Working on lights, I'm conceeding and just using a fixed array. I think it will be faster in the long run, as I won't have to rebind the lights when I add/remove one. Also wrestling with really lame compiler erros with these templated pointers
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@@ -1,5 +1,6 @@
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#include "raycaster/Hardware_Caster.h"
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#include <raycaster/RayCaster.h>
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#include "LightController.h"
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Hardware_Caster::Hardware_Caster() {
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@@ -35,7 +36,7 @@ int Hardware_Caster::init() {
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return error;
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}
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srand(time(NULL));
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srand(time(nullptr));
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int *seed_memory = new int[1920*1080];
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@@ -209,14 +210,14 @@ void Hardware_Caster::create_viewport(int width, int height, float v_fov, float
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//
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//}
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void Hardware_Caster::assign_lights(std::vector<char> *data) {
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void Hardware_Caster::assign_lights(std::vector<PackedData> *data) {
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// Get a pointer to the packed light data
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// this->lights = data;
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light_count = static_cast<int>(lights->size());
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size_t packed_size = sizeof(LightController::PackedData);
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cl_uint packed_size = 0;// sizeof(PackedData);
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create_buffer("lights", packed_size * light_count, lights->data(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
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