Fixed the held keys, now occasionally a key will stick though
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@@ -93,31 +93,31 @@ void Camera::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Even
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vr::KeyHeld *held_event = static_cast<vr::KeyHeld*>(event.get());
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float speed = 1.0f;
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default_impulse = 1.0f;
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if (held_event->code == sf::Keyboard::LShift) {
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speed = 0.2f;
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default_impulse = 0.2f;
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}
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else if (held_event->code == sf::Keyboard::C) {
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look_at_center();
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}
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else if (held_event->code == sf::Keyboard::Q) {
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add_relative_impulse(Camera::DIRECTION::DOWN, speed);
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add_relative_impulse(Camera::DIRECTION::DOWN, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::E) {
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add_relative_impulse(Camera::DIRECTION::UP, speed);
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add_relative_impulse(Camera::DIRECTION::UP, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::W) {
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add_relative_impulse(Camera::DIRECTION::FORWARD, speed);
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add_relative_impulse(Camera::DIRECTION::FORWARD, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::S) {
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add_relative_impulse(Camera::DIRECTION::REARWARD, speed);
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add_relative_impulse(Camera::DIRECTION::REARWARD, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::A) {
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add_relative_impulse(Camera::DIRECTION::LEFT, speed);
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add_relative_impulse(Camera::DIRECTION::LEFT, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::D) {
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add_relative_impulse(Camera::DIRECTION::RIGHT, speed);
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add_relative_impulse(Camera::DIRECTION::RIGHT, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::T) {
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set_position(sf::Vector3f(50, 50, 50));
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@@ -46,7 +46,7 @@ void Input::handle_held_keys() {
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}
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else if (event->type == vr::Event::KeyReleased) {
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vr::KeyReleased *e = static_cast<vr::KeyReleased*>(event.get());
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std::remove(held_keys.begin(), held_keys.end(), e->code);
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held_keys.erase(std::remove(held_keys.begin(), held_keys.end(), e->code), held_keys.end());
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}
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else if (event->type == vr::Event::MouseButtonPressed) {
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vr::MouseButtonPressed *e = static_cast<vr::MouseButtonPressed*>(event.get());
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@@ -54,7 +54,7 @@ void Input::handle_held_keys() {
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}
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else if (event->type == vr::Event::MouseButtonReleased) {
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vr::MouseButtonReleased *e = static_cast<vr::MouseButtonReleased*>(event.get());
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std::remove(held_mouse_buttons.begin(), held_mouse_buttons.end(), e->button);
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held_keys.erase(std::remove(held_keys.begin(), held_keys.end(), e->button), held_keys.end());
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}
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}
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29
src/main.cpp
29
src/main.cpp
@@ -1,4 +1,7 @@
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#include "GL_Testing.h"
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// This has to be up here or else glew will complain
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#include "GL_Testing.h"
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#ifdef linux
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#include <CL/cl.h>
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#include <CL/opencl.h>
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@@ -17,28 +20,22 @@
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# include <OpenCL/opencl.h>
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#include <OpenCL/cl_gl_ext.h>
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#include <OpenCL/cl_ext.h>
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#endif
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#pragma once
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#include <iostream>
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#include <chrono>
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#include <fstream>
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#include <sstream>
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#include <SFML/Graphics.hpp>
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#include "Old_Map.h"
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#include "util.hpp"
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#include "RayCaster.h"
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#include "Hardware_Caster.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 "Software_Caster.h"
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#include "Input.h"
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#include "Pub_Sub.h"
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const int WINDOW_X = 1920;
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const int WINDOW_Y = 1080;
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const int WORK_SIZE = WINDOW_X * WINDOW_Y;
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@@ -164,18 +161,6 @@ int main() {
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sf::Event event;
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while (window.pollEvent(event)) {
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if (event.type == sf::Event::Closed)
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window.close();
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if (event.type == sf::Event::KeyPressed) {
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std::cout << event.key.code << std::endl;
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}
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if (event.type == sf::Event::KeyReleased) {
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std::cout << event.key.code << std::endl;
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}
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if (event.type == sf::Event::KeyPressed) {
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if (event.key.code == sf::Keyboard::M) {
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if (mouse_enabled)
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@@ -208,8 +193,8 @@ int main() {
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sf::Mouse::setPosition(fixed);
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prev_pos = sf::Mouse::getPosition();
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camera->slew_camera(sf::Vector2f(
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deltas.y / 300.0f,
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deltas.x / 300.0f
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deltas.y / 600.0f,
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deltas.x / 600.0f
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));
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}
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}
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