Shuffling the map stuff around to make more sense structurally. Also shrunk the scope of the demos wayyyy down to facilitate easier debugging in my next planned steps
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@@ -1,9 +1,7 @@
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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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@@ -28,23 +26,17 @@ bool Application::init_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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map = std::make_shared<Map>(MAP_X);
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sf::Image bitmap = map->GenerateHeightBitmap(sf::Vector3i(MAP_X, MAP_Y, MAP_Z));
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map->ApplyHeightmap(bitmap);
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// Send the data to the GPU
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raycaster->assign_octree(map);
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raycaster->assign_map(map);
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// Init the raycaster with a specified dimension and a pointer to the source
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// array style data
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octree = std::make_shared<Map>(256, map.get());
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raycaster->assign_octree(octree);
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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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sf::Vector3f(50, 60, 10),
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sf::Vector2f(1.5f, -2.0f),
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window.get()
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);
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@@ -59,9 +51,9 @@ bool Application::init_clcaster() {
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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, 156.0f, 58.0f),
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sf::Vector3f(30, 30.0f, 30.0f),
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sf::Vector3f(-1.0f, -1.0f, -1.5f),
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sf::Vector4f(0.1f, 0.1f, 0.1f, 0.8f)
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sf::Vector4f(0.01f, 0.01f, 0.01f, 0.2f)
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);
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light_handle = light_controller->create_light(prototype);
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