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