Still wrestling with a good way to hide the packing

master
MitchellHansen 8 years ago
parent effed8a2bf
commit a01b089d12

@ -50,7 +50,7 @@ public:
// Both will create the view matrix, view res buffer
void create_viewport(int width, int height, float v_fov, float h_fov) override;
void assign_lights(std::vector<LightController> *lights) override;
void assign_lights(std::vector<LightController::PackedData> *data) override;
void assign_lights();
void assign_map(Old_Map *map) override;
void assign_camera(Camera *camera) override;

@ -3,24 +3,35 @@
#include <SFML/System/Vector2.hpp>
#include "util.hpp"
#include "Pub_Sub.h"
#include "RayCaster.h"
class LightController : public VrEventSubscriber {
public:
enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN };
struct Light {
Light(sf::Vector3f position, sf::Vector3f direction_cartesian, sf::Vector4f rgbi) :
// 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) {
}
Light();
PackedData();
sf::Vector3f position;
sf::Vector3f direction_cartesian;
sf::Vector4f rgbi;
};
LightController();
LightController(sf::Vector3f position, sf::Vector3f direction, sf::Vector4f rgbi);
// Data that enables "camera" style movement. I can't really use inheritance easily because
// of the data packing requirements
struct Light {
Light();
int packed_index;
float friction_coefficient = 0.1f;
float default_impulse = 1.0f;
sf::Vector3f movement;
};
LightController(std::shared_ptr<RayCaster> raycaster);
~LightController();
void set_position(sf::Vector3f position);
@ -34,17 +45,21 @@ public:
void recieve_event(VrEventPublisher* p, std::unique_ptr<vr::Event> event) override;
static void erase_light();
std::vector<LightController::Light>* get_lights();
void erase_light();
std::vector<LightController::PackedData>* get_lights();
private:
// Need to allow N byte light class to be packed into 10 byte packets
int packed_size = sizeof(Light);
int packed_size = sizeof(PackedData);
// Index that this light is in the packed data
int packed_index;
std::vector<LightController::Light> packed_data;
std::vector<PackedData> packed_data_array;
std::unordered_map<std::string, Light> light_map;
std::shared_ptr<RayCaster> raycaster;
};

@ -25,7 +25,7 @@ public:
virtual void assign_map(Old_Map *map) = 0;
virtual void assign_camera(Camera *camera) = 0;
virtual void create_viewport(int width, int height, float v_fov, float h_fov) = 0;
virtual void assign_lights(std::vector<LightController> *lights) = 0;
virtual void assign_lights(std::vector<LightController::PackedData> *data) = 0;
virtual void validate() = 0;
// draw will abstract the gl sharing and software rendering
@ -40,7 +40,7 @@ protected:
Old_Map * map = nullptr;
Camera *camera = nullptr;
std::vector<LightController::Light> *lights;
std::vector<LightController::PackedData> *lights;
int light_count = 0;
sf::Uint8 *viewport_image = nullptr;
sf::Vector4f *viewport_matrix = nullptr;

@ -15,7 +15,7 @@ public:
// Both will create the view matrix, view res buffer
void create_viewport(int width, int height, float v_fov, float h_fov) override;
void assign_lights(std::vector<LightController> *lights) override;
void assign_lights(std::vector<LightController::PackedData> *data) override;
void assign_map(Old_Map *map) override;
void assign_camera(Camera *camera) override;
void validate() override;

@ -196,28 +196,28 @@ void Hardware_Caster::create_viewport(int width, int height, float v_fov, float
}
void Hardware_Caster::assign_lights(std::vector<LightController> *lights) {
//this->lights = ;
std::cout << sizeof(LightController);
std::cout << sizeof(float);
light_count = static_cast<int>(lights->size());
//create_buffer("lights", sizeof(float) * 10 * light_count, this->lights->data(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
create_buffer("light_count", sizeof(int), &light_count);
}
void Hardware_Caster::assign_lights() {
//void Hardware_Caster::assign_lights(std::vector<LightController> *lights) {
//
// //this->lights = ;
//
// std::cout << sizeof(LightController);
// std::cout << sizeof(float);
// light_count = static_cast<int>(lights->size());
//
// //create_buffer("lights", sizeof(float) * 10 * light_count, this->lights->data(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
//
// create_buffer("light_count", sizeof(int), &light_count);
//
//}
void Hardware_Caster::assign_lights(std::vector<LightController::PackedData> *data) {
// Get a pointer to the packed light data
this->lights = LightController::get_lights();
this->lights = data;
light_count = static_cast<int>(lights->size());
size_t packed_size = sizeof(LightController::Light);
size_t packed_size = sizeof(LightController::PackedData);
create_buffer("lights", packed_size * light_count, lights->data(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);

@ -2,14 +2,12 @@
#include "LightController.h"
#include "Pub_Sub.h"
LightController::LightController(std::shared_ptr<RayCaster> raycaster) :
raycaster(raycaster) {
LightController::LightController() {
}
LightController::LightController(sf::Vector3f position, sf::Vector3f direction, sf::Vector4f rgbi) {
packed_index = packed_data.size() / packed_size;
packed_data.emplace_back(Light(position, direction, rgbi));
//packed_index = packed_data.size() / packed_size;
}
LightController::~LightController() {
@ -32,22 +30,22 @@ int LightController::add_relative_impulse(DIRECTION impulse_direction, float spe
switch (impulse_direction) {
case DIRECTION::FORWARD:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x);
dir = sf::Vector2f(packed_data_array.at(packed_index).direction_cartesian.y, packed_data_array.at(packed_index).direction_cartesian.x);
break;
case DIRECTION::REARWARD:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x + PI_F);
dir = sf::Vector2f(packed_data_array.at(packed_index).direction_cartesian.y, packed_data_array.at(packed_index).direction_cartesian.x + PI_F);
break;
case DIRECTION::LEFT:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F + PI_F / 2, PI_F / 2);
dir = sf::Vector2f(packed_data_array.at(packed_index).direction_cartesian.y + PI_F + PI_F / 2, PI_F / 2);
break;
case DIRECTION::RIGHT:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F / 2, PI_F / 2);
dir = sf::Vector2f(packed_data_array.at(packed_index).direction_cartesian.y + PI_F / 2, PI_F / 2);
break;
case DIRECTION::UP:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y, packed_data.at(packed_index).direction_cartesian.x + PI_F / 2);
dir = sf::Vector2f(packed_data_array.at(packed_index).direction_cartesian.y, packed_data_array.at(packed_index).direction_cartesian.x + PI_F / 2);
break;
case DIRECTION::DOWN:
dir = sf::Vector2f(packed_data.at(packed_index).direction_cartesian.y + PI_F, (packed_data.at(packed_index).direction_cartesian.x * -1) + PI_F / 2);
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);
break;
}
@ -97,7 +95,11 @@ void LightController::recieve_event(VrEventPublisher* publisher, std::unique_ptr
}
std::vector<LightController::Light>* LightController::get_lights() {
void LightController::erase_light() {
//packed_data.emplace_back(PackedData(position, direction, rgbi));
}
std::vector<LightController::PackedData>* LightController::get_lights() {
return &packed_data;
}

@ -5,107 +5,3 @@ RayCaster::RayCaster() {
RayCaster::~RayCaster() {
}
//void RayCaster::assign_map(Old_Map* map) {
// this->map = map;
//}
// // Override values
// //this.map_dimensions = new Vector3<int> (50, 50, 50);
// //this.resolution = new Vector2<int> (200, 200);
// //this.camera_direction = new Vector3<float> (1f, 0f, .8f);
// //this.camera_position = new Vector3<float> (1, 10, 10);
//
// this->map_dimensions = map_dimensions;
// this->map = map;
//
// resolution = viewport_resolution;
// image = new sf::Color[resolution.x * resolution.y];
//
//
// // Calculate the view plane vectors
// // Because casting to individual pixels causes barrel distortion,
// // Get the radian increments
// // Set the camera origin
// // Rotate the ray by the specified pixel * increment
//
// double y_increment_radians = DegreesToRadians(50.0 / resolution.y);
// double x_increment_radians = DegreesToRadians(80.0 / resolution.x);
//
// view_plane_vectors = new sf::Vector3f[resolution.x * resolution.y];
// for (int y = -resolution.y / 2 ; y < resolution.y / 2; y++) {
// for (int x = -resolution.x / 2; x < resolution.x / 2; x++) {
//
// // The base ray direction to slew from
// sf::Vector3f ray(1, 0, 0);
//
// // Y axis, pitch
// ray = sf::Vector3f(
// ray.z * sin(y_increment_radians * y) + ray.x * cos(y_increment_radians * y),
// ray.y,
// ray.z * cos(y_increment_radians * y) - ray.x * sin(y_increment_radians * y)
// );
//
// // Z axis, yaw
// ray = sf::Vector3f(
// ray.x * cos(x_increment_radians * x) - ray.y * sin(x_increment_radians * x),
// ray.x * sin(x_increment_radians * x) + ray.y * cos(x_increment_radians * x),
// ray.z
// );
//
// int index = (x + resolution.x / 2) + resolution.x * (y + resolution.y / 2);
// view_plane_vectors[index] = Normalize(ray);
// }
// }
//}
//
//RayCaster::~RayCaster() {
// delete image;
// delete view_plane_vectors;
//}
//
//sf::Color* RayCaster::CastRays(sf::Vector3<float> camera_direction, sf::Vector3<float> camera_position) {
//
// // Setup the camera for this cast
// this->camera_direction = camera_direction;
// camera_direction_cartesian = Normalize(SphereToCart(camera_direction));
// this->camera_position = camera_position;
//
// // Start the loop at the top left, scan right and work down
// for (int y = 0; y < resolution.y; y++) {
// for (int x = 0; x < resolution.x; x++) {
//
// // Get the ray at the base direction
// sf::Vector3f ray = view_plane_vectors[x + resolution.x * y];
//
// // Rotate it to the correct pitch and yaw
//
// // Y axis, pitch
// ray = sf::Vector3f(
// ray.z * sin(camera_direction.y) + ray.x * cos(camera_direction.y),
// ray.y,
// ray.z * cos(camera_direction.y) - ray.x * sin(camera_direction.y)
// );
//
// // Z axis, yaw
// ray = sf::Vector3f(
// ray.x * cos(camera_direction.z) - ray.y * sin(camera_direction.z),
// ray.x * sin(camera_direction.z) + ray.y * cos(camera_direction.z),
// ray.z
// );
//
//
// // Setup the ray
// Ray r(map, resolution, sf::Vector2i(x, y), camera_position, ray);
//
// // Cast it and assign its return value
// image[x + resolution.x * y] = r.Cast();
// }
// }
//
// return image;
//}
//
//void RayCaster::moveCamera(sf::Vector2f v) {
// camera_direction.y += v.x;
// camera_direction.z += v.y;
//}

@ -92,7 +92,8 @@ int main() {
t.create_buffers();*/
// Start up the raycaster
Hardware_Caster *raycaster = new Hardware_Caster();
//Hardware_Caster *raycaster = new Hardware_Caster();
std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster());
if (raycaster->init() != 1) {
abort();
@ -123,12 +124,13 @@ int main() {
float w = 60.0;
float h = 90.0;
// Light for the currently non functional Bling Phong shader
LightController l(
sf::Vector3f(256.0f, 256.0f, 256.0f),
/*sf::Vector3f(256.0f, 256.0f, 256.0f),
sf::Vector3f(-1.0f, -1.0f, -1.5f),
sf::Vector4f(1.0f, 1.0f, 1.0f, 1.0f)
);
*/
// Light for the currently non functional Bling Phong shader
LightController l(raycaster);
// *links* the lights to the GPU
raycaster->assign_lights();

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