Added some documentation on the lights. Got most everything tidied up. Having some issues with std::moving unique ptrs. Going to change them to shared_ptr

This commit is contained in:
MitchellHansen
2017-02-11 21:43:32 -08:00
parent bfb6d922a3
commit 6e0d5814e1
7 changed files with 68 additions and 20 deletions

View File

@@ -9,6 +9,16 @@
struct LightPrototype {
LightPrototype(
sf::Vector3f position,
sf::Vector3f direction_cartesian,
sf::Vector4f rgbi
) :
position(position),
direction_cartesian(direction_cartesian),
rgbi(rgbi) { };
sf::Vector3f position;
sf::Vector3f direction_cartesian;
sf::Vector4f rgbi;
@@ -25,9 +35,10 @@ struct PackedData {
position(position), direction_cartesian(direction_cartesian), rgbi(rgbi) {
}
PackedData() {};
sf::Vector4f rgbi;
sf::Vector3f position;
sf::Vector3f direction_cartesian;
sf::Vector4f rgbi;
};
class LightHandle;

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@@ -4,14 +4,28 @@
#include <memory>
// We need to be able to :
// - Allow lights to exist outside the context of a LightController
// - i.e we can have a prototype light or similar
// - Preserve the existence of lights upon object destruction
// - No need to keep track of an object only used upon special use cases
// - Maintain an X*N byte array, X = size of packed data, N = Light number
// - But still allow classes of size Y bytes
// - Preserve X packed bytes in an array which are pointed to by an array of shared pointers
// Light Handle :
// - Contains data relating to movement, and a reference to the rbgi, direction, and position
// elements in the LightController.
// - Resultant of the use of LightController.create_light(LightPrototype). Cannot be self instantiated.
// - On deconstruction, light data is removed from the LightController and the light disappears
// LightPrototype :
// - Contains the desired starting values for the light. The LightHandler object will then be
// instantiated using this data
// PackedData :
// - We need to single out the data that the GPU needs into a single contiguous
// array. PackedData holds the values for position, direction, and rgbi
// LightController :
// - Contains the PackedData array in a static sized array.
// Empty light slots are set to 0 and still sent over the line
// TODO: This introduces light limits and inefficiencies
// - Contains a factory that takes LightPrototypes and generates unique ptr LightHandles.
// Each light handle is given a light index enabling light removal.
struct LightPrototype;
class LightController;
@@ -21,29 +35,37 @@ class LightHandle {
public:
// Allow LightController to access this objects constructor for a factory style pattern
friend class LightController;
~LightHandle();
// Functions for movement
void set_friction(float friction);
void set_impulse(float impulse);
void set_movement(sf::Vector3f movement);
void add_movement(sf::Vector3f movement);
// Functions modifying the pointed to data
void set_position(sf::Vector3f position);
void set_direction(sf::Vector3f direction);
void set_rgbi(sf::Vector4f rgbi);
// void update(double delta_time);
private:
LightHandle(LightController *const light_controller, unsigned int light_id, LightPrototype light_prototype, std::unique_ptr<PackedData> data_reference);
// Reference to the LightController to handle deconstruction and removal using the light_id
LightController *const light_controller_ref;
unsigned int light_id;
const unsigned int light_id;
// Movement values provided by the prototype
float friction_coefficient = 0.1f;
float default_impulse = 1.0f;
sf::Vector3f movement;
// Reference to the packed data in the LightController
std::unique_ptr<PackedData> data_reference;
};

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@@ -41,7 +41,7 @@ protected:
Old_Map * map = nullptr;
Camera *camera = nullptr;
// std::vector<LightController::PackedData> *lights;
std::vector<char> *lights;
std::vector<PackedData> *lights;
int light_count = 0;
sf::Uint8 *viewport_image = nullptr;
sf::Vector4f *viewport_matrix = nullptr;