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No commits in common. "e234dda860068e3d10a5da6ade1d9ec23cdbd41c" and "a0b65364325bd33fc54bfb1ae3c7cfd77318ed19" have entirely different histories.
e234dda860
...
a0b6536432
5 changed files with 15 additions and 205 deletions
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@ -11,28 +11,8 @@ if(NOT SFML_FOUND)
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message(FATAL_ERROR "SFML could not be found")
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endif()
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set(LIBS
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add_executable(raycasting main.cpp Player.cpp Player.h World.cpp World.h)
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target_link_libraries(raycasting
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sfml-window
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sfml-graphics)
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find_package(ImGui QUIET)
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find_package(ImGui-SFML QUIET)
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if(NOT ImGui_FOUND OR NOT ImGui-SFML_FOUND OR NO_IMGUI)
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message("*Not* building with ImGui")
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else ()
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message("Building with ImGui")
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add_compile_definitions(IMGUI)
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set(LIBS ${LIBS}
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ImGui-SFML::ImGui-SFML)
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endif()
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add_compile_options(-Wall -Wextra)
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add_executable(raycasting
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main.cpp
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Player.cpp
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World.cpp
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)
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target_link_libraries(raycasting ${LIBS})
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37
Color.h
37
Color.h
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@ -1,37 +0,0 @@
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//
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// Created by trotfunky on 26/01/24.
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//
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#ifndef RAYCASTING_COLOR_H
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#define RAYCASTING_COLOR_H
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#include <SFML/Graphics.hpp>
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#ifdef IMGUI
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#include <imgui.h>
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#endif
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class Color {
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public:
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uint8_t r;
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uint8_t g;
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uint8_t b;
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uint8_t alpha;
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constexpr Color(uint8_t r, uint8_t g, uint8_t b, uint8_t alpha = 255) :
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r(r), g(g), b(b), alpha(alpha) {};
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operator sf::Color() const { return {r, g, b, alpha}; }
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#ifdef IMGUI
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operator ImColor() const { return {r, g, b, alpha}; }
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#endif
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};
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namespace Colors {
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static constexpr Color Ground{67, 137, 39};
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static constexpr Color Ceiling{39, 69, 137};
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static constexpr Color Wall{84, 56, 34};
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static constexpr Color Door{186, 152, 107};
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static constexpr Color Window{104, 123, 165};
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}
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#endif //RAYCASTING_COLOR_H
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81
World.cpp
81
World.cpp
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@ -5,10 +5,6 @@
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#include "World.h"
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#include <cmath>
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#ifdef IMGUI
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#include <imgui.h>
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#include <imgui-SFML.h>
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#endif
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World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) :
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player(0,0,0), w(w), h(h), map(std::move(worldMap)),
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@ -209,13 +205,13 @@ float World::castRay(float originX, float originY, float orientation) const
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}
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void World::fillColumn(sf::RenderWindow& window, unsigned int column,
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float scale, sf::Color fillColor) const
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float scale, sf::Color wallColor) const
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{
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float columnHeight = static_cast<float>(window.getSize().y)*scale;
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sf::RectangleShape pixelColumn(sf::Vector2f(1,columnHeight));
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pixelColumn.setPosition(static_cast<float>(column),
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(static_cast<float>(window.getSize().y)-columnHeight)/2.0f);
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pixelColumn.setFillColor(fillColor);
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pixelColumn.setFillColor(wallColor);
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window.draw(pixelColumn);
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}
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@ -267,77 +263,4 @@ void World::step(const float& stepTime) {
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-player.currentMoveSpeedY*stepTime);
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}
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player.rotate(player.currentRotationSpeed*stepTime);
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#ifdef IMGUI
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ImGui::Begin("MapEdit");
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static int blockToPlace = 1;
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/*
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* Group all the select boxes together : makes it a big block in the
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* Dear ImGui layout an allows adding things on the side.
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*/
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ImGui::BeginGroup();
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for (int y = 0 ; y < h ; y++) {
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for (int x = 0 ; x < w ; x++) {
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ImGui::PushID(x + y*w);
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if (x > 0)
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ImGui::SameLine();
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BlockType currentBlock = map[x + w*y];
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ImVec4 hoverColor;
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switch ((BlockType)blockToPlace) {
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case BlockType::WALL:
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hoverColor = (ImVec4)Colors::Wall;
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break;
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case BlockType::DOOR:
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hoverColor = (ImVec4)Colors::Door;
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break;
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case BlockType::WINDOW:
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hoverColor = (ImVec4)Colors::Window;
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break;
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default:
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/* Default header color, it seems ? */
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hoverColor = (ImVec4)ImColor(188, 120, 32);
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break;
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}
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ImGui::PushStyleColor(ImGuiCol_HeaderHovered, hoverColor);
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ImVec4 blockColor;
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switch (currentBlock) {
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case BlockType::WALL:
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blockColor = (ImVec4)Colors::Wall;
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break;
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case BlockType::DOOR:
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blockColor = (ImVec4)Colors::Door;
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break;
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case BlockType::WINDOW:
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blockColor = (ImVec4)Colors::Window;
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break;
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default:
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blockColor = (ImVec4)ImColor(188, 120, 32);
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break;
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}
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ImGui::PushStyleColor(ImGuiCol_Header, blockColor);
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if(ImGui::Selectable("", currentBlock != BlockType::AIR, 0, ImVec2(10, 10))) {
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map[x + w*y] = currentBlock == (BlockType)blockToPlace ? BlockType::AIR : (BlockType)blockToPlace;
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}
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ImGui::PopStyleColor(2);
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ImGui::PopID();
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}
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}
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ImGui::EndGroup();
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ImGui::SameLine();
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ImGui::BeginGroup();
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ImGui::Indent();
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ImGui::Text("Place :");
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ImGui::RadioButton("Wall", &blockToPlace, (int)BlockType::WALL);
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ImGui::RadioButton("Door", &blockToPlace, (int)BlockType::DOOR);
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ImGui::RadioButton("Window", &blockToPlace, (int)BlockType::WINDOW);
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ImGui::Unindent();
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ImGui::EndGroup();
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ImGui::End();
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#endif
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}
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9
World.h
9
World.h
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@ -10,7 +10,6 @@
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include "Color.h"
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#include "Player.h"
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enum class BlockType {
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@ -25,8 +24,8 @@ public:
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Player player;
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World(int w, int h,
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sf::Color groundColor = Colors::Ground,
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sf::Color ceilingColor = Colors::Ceiling,
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sf::Color groundColor = sf::Color{67, 137, 39},
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sf::Color ceilingColor = sf::Color{39, 69, 137},
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std::vector<BlockType> worldMap = {});
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int getW() const;
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int getH() const;
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@ -53,9 +52,9 @@ private:
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sf::Color ceilingColor;
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void fillColumn(sf::RenderWindow&, unsigned int column, float scale,
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sf::Color fillColor = Colors::Wall) const;
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sf::Color wallColor = sf::Color(84,56,34)) const;
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/**
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* Cast a ray from a given position and return its distance to the origin.
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* Cast a ray from a given position and its distance to the origin.
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* @param originX Ray X origin, strictly positive
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* @param originY Ray Y origin, strictly positive
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* @param orientation Angle to cast to, in degrees between 0 and 360
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63
main.cpp
63
main.cpp
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@ -1,35 +1,20 @@
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#include <iostream>
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#include <SFML/Graphics.hpp>
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#ifdef IMGUI
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#include <imgui.h>
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#include <imgui-SFML.h>
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#endif
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#include "World.h"
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// TODO: Find a way to go to edges instead of just equally split (?)
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int main()
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{
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World world(32,32);
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world.setBlock(BlockType::AIR,1,1,30,30);
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World world(10,10);
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world.setBlock(BlockType::AIR,1,1,8,8);
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world.setBlock(BlockType::WALL,4,4,2,2);
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world.player.move(2,2);
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std::cout << world << std::endl;
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sf::RenderWindow window(sf::VideoMode(800,600),"Da raycasting");
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sf::RenderWindow window(sf::VideoMode(1000,1000),"Da raycasting");
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#ifdef IMGUI
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if (!ImGui::SFML::Init(window)) {
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std::cout << "Failed to init Dear ImGui SFML" << std::endl;
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return -1;
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}
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sf::Clock fpsDataClock;
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float frameTimings[100];
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unsigned int frameCount = 0;
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#endif
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// window.setFramerateLimit(60);
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sf::Event event{};
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sf::Clock frameTime;
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@ -49,13 +34,6 @@ int main()
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window.setView(sf::View(newView));
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continue;
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}
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#ifdef IMGUI
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ImGui::SFML::ProcessEvent(window, event);
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// Check if Dear ImGui should process the key events.
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ImGuiIO& io = ImGui::GetIO();
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if (io.WantCaptureMouse || io.WantCaptureKeyboard)
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continue;
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#endif
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if (event.type == sf::Event::KeyPressed) {
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switch (event.key.code) {
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case sf::Keyboard::Key::Escape:
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@ -93,44 +71,11 @@ int main()
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}
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}
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window.clear();
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const sf::Time& deltaT = frameTime.restart();
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#ifdef IMGUI
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ImGui::SFML::Update(window, deltaT);
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#endif
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world.step(deltaT.asSeconds());
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world.step(frameTime.restart().asSeconds());
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world.render(window);
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#ifdef IMGUI
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// ImGui::ShowDemoWindow();
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration
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| ImGuiWindowFlags_AlwaysAutoResize
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| ImGuiWindowFlags_NoSavedSettings
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| ImGuiWindowFlags_NoFocusOnAppearing
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| ImGuiWindowFlags_NoNav;
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ImVec2 window_area = ImGui::GetMainViewport()->WorkSize;
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ImGui::SetNextWindowPos({window_area.x - 20, 20}, ImGuiCond_Always, {1,0});
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ImGui::SetNextWindowBgAlpha(0.2f);
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ImGui::Begin("FPS", nullptr ,window_flags);
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if (fpsDataClock.getElapsedTime().asMilliseconds() > 20) {
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frameTimings[frameCount%100] = static_cast<float>(deltaT.asMicroseconds());
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frameCount++;
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fpsDataClock.restart();
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}
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ImGui::Text("FPS : %d", (int)(1.0/deltaT.asSeconds()));
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ImGui::PlotLines("µs", frameTimings, frameCount >= 100 ? 100 : frameCount);
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ImGui::End();
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ImGui::SFML::Render(window);
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#endif
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window.display();
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}
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#ifdef IMGUI
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ImGui::SFML::Shutdown();
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#endif
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return 0;
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}
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