Working more on the lights. Trying to get around the packing requirements for passing data to CL
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@@ -196,16 +196,35 @@ void Hardware_Caster::create_viewport(int width, int height, float v_fov, float
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}
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void Hardware_Caster::assign_lights(std::vector<Light> *lights) {
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void Hardware_Caster::assign_lights(std::vector<LightController> *lights) {
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this->lights = lights;
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//this->lights = ;
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std::cout << sizeof(LightController);
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std::cout << sizeof(float);
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light_count = static_cast<int>(lights->size());
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//create_buffer("lights", sizeof(float) * 10 * light_count, this->lights->data(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
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create_buffer("light_count", sizeof(int), &light_count);
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}
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void Hardware_Caster::assign_lights() {
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// Get a pointer to the packed light data
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this->lights = LightController::get_lights();
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light_count = static_cast<int>(lights->size());
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create_buffer("lights", sizeof(float) * 10 * light_count, this->lights->data(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
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size_t packed_size = sizeof(LightController::Light);
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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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create_buffer("light_count", sizeof(int), &light_count);
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}
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void Hardware_Caster::draw(sf::RenderWindow* window) {
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138
src/Light.cpp
138
src/Light.cpp
@@ -1,138 +0,0 @@
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#pragma once
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#include "Light.h"
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#include "Pub_Sub.h"
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Light::Light() {
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}
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Light::Light(sf::Vector3f position, sf::Vector3f direction) :
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position(position), direction_cartesian(direction_cartesian)
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{
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}
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Light::~Light() {
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}
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int Light::set_position(sf::Vector3f position) {
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this->position = position;
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return 1;
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}
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int Light::add_static_impulse(sf::Vector3f impulse) {
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movement += impulse;
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return 1;
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}
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int Light::add_relative_impulse(DIRECTION impulse_direction, float speed) {
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// No sense in doing fancy dot products, adding Pi's will suffice
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// Always add PI/2 to X initially to avoid negative case
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sf::Vector2f dir;
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switch (impulse_direction) {
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case DIRECTION::FORWARD:
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dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x);
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break;
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case DIRECTION::REARWARD:
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dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x + PI_F);
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break;
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case DIRECTION::LEFT:
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dir = sf::Vector2f(direction_cartesian.y + PI_F + PI_F / 2, PI_F / 2);
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break;
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case DIRECTION::RIGHT:
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dir = sf::Vector2f(direction_cartesian.y + PI_F / 2, PI_F / 2);
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break;
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case DIRECTION::UP:
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dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x + PI_F / 2);
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break;
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case DIRECTION::DOWN:
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dir = sf::Vector2f(direction_cartesian.y + PI_F, (direction_cartesian.x * -1) + PI_F / 2);
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break;
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}
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movement += SphereToCart(dir);
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movement *= speed;
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return 1;
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}
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int Light::slew_camera(sf::Vector3f input) {
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direction_cartesian -= input;
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return 1;
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}
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void Light::set_camera(sf::Vector3f input) {
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direction_cartesian = input;
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}
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int Light::update(double delta_time) {
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double multiplier = 40;
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position.x += static_cast<float>(movement.x * delta_time * multiplier);
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position.y += static_cast<float>(movement.y * delta_time * multiplier);
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position.z += static_cast<float>(movement.z * delta_time * multiplier);
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movement *= static_cast<float>(1.0f * delta_time * multiplier);
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return 1;
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}
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void Light::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
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if (event.get()->type == vr::Event::KeyHeld) {}
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else if (event->type == vr::Event::KeyPressed) {}
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else if (event->type == vr::Event::MouseMoved) {}
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else if (event->type == vr::Event::JoystickMoved) {
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vr::JoystickMoved *joystick_event = static_cast<vr::JoystickMoved*>(event.get());
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if (joystick_event->axis == sf::Joystick::Axis::X) {
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movement.x -= joystick_event->position / 5;
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//add_relative_impulse(Camera::DIRECTION::FORWARD, joystick_event->position);
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}
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else if (joystick_event->axis == sf::Joystick::Axis::Y) {
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movement.y += joystick_event->position / 5;
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//add_relative_impulse(Camera::DIRECTION::RIGHT, joystick_event->position);
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}
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//else if (joystick_event->axis == sf::Joystick::Axis::Z) {
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// add_relative_impulse(Camera::DIRECTION::DOWN, joystick_event->position);
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//}
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}
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}
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void Light::look_at_center() {
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//direction_cartesian = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
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}
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sf::Vector3f* Light::get_direction_pointer() {
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return &direction_cartesian;
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}
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sf::Vector3f* Light::get_movement_pointer() {
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return &movement;
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}
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sf::Vector3f* Light::get_position_pointer() {
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return &position;
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}
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sf::Vector3f Light::get_movement() {
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return movement;
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}
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sf::Vector3f Light::get_position() {
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return position;
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}
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sf::Vector3f Light::get_direction() {
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return direction_cartesian;
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}
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108
src/LightController.cpp
Normal file
108
src/LightController.cpp
Normal file
@@ -0,0 +1,108 @@
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#pragma once
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#include "LightController.h"
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#include "Pub_Sub.h"
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LightController::LightController() {
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}
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LightController::LightController(sf::Vector3f position, sf::Vector3f direction, sf::Vector4f rgbi) {
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packed_index = packed_data.size() / packed_size;
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packed_data.emplace_back(Light(position, direction, rgbi));
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}
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LightController::~LightController() {
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}
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void LightController::set_position(sf::Vector3f position) {
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}
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int LightController::add_static_impulse(sf::Vector3f impulse) {
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return 1;
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}
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int LightController::add_relative_impulse(DIRECTION impulse_direction, float speed) {
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// No sense in doing fancy dot products, adding Pi's will suffice
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// Always add PI/2 to X initially to avoid negative case
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sf::Vector2f dir;
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switch (impulse_direction) {
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case DIRECTION::FORWARD:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x);
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break;
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case DIRECTION::REARWARD:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x + PI_F);
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break;
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case DIRECTION::LEFT:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F + PI_F / 2, PI_F / 2);
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break;
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case DIRECTION::RIGHT:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F / 2, PI_F / 2);
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break;
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case DIRECTION::UP:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x + PI_F / 2);
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break;
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case DIRECTION::DOWN:
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dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F, (packed_data.at(packed_index).direction_cartesian.x * -1) + PI_F / 2);
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break;
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}
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//movement += SphereToCart(dir);
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//movement *= speed;
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return 1;
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}
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int LightController::update(double delta_time) {
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double multiplier = 40;
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//position.x += static_cast<float>(movement.x * delta_time * multiplier);
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//position.y += static_cast<float>(movement.y * delta_time * multiplier);
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//position.z += static_cast<float>(movement.z * delta_time * multiplier);
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//movement *= static_cast<float>(1.0f * delta_time * multiplier);
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return 1;
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}
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void LightController::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
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if (event.get()->type == vr::Event::KeyHeld) {}
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else if (event->type == vr::Event::KeyPressed) {}
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else if (event->type == vr::Event::MouseMoved) {}
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else if (event->type == vr::Event::JoystickMoved) {
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vr::JoystickMoved *joystick_event = static_cast<vr::JoystickMoved*>(event.get());
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if (joystick_event->axis == sf::Joystick::Axis::X) {
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//movement.x -= joystick_event->position / 5;
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//add_relative_impulse(Camera::DIRECTION::FORWARD, joystick_event->position);
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}
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else if (joystick_event->axis == sf::Joystick::Axis::Y) {
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//movement.y += joystick_event->position / 5;
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//add_relative_impulse(Camera::DIRECTION::RIGHT, joystick_event->position);
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}
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//else if (joystick_event->axis == sf::Joystick::Axis::Z) {
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// add_relative_impulse(Camera::DIRECTION::DOWN, joystick_event->position);
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//}
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}
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}
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std::vector<LightController::Light>* LightController::get_lights() {
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return &packed_data;
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}
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void LightController::look_at_center() {
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//direction_cartesian = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
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}
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@@ -82,10 +82,11 @@ void Software_Caster::create_viewport(int width, int height, float v_fov, float
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}
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void Software_Caster::assign_lights(std::vector<Light> *lights) {
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this->lights = lights;
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void Software_Caster::assign_lights(std::vector<LightController::PackedData> *data) {
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int light_count = static_cast<int>(lights->size());
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this->lights = data;
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int light_count = static_cast<int>(data->size());
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}
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void Software_Caster::assign_map(Old_Map * map) {
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12
src/main.cpp
12
src/main.cpp
@@ -37,7 +37,7 @@
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#include "Input.h"
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#include "Pub_Sub.h"
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#include "NetworkInput.h"
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#include "light.h"
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#include "LightController.h"
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const int WINDOW_X = 1000;
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const int WINDOW_Y = 1000;
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@@ -124,16 +124,14 @@ int main() {
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float h = 90.0;
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// Light for the currently non functional Bling Phong shader
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Light l(
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LightController l(
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sf::Vector3f(256.0f, 256.0f, 256.0f),
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sf::Vector3f(-1.0f, -1.0f, -1.5f),
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&window
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sf::Vector3f(-1.0f, -1.0f, -1.5f),
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sf::Vector4f(1.0f, 1.0f, 1.0f, 1.0f)
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);
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std::vector<Light> light_vec;
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light_vec.push_back(l);
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// *links* the lights to the GPU
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raycaster->assign_lights(&light_vec);
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raycaster->assign_lights();
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// Load in the spritesheet texture
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