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#pragma once
#include <SFML/System/Vector3.hpp>
#include <list>
#include <numeric>
#include "util.hpp"
#include "Pub_Sub.h"
#include "Hardware_Caster.h"
#include "LightHandle.h"
// Typical light workflow:
// 1.) Create light prototype with desired values
// 2.) Submit prototype to the LightController
struct LightPrototype {
LightPrototype(
sf::Vector3f position,
sf::Vector3f direction_cartesian,
sf::Vector4f rgbi
) :
position(position),
direction_cartesian(direction_cartesian),
rgbi(rgbi) { };
sf::Vector3f position;
sf::Vector3f direction_cartesian;
sf::Vector4f rgbi;
sf::Vector3f movement;
float impulse = 1.0f;
float friction = 1.0f;
};
// Packed data structure for passing raw light data to the caster
struct PackedData {
PackedData(sf::Vector3f position, sf::Vector3f direction_cartesian, sf::Vector4f rgbi) :
position(position), direction_cartesian(direction_cartesian), rgbi(rgbi) {
}
PackedData() {};
~PackedData() {};
sf::Vector4f rgbi;
sf::Vector3f position;
sf::Vector3f direction_cartesian;
};
class LightHandle;
class Hardware_Caster;
class LightController : public VrEventSubscriber {
public:
LightController(std::shared_ptr<Hardware_Caster> raycaster);
~LightController();
// find a free light 'slot' and create
std::shared_ptr<LightHandle> create_light(LightPrototype light_prototype);
void remove_light(unsigned int light_index);
void recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) override;
private:
// Set the static arrays size
int reserved_count = 8;
// Indices available in the light array
std::list<unsigned int> open_list;
std::vector<PackedData> packed_data_array;
};