forked from rich/ReWalker
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7 Commits
Author | SHA1 | Date | |
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f96a846202 | |||
442b397290 | |||
9f8224462b | |||
166bf96928 | |||
cf1518a61b | |||
583315193d | |||
29c32f6d9a |
@@ -28,20 +28,39 @@ include(cmake/CPM.cmake)
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# You specify the release name to target against. See the link below for releases:
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# https://git.redacted.cc/Redacted/ReWindow/releases
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CPMAddPackage(
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NAME mcolor
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URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-5.zip
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)
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CPMAddPackage(
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NAME ReWindow
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URL URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-31.zip
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URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-32.zip
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)
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CPMAddPackage(
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NAME JGL
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URL https://git.redacted.cc/josh/JGL/archive/Prerelease-47.zip
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)
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add_executable(ReWalkerApp main.cpp)
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target_include_directories(ReWalkerApp PUBLIC ${ReWindow_SOURCE_DIR}/include ${J3ML_SOURCE_DIR}/include)
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target_include_directories(ReWalkerApp PUBLIC
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${ReWindow_SOURCE_DIR}/include
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${J3ML_SOURCE_DIR}/include
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${mcolor_SOURCE_DIR}/include
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${JGL_SOURCE_DIR}/include
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)
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target_link_libraries(ReWalkerApp PUBLIC J3ML ReWindowLibrary)
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target_link_libraries(ReWalkerApp PUBLIC J3ML ReWindow mcolor JGL)
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# simple window test
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add_executable(TestWindowApp test.cpp)
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target_include_directories(TestWindowApp PUBLIC ${ReWindow_SOURCE_DIR}/include ${J3ML_SOURCE_DIR}/include)
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target_include_directories(TestWindowApp PUBLIC
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${ReWindow_SOURCE_DIR}/include
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${J3ML_SOURCE_DIR}/include
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${mcolor_SOURCE_DIR}/include
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)
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target_link_libraries(TestWindowApp PUBLIC J3ML ReWindowLibrary)
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target_link_libraries(TestWindowApp PUBLIC J3ML ReWindow)
|
@@ -5,6 +5,8 @@ This is a simple random walker that has a little twist that if the user clicks t
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The user can user the number 1, 2, 3, 4 and 5 keys to change the force at which the walker is blown away from the mouse pointer. 1 is lowest force and 5 is highest.
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There are now 4 red impervious obstacles to bump into.
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test.cpp builds to TestWindowApp as a test to help me understand how ReWindow works.
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main.cpp builds to ReWalkerApp which is the main random walker program.
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@@ -17,7 +19,7 @@ Install dependencies
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```bash
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Rocky/Fedora/RHEL: dnf install cmake make gcc-g++ libX11 libX11-devel mesa-libGL-devel
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Pop_OS!/Ubuntu/Debian: apt-get install cmake make gcc g++ libx11-6 libx11-dev libgl-dev libxrandr-dev
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Pop_OS!/Ubuntu/Debian: apt-get install cmake make gcc g++ libx11-6 libx11-dev libgl-dev libxrandr-dev libvulkan-dev
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```
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Clone the repository
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259
main.cpp
259
main.cpp
@@ -1,77 +1,107 @@
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// ReWalker
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// A random walker that moves around the screen with a fading trail and mouse interaction.
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// Now with real-time adjustable push force using number keys 1-5!
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// Written using Redacted ReWindow https://git.redacted.cc/Redacted/ReWindow
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// A random walker that moves around the screen with a fading trail, mouse interaction, and a status bar.
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// There are now obsticalse you cant walk through
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// Updated to use the latest ReWindow API and JGL rendering.
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// Written by Rich
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// With help from (and thanks to) from Maxine, Josh and Bill
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// With help from (and thanks to) from Maxine, Josh, and Bill.
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#include <rewindow/types/window.h>
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#include <rewindow/logger/logger.h>
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#include <GL/gl.h>
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#include <ReWindow/types/Window.h>
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#include <ReWindow/Logger.h>
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#include <JGL/JGL.h>
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#include <Color4.hpp>
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#include <memory>
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// Define window size and dot size (dot size should be odd for symmetry)
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// Define window size and dot size
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#define WIDTH 800
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#define HEIGHT 600
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#define DOT_SIZE 5
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#define OBSTACLE_SIZE 50
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#define STATUS_BAR_HEIGHT 30 // Height of the status bar at the bottom
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// Define fading speed (higher = faster fading, range: 0.001 - 0.2)
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#define FADE_SPEED 0.05f
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constexpr unsigned int TRAIL_LENGTH = 20;
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// Enable debug mode (set to 0 to disable debug output)
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#define DEBUG 0
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// Enable debug mode
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#define DEBUG 1
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/**
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* @brief Represents the walker that moves randomly on the screen.
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* @brief Represents an obstacle that the walker cannot pass through.
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*/
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struct Obstacle {
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Vector2 position; // Top-left corner of the obstacle
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Obstacle(float x, float y) : position(x, y) {}
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/**
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* @brief Checks if a given position is inside the obstacle.
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*/
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bool isColliding(const Vector2& pos) const {
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return pos.x >= position.x && pos.x <= position.x + OBSTACLE_SIZE &&
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pos.y >= position.y && pos.y <= position.y + OBSTACLE_SIZE;
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}
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};
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/**
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* @brief Represents the walker that moves randomly.
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*/
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struct Walker {
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float x, y; // Current position of the walker
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Vector2 position;
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Vector2 lastValidPosition;
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Walker() : position(WIDTH / 2.0f, (HEIGHT - STATUS_BAR_HEIGHT) / 2.0f),
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lastValidPosition(position) {}
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/**
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* @brief Constructor initializes the walker at the center of the screen.
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* @brief Moves the walker in a random direction.
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*/
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Walker() : x(WIDTH / 2.0f), y(HEIGHT / 2.0f) {}
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/**
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* @brief Moves the walker one step in a random direction.
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*/
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void step() {
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void step(const std::vector<Obstacle>& obstacles) {
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float angle = static_cast<float>(rand()) / RAND_MAX * 360.0f;
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angle = angle * M_PI / 180.0f; // Convert degrees to radians
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angle = Math::Radians(angle);
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float dx = std::cos(angle);
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float dy = std::sin(angle);
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// Update position and clamp within screen boundaries
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x = std::clamp(x + dx, 0.0f, static_cast<float>(WIDTH - 1));
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y = std::clamp(y + dy, 0.0f, static_cast<float>(HEIGHT - 1));
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// Store last valid position
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lastValidPosition = position;
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#if DEBUG
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std::cout << "Walker Position: (" << x << ", " << y << ")\n";
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#endif
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// Update position
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position.x = std::clamp(position.x + dx, 0.0f, static_cast<float>(WIDTH - 1));
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position.y = std::clamp(position.y + dy, 0.0f, static_cast<float>(HEIGHT - STATUS_BAR_HEIGHT - 1));
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// Check for collisions
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for (const auto& obstacle : obstacles) {
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if (obstacle.isColliding(position)) {
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position = lastValidPosition; // Revert movement if collision occurs
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break;
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}
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}
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}
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/**
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* @brief Pushes the walker away from a given (mouse) position.
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* @param mouseX X coordinate of the mouse.
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* @param mouseY Y coordinate of the mouse.
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* @param force The force applied to push the walker away.
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* @brief Pushes the walker away from the mouse pointer.
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*/
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void pushAway(float mouseX, float mouseY, float force) {
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float adjustedMouseY = HEIGHT - mouseY; // Adjust for coordinate system
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float deltaX = x - mouseX;
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float deltaY = y - adjustedMouseY;
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void pushAway(float mouseX, float mouseY, float force, const std::vector<Obstacle>& obstacles) {
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float deltaX = position.x - mouseX;
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float deltaY = position.y - mouseY;
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float distance = std::sqrt(deltaX * deltaX + deltaY * deltaY);
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// Only push if the mouse is close enough
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if (distance > 0.0f) {
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float unitX = deltaX / distance;
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float unitY = deltaY / distance;
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// Apply dynamic push force
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x = std::clamp(x + unitX * force, 0.0f, static_cast<float>(WIDTH - 1));
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y = std::clamp(y + unitY * force, 0.0f, static_cast<float>(HEIGHT - 1));
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lastValidPosition = position;
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position.x = std::clamp(position.x + unitX * force, 0.0f, static_cast<float>(WIDTH - 1));
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position.y = std::clamp(position.y + unitY * force, 0.0f, static_cast<float>(HEIGHT - STATUS_BAR_HEIGHT - 1));
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// Prevent moving into obstacles
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for (const auto& obstacle : obstacles) {
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if (obstacle.isColliding(position)) {
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position = lastValidPosition;
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break;
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}
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}
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}
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}
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@@ -79,96 +109,78 @@ struct Walker {
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* @brief Resets the walker to the center of the screen.
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*/
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void resetPosition() {
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x = WIDTH / 2.0f;
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y = HEIGHT / 2.0f;
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position = Vector2(WIDTH / 2.0f, (HEIGHT - STATUS_BAR_HEIGHT) / 2.0f);
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}
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};
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/**
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* @brief Custom ReWindow window class that manages the random walker simulation.
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* @brief Custom ReWindow window class that manages the walker simulation.
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*/
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class RandomWalkerWindow : public ReWindow::RWindow {
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class RandomWalkerWindow : public ReWindow::OpenGLWindow {
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public:
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/**
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* @brief Constructor initializes the window, walker, and trail buffer.
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* @param title Window title
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* @param width Window width
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* @param height Window height
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*/
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RandomWalkerWindow(const std::string& title, int width, int height)
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: ReWindow::RWindow(title, width, height),
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: ReWindow::OpenGLWindow(title, width, height, 2, 1),
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walker(std::make_unique<Walker>()),
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trailBuffer(WIDTH * HEIGHT, 1.0f), // Initialize trail buffer to white (1.0)
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pushForce(3.0f) // Default push force
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{}
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/**
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* @brief Called once when the window is opened.
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* Configures OpenGL to use a 2D orthographic projection.
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*/
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void OnOpen() override {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, WIDTH, HEIGHT, 0, -1, 1); // Map OpenGL coordinates to screen pixels
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glMatrixMode(GL_MODELVIEW);
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pushForce(3.0f)
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{
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// Define four obstacles
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obstacles.emplace_back(200, 150);
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obstacles.emplace_back(500, 150);
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obstacles.emplace_back(200, 400);
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obstacles.emplace_back(500, 400);
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}
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/**
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* @brief Called every frame to update and render the walker with a fading trail.
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*/
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void OnRefresh(float elapsed) override {
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// Clear the OpenGL buffer (not the trail buffer)
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glClear(GL_COLOR_BUFFER_BIT);
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void OnOpen() override {
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if (!JGL::Init({WIDTH, HEIGHT}, 0, 0))
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exit(0);
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// Handle user inputs
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this->render_target = new RenderTarget({WIDTH, HEIGHT}, Colors::White);
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}
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void OnRefresh(float elapsed) override {
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handleMouseInput();
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handleKeyboardInput();
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// Update trail (fade effect)
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fadeTrail();
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// Move walker
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walker->step(obstacles);
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// Move the walker
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walker->step();
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JGL::Update({WIDTH, HEIGHT});
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J2D::Begin(render_target, true);
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fadeTrail();
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drawTrail();
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drawObstacles();
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plotWalker();
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J2D::End();
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// Update the trail buffer with the walkers current position
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plotWalker();
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J2D::Begin(nullptr, true);
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J2D::DrawRenderTarget(render_target, {0, 0});
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J2D::End();
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// Render the updated trail
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drawTrail();
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// Swap buffers to display the frame
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GLSwapBuffers();
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SwapBuffers();
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}
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private:
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std::unique_ptr<Walker> walker;
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std::vector<float> trailBuffer; // Stores grayscale intensity of pixels (1.0 = white, 0.0 = black)
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float pushForce; // Variable push force that can be adjusted in real time
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std::vector<Obstacle> obstacles;
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std::vector<std::pair<Vector2, float>> trailBuffer{};
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RenderTarget* render_target = nullptr;
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float pushForce;
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/**
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* @brief Handles mouse input to push the walker away.
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*/
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void handleMouseInput() {
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auto mousePos = GetMouseCoordinates();
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if (IsMouseButtonDown(MouseButtons::Left)) {
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walker->pushAway(mousePos.x, mousePos.y, pushForce);
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walker->pushAway(mousePos.x, mousePos.y, pushForce, obstacles);
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}
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}
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/**
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* @brief Handles keyboard input to reset the walker and adjust push force.
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*/
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void handleKeyboardInput() {
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if (IsKeyDown(Keys::Space)) {
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walker->resetPosition();
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}
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if (IsKeyDown(Keys::Escape)) {
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Close();
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}
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// Adjust push force using number keys 1-5
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if (IsKeyDown(Keys::One)) pushForce = 1.0f;
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if (IsKeyDown(Keys::Two)) pushForce = 2.0f;
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if (IsKeyDown(Keys::Three)) pushForce = 3.0f;
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@@ -176,48 +188,37 @@ private:
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if (IsKeyDown(Keys::Five)) pushForce = 5.0f;
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}
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/**
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* @brief Applies the fade effect to the trail buffer.
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*/
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void fadeTrail() {
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for (auto& pixel : trailBuffer) {
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pixel = std::min(pixel + FADE_SPEED, 1.0f); // Ensure value does not exceed 1.0 (white)
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}
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}
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/**
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* @brief Plots the walkers current position as a black dot in the trail buffer.
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*/
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void plotWalker() {
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int centerX = static_cast<int>(walker->x);
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int centerY = static_cast<int>(walker->y);
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int halfSize = DOT_SIZE / 2;
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for (int dy = -halfSize; dy <= halfSize; ++dy) {
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for (int dx = -halfSize; dx <= halfSize; ++dx) {
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int px = centerX + dx;
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int py = centerY + dy;
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if (px >= 0 && px < WIDTH && py >= 0 && py < HEIGHT) {
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trailBuffer[py * WIDTH + px] = 0.0f;
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}
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}
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}
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for (auto& trailPoint : trailBuffer)
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trailPoint.second = std::max(trailPoint.second - FADE_SPEED, 0.0f);
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trailBuffer.emplace_back(walker->position, 1.0f);
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if (trailBuffer.size() > TRAIL_LENGTH)
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trailBuffer.erase(trailBuffer.begin());
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}
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void drawTrail() {
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std::vector<uint8_t> grayscale(WIDTH * HEIGHT);
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for (size_t i = 0; i < trailBuffer.size(); ++i) {
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grayscale[i] = static_cast<uint8_t>(trailBuffer[i] * 255.0f);
|
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for (const auto& trailPoint : trailBuffer)
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J2D::DrawPoint({0, 0, 0, (uint8_t)(trailPoint.second * 255.0f)}, trailPoint.first, DOT_SIZE);
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}
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void plotWalker() {
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J2D::DrawPoint(Colors::Black, walker->position, DOT_SIZE);
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}
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/**
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* @brief Draws the four red obstacles.
|
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*/
|
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void drawObstacles() {
|
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for (const auto& obstacle : obstacles) {
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J2D::FillRect(Colors::Red, obstacle.position, {OBSTACLE_SIZE, OBSTACLE_SIZE});
|
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}
|
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glDrawPixels(WIDTH, HEIGHT, GL_LUMINANCE, GL_UNSIGNED_BYTE, grayscale.data());
|
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}
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};
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int main() {
|
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auto window = std::make_unique<RandomWalkerWindow>("Random Walker with ReWindow", WIDTH, HEIGHT);
|
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window->SetRenderer(RenderingAPI::OPENGL);
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window->Open();
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auto window = std::make_unique<RandomWalkerWindow>("Random Walker with Obstacles", WIDTH, HEIGHT);
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if (!window->Open())
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return -1;
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|
||||
while (!window->IsClosing()) {
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window->ManagedRefresh();
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||||
|
18
test.cpp
18
test.cpp
@@ -1,32 +1,30 @@
|
||||
// simple test program to open a window with
|
||||
// a blue background.
|
||||
|
||||
#include <rewindow/types/window.h>
|
||||
#include <rewindow/logger/logger.h>
|
||||
#include <ReWindow/types/Window.h>
|
||||
#include <ReWindow/Logger.h>
|
||||
#include <GL/gl.h>
|
||||
|
||||
#define WIDTH 800
|
||||
#define HEIGHT 600
|
||||
|
||||
|
||||
class RandomWalkerWindow : public ReWindow::RWindow {
|
||||
class RandomWalkerWindow : public ReWindow::OpenGLWindow {
|
||||
public:
|
||||
RandomWalkerWindow(const std::string& title, int width, int height)
|
||||
: ReWindow::RWindow(title, width, height) {}
|
||||
: ReWindow::OpenGLWindow(title, width, height, 2, 1) {}
|
||||
|
||||
void OnRefresh(float elapsed) override {
|
||||
glClearColor(0.0f, 0.0f, 1.0f, 1.0f); // Clear with blue
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
GLSwapBuffers();
|
||||
//glClearColor(0.0f, 0.0f, 1.0f, 1.0f); // Clear with blue
|
||||
//glClear(GL_COLOR_BUFFER_BIT);
|
||||
SwapBuffers();
|
||||
}
|
||||
};
|
||||
|
||||
int main() {
|
||||
|
||||
std::unique_ptr<RandomWalkerWindow> window =
|
||||
std::make_unique<RandomWalkerWindow>("Random Walker with ReWindow", WIDTH, HEIGHT);
|
||||
|
||||
window->SetRenderer(RenderingAPI::OPENGL);
|
||||
std::make_unique<RandomWalkerWindow>("Random Walker with ReWindow", WIDTH, HEIGHT);
|
||||
window->Open();
|
||||
|
||||
while (!window->IsClosing()) {
|
||||
|
Reference in New Issue
Block a user