diff --git a/CMakeLists.txt b/CMakeLists.txt index caf14ed..90b4bb5 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -11,8 +11,28 @@ if(NOT SFML_FOUND) message(FATAL_ERROR "SFML could not be found") endif() -add_executable(raycasting main.cpp Player.cpp Player.h World.cpp World.h) - -target_link_libraries(raycasting +set(LIBS sfml-window - sfml-graphics) \ No newline at end of file + sfml-graphics) + +find_package(ImGui QUIET) +find_package(ImGui-SFML QUIET) + +if(NOT ImGui_FOUND OR NOT ImGui-SFML_FOUND OR NO_IMGUI) + message("*Not* building with ImGui") +else () + message("Building with ImGui") + add_compile_definitions(IMGUI) + set(LIBS ${LIBS} + ImGui-SFML::ImGui-SFML) +endif() + +add_compile_options(-Wall -Wextra) + +add_executable(raycasting + main.cpp + Player.cpp + World.cpp + ) + +target_link_libraries(raycasting ${LIBS}) diff --git a/Color.h b/Color.h new file mode 100644 index 0000000..b62cf72 --- /dev/null +++ b/Color.h @@ -0,0 +1,37 @@ +// +// Created by trotfunky on 26/01/24. +// + +#ifndef RAYCASTING_COLOR_H +#define RAYCASTING_COLOR_H + +#include +#ifdef IMGUI +#include +#endif + + +class Color { +public: + uint8_t r; + uint8_t g; + uint8_t b; + uint8_t alpha; + + constexpr Color(uint8_t r, uint8_t g, uint8_t b, uint8_t alpha = 255) : + r(r), g(g), b(b), alpha(alpha) {}; + + operator sf::Color() const { return {r, g, b, alpha}; } +#ifdef IMGUI + operator ImColor() const { return {r, g, b, alpha}; } +#endif +}; + +namespace Colors { + static constexpr Color Ground{67, 137, 39}; + static constexpr Color Ceiling{39, 69, 137}; + static constexpr Color Wall{84, 56, 34}; + static constexpr Color Door{186, 152, 107}; + static constexpr Color Window{104, 123, 165}; +} +#endif //RAYCASTING_COLOR_H diff --git a/World.cpp b/World.cpp index 1ca062c..d359063 100644 --- a/World.cpp +++ b/World.cpp @@ -5,6 +5,10 @@ #include "World.h" #include +#ifdef IMGUI +#include +#include +#endif World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector worldMap) : player(0,0,0), w(w), h(h), map(std::move(worldMap)), @@ -205,13 +209,13 @@ float World::castRay(float originX, float originY, float orientation) const } void World::fillColumn(sf::RenderWindow& window, unsigned int column, - float scale, sf::Color wallColor) const + float scale, sf::Color fillColor) const { float columnHeight = static_cast(window.getSize().y)*scale; sf::RectangleShape pixelColumn(sf::Vector2f(1,columnHeight)); pixelColumn.setPosition(static_cast(column), (static_cast(window.getSize().y)-columnHeight)/2.0f); - pixelColumn.setFillColor(wallColor); + pixelColumn.setFillColor(fillColor); window.draw(pixelColumn); } @@ -249,7 +253,7 @@ void World::render(sf::RenderWindow& window) const rayAngle -= 360; } float obstacleScale = player.focalLength*2/(castRay(player.x, player.y, rayAngle)*player.sensorSize); - /* 2 Is wall height in meters. */ + /* 2 Is wall height in meters. */ fillColumn(window, i, obstacleScale); } } @@ -263,4 +267,77 @@ void World::step(const float& stepTime) { -player.currentMoveSpeedY*stepTime); } player.rotate(player.currentRotationSpeed*stepTime); + +#ifdef IMGUI + ImGui::Begin("MapEdit"); + static int blockToPlace = 1; + + /* + * Group all the select boxes together : makes it a big block in the + * Dear ImGui layout an allows adding things on the side. + */ + ImGui::BeginGroup(); + for (int y = 0 ; y < h ; y++) { + for (int x = 0 ; x < w ; x++) { + ImGui::PushID(x + y*w); + if (x > 0) + ImGui::SameLine(); + BlockType currentBlock = map[x + w*y]; + + ImVec4 hoverColor; + switch ((BlockType)blockToPlace) { + case BlockType::WALL: + hoverColor = (ImVec4)Colors::Wall; + break; + case BlockType::DOOR: + hoverColor = (ImVec4)Colors::Door; + break; + case BlockType::WINDOW: + hoverColor = (ImVec4)Colors::Window; + break; + default: + /* Default header color, it seems ? */ + hoverColor = (ImVec4)ImColor(188, 120, 32); + break; + } + ImGui::PushStyleColor(ImGuiCol_HeaderHovered, hoverColor); + + ImVec4 blockColor; + switch (currentBlock) { + case BlockType::WALL: + blockColor = (ImVec4)Colors::Wall; + break; + case BlockType::DOOR: + blockColor = (ImVec4)Colors::Door; + break; + case BlockType::WINDOW: + blockColor = (ImVec4)Colors::Window; + break; + default: + blockColor = (ImVec4)ImColor(188, 120, 32); + break; + } + ImGui::PushStyleColor(ImGuiCol_Header, blockColor); + + if(ImGui::Selectable("", currentBlock != BlockType::AIR, 0, ImVec2(10, 10))) { + map[x + w*y] = currentBlock == (BlockType)blockToPlace ? BlockType::AIR : (BlockType)blockToPlace; + } + ImGui::PopStyleColor(2); + ImGui::PopID(); + } + } + ImGui::EndGroup(); + + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Indent(); + ImGui::Text("Place :"); + ImGui::RadioButton("Wall", &blockToPlace, (int)BlockType::WALL); + ImGui::RadioButton("Door", &blockToPlace, (int)BlockType::DOOR); + ImGui::RadioButton("Window", &blockToPlace, (int)BlockType::WINDOW); + ImGui::Unindent(); + ImGui::EndGroup(); + + ImGui::End(); +#endif } diff --git a/World.h b/World.h index 6ecf4ab..19c503a 100644 --- a/World.h +++ b/World.h @@ -10,6 +10,7 @@ #include #include +#include "Color.h" #include "Player.h" enum class BlockType { @@ -24,8 +25,8 @@ public: Player player; World(int w, int h, - sf::Color groundColor = sf::Color{67, 137, 39}, - sf::Color ceilingColor = sf::Color{39, 69, 137}, + sf::Color groundColor = Colors::Ground, + sf::Color ceilingColor = Colors::Ceiling, std::vector worldMap = {}); int getW() const; int getH() const; @@ -52,9 +53,9 @@ private: sf::Color ceilingColor; void fillColumn(sf::RenderWindow&, unsigned int column, float scale, - sf::Color wallColor = sf::Color(84,56,34)) const; + sf::Color fillColor = Colors::Wall) const; /** - * Cast a ray from a given position and its distance to the origin. + * Cast a ray from a given position and return its distance to the origin. * @param originX Ray X origin, strictly positive * @param originY Ray Y origin, strictly positive * @param orientation Angle to cast to, in degrees between 0 and 360 diff --git a/main.cpp b/main.cpp index 5b9c8d3..af75df6 100644 --- a/main.cpp +++ b/main.cpp @@ -1,20 +1,35 @@ #include #include +#ifdef IMGUI +#include +#include +#endif + #include "World.h" // TODO: Find a way to go to edges instead of just equally split (?) int main() { - World world(10,10); - world.setBlock(BlockType::AIR,1,1,8,8); + World world(32,32); + world.setBlock(BlockType::AIR,1,1,30,30); world.setBlock(BlockType::WALL,4,4,2,2); world.player.move(2,2); std::cout << world << std::endl; - sf::RenderWindow window(sf::VideoMode(800,600),"Da raycasting"); sf::RenderWindow window(sf::VideoMode(1000,1000),"Da raycasting"); +#ifdef IMGUI + if (!ImGui::SFML::Init(window)) { + std::cout << "Failed to init Dear ImGui SFML" << std::endl; + return -1; + } + sf::Clock fpsDataClock; + float frameTimings[100]; + unsigned int frameCount = 0; +#endif + +// window.setFramerateLimit(60); sf::Event event{}; sf::Clock frameTime; @@ -34,6 +49,13 @@ int main() window.setView(sf::View(newView)); continue; } +#ifdef IMGUI + ImGui::SFML::ProcessEvent(window, event); + // Check if Dear ImGui should process the key events. + ImGuiIO& io = ImGui::GetIO(); + if (io.WantCaptureMouse || io.WantCaptureKeyboard) + continue; +#endif if (event.type == sf::Event::KeyPressed) { switch (event.key.code) { case sf::Keyboard::Key::Escape: @@ -71,11 +93,44 @@ int main() } } window.clear(); + const sf::Time& deltaT = frameTime.restart(); - world.step(frameTime.restart().asSeconds()); +#ifdef IMGUI + ImGui::SFML::Update(window, deltaT); +#endif + + world.step(deltaT.asSeconds()); world.render(window); + +#ifdef IMGUI +// ImGui::ShowDemoWindow(); + + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration + | ImGuiWindowFlags_AlwaysAutoResize + | ImGuiWindowFlags_NoSavedSettings + | ImGuiWindowFlags_NoFocusOnAppearing + | ImGuiWindowFlags_NoNav; + ImVec2 window_area = ImGui::GetMainViewport()->WorkSize; + ImGui::SetNextWindowPos({window_area.x - 20, 20}, ImGuiCond_Always, {1,0}); + ImGui::SetNextWindowBgAlpha(0.2f); + ImGui::Begin("FPS", nullptr ,window_flags); + if (fpsDataClock.getElapsedTime().asMilliseconds() > 20) { + frameTimings[frameCount%100] = static_cast(deltaT.asMicroseconds()); + frameCount++; + fpsDataClock.restart(); + } + ImGui::Text("FPS : %d", (int)(1.0/deltaT.asSeconds())); + ImGui::PlotLines("µs", frameTimings, frameCount >= 100 ? 100 : frameCount); + ImGui::End(); + + ImGui::SFML::Render(window); +#endif + window.display(); } +#ifdef IMGUI + ImGui::SFML::Shutdown(); +#endif return 0; }