Working more on the lights. Trying to get around the packing requirements for passing data to CL

master
MitchellHansen 8 years ago
parent 3f0a99a435
commit effed8a2bf

@ -50,7 +50,8 @@ 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<Light> *lights) override;
void assign_lights(std::vector<LightController> *lights) override;
void assign_lights();
void assign_map(Old_Map *map) override;
void assign_camera(Camera *camera) override;
void validate() override;

@ -1,50 +0,0 @@
#pragma once
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include "util.hpp"
#include "Pub_Sub.h"
class Light : public VrEventSubscriber {
public:
enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN };
Light();
Light(sf::Vector3f position, sf::Vector3f direction);
~Light();
int set_position(sf::Vector3f position);
int add_static_impulse(sf::Vector3f impulse);
int add_relative_impulse(DIRECTION direction, float speed);
int slew_camera(sf::Vector3f input);
void set_camera(sf::Vector3f input);
int update(double delta_time);
void look_at_center();
sf::Vector3f* get_direction_pointer();
sf::Vector3f* get_position_pointer();
sf::Vector3f* get_movement_pointer();
sf::Vector3f get_movement();
sf::Vector3f get_position();
sf::Vector3f get_direction();
void recieve_event(VrEventPublisher* p, std::unique_ptr<vr::Event> event) override;
private:
// XYZ
sf::Vector3f position;
sf::Vector3f direction_cartesian;
sf::Vector4f rgbi;
};

@ -0,0 +1,50 @@
#pragma once
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include "util.hpp"
#include "Pub_Sub.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) :
position(position), direction_cartesian(direction_cartesian), rgbi(rgbi) {
}
Light();
sf::Vector3f position;
sf::Vector3f direction_cartesian;
sf::Vector4f rgbi;
};
LightController();
LightController(sf::Vector3f position, sf::Vector3f direction, sf::Vector4f rgbi);
~LightController();
void set_position(sf::Vector3f position);
int add_static_impulse(sf::Vector3f impulse);
int add_relative_impulse(DIRECTION direction, float speed);
int update(double delta_time);
void look_at_center();
void recieve_event(VrEventPublisher* p, std::unique_ptr<vr::Event> event) override;
static void erase_light();
std::vector<LightController::Light>* get_lights();
private:
// Need to allow N byte light class to be packed into 10 byte packets
int packed_size = sizeof(Light);
// Index that this light is in the packed data
int packed_index;
std::vector<LightController::Light> packed_data;
};

@ -4,7 +4,7 @@
#include <Map.h>
#include "Old_Map.h"
#include "Camera.h"
#include "Light.h"
#include "LightController.h"
class 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<Light> *lights) = 0;
virtual void assign_lights(std::vector<LightController> *lights) = 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<Light> *lights;
std::vector<LightController::Light> *lights;
int light_count = 0;
sf::Uint8 *viewport_image = nullptr;
sf::Vector4f *viewport_matrix = nullptr;

@ -2,7 +2,7 @@
#define GAME_RENDERER_H
#include "SFML/Graphics.hpp"
#include "CL_Wrapper.h"
#include "Camera.h"
#include "Old_Map.h"
#include "RayCaster.h"
@ -35,14 +35,13 @@ public:
void register_map(Old_Map* map);
void register_lights();
void create_viewport(float v_fov, float h_fov, int height, int width);
void register_light(Light l);
void register_light(LightController l);
void draw();
sf::RenderWindow* get_window();
private:
CL_Wrapper *cl;
RayCaster *rc;
bool sharing_supported = false;
@ -51,7 +50,7 @@ private:
sf::Uint8 *drawing_surface;
sf::RenderWindow* window;
std::vector<Light> lights;
std::vector<LightController> lights;
Old_Map* map;
Camera* camera;
sf::Uint8 *view_matrix;

@ -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<Light> *lights) override;
void assign_lights(std::vector<LightController> *lights) override;
void assign_map(Old_Map *map) override;
void assign_camera(Camera *camera) override;
void validate() override;

@ -196,16 +196,35 @@ void Hardware_Caster::create_viewport(int width, int height, float v_fov, float
}
void Hardware_Caster::assign_lights(std::vector<Light> *lights) {
void Hardware_Caster::assign_lights(std::vector<LightController> *lights) {
this->lights = 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("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() {
// Get a pointer to the packed light data
this->lights = LightController::get_lights();
light_count = static_cast<int>(lights->size());
size_t packed_size = sizeof(LightController::Light);
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);
}
void Hardware_Caster::draw(sf::RenderWindow* window) {

@ -1,138 +0,0 @@
#pragma once
#include "Light.h"
#include "Pub_Sub.h"
Light::Light() {
}
Light::Light(sf::Vector3f position, sf::Vector3f direction) :
position(position), direction_cartesian(direction_cartesian)
{
}
Light::~Light() {
}
int Light::set_position(sf::Vector3f position) {
this->position = position;
return 1;
}
int Light::add_static_impulse(sf::Vector3f impulse) {
movement += impulse;
return 1;
}
int Light::add_relative_impulse(DIRECTION impulse_direction, float speed) {
// No sense in doing fancy dot products, adding Pi's will suffice
// Always add PI/2 to X initially to avoid negative case
sf::Vector2f dir;
switch (impulse_direction) {
case DIRECTION::FORWARD:
dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x);
break;
case DIRECTION::REARWARD:
dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x + PI_F);
break;
case DIRECTION::LEFT:
dir = sf::Vector2f(direction_cartesian.y + PI_F + PI_F / 2, PI_F / 2);
break;
case DIRECTION::RIGHT:
dir = sf::Vector2f(direction_cartesian.y + PI_F / 2, PI_F / 2);
break;
case DIRECTION::UP:
dir = sf::Vector2f(direction_cartesian.y, direction_cartesian.x + PI_F / 2);
break;
case DIRECTION::DOWN:
dir = sf::Vector2f(direction_cartesian.y + PI_F, (direction_cartesian.x * -1) + PI_F / 2);
break;
}
movement += SphereToCart(dir);
movement *= speed;
return 1;
}
int Light::slew_camera(sf::Vector3f input) {
direction_cartesian -= input;
return 1;
}
void Light::set_camera(sf::Vector3f input) {
direction_cartesian = input;
}
int Light::update(double delta_time) {
double multiplier = 40;
position.x += static_cast<float>(movement.x * delta_time * multiplier);
position.y += static_cast<float>(movement.y * delta_time * multiplier);
position.z += static_cast<float>(movement.z * delta_time * multiplier);
movement *= static_cast<float>(1.0f * delta_time * multiplier);
return 1;
}
void Light::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
if (event.get()->type == vr::Event::KeyHeld) {}
else if (event->type == vr::Event::KeyPressed) {}
else if (event->type == vr::Event::MouseMoved) {}
else if (event->type == vr::Event::JoystickMoved) {
vr::JoystickMoved *joystick_event = static_cast<vr::JoystickMoved*>(event.get());
if (joystick_event->axis == sf::Joystick::Axis::X) {
movement.x -= joystick_event->position / 5;
//add_relative_impulse(Camera::DIRECTION::FORWARD, joystick_event->position);
}
else if (joystick_event->axis == sf::Joystick::Axis::Y) {
movement.y += joystick_event->position / 5;
//add_relative_impulse(Camera::DIRECTION::RIGHT, joystick_event->position);
}
//else if (joystick_event->axis == sf::Joystick::Axis::Z) {
// add_relative_impulse(Camera::DIRECTION::DOWN, joystick_event->position);
//}
}
}
void Light::look_at_center() {
//direction_cartesian = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
}
sf::Vector3f* Light::get_direction_pointer() {
return &direction_cartesian;
}
sf::Vector3f* Light::get_movement_pointer() {
return &movement;
}
sf::Vector3f* Light::get_position_pointer() {
return &position;
}
sf::Vector3f Light::get_movement() {
return movement;
}
sf::Vector3f Light::get_position() {
return position;
}
sf::Vector3f Light::get_direction() {
return direction_cartesian;
}

@ -0,0 +1,108 @@
#pragma once
#include "LightController.h"
#include "Pub_Sub.h"
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));
}
LightController::~LightController() {
}
void LightController::set_position(sf::Vector3f position) {
}
int LightController::add_static_impulse(sf::Vector3f impulse) {
return 1;
}
int LightController::add_relative_impulse(DIRECTION impulse_direction, float speed) {
// No sense in doing fancy dot products, adding Pi's will suffice
// Always add PI/2 to X initially to avoid negative case
sf::Vector2f dir;
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);
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);
break;
case DIRECTION::LEFT:
dir = sf::Vector2f(packed_data.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);
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);
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);
break;
}
//movement += SphereToCart(dir);
//movement *= speed;
return 1;
}
int LightController::update(double delta_time) {
double multiplier = 40;
//position.x += static_cast<float>(movement.x * delta_time * multiplier);
//position.y += static_cast<float>(movement.y * delta_time * multiplier);
//position.z += static_cast<float>(movement.z * delta_time * multiplier);
//movement *= static_cast<float>(1.0f * delta_time * multiplier);
return 1;
}
void LightController::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
if (event.get()->type == vr::Event::KeyHeld) {}
else if (event->type == vr::Event::KeyPressed) {}
else if (event->type == vr::Event::MouseMoved) {}
else if (event->type == vr::Event::JoystickMoved) {
vr::JoystickMoved *joystick_event = static_cast<vr::JoystickMoved*>(event.get());
if (joystick_event->axis == sf::Joystick::Axis::X) {
//movement.x -= joystick_event->position / 5;
//add_relative_impulse(Camera::DIRECTION::FORWARD, joystick_event->position);
}
else if (joystick_event->axis == sf::Joystick::Axis::Y) {
//movement.y += joystick_event->position / 5;
//add_relative_impulse(Camera::DIRECTION::RIGHT, joystick_event->position);
}
//else if (joystick_event->axis == sf::Joystick::Axis::Z) {
// add_relative_impulse(Camera::DIRECTION::DOWN, joystick_event->position);
//}
}
}
std::vector<LightController::Light>* LightController::get_lights() {
return &packed_data;
}
void LightController::look_at_center() {
//direction_cartesian = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
}

@ -82,10 +82,11 @@ void Software_Caster::create_viewport(int width, int height, float v_fov, float
}
void Software_Caster::assign_lights(std::vector<Light> *lights) {
this->lights = lights;
void Software_Caster::assign_lights(std::vector<LightController::PackedData> *data) {
int light_count = static_cast<int>(lights->size());
this->lights = data;
int light_count = static_cast<int>(data->size());
}
void Software_Caster::assign_map(Old_Map * map) {

@ -37,7 +37,7 @@
#include "Input.h"
#include "Pub_Sub.h"
#include "NetworkInput.h"
#include "light.h"
#include "LightController.h"
const int WINDOW_X = 1000;
const int WINDOW_Y = 1000;
@ -124,16 +124,14 @@ int main() {
float h = 90.0;
// Light for the currently non functional Bling Phong shader
Light l(
LightController l(
sf::Vector3f(256.0f, 256.0f, 256.0f),
sf::Vector3f(-1.0f, -1.0f, -1.5f),
&window
sf::Vector3f(-1.0f, -1.0f, -1.5f),
sf::Vector4f(1.0f, 1.0f, 1.0f, 1.0f)
);
std::vector<Light> light_vec;
light_vec.push_back(l);
// *links* the lights to the GPU
raycaster->assign_lights(&light_vec);
raycaster->assign_lights();
// Load in the spritesheet texture

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