster::create_image_buffer(std::string buffer_name, cl_uint size, sf::Texture* texture) {
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// I can imagine overwriting buffers will be common, so I think
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// this is safe to overwrite / release old buffers quietly
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@@ -522,7 +537,7 @@ int Hardware_Caster::create_image_buffer(std::string buffer_name, cl_uint size,
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int error;
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cl_mem buff = clCreateFromGLTexture(
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getContext(), CL_MEM_WRITE_ONLY, GL_TEXTURE_2D,
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0, viewport_texture.getNativeHandle(), &error);
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0, texture->getNativeHandle(), &error);
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if (assert(error, "clCreateFromGLTexture"))
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return OPENCL_ERROR;
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11
src/main.cpp
11
src/main.cpp
@@ -124,11 +124,18 @@ int main() {
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// *links* the lights to the GPU
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raycaster->assign_lights(&light_vec);
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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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spritesheet.getNativeHandle();
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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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// ========== DEBUG ==========
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fps_counter fps;
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