add linux support

This commit is contained in:
Joseph Aquino 2026-04-14 02:54:01 -04:00
parent 6f51630bcd
commit 4d84fc1079
10 changed files with 36 additions and 1061 deletions

35
.gitignore vendored
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@ -17,7 +17,7 @@
mono_crash.*
# Build results
[Dd]ebug/
#[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
@ -361,3 +361,36 @@ MigrationBackup/
# Fody - auto-generated XML schema
FodyWeavers.xsd
intermediate-files/
.cache/
.vscode/
*.json
*.make
Makefile
*.sublime-*
*.vcxproj
*.sln
*.vcxproj.filters
*.code-workspace
*.o
*.d
*.ninja*
.idea/
Engine-Core/lib
Engine-Core/intermediate-files
Editor/bin
Editor/intermediate-files
Game/bin
imgui.ini

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@ -1,6 +1,6 @@
MIT License
Copyright (c) [year] [fullname]
Copyright (c) 2025 Joseph Aquino
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

192
Light.cpp
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#include "Light.h"
void Light::draw(sf::RenderWindow& window)
{
if (hasFlags(Flags::visibility))
{
window.draw(m_light.data(), m_light.size(), sf::PrimitiveType::TriangleFan);
}
if (hasFlags(Flags::drawRays))
{
sf::VertexArray tempRay(sf::PrimitiveType::Lines, 2);
tempRay[start].position = m_origin;
tempRay[start].color = m_rayColor;
tempRay[end].color = m_rayColor;
for (auto& ray : m_rays)
{
tempRay[end].position = ray.position;
window.draw(tempRay);
}
}
if (hasFlags(Flags::drawEndPoints))
{
sf::CircleShape endPoint(5.f, 20u);
endPoint.setOrigin({ 5, 5 });
endPoint.setFillColor(m_endPointColor);
for (auto& ray : m_rays)
{
endPoint.setPosition(ray.position);
window.draw(endPoint);
}
}
}
void Light::processRays(const std::vector<sf::VertexArray>& polygons)
{
m_light[0].position = m_origin;
if (m_center and m_offset)
{
constructPartialLight(polygons);
}
else
{
constructFullLight(polygons);
}
}
void Light::constructFullLight(const std::vector<sf::VertexArray>& polygons)
{
createAndSortRays(polygons);
calculateIntersects(polygons);
for (auto& ray : m_rays)
{
m_light.emplace_back(ray);
}
m_light.emplace_back(m_rays.front());//fully connect the triangle fan
}
void Light::constructPartialLight(const std::vector<sf::VertexArray>& polygons)
{
createAndSortRays(polygons, m_center.value() - m_offset.value(), m_center.value() + m_offset.value());
calculateIntersects(polygons);
for (auto& ray : m_rays)
{
m_light.emplace_back(ray);
}
}
void Light::createAndSortRays(const std::vector<sf::VertexArray>& polygons)
{
if (not hasFlags(Flags::infiniteLength))
{
if (m_rayCount > 0)
{
float angleIncrement = 360.f / (float)m_rayCount;
for (int i = 0; i < m_rayCount; i++) m_rays.emplace_back(sf::Vertex{ constructVector( m_origin, sf::degrees(angleIncrement * i), m_rayLength ), m_lightColor });
}
}
sf::Angle angle;
const float infiniteLength = 5000.f * hasFlags(Flags::infiniteLength);
for (auto& poly : polygons)
{
for (std::size_t i = 0; i < poly.getVertexCount() - 1; i++)
{
if (hasFlags(Flags::infiniteLength) ? false : distanceBetween(m_origin, poly[i].position) >= m_rayLength) continue;
angle = sf::radians(std::atan2f(poly[i].position.y - m_origin.y, poly[i].position.x - m_origin.x));
m_rays.emplace_back(sf::Vertex{ poly[i].position, m_lightColor });
m_rays.emplace_back(sf::Vertex{ constructVector( m_origin, angle + sf::radians(.00001f), m_rayLength + infiniteLength), m_lightColor });
m_rays.emplace_back(sf::Vertex{ constructVector( m_origin, angle - sf::radians(.00001f), m_rayLength + infiniteLength), m_lightColor });
}
}
std::sort(m_rays.begin(), m_rays.end(), [&](const auto& lhs, const auto& rhs) { return (lhs.position - m_origin).angle().wrapUnsigned().asRadians() < (rhs.position - m_origin).angle().wrapUnsigned().asRadians(); });
}
// overload for bounded light
void Light::createAndSortRays(const std::vector<sf::VertexArray>& polygons, sf::Angle lowerAngleBounds, sf::Angle upperAngleBounds)
{
const float infiniteLength = 5000.f * hasFlags(Flags::infiniteLength);
sf::Vertex lowerBound{ constructVector( m_origin, lowerAngleBounds, m_rayLength + infiniteLength), m_lightColor };
sf::Vertex upperBound{ constructVector( m_origin, upperAngleBounds, m_rayLength + infiniteLength), m_lightColor };
auto lowerBoundVector = lowerBound.position - m_origin;
auto upperBoundVector = upperBound.position - m_origin;
if (not hasFlags(Flags::infiniteLength))
{
sf::Vertex temp;
float angleIncrement = 360.f / (float)m_rayCount;
for (int i = 0; i < m_rayCount; i++)
{
temp = sf::Vertex{ constructVector(m_origin, sf::degrees(angleIncrement * i), m_rayLength), m_lightColor };
if (withinBounds(temp.position - m_origin, lowerBoundVector, upperBoundVector)) m_rays.emplace_back(temp);
}
}
sf::Angle angle;
for (auto& poly : polygons)
{
for (std::size_t i = 0; i < poly.getVertexCount() - 1; i++)
{
if (poly[i].position == m_origin) continue;// cannot pass zero vector to sf::Vector2::angleTo()
if (hasFlags(Flags::infiniteLength) ? false : distanceBetween(m_origin, poly[i].position) >= m_rayLength) continue;
if (not withinBounds(poly[i].position - m_origin, lowerBoundVector, upperBoundVector)) continue;
angle = sf::radians(std::atan2f(poly[i].position.y - m_origin.y, poly[i].position.x - m_origin.x));
m_rays.emplace_back(sf::Vertex{ poly[i].position, m_lightColor });
m_rays.emplace_back(sf::Vertex{ constructVector( m_origin, angle + sf::radians(.00001f), m_rayLength + infiniteLength), m_lightColor });
m_rays.emplace_back(sf::Vertex{ constructVector( m_origin, angle - sf::radians(.00001f), m_rayLength + infiniteLength), m_lightColor });
}
}
m_rays.emplace_back(lowerBound);
m_rays.emplace_back(upperBound);
std::sort(m_rays.begin(), m_rays.end(), [&](const auto& lhs, const auto& rhs) { return (lhs.position - m_origin).angleTo(upperBoundVector).wrapUnsigned().asRadians() < (rhs.position - m_origin).angleTo(upperBoundVector).wrapUnsigned().asRadians(); });
}
void Light::calculateIntersects(const std::vector<sf::VertexArray>& polygons)
{
std::optional<sf::Vector2f> currentIntersect{};
for (auto& ray : m_rays)
{
sf::Vector2f closestIntersection = ray.position;
currentIntersect.reset();
for (auto& poly : polygons)
{
for (std::size_t i = 1; i <= poly.getVertexCount() - 1; i++)
{
currentIntersect = lineIntersect({ m_origin, ray.position }, { poly[i - 1].position , poly[i].position });
if (not currentIntersect) continue;
if ((closestIntersection - m_origin).length() < (currentIntersect.value() - m_origin).length()) continue;
closestIntersection = currentIntersect.value();
}
}
ray.position = closestIntersection;
}
}
bool Light::withinBounds(sf::Vector2f point, sf::Vector2f lower, sf::Vector2f upper)
{
return point.angleTo(upper).wrapUnsigned().asRadians() < (lower).angleTo(upper).wrapUnsigned().asRadians();
}

117
Light.h
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@ -1,117 +0,0 @@
#pragma once
#include <cmath>
#include <iostream>
#include <vector>
#include <algorithm>
#include <cstddef>
#include <SFML/Graphics.hpp>
#include <imgui-SFML.h>
#include <imgui.h>
#include "Utility.hpp"
class Light
{
public:
Light() = default;
Light(sf::Vector2f origin, bool visible = true)
: m_origin(origin)
{
m_light.push_back(sf::Vertex{ m_origin, m_lightColor});
visible ? setFlags(Flags::visibility) : unsetFlags(Flags::visibility);
}
Light(sf::Vector2f origin, sf::Angle center, sf::Angle offset, bool visible = true)
: m_center(center)
, m_offset(offset)
, m_origin(origin)
{
m_light.push_back(sf::Vertex{ m_origin, m_lightColor });
visible ? setFlags(Flags::visibility) : unsetFlags(Flags::visibility);
}
public:
enum class Flags
{
visibility = 1 << 0,
infiniteLength = 1 << 1,
drawRays = 1 << 2,
drawEndPoints = 1 << 3
};
void addAngleBounds(sf::Angle center, sf::Angle offset)
{
m_center = center;
m_offset = offset;
}
void removeAngleBounds()
{
m_center.reset();
m_offset.reset();
}
void setFlags(Flags flags) { m_flags |= (int)flags; }
void unsetFlags(Flags flags) { m_flags &= ~(int)flags; }
void toggleFlags(Flags flags) { m_flags ^= (int)flags; }
bool hasFlags(Flags flags) const { return (m_flags & (int)flags) == (int)flags; }
void setCenterAngle(sf::Angle center) { m_center = center; }
std::optional<sf::Angle> getCenterAngle() const { return m_center; }
void setOffsetAngle(sf::Angle offset) { m_offset = offset; }
std::optional<sf::Angle> getOffsetAngle() const { return m_offset; }
void setOrigin(sf::Vector2f point) { m_origin = point; }
sf::Vector2f getOrigin() const { return m_origin; }
void setRayCount(int input) { m_rayCount = input; }
int getRayCount() const { return m_rayCount; };
float getRayLength() { return m_rayLength; }
void setRayLength(float input) { m_rayLength = input; }
void draw(sf::RenderWindow& window);
void clearRays() { m_rays.clear(); m_light.clear(); m_light.push_back(sf::Vertex{ {0.f,0.f}, m_lightColor }); }
void changeLightColor(sf::Color color) { m_lightColor = color; }
void changeEndPointColor(sf::Color color) { m_endPointColor = color; }
void changeRayColor(sf::Color color) { m_rayColor = color; }
void processRays(const std::vector<sf::VertexArray>& polygons);
private:
std::vector<sf::Vertex> m_light{};
std::vector<sf::Vertex> m_rays{};
std::optional<sf::Angle> m_center{};
std::optional<sf::Angle> m_offset{};
sf::Vector2f m_origin{};
sf::Color m_lightColor{ sf::Color::Yellow };
sf::Color m_endPointColor{ sf::Color::Magenta };
sf::Color m_rayColor{ sf::Color::Red };
float m_rayLength{ 500.f };
int m_rayCount{ 500 };
int m_flags{};
enum
{
start,
end
};//used for sf::VertexArray index
private:
void constructFullLight(const std::vector<sf::VertexArray>& polygons);
void constructPartialLight(const std::vector<sf::VertexArray>& polygons);
void createAndSortRays(const std::vector<sf::VertexArray>& polygons);
void createAndSortRays(const std::vector<sf::VertexArray>& polygons, sf::Angle lowerAngleBounds, sf::Angle upperAngleBounds);// for bounded light
void calculateIntersects(const std::vector<sf::VertexArray>& polygons);
bool withinBounds(sf::Vector2f point, sf::Vector2f lower, sf::Vector2f upper);
};

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#pragma once
#ifndef RANDOM_MT_H
#define RANDOM_MT_H
#include <chrono>
#include <random>
// This header-only Random namespace implements a self-seeding Mersenne Twister
// It can be included into as many code files as needed (The inline keyword avoids ODR violations)
// Freely redistributable, courtesy of learncpp.com
namespace Random
{
// Returns a seeded Mersenne Twister
// Note: we'd prefer to return a std::seed_seq (to initialize a std::mt19937), but std::seed can't be copied, so it can't be returned by value.
// Instead, we'll create a std::mt19937, seed it, and then return the std::mt19937 (which can be copied).
inline std::mt19937 generate()
{
std::random_device rd{};
// Create seed_seq with clock and 7 random numbers from std::random_device
std::seed_seq ss{
static_cast<std::seed_seq::result_type>(std::chrono::steady_clock::now().time_since_epoch().count()),
rd(), rd(), rd(), rd(), rd(), rd(), rd() };
return std::mt19937{ ss };
}
// Here's our global std::mt19937 object.
// The inline keyword means we only have one global instance for our whole program.
inline std::mt19937 mt{ generate() }; // generates a seeded std::mt19937 and copies it into our global object
// Generate a random int between [min, max] (inclusive)
inline int get(int min, int max)
{
return std::uniform_int_distribution{ min, max }(mt);
}
// The following function templates can be used to generate random numbers
// when min and/or max are not type int
// See https://www.learncpp.com/cpp-tutorial/function-template-instantiation/
// You can ignore these if you don't understand them
// Generate a random value between [min, max] (inclusive)
// * min and max have same type
// * Return value has same type as min and max
// * Supported types:
// * short, int, long, long long
// * unsigned short, unsigned int, unsigned long, or unsigned long long
// Sample call: Random::get(1L, 6L); // returns long
// Sample call: Random::get(1u, 6u); // returns unsigned int
template <typename T>
T get(T min, T max)
{
return std::uniform_int_distribution<T>{min, max}(mt);
}
// Generate a random value between [min, max] (inclusive)
// * min and max can have different types
// * Must explicitly specify return type as template type argument
// * min and max will be converted to the return type
// Sample call: Random::get<std::size_t>(0, 6); // returns std::size_t
// Sample call: Random::get<std::size_t>(0, 6u); // returns std::size_t
// Sample call: Random::get<std::int>(0, 6u); // returns int
template <typename R, typename S, typename T>
R get(S min, T max)
{
return get<R>(static_cast<R>(min), static_cast<R>(max));
}
template<typename T, typename U, typename V>
T getRandomNumber(U min, V max)
{
return static_cast<T>(get(min, max));
}
}
#endif

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#pragma once
#include <algorithm>
#include <tuple>
#include <SFML/Graphics.hpp>
#include <imgui-SFML.h>
#include <imgui.h>
#include "Random.h"
template<typename T, typename U, typename V>
inline T getRandomNumber(U min, V max)
{
return static_cast<T>(Random::get(min, max));
}
template<typename T, typename U, typename V, typename W>
inline sf::Color createColor(T r, U g, V b, W a)
{
return sf::Color(static_cast<std::uint8_t>(r), static_cast<std::uint8_t>(g), static_cast<std::uint8_t>(b), static_cast<std::uint8_t>(a));
}
template<typename T, typename U, typename V>
inline sf::Color createColor(T r, U g, V b, std::uint8_t a = 255u)
{
return sf::Color(static_cast<std::uint8_t>(r), static_cast<std::uint8_t>(g), static_cast<std::uint8_t>(b), a);
}
inline sf::Color getRandomColor()
{
return sf::Color(getRandomNumber<std::uint8_t>(0u, 255u), getRandomNumber<std::uint8_t>(0u, 255u), getRandomNumber<std::uint8_t>(0u, 255u));
}
template<typename T>
inline T signage(T in)
{
T zero{};
if (in > zero) return ++zero;
if (in < zero) return --zero;
return zero;
}
struct LineSegment
{
sf::Vector2f startPoint{};
sf::Vector2f endPoint{};
};
struct imguiColor
{
float r{};
float g{};
float b{};
float a{ 1.f };
sf::Color asSfColor()
{
return sf::Color(std::uint8_t(r * 255.f), std::uint8_t(g * 255.f), std::uint8_t(b * 255.f), std::uint8_t(a * 255.f));
}
};
inline imguiColor constructImguiColor(sf::Color color)
{
return imguiColor((float)color.r / 255.f, (float)color.g / 255.f, (float)color.b / 255.f, (float)color.a / 255.f);
}
inline std::optional<sf::Vector2f> lineIntersect(LineSegment first, LineSegment second)
{
sf::Vector2f firstVector = (first.endPoint - first.startPoint);
sf::Vector2f secondVector = (second.endPoint - second.startPoint);
float lengthCrossProduct = firstVector.cross(secondVector);
sf::Vector2f fms = second.startPoint - first.startPoint; //first line start point minus second
float firstScalar = fms.cross(secondVector) / lengthCrossProduct;
float secondScalar = fms.cross(firstVector) / lengthCrossProduct;
if ((firstScalar >= 0 and firstScalar <= 1) and (secondScalar >= 0 and secondScalar <= 1))
return sf::Vector2f(first.startPoint.x + (firstScalar * firstVector.x), first.startPoint.y + (firstScalar * firstVector.y));
else
return std::nullopt;
}
inline sf::VertexArray constructRectangle(sf::Vector2f center, sf::Vector2f size, sf::Color color = sf::Color::Black)
{
sf::VertexArray rectangle(sf::PrimitiveType::LineStrip, 5);
rectangle[0].color = color;
rectangle[1].color = color;
rectangle[2].color = color;
rectangle[3].color = color;
rectangle[4].color = color;
rectangle[0].position = { center.x - size.x, center.y - size.y };
rectangle[1].position = { center.x + size.x, center.y - size.y };
rectangle[2].position = { center.x + size.x, center.y + size.y };
rectangle[3].position = { center.x - size.x, center.y + size.y };
rectangle[4].position = rectangle[0].position;
return rectangle;
}
inline sf::Vector2f constructVector(sf::Vector2f startPoint, sf::Angle angle, float length)
{
return { startPoint.x + (length * std::cos(angle.asRadians())), startPoint.y + (length * std::sin(angle.asRadians())) };
}
inline sf::VertexArray constructRandomPolygon(sf::Vector2f center, int vertexLowerBound, int vertexUpperBound, int averageSize, sf::Color color = sf::Color::Black)
{
std::size_t vertexCount = getRandomNumber<std::size_t>(vertexLowerBound, vertexUpperBound);
sf::VertexArray polygon(sf::PrimitiveType::LineStrip, vertexCount);
float angleIncrement = 360.f / (float)(vertexCount - 1);
float angleStart = getRandomNumber<float>(0, 360);
for (int i = 0; i < vertexCount - 1; i++)
{
float angleOffset = getRandomNumber<float>(-(90 / (int)vertexCount), (90 / (int)vertexCount));
polygon[i].color = color;
polygon[i].position = constructVector(center, sf::degrees(angleStart + (angleIncrement * i) + angleOffset), getRandomNumber<float>((averageSize - 50), (averageSize + 50)));
}
polygon[vertexCount - 1].position = polygon[0].position;
polygon[vertexCount - 1].color = color;
return polygon;
}
inline float distanceBetween(sf::Vector2f startPoint, sf::Vector2f endPoint)
{
return sqrtf(powf(endPoint.x - startPoint.x, 2) + powf(endPoint.y - startPoint.y, 2));
}
inline sf::VertexArray constructVertexArray(sf::Shape& shape)
{
sf::VertexArray result(sf::PrimitiveType::LineStrip);
auto& transform = shape.getTransform();
for (int i = 0; i < shape.getPointCount(); i++)
{
result.append(sf::Vertex{ transform.transformPoint(shape.getPoint(i)), sf::Color::Black });
}
result.append(result[0]);
return result;
}

278
main.cpp
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#include <cmath>
#include <iostream>
#include <vector>
#include <algorithm>
#include <cstddef>
#include <SFML/Graphics.hpp>
#include <imgui-SFML.h>
#include <imgui.h>
#include "Utility.hpp"
#include "Light.h"
auto window = sf::RenderWindow(sf::VideoMode({ 1920u, 1080u }), "Ray Casting Test");
Light light;
std::vector<sf::VertexArray> polygons;
sf::CircleShape circle{};
sf::Vector2f mousePos{};
sf::Vector2f center{ 1920.f / 2.f, 1080.f / 2.f };
//imGui Variables
constexpr int numRaysBounds[2] = { 5, 500 };
constexpr float rayLengthBounds[2] = {5.f, 5000.f};
constexpr float offsetAngleBounds[2] = { 5.f, 175.f };
constexpr int vertexMin{ 3 };
constexpr int vertexMax{ 20 };
constexpr float rotationSpeedScale{ 3.f };
float polySize[2] = { 100.f, 100.f };
int numRays{ 500 };
int vertexBounds[2] = { 3, 10 };
int averageSize{ 100 };
float rayLength{ 500.f };
imguiColor rayColor = constructImguiColor(sf::Color::Red);
imguiColor lightColor = constructImguiColor(sf::Color::Yellow);
imguiColor endPointColor = constructImguiColor(sf::Color::Magenta);
bool drawRays{ false };
bool drawLight{ true };
bool drawEndPoints{ false };
bool boundedLight{ false };
bool infiniteRayLength{ false };
float lightCenterAngle{ 0.f };
float lightOffsetAngle{ 45.f };
void GUI();
void userInput();
void render();
int main()
{
//configure light with default imgui vatiables
drawRays ? light.setFlags(Light::Flags::drawRays) : light.unsetFlags(Light::Flags::drawRays);
drawLight ? light.setFlags(Light::Flags::visibility) : light.unsetFlags(Light::Flags::visibility);
boundedLight ? light.addAngleBounds(sf::degrees(lightCenterAngle), sf::degrees(lightOffsetAngle)) : light.removeAngleBounds();
drawEndPoints ? light.setFlags(Light::Flags::drawEndPoints) : light.unsetFlags(Light::Flags::drawEndPoints);
infiniteRayLength ? light.setFlags(Light::Flags::infiniteLength) : light.unsetFlags(Light::Flags::infiniteLength);
//sfml setup
sf::Clock clock;
window.setFramerateLimit(144);
if (!ImGui::SFML::Init(window))
return -1;
mousePos = center;
polygons.emplace_back(constructRectangle(center, center));
circle.setOrigin({0,0});
circle.setPosition(center);
circle.setRadius(200.f);
circle.setPointCount(30u);
polygons.emplace_back(constructVertexArray(circle));
//main game loop
while (window.isOpen())
{
ImGui::SFML::Update(window, clock.restart());
light.clearRays();
userInput();
GUI();
light.setOrigin(mousePos);
light.processRays(polygons);
render();
}
ImGui::SFML::Shutdown();
}
void GUI()
{
ImGui::Begin("Config");
ImGui::Text("Controls:");
ImGui::Indent();
ImGui::Text("Right Click: place rectangle at mouse position");
ImGui::Text("R: place a randomly sized polygon at mouse position");
ImGui::Text("C: clear all polygons");
ImGui::Text("Scroll wheel: increase/decrease light direction (if light is bounded)");
ImGui::Unindent();
if (ImGui::Checkbox("Render rays", &drawRays))
{
light.toggleFlags(Light::Flags::drawRays);
}
ImGui::SameLine();
if (ImGui::Checkbox("Render end points", &drawEndPoints))
{
light.toggleFlags(Light::Flags::drawEndPoints);
}
ImGui::SameLine();
if (ImGui::Checkbox("Render light", &drawLight))
{
light.toggleFlags(Light::Flags::visibility);
}
if (ImGui::Checkbox("Infinite ray length", &infiniteRayLength))
{
light.toggleFlags(Light::Flags::infiniteLength);
}
if (not infiniteRayLength)
{
ImGui::SliderInt("number of rays", &numRays, numRaysBounds[0], numRaysBounds[1]);
light.setRayCount(numRays);
if (ImGui::InputFloat("Ray Length", &rayLength))
{
rayLength = std::clamp(rayLength, rayLengthBounds[0], rayLengthBounds[1]);
}
light.setRayLength(rayLength);
}
if (drawRays)
{
ImGui::ColorEdit4("Ray color", &rayColor.r);
}
if (drawLight)
{
ImGui::ColorEdit4("Light color", &lightColor.r);
}
if (drawEndPoints)
{
ImGui::ColorEdit4("End point color", &endPointColor.r);
}
light.changeLightColor(lightColor.asSfColor());
light.changeEndPointColor(endPointColor.asSfColor());
light.changeRayColor(rayColor.asSfColor());
if(ImGui::Checkbox("Light is bounded", &boundedLight))
{
boundedLight ? light.addAngleBounds(sf::degrees(lightCenterAngle), sf::degrees(lightOffsetAngle)) : light.removeAngleBounds();
}
if (boundedLight)
{
ImGui::SliderFloat("Light direction", &lightCenterAngle, 0.f, 359.f, "%.0f", ImGuiSliderFlags_::ImGuiSliderFlags_AlwaysClamp);
light.setCenterAngle(sf::degrees(lightCenterAngle));
ImGui::SliderFloat("Offset size", &lightOffsetAngle, offsetAngleBounds[0], offsetAngleBounds[1], "%.0f", ImGuiSliderFlags_::ImGuiSliderFlags_AlwaysClamp);
light.setOffsetAngle(sf::degrees(lightOffsetAngle));
}
ImGui::InputFloat2("rectangle Size (X,Y)", polySize, "%.1f");
ImGui::Text("Random polygon config: ");
if (ImGui::SliderInt2("vertex count lower/upper bounds", vertexBounds, vertexMin, vertexMax))
{
if (vertexBounds[0] > vertexBounds[1])
vertexBounds[0] = vertexBounds[1];
if (vertexBounds[1] < vertexBounds[0])
vertexBounds[0] = vertexBounds[1];
}
if (ImGui::InputInt("Average size", &averageSize))
{
if (averageSize < 20)
{
averageSize = 20;
}
}
ImGui::End();
}
void userInput()
{
while (const std::optional event = window.pollEvent())
{
ImGui::SFML::ProcessEvent(window, *event);
if (event->is<sf::Event::Closed>())
{
window.close();
}
if (const auto* buttonPressed = event->getIf<sf::Event::KeyPressed>())
{
switch (buttonPressed->scancode)
{
case sf::Keyboard::Scancode::C:
polygons.clear();
polygons.emplace_back(constructRectangle(center, center));
break;
case sf::Keyboard::Scancode::R:
polygons.emplace_back(constructRandomPolygon(mousePos, vertexBounds[0] + 1, vertexBounds[1] + 1, averageSize));
break;
case sf::Keyboard::Scancode::Escape:
window.close();
break;
default:
break;
}
}
if (const auto* mousePressed = event->getIf<sf::Event::MouseButtonPressed>())
{
switch (mousePressed->button)
{
case sf::Mouse::Button::Right:
polygons.emplace_back(constructRectangle((sf::Vector2f)mousePressed->position, { polySize[0], polySize[1] }, sf::Color::Black));
break;
default:
break;
}
}
if (const auto* mouseWheelScrolled = event->getIf<sf::Event::MouseWheelScrolled>())
{
switch (mouseWheelScrolled->wheel)
{
case sf::Mouse::Wheel::Vertical:
if (boundedLight)
{
lightCenterAngle += mouseWheelScrolled->delta * rotationSpeedScale;
if (lightCenterAngle > 359.f) lightCenterAngle = 0.f;
if (lightCenterAngle < 0.f) lightCenterAngle = 359.f;
}
break;
default:
break;
}
}
if (const auto* mouseMoved = event->getIf<sf::Event::MouseMoved>())
{
mousePos = (sf::Vector2f)mouseMoved->position;
}
}
}
void render()
{
window.clear(sf::Color::White);
light.draw(window);
for (auto& poly : polygons) window.draw(poly);
ImGui::SFML::Render(window);
window.display();
}

View File

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