Wrestling with the compiler to pass these shared_ptr's
This commit is contained in:
@@ -50,8 +50,7 @@ public:
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// Both will create the view matrix, view res buffer
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void create_viewport(int width, int height, float v_fov, float h_fov) override;
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void assign_lights(std::vector<LightController::PackedData> *data) override;
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void assign_lights();
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void assign_lights(std::vector<char> *data) override;
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void assign_map(Old_Map *map) override;
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void assign_camera(Camera *camera) override;
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void validate() override;
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@@ -4,6 +4,7 @@
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#include "util.hpp"
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#include "Pub_Sub.h"
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#include "RayCaster.h"
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#include "LightHandle.h"
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class LightController : public VrEventSubscriber {
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public:
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@@ -15,29 +16,21 @@ public:
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PackedData(sf::Vector3f position, sf::Vector3f direction_cartesian, sf::Vector4f rgbi) :
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position(position), direction_cartesian(direction_cartesian), rgbi(rgbi) {
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}
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PackedData();
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PackedData() {};
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sf::Vector3f position;
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sf::Vector3f direction_cartesian;
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sf::Vector4f rgbi;
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};
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// Data that enables "camera" style movement. I can't really use inheritance easily because
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// of the data packing requirements
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struct Light {
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Light();
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int packed_index;
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float friction_coefficient = 0.1f;
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float default_impulse = 1.0f;
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sf::Vector3f movement;
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};
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LightController(std::shared_ptr<RayCaster> raycaster);
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// LightController(std::shared_ptr<RayCaster> raycaster);
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LightController();
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~LightController();
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//void create_light(LightController::PackedData light_data, std::string light_name);
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// LightHandle get_light_handle(std::string light_name);
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void set_position(sf::Vector3f position);
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int add_static_impulse(sf::Vector3f impulse);
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int add_relative_impulse(DIRECTION direction, float speed);
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int update(double delta_time);
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@@ -46,19 +39,19 @@ public:
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void recieve_event(VrEventPublisher* p, std::unique_ptr<vr::Event> event) override;
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void erase_light();
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std::vector<LightController::PackedData>* get_lights();
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//std::vector<LightController::PackedData>* get_lights();
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private:
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// Need to allow N byte light class to be packed into 10 byte packets
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int packed_size = sizeof(PackedData);
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//// Need to allow N byte light class to be packed into 10 byte packets
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//int packed_size = sizeof(PackedData);
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// Index that this light is in the packed data
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int packed_index;
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std::vector<PackedData> packed_data_array;
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std::unordered_map<std::string, Light> light_map;
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std::shared_ptr<RayCaster> raycaster;
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//std::vector<PackedData> packed_data_array;
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//
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//
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//std::unordered_map<std::string, LightHandle> light_map;
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//
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//std::shared_ptr<RayCaster> raycaster;
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};
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32
include/LightHandle.h
Normal file
32
include/LightHandle.h
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@@ -0,0 +1,32 @@
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#pragma once
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#include <SFML/Graphics.hpp>
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#include <util.hpp>
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#include "LightController.h"
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// We need to be able to :
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// - Allow lights to exist outside the context of a LightController
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// - i.e we can have a prototype light or similar
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// - Preserve the existence of lights upon object destruction
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// - No need to keep track of an object only used upon special use cases
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// - Maintain an X*N byte array, X = size of packed data, N = Light number
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// - But still allow classes of size Y bytes
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// - Preserve X packed bytes in an array which are pointed to by an array of shared pointers
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class LightHandle {
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public:
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LightHandle();
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//LightHandle(LightController light_controller, std::string light_name);
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~LightHandle();
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private:
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float friction_coefficient = 0.1f;
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float default_impulse = 1.0f;
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sf::Vector3f movement;
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std::shared_ptr<sf::Vector3f> position;
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std::shared_ptr<sf::Vector3f> direction_cartesian;
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std::shared_ptr<sf::Vector4f> rgbi;
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};
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@@ -6,7 +6,6 @@
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#include "Camera.h"
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#include "LightController.h"
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class RayCaster {
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public:
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@@ -25,7 +24,7 @@ public:
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virtual void assign_map(Old_Map *map) = 0;
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virtual void assign_camera(Camera *camera) = 0;
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virtual void create_viewport(int width, int height, float v_fov, float h_fov) = 0;
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virtual void assign_lights(std::vector<LightController::PackedData> *data) = 0;
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virtual void assign_lights(std::vector<char> *data) = 0;
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virtual void validate() = 0;
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// draw will abstract the gl sharing and software rendering
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@@ -40,7 +39,8 @@ protected:
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Old_Map * map = nullptr;
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Camera *camera = nullptr;
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std::vector<LightController::PackedData> *lights;
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// std::vector<LightController::PackedData> *lights;
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std::vector<char> *lights;
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int light_count = 0;
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sf::Uint8 *viewport_image = nullptr;
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sf::Vector4f *viewport_matrix = nullptr;
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@@ -15,7 +15,7 @@ public:
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// Both will create the view matrix, view res buffer
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void create_viewport(int width, int height, float v_fov, float h_fov) override;
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void assign_lights(std::vector<LightController::PackedData> *data) override;
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void assign_lights(std::vector<char> *data) override;
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void assign_map(Old_Map *map) override;
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void assign_camera(Camera *camera) override;
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void validate() override;
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@@ -210,10 +210,10 @@ void Hardware_Caster::create_viewport(int width, int height, float v_fov, float
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//
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//}
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void Hardware_Caster::assign_lights(std::vector<LightController::PackedData> *data) {
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void Hardware_Caster::assign_lights(std::vector<char> *data) {
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// Get a pointer to the packed light data
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this->lights = data;
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// this->lights = data;
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light_count = static_cast<int>(lights->size());
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@@ -223,8 +223,6 @@ void Hardware_Caster::assign_lights(std::vector<LightController::PackedData> *da
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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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@@ -1,60 +1,36 @@
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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(std::shared_ptr<RayCaster> raycaster) :
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raycaster(raycaster) {
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//packed_index = packed_data.size() / packed_size;
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}
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//LightController::LightController(std::shared_ptr<RayCaster> raycaster) {
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// //:raycaster(raycaster) {
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//
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//
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//
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// //packed_index = packed_data.size() / packed_size;
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//}
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LightController::~LightController() {
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}
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//void LightController::create_light(LightController::PackedData light_data, std::string light_name) {
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//
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// //if (light_map.count(light_name) == 1) {
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// // // light already exists, TODO: error out
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// // return;
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// //}
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//
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//
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//}
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//LightHandle LightController::get_light_handle(std::string light_name) {
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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_array.at(packed_index).direction_cartesian.y, packed_data_array.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_array.at(packed_index).direction_cartesian.y, packed_data_array.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_array.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_array.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_array.at(packed_index).direction_cartesian.y, packed_data_array.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_array.at(packed_index).direction_cartesian.y + PI_F, (packed_data_array.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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@@ -99,9 +75,9 @@ void LightController::erase_light() {
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//packed_data.emplace_back(PackedData(position, direction, rgbi));
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}
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std::vector<LightController::PackedData>* LightController::get_lights() {
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return &packed_data;
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}
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//std::vector<LightController::PackedData>* LightController::get_lights() {
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// return &packed_data_array;
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//}
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void LightController::look_at_center() {
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18
src/LightHandle.cpp
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18
src/LightHandle.cpp
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@@ -0,0 +1,18 @@
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#include "LightHandle.h"
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LightHandle::LightHandle() {
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// init an empty light
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LightController::PackedData data;
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data.direction_cartesian = sf::Vector3f(0, 0, 0);
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data.position = sf::Vector3f(0, 0, 0);
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data.rgbi = sf::Vector4f(0, 0, 0, 0);
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//light_controller.create_light(data, light_name);
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}
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LightHandle::~LightHandle() {
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}
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@@ -82,9 +82,9 @@ 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<LightController::PackedData> *data) {
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void Software_Caster::assign_lights(std::vector<char> *data) {
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this->lights = data;
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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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@@ -130,10 +130,11 @@ int main() {
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*/
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// Light for the currently non functional Bling Phong shader
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LightController l(raycaster);
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std::shared_ptr<RayCaster> asdf;
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//LightController l(asdf);
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// *links* the lights to the GPU
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raycaster->assign_lights();
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//raycaster->assign_lights();
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// Load in the spritesheet texture
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