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#pragma once
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#include <SFML/System/Vector3.hpp>
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#include <list>
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#include <numeric>
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#include "util.hpp"
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#include "Pub_Sub.h"
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#include "CLCaster.h"
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#include "LightHandle.h"
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/**
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* Light Handle :
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* - Contains data relating to movement, and a reference to the rbgi, direction, and position
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* elements in the LightController.
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* - Resultant of the use of LightController.create_light(LightPrototype). Cannot be self instantiated.
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* - On deconstruction, light data is removed from the LightController via a reference and the light disappears
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*
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* LightPrototype :
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* - Contains the desired starting values for the light. The LightHandler object will then be
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* instantiated using this data
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*
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* PackedData :
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* - We need to single out the data that the GPU needs into a single contiguous
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* array. PackedData holds the values for position, direction, and rgbi
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*
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* LightController :
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* - Contains the PackedData array in a static sized array.
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* Empty light slots are set to 0 and still sent over the line
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* TODO: This introduces light limits and inefficiencies
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* - Contains a factory that takes LightPrototypes and generates unique ptr LightHandles.
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* Each light handle is given a light index enabling light removal.
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*
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* Typical light workflow:
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* 1.) Create light prototype with desired values
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* 2.) Submit prototype to the LightController
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* 3.) Get a light handle back from the controller
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* - The handle is unsafe and will break if it exceeds PackedData's lifetime
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*
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*/
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struct LightPrototype {
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LightPrototype(
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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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position(position),
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direction_cartesian(direction_cartesian),
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rgbi(rgbi) { };
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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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sf::Vector3f movement;
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float impulse = 1.0f;
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float friction = 1.0f;
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};
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// Packed data structure for passing raw light data to the caster
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struct PackedData {
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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::Vector4f rgbi;
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sf::Vector3f position;
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sf::Vector3f direction_cartesian;
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};
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class LightHandle;
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class CLCaster;
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class LightController : public VrEventSubscriber {
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public:
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LightController(std::shared_ptr<CLCaster> raycaster);
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~LightController();
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// find a free light 'slot' and create the light
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// LightHandles are single instance single lifetime data structures
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std::shared_ptr<LightHandle> create_light(LightPrototype light_prototype);
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void remove_light(unsigned int light_index);
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void recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) override;
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private:
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// Set the static arrays size
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int reserved_count = 8;
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// Indices available in the light array
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std::list<unsigned int> open_list;
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std::vector<PackedData> packed_data_array;
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};
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