Lights are now working correctly. Need to update the kernel to account for multiple lights, and add sfEventSubscriber to the LightHandler

This commit is contained in:
MitchellHansen
2017-02-11 23:16:09 -08:00
parent 6e0d5814e1
commit e364c5380d
5 changed files with 16 additions and 22 deletions

View File

@@ -132,17 +132,8 @@ int main() {
sf::Vector3f(-1.0f, -1.0f, -1.5f),
sf::Vector4f(1.0f, 1.0f, 1.0f, 1.0f)
);
std::unique_ptr<LightHandle> handle = light_controller.create_light(prototype);
// Light for the currently non functional Bling Phong shader
//std::unique_ptr<RayCaster> asdf(raycaster);
//LightController light_controller(std::move(raycaster));
// *links* the lights to the GPU
//raycaster->assign_lights();
std::shared_ptr<LightHandle> handle(light_controller.create_light(prototype));
// Load in the spritesheet texture
@@ -191,7 +182,7 @@ int main() {
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyHeld);
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseMoved);
camera->subscribe_to_publisher(&ni, vr::Event::EventType::JoystickMoved);
//camera->subscribe_to_publisher(&ni, vr::Event::EventType::JoystickMoved);
WindowHandler win_hand(&window);
win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
@@ -203,7 +194,7 @@ int main() {
input_handler.consume_sf_events(&window);
input_handler.handle_held_keys();
input_handler.dispatch_events();
ni.dispatch_events();
//ni.dispatch_events();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::F11)) {