Added some documentation on the lights. Got most everything tidied up. Having some issues with std::moving unique ptrs. Going to change them to shared_ptr

master
MitchellHansen 8 years ago
parent bfb6d922a3
commit 6e0d5814e1

@ -9,6 +9,16 @@
struct LightPrototype { 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 position;
sf::Vector3f direction_cartesian; sf::Vector3f direction_cartesian;
sf::Vector4f rgbi; sf::Vector4f rgbi;
@ -25,9 +35,10 @@ struct PackedData {
position(position), direction_cartesian(direction_cartesian), rgbi(rgbi) { position(position), direction_cartesian(direction_cartesian), rgbi(rgbi) {
} }
PackedData() {}; PackedData() {};
sf::Vector4f rgbi;
sf::Vector3f position; sf::Vector3f position;
sf::Vector3f direction_cartesian; sf::Vector3f direction_cartesian;
sf::Vector4f rgbi;
}; };
class LightHandle; class LightHandle;

@ -4,14 +4,28 @@
#include <memory> #include <memory>
// We need to be able to : // Light Handle :
// - Allow lights to exist outside the context of a LightController // - Contains data relating to movement, and a reference to the rbgi, direction, and position
// - i.e we can have a prototype light or similar // elements in the LightController.
// - Preserve the existence of lights upon object destruction // - Resultant of the use of LightController.create_light(LightPrototype). Cannot be self instantiated.
// - No need to keep track of an object only used upon special use cases // - On deconstruction, light data is removed from the LightController and the light disappears
// - Maintain an X*N byte array, X = size of packed data, N = Light number
// - But still allow classes of size Y bytes // LightPrototype :
// - Preserve X packed bytes in an array which are pointed to by an array of shared pointers // - Contains the desired starting values for the light. The LightHandler object will then be
// instantiated using this data
// PackedData :
// - We need to single out the data that the GPU needs into a single contiguous
// array. PackedData holds the values for position, direction, and rgbi
// LightController :
// - Contains the PackedData array in a static sized array.
// Empty light slots are set to 0 and still sent over the line
// TODO: This introduces light limits and inefficiencies
// - Contains a factory that takes LightPrototypes and generates unique ptr LightHandles.
// Each light handle is given a light index enabling light removal.
struct LightPrototype; struct LightPrototype;
class LightController; class LightController;
@ -21,29 +35,37 @@ class LightHandle {
public: public:
// Allow LightController to access this objects constructor for a factory style pattern
friend class LightController; friend class LightController;
~LightHandle(); ~LightHandle();
// Functions for movement
void set_friction(float friction); void set_friction(float friction);
void set_impulse(float impulse); void set_impulse(float impulse);
void set_movement(sf::Vector3f movement); void set_movement(sf::Vector3f movement);
void add_movement(sf::Vector3f movement); void add_movement(sf::Vector3f movement);
// Functions modifying the pointed to data
void set_position(sf::Vector3f position); void set_position(sf::Vector3f position);
void set_direction(sf::Vector3f direction); void set_direction(sf::Vector3f direction);
void set_rgbi(sf::Vector4f rgbi); void set_rgbi(sf::Vector4f rgbi);
// void update(double delta_time);
private: private:
LightHandle(LightController *const light_controller, unsigned int light_id, LightPrototype light_prototype, std::unique_ptr<PackedData> data_reference); LightHandle(LightController *const light_controller, unsigned int light_id, LightPrototype light_prototype, std::unique_ptr<PackedData> data_reference);
// Reference to the LightController to handle deconstruction and removal using the light_id
LightController *const light_controller_ref; LightController *const light_controller_ref;
unsigned int light_id; const unsigned int light_id;
// Movement values provided by the prototype
float friction_coefficient = 0.1f; float friction_coefficient = 0.1f;
float default_impulse = 1.0f; float default_impulse = 1.0f;
sf::Vector3f movement; sf::Vector3f movement;
// Reference to the packed data in the LightController
std::unique_ptr<PackedData> data_reference; std::unique_ptr<PackedData> data_reference;
}; };

@ -41,7 +41,7 @@ protected:
Old_Map * map = nullptr; Old_Map * map = nullptr;
Camera *camera = nullptr; Camera *camera = nullptr;
// std::vector<LightController::PackedData> *lights; // std::vector<LightController::PackedData> *lights;
std::vector<char> *lights; std::vector<PackedData> *lights;
int light_count = 0; int light_count = 0;
sf::Uint8 *viewport_image = nullptr; sf::Uint8 *viewport_image = nullptr;
sf::Vector4f *viewport_matrix = nullptr; sf::Vector4f *viewport_matrix = nullptr;

@ -20,7 +20,7 @@ std::unique_ptr<LightHandle> LightController::create_light(LightPrototype light_
unsigned int index = open_list.front(); unsigned int index = open_list.front();
open_list.pop_front(); open_list.pop_front();
std::unique_ptr<PackedData> data(&packed_data_array.at(index)); std::unique_ptr<PackedData> data(&packed_data_array.data()[index]);
std::unique_ptr<LightHandle> handle(new LightHandle(this, index, light_prototype, std::move(data))); std::unique_ptr<LightHandle> handle(new LightHandle(this, index, light_prototype, std::move(data)));

@ -3,12 +3,18 @@
LightHandle::LightHandle(LightController *const light_controller, unsigned int light_id, LightPrototype light_prototype, std::unique_ptr<PackedData> data_reference) : LightHandle::LightHandle(LightController *const light_controller, unsigned int light_id, LightPrototype light_prototype, std::unique_ptr<PackedData> data_reference) :
light_controller_ref(light_controller), data_reference(std::move(data_reference)) { light_controller_ref(light_controller), light_id(light_id) {
data_reference = std::move(data_reference);
friction_coefficient = light_prototype.friction; friction_coefficient = light_prototype.friction;
default_impulse = light_prototype.impulse; default_impulse = light_prototype.impulse;
movement = light_prototype.movement; movement = light_prototype.movement;
data_reference->direction_cartesian = light_prototype.direction_cartesian;
data_reference->position = light_prototype.position;
data_reference->rgbi = light_prototype.rgbi;
} }

@ -22,6 +22,7 @@
#include <OpenCL/cl_ext.h> #include <OpenCL/cl_ext.h>
#endif #endif
#pragma once
#include <iostream> #include <iostream>
#include <chrono> #include <chrono>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
@ -36,6 +37,7 @@
#include "Pub_Sub.h" #include "Pub_Sub.h"
#include "NetworkInput.h" #include "NetworkInput.h"
#include "LightController.h" #include "LightController.h"
#include "LightHandle.h"
const int WINDOW_X = 1000; const int WINDOW_X = 1000;
const int WINDOW_Y = 1000; const int WINDOW_Y = 1000;
@ -91,8 +93,8 @@ int main() {
// Start up the raycaster // Start up the raycaster
//Hardware_Caster *raycaster = new Hardware_Caster(); //Hardware_Caster *raycaster = new Hardware_Caster();
Hardware_Caster *raycaster = new Hardware_Caster(); //Hardware_Caster *raycaster = new Hardware_Caster();
//std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster()); std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster());
if (raycaster->init() != 1) { if (raycaster->init() != 1) {
abort(); abort();
@ -123,10 +125,17 @@ int main() {
float w = 60.0; float w = 60.0;
float h = 90.0; float h = 90.0;
/*sf::Vector3f(256.0f, 256.0f, 256.0f),
LightController light_controller(raycaster);
LightPrototype prototype(
sf::Vector3f(256.0f, 256.0f, 256.0f),
sf::Vector3f(-1.0f, -1.0f, -1.5f), sf::Vector3f(-1.0f, -1.0f, -1.5f),
sf::Vector4f(1.0f, 1.0f, 1.0f, 1.0f) sf::Vector4f(1.0f, 1.0f, 1.0f, 1.0f)
*/ );
std::unique_ptr<LightHandle> handle = light_controller.create_light(prototype);
// Light for the currently non functional Bling Phong shader // Light for the currently non functional Bling Phong shader
//std::unique_ptr<RayCaster> asdf(raycaster); //std::unique_ptr<RayCaster> asdf(raycaster);

@ -213,15 +213,15 @@ void Hardware_Caster::create_viewport(int width, int height, float v_fov, float
void Hardware_Caster::assign_lights(std::vector<PackedData> *data) { void Hardware_Caster::assign_lights(std::vector<PackedData> *data) {
// Get a pointer to the packed light data // Get a pointer to the packed light data
// this->lights = data; this->lights = data;
light_count = static_cast<int>(lights->size()); light_count = static_cast<int>(lights->size());
cl_uint packed_size = 0;// sizeof(PackedData); cl_uint packed_size = sizeof(PackedData);
create_buffer("lights", packed_size * light_count, lights->data(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR); create_buffer("lights", packed_size * light_count, lights->data(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
create_buffer("light_count", sizeof(int), &light_count); create_buffer("light_count", 8, &light_count);
} }

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