Teo-CD
029f753bbf
sf::RectangleShapes were created brand new each frame, which takes a lot of time. Instead, keep an array of them available and update them instead of creating new ones. This also allows a nice optimization of only updating them if needed, by checking their previous value. Update the available number of rects when the window resizes.
144 lines
3.7 KiB
C++
144 lines
3.7 KiB
C++
#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.setBlock(BlockType::WALL,4,4,2,2);
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world.setBlock(BlockType::WALL, 4, 6, 1, 10);
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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(1000,1000),"Da raycasting");
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world.resizeWindow(sf::FloatRect(0,0, 1000, 1000));
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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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while (window.isOpen())
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{
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while (window.pollEvent(event))
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{
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if (event.type == sf::Event::Closed) {
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window.close();
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continue;
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}
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if (event.type == sf::Event::Resized) {
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// Keep the view area fit to the window.
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sf::FloatRect newView(0, 0,
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static_cast<float>(event.size.width),
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static_cast<float>(event.size.height));
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window.setView(sf::View(newView));
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world.resizeWindow(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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window.close();
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break;
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case sf::Keyboard::Key::Left:
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world.player.currentRotationSpeed = -world.player.rotationSpeed;
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break;
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case sf::Keyboard::Key::Right:
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world.player.currentRotationSpeed = world.player.rotationSpeed;
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break;
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case sf::Keyboard::Key::Up:
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world.player.updateSpeed(1, 0);
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break;
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case sf::Keyboard::Key::Down:
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world.player.updateSpeed(-1, 0);
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break;
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default:
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break;
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}
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}
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else if (event.type == sf::Event::KeyReleased) {
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switch (event.key.code) {
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case sf::Keyboard::Key::Left:
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case sf::Keyboard::Key::Right:
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world.player.currentRotationSpeed = 0;
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break;
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case sf::Keyboard::Key::Up:
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case sf::Keyboard::Key::Down:
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world.player.updateSpeed(0, 0);
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break;
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default:
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break;
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}
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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.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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if (frameCount >= 100) {
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memmove(frameTimings, frameTimings + 1, 99 * sizeof(float));
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frameTimings[99] = static_cast<float>(deltaT.asMicroseconds());
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} else [[unlikely]] {
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frameTimings[frameCount] = static_cast<float>(deltaT.asMicroseconds());
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}
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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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