Working more on the lights. Trying to get around the packing requirements for passing data to CL

This commit is contained in:
MitchellHansen
2017-02-03 17:09:44 -08:00
parent 3f0a99a435
commit effed8a2bf
11 changed files with 198 additions and 210 deletions

View File

@@ -50,7 +50,8 @@ public:
// Both will create the view matrix, view res buffer
void create_viewport(int width, int height, float v_fov, float h_fov) override;
void assign_lights(std::vector<Light> *lights) override;
void assign_lights(std::vector<LightController> *lights) override;
void assign_lights();
void assign_map(Old_Map *map) override;
void assign_camera(Camera *camera) override;
void validate() override;

View File

@@ -1,50 +0,0 @@
#pragma once
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include "util.hpp"
#include "Pub_Sub.h"
class Light : public VrEventSubscriber {
public:
enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN };
Light();
Light(sf::Vector3f position, sf::Vector3f direction);
~Light();
int set_position(sf::Vector3f position);
int add_static_impulse(sf::Vector3f impulse);
int add_relative_impulse(DIRECTION direction, float speed);
int slew_camera(sf::Vector3f input);
void set_camera(sf::Vector3f input);
int update(double delta_time);
void look_at_center();
sf::Vector3f* get_direction_pointer();
sf::Vector3f* get_position_pointer();
sf::Vector3f* get_movement_pointer();
sf::Vector3f get_movement();
sf::Vector3f get_position();
sf::Vector3f get_direction();
void recieve_event(VrEventPublisher* p, std::unique_ptr<vr::Event> event) override;
private:
// XYZ
sf::Vector3f position;
sf::Vector3f direction_cartesian;
sf::Vector4f rgbi;
};

50
include/LightController.h Normal file
View File

@@ -0,0 +1,50 @@
#pragma once
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include "util.hpp"
#include "Pub_Sub.h"
class LightController : public VrEventSubscriber {
public:
enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN };
struct Light {
Light(sf::Vector3f position, sf::Vector3f direction_cartesian, sf::Vector4f rgbi) :
position(position), direction_cartesian(direction_cartesian), rgbi(rgbi) {
}
Light();
sf::Vector3f position;
sf::Vector3f direction_cartesian;
sf::Vector4f rgbi;
};
LightController();
LightController(sf::Vector3f position, sf::Vector3f direction, sf::Vector4f rgbi);
~LightController();
void set_position(sf::Vector3f position);
int add_static_impulse(sf::Vector3f impulse);
int add_relative_impulse(DIRECTION direction, float speed);
int update(double delta_time);
void look_at_center();
void recieve_event(VrEventPublisher* p, std::unique_ptr<vr::Event> event) override;
static void erase_light();
std::vector<LightController::Light>* get_lights();
private:
// Need to allow N byte light class to be packed into 10 byte packets
int packed_size = sizeof(Light);
// Index that this light is in the packed data
int packed_index;
std::vector<LightController::Light> packed_data;
};

View File

@@ -4,7 +4,7 @@
#include <Map.h>
#include "Old_Map.h"
#include "Camera.h"
#include "Light.h"
#include "LightController.h"
class RayCaster {
@@ -25,7 +25,7 @@ public:
virtual void assign_map(Old_Map *map) = 0;
virtual void assign_camera(Camera *camera) = 0;
virtual void create_viewport(int width, int height, float v_fov, float h_fov) = 0;
virtual void assign_lights(std::vector<Light> *lights) = 0;
virtual void assign_lights(std::vector<LightController> *lights) = 0;
virtual void validate() = 0;
// draw will abstract the gl sharing and software rendering
@@ -40,7 +40,7 @@ protected:
Old_Map * map = nullptr;
Camera *camera = nullptr;
std::vector<Light> *lights;
std::vector<LightController::Light> *lights;
int light_count = 0;
sf::Uint8 *viewport_image = nullptr;
sf::Vector4f *viewport_matrix = nullptr;

View File

@@ -2,7 +2,7 @@
#define GAME_RENDERER_H
#include "SFML/Graphics.hpp"
#include "CL_Wrapper.h"
#include "Camera.h"
#include "Old_Map.h"
#include "RayCaster.h"
@@ -35,14 +35,13 @@ public:
void register_map(Old_Map* map);
void register_lights();
void create_viewport(float v_fov, float h_fov, int height, int width);
void register_light(Light l);
void register_light(LightController l);
void draw();
sf::RenderWindow* get_window();
private:
CL_Wrapper *cl;
RayCaster *rc;
bool sharing_supported = false;
@@ -51,7 +50,7 @@ private:
sf::Uint8 *drawing_surface;
sf::RenderWindow* window;
std::vector<Light> lights;
std::vector<LightController> lights;
Old_Map* map;
Camera* camera;
sf::Uint8 *view_matrix;

View File

@@ -15,7 +15,7 @@ public:
// Both will create the view matrix, view res buffer
void create_viewport(int width, int height, float v_fov, float h_fov) override;
void assign_lights(std::vector<Light> *lights) override;
void assign_lights(std::vector<LightController> *lights) override;
void assign_map(Old_Map *map) override;
void assign_camera(Camera *camera) override;
void validate() override;