ray-casting-demo/main.cpp

270 lines
6.8 KiB
C++

#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 "Ray.h"
#include "Light.h"
auto window = sf::RenderWindow(sf::VideoMode({ 1920u, 1080u }), "Ray Casting Test");
Light light;
std::vector<sf::VertexArray> polygons;
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);
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));
//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();
}