Copy pasted main.cpp over into it's own class, hopefully in time will clean up some of this cruft
This commit is contained in:
@@ -22,20 +22,13 @@
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#endif
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#endif
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#include "util.hpp"
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#include "util.hpp"
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#include <iostream>
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#include <chrono>
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#include <SFML/Network.hpp>
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#include "map/Old_Map.h"
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#include "map/Old_Map.h"
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#include "CLCaster.h"
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#include "CLCaster.h"
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#include "Vector4.hpp"
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#include "Camera.h"
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#include "Camera.h"
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#include "Input.h"
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#include "Input.h"
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#include "Pub_Sub.h"
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#include "LightController.h"
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#include "LightController.h"
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#include "LightHandle.h"
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#include "LightHandle.h"
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#include "imgui/imgui-SFML.h"
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#include "imgui/imgui.h"
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#include "map/Map.h"
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#include "map/Map.h"
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// Srsly people who macro error codes are the devil
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// Srsly people who macro error codes are the devil
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@@ -52,9 +45,48 @@ public:
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const int MAP_Y = 256;
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const int MAP_Y = 256;
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const int MAP_Z = 256;
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const int MAP_Z = 256;
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Application();
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~Application();
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bool init_clcaster();
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bool init_events();
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bool game_loop();
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private:
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private:
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static float elap_time();
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static float elap_time();
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sf::Sprite window_sprite;
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sf::Texture window_texture;
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sf::Texture spritesheet;
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std::shared_ptr<sf::RenderWindow> window;
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std::shared_ptr<Old_Map> map;
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std::shared_ptr<Camera> camera;
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std::shared_ptr<CLCaster> raycaster;
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std::shared_ptr<LightHandle> light_handle;
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std::shared_ptr<LightController> light_controller;
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Input input_handler;
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std::shared_ptr<WindowHandler> window_handler;
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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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};
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};
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@@ -1,4 +1,248 @@
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#include "Application.h"
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#include "Application.h"
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#include <chrono>
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#include "imgui/imgui-SFML.h"
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Application::Application() {
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srand(time(nullptr));
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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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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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Map _map(32);
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//return 0;
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// Start up the raycaster
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raycaster = std::make_shared<CLCaster>();
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if (!raycaster->init())
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abort();
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// Create and generate the old 3d array style map
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map = std::make_shared<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 = std::make_shared<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.get()
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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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// 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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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(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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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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// Start up the input handler and link the camera to some of the events
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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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return true;
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}
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bool Application::game_loop() {
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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.get());
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input_handler.handle_held_keys();
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input_handler.dispatch_events();
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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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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar;
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bool window_show = true;
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ImGui::Begin("Camera", &window_show, window_flags);
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Menu"))
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{
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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ImGui::Columns(2);
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ImGui::Text("Camera Inclination");
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ImGui::Text("Camera Azimuth");
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ImGui::Text("Camera Pos_X");
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ImGui::Text("Camera Poz_Y");
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ImGui::Text("Camera Poz_Z");
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ImGui::NextColumn();
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sf::Vector2f dir = camera->get_direction();
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sf::Vector3f pos = camera->get_position();
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ImGui::Text(std::to_string(dir.x).c_str());
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ImGui::Text(std::to_string(dir.y).c_str());
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ImGui::Text(std::to_string(pos.x).c_str());
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ImGui::Text(std::to_string(pos.y).c_str());
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ImGui::Text(std::to_string(pos.z).c_str());
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ImGui::NextColumn();
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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("Recompile kernel")) {
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while (!raycaster->debug_quick_recompile());
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}
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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::Begin("Lights");
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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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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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camera->setSpeed(camera_speed);
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}
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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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light_handle->set_position(light);
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}
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if (ImGui::CollapsingHeader("Window options"))
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{
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if (ImGui::TreeNode("Style"))
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{
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ImGui::ShowStyleEditor();
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ImGui::TreePop();
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}
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}
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ImGui::End();
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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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float Application::elap_time() {
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static std::chrono::time_point<std::chrono::system_clock> start;
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static std::chrono::time_point<std::chrono::system_clock> start;
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259
src/main.cpp
259
src/main.cpp
@@ -40,20 +40,8 @@
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// Srsly people who macro error codes are the devil
|
// Srsly people who macro error codes are the devil
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#undef ERROR
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#undef ERROR
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#include "Logger.h"
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#include "Logger.h"
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#include "Application.h"
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const int WINDOW_X = 1536;
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const int WINDOW_Y = 1024;
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const int MAP_X = 256;
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const int MAP_Y = 256;
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const int MAP_Z = 256;
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float elap_time(){
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}
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sf::Sprite window_sprite;
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sf::Texture window_texture;
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// TODO:
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// TODO:
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// - Inconsistent lighting constants. GUI manipulation
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// - Inconsistent lighting constants. GUI manipulation
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@@ -66,247 +54,10 @@ sf::Texture window_texture;
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int main() {
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int main() {
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srand(time(nullptr));
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Application application;
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application.init_clcaster();
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application.init_events();
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application.game_loop();
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Map _map(32);
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//return 0;
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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.setKeyRepeatEnabled(false);
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//window.setFramerateLimit(120);
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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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// Start up the raycaster
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std::shared_ptr<CLCaster> raycaster(new CLCaster());
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if (!raycaster->init())
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abort();
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// Create and generate the old 3d array style map
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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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|
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// Send the data to the GPU
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raycaster->assign_map(map);
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|
||||||
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|
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// Create a new camera with (starting position, direction)
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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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|
||||||
));
|
|
||||||
|
|
||||||
// *link* the camera to the GPU
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|
||||||
raycaster->assign_camera(camera);
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|
||||||
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|
||||||
// Generate and send the viewport to the GPU. Also creates the viewport texture
|
|
||||||
raycaster->create_viewport(WINDOW_X, WINDOW_Y, 0.625f * 90.0f, 90.0f);
|
|
||||||
|
|
||||||
// Initialize the light controller and link it to the GPU
|
|
||||||
LightController light_controller(raycaster);
|
|
||||||
|
|
||||||
// Create a light prototype, send it to the controller, and get the handle back
|
|
||||||
LightPrototype prototype(
|
|
||||||
sf::Vector3f(100.0f, 100.0f, 75.0f),
|
|
||||||
sf::Vector3f(-1.0f, -1.0f, -1.5f),
|
|
||||||
sf::Vector4f(0.4f, 0.4f, 0.4f, 1.0f)
|
|
||||||
);
|
|
||||||
std::shared_ptr<LightHandle> light_handle(light_controller.create_light(prototype));
|
|
||||||
|
|
||||||
// Load in the spritesheet texture
|
|
||||||
sf::Texture spritesheet;
|
|
||||||
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));
|
|
||||||
|
|
||||||
// Checks to see if proper data was uploaded, then sets the kernel args
|
|
||||||
// ALL DATA LOADING MUST BE FINISHED
|
|
||||||
if (!raycaster->validate()) {
|
|
||||||
abort();
|
|
||||||
};
|
|
||||||
|
|
||||||
// Start up the input handler and link the camera to some of the events
|
|
||||||
Input input_handler;
|
|
||||||
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyHeld);
|
|
||||||
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
|
|
||||||
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseMoved);
|
|
||||||
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);
|
|
||||||
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;
|
|
||||||
double frame_time = 0.0,
|
|
||||||
elapsed_time = 0.0,
|
|
||||||
delta_time = 0.0,
|
|
||||||
accumulator_time = 0.0,
|
|
||||||
current_time = 0.0;
|
|
||||||
|
|
||||||
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.handle_held_keys();
|
|
||||||
input_handler.dispatch_events();
|
|
||||||
|
|
||||||
// Time keeping
|
|
||||||
elapsed_time = elap_time();
|
|
||||||
delta_time = elapsed_time - current_time;
|
|
||||||
current_time = elapsed_time;
|
|
||||||
if (delta_time > 0.2f)
|
|
||||||
delta_time = 0.2f;
|
|
||||||
accumulator_time += delta_time;
|
|
||||||
while ((accumulator_time - step_size) >= step_size) {
|
|
||||||
accumulator_time -= step_size;
|
|
||||||
|
|
||||||
// ==== DELTA TIME LOCKED ====
|
|
||||||
}
|
|
||||||
|
|
||||||
// ==== FPS LOCKED ====
|
|
||||||
|
|
||||||
window.clear(sf::Color::Black);
|
|
||||||
|
|
||||||
ImGui::SFML::Update(window, sf_delta_clock.restart());
|
|
||||||
|
|
||||||
// Pausing stops camera and light updates, as well as raycaster computes
|
|
||||||
if (!paused) {
|
|
||||||
camera->update(delta_time);
|
|
||||||
light_handle->update(delta_time);
|
|
||||||
|
|
||||||
// Run the raycast
|
|
||||||
if (!raycaster->compute()) {
|
|
||||||
abort();
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
// Let the raycaster draw it screen buffer
|
|
||||||
raycaster->draw(&window);
|
|
||||||
|
|
||||||
// Give the frame counter the frame time and draw the average frame time
|
|
||||||
fps.frame(delta_time);
|
|
||||||
fps.draw();
|
|
||||||
|
|
||||||
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar;
|
|
||||||
bool window_show = true;
|
|
||||||
ImGui::Begin("Camera", &window_show, window_flags);
|
|
||||||
|
|
||||||
if (ImGui::BeginMenuBar())
|
|
||||||
{
|
|
||||||
if (ImGui::BeginMenu("Menu"))
|
|
||||||
{
|
|
||||||
ImGui::EndMenu();
|
|
||||||
}
|
|
||||||
ImGui::EndMenuBar();
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::Columns(2);
|
|
||||||
|
|
||||||
ImGui::Text("Camera Inclination");
|
|
||||||
ImGui::Text("Camera Azimuth");
|
|
||||||
ImGui::Text("Camera Pos_X");
|
|
||||||
ImGui::Text("Camera Poz_Y");
|
|
||||||
ImGui::Text("Camera Poz_Z");
|
|
||||||
|
|
||||||
ImGui::NextColumn();
|
|
||||||
|
|
||||||
sf::Vector2f dir = camera->get_direction();
|
|
||||||
sf::Vector3f pos = camera->get_position();
|
|
||||||
|
|
||||||
ImGui::Text(std::to_string(dir.x).c_str());
|
|
||||||
ImGui::Text(std::to_string(dir.y).c_str());
|
|
||||||
ImGui::Text(std::to_string(pos.x).c_str());
|
|
||||||
ImGui::Text(std::to_string(pos.y).c_str());
|
|
||||||
ImGui::Text(std::to_string(pos.z).c_str());
|
|
||||||
|
|
||||||
ImGui::NextColumn();
|
|
||||||
|
|
||||||
ImGui::InputText("filename", screenshot_buf, 128);
|
|
||||||
if (ImGui::Button("Take Screen shot")) {
|
|
||||||
|
|
||||||
std::string path = "../assets/";
|
|
||||||
std::string filename(screenshot_buf);
|
|
||||||
filename += ".png";
|
|
||||||
|
|
||||||
sf::Texture window_texture;
|
|
||||||
window_texture.create(window.getSize().x, window.getSize().y);
|
|
||||||
window_texture.update(window);
|
|
||||||
|
|
||||||
sf::Image image = window_texture.copyToImage();
|
|
||||||
image.saveToFile(path + filename);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::NextColumn();
|
|
||||||
|
|
||||||
if (ImGui::Button("Recompile kernel")) {
|
|
||||||
while (!raycaster->debug_quick_recompile());
|
|
||||||
}
|
|
||||||
if (ImGui::Button("Pause")) {
|
|
||||||
|
|
||||||
paused = !paused;
|
|
||||||
|
|
||||||
if (paused)
|
|
||||||
Logger::log("Pausing", Logger::LogLevel::INFO);
|
|
||||||
else
|
|
||||||
Logger::log("Unpausing", Logger::LogLevel::INFO);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::End();
|
|
||||||
|
|
||||||
ImGui::Begin("Lights");
|
|
||||||
|
|
||||||
if (ImGui::SliderFloat4("Color", light_color, 0, 1)) {
|
|
||||||
sf::Vector4f light(light_color[0], light_color[1], light_color[2], light_color[3]);
|
|
||||||
light_handle->set_rgbi(light);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ImGui::SliderFloat("Camera Speed", &camera_speed, 0, 4)) {
|
|
||||||
camera->setSpeed(camera_speed);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ImGui::SliderFloat3("Position", light_pos, 0, MAP_X)) {
|
|
||||||
sf::Vector3f light(light_pos[0], light_pos[1], light_pos[2]);
|
|
||||||
light_handle->set_position(light);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ImGui::CollapsingHeader("Window options"))
|
|
||||||
{
|
|
||||||
if (ImGui::TreeNode("Style"))
|
|
||||||
{
|
|
||||||
ImGui::ShowStyleEditor();
|
|
||||||
ImGui::TreePop();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::End();
|
|
||||||
|
|
||||||
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.display();
|
|
||||||
|
|
||||||
}
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user