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

@@ -37,7 +37,7 @@
#include "Input.h"
#include "Pub_Sub.h"
#include "NetworkInput.h"
#include "light.h"
#include "LightController.h"
const int WINDOW_X = 1000;
const int WINDOW_Y = 1000;
@@ -124,16 +124,14 @@ int main() {
float h = 90.0;
// Light for the currently non functional Bling Phong shader
Light l(
LightController l(
sf::Vector3f(256.0f, 256.0f, 256.0f),
sf::Vector3f(-1.0f, -1.0f, -1.5f),
&window
sf::Vector3f(-1.0f, -1.0f, -1.5f),
sf::Vector4f(1.0f, 1.0f, 1.0f, 1.0f)
);
std::vector<Light> light_vec;
light_vec.push_back(l);
// *links* the lights to the GPU
raycaster->assign_lights(&light_vec);
raycaster->assign_lights();
// Load in the spritesheet texture