270 lines
6.4 KiB
C++
270 lines
6.4 KiB
C++
#include <cmath>
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#include <iostream>
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#include <vector>
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#include <algorithm>
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#include <cstddef>
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#include <SFML/Graphics.hpp>
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#include <imgui-SFML.h>
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#include <imgui.h>
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#include "Utility.hpp"
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#include "Ray.h"
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#include "Light.h"
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auto window = sf::RenderWindow(sf::VideoMode({ 1920u, 1080u }), "Ray Casting Test");
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Light light;
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RayVector rays;
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std::vector<sf::VertexArray> polygons;
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void GUI();
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void userInput(std::vector<sf::VertexArray>& polygons);
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void processRays();
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void render();
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int main()
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{
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sf::Vector2f center{ 1920.f / 2.f, 1080.f / 2.f };
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//sfml setup
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sf::Clock clock;
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window.setFramerateLimit(144);
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if (!ImGui::SFML::Init(window))
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return -1;
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mousePos = center;
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polygons.emplace_back(constructRectangle(center, center));
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//main game loop
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while (window.isOpen())
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{
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ImGui::SFML::Update(window, clock.restart());
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rays.clear();
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light.clearRays();
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userInput(polygons);
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processRays();
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light.setOrigin(mousePos);
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for (auto& ray : rays) light.addRay(ray);
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GUI();
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render();
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}
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ImGui::SFML::Shutdown();
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}
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void GUI()
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{
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ImGui::Begin("Config");
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ImGui::Text("Controls:");
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ImGui::Indent();
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ImGui::Text("Right Click: place rectangle at mouse position");
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ImGui::Text("R: place a randomly sized polygon at mouse position");
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ImGui::Text("C: clear all polygons");
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ImGui::Text("Scroll wheel: increase/decrease light direction (if light is bounded)");
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ImGui::Unindent();
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ImGui::Checkbox("Render rays", &drawRays);
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ImGui::SameLine();
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if (ImGui::Checkbox("Render light", &drawLight))
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{
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light.setVisibility(drawLight);
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}
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if (ImGui::SliderInt("number of rays", &numRays, 5, 500))
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{
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rays.clear();
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{
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float i = 0.f, angleIncrement = 360.f / (float)numRays;
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for (int i = 0; i < numRays; i++) rays.emplace_back(mousePos, rayLength, sf::degrees(angleIncrement * i), rayColor.asSfColor());
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}
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}
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ImGui::InputFloat("Ray Length", &rayLength);
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if (ImGui::ColorEdit3("Ray color", &rayColor.r))
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{
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for (auto& ray : rays) ray.changeColor(rayColor.asSfColor());
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}
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ImGui::ColorEdit3("Light color", &lightColor.r);
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if(ImGui::Checkbox("Light is bounded", &boundedLight))
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{
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if (boundedLight)
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{
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light.addAngleBounds(sf::degrees((float)lightCenterAngle), sf::degrees((float)lightOffsetAngle));
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}
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else
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{
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light.removeAngleBounds();
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}
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}
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if (boundedLight)
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{
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ImGui::Checkbox("Draw end points", &drawEndPoints);
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ImGui::SliderInt("Light direction", &lightCenterAngle, 0, 359);
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light.setCenterAngle(sf::degrees((float)lightCenterAngle));
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if (ImGui::InputInt("Offset size", &lightOffsetAngle))
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{
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if (lightOffsetAngle > 89)
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{
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lightOffsetAngle = 89;
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}
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if (lightOffsetAngle < 0)
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{
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lightOffsetAngle = 0;
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}
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}
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light.setOffsetAngle(sf::degrees((float)lightOffsetAngle));
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}
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ImGui::InputFloat2("rectangle Size (X,Y)", polySize, "%.1f");
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ImGui::Text("Random polygon config: ");
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if (ImGui::SliderInt2("vertex count lower/upper bounds", vertexBounds, 3, 20))
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{
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if (vertexBounds[0] > vertexBounds[1])
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vertexBounds[0] = vertexBounds[1];
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if (vertexBounds[1] < vertexBounds[0])
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vertexBounds[0] = vertexBounds[1];
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}
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if (ImGui::InputInt("Average size", &averageSize))
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{
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if (averageSize < 20)
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{
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averageSize = 20;
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}
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}
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ImGui::End();
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}
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void userInput(std::vector<sf::VertexArray>& polygons)
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{
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while (const std::optional event = window.pollEvent())
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{
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ImGui::SFML::ProcessEvent(window, *event);
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if (event->is<sf::Event::Closed>())
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{
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window.close();
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}
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if (const auto* buttonPressed = event->getIf<sf::Event::KeyPressed>())
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{
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switch (buttonPressed->scancode)
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{
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case sf::Keyboard::Scancode::C:
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polygons.clear();
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break;
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case sf::Keyboard::Scancode::R:
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polygons.emplace_back(constructRandomPolygon(mousePos, vertexBounds[0] + 1, vertexBounds[1] + 1, averageSize));
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break;
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case sf::Keyboard::Scancode::Escape:
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window.close();
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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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if (const auto* mousePressed = event->getIf<sf::Event::MouseButtonPressed>())
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{
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switch (mousePressed->button)
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{
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case sf::Mouse::Button::Right:
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polygons.emplace_back(constructRectangle((sf::Vector2f)mousePressed->position, { polySize[0], polySize[1] }, sf::Color::Black));
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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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if (const auto* mouseWheelScrolled = event->getIf<sf::Event::MouseWheelScrolled>())
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{
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switch (mouseWheelScrolled->wheel)
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{
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case sf::Mouse::Wheel::Vertical:
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if (boundedLight)
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lightCenterAngle = std::clamp(lightCenterAngle += (int)mouseWheelScrolled->delta, 0, 360);
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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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if (const auto* mouseMoved = event->getIf<sf::Event::MouseMoved>())
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{
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mousePos = (sf::Vector2f)mouseMoved->position;
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}
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}
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}
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void processRays()
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{
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if (numRays > 0)
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{
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float i = 0.f, angleIncrement = 360.f / (float)numRays;
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for (int i = 0; i < numRays; i++) rays.emplace_back(Ray(mousePos, rayLength, sf::degrees(angleIncrement * i), rayColor.asSfColor()));
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}
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for (auto& poly : polygons)
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{
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for (std::size_t i = 0; i < poly.getVertexCount() - 1; i++)
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{
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if (distanceBetween(mousePos, poly[i].position) <= rayLength)
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{
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sf::Angle angle = sf::radians(std::atan2f(poly[i].position.y - mousePos.y, poly[i].position.x - mousePos.x));
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rays.emplace_back(Ray(mousePos, poly[i].position, rayColor.asSfColor()));
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rays.emplace_back(Ray(mousePos, rayLength, angle + sf::radians(.00001f), rayColor.asSfColor()));
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rays.emplace_back(Ray(mousePos, rayLength, angle - sf::radians(.00001f), rayColor.asSfColor()));
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}
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}
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}
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for (auto& ray : rays)
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{
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ray.calculateIntersect(polygons);
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}
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}
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void render()
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{
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window.clear(sf::Color::White);
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light.processRays(polygons);
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light.draw(window);
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for (auto& poly : polygons) window.draw(poly);
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if (drawRays)
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{
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for (auto& ray : rays)
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{
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auto& rayPoints = ray.points();
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sf::CircleShape endPoint(5.f, 20u);
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endPoint.setOrigin({ 5, 5 });
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endPoint.setFillColor(rayColor.asSfColor());
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endPoint.setPosition(rayPoints[end].position);
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window.draw(rayPoints);
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window.draw(endPoint);
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}
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}
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ImGui::SFML::Render(window);
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window.display();
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} |