#pragma once #include #include #include #include "CLCaster.h" #include "LightHandle.h" #include "Pub_Sub.h" #include "util.hpp" /** * Light Handle : * - Contains data relating to movement, and a reference to the rbgi, direction, and position * elements in the LightController. * - Resultant of the use of LightController.create_light(LightPrototype). Cannot be self instantiated. * - On deconstruction, light data is removed from the LightController via a reference and the light disappears * * LightPrototype : * - 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. * * Typical light workflow: * 1.) Create light prototype with desired values * 2.) Submit prototype to the LightController * 3.) Get a light handle back from the controller * - The handle is unsafe and will break if it exceeds PackedData's lifetime * */ 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 CLCaster; class LightController : public VrEventSubscriber { public: LightController(std::shared_ptr raycaster); ~LightController(); // find a free light 'slot' and create the light // LightHandles are single instance single lifetime data structures std::shared_ptr create_light(LightPrototype light_prototype); void remove_light(unsigned int light_index); void event_handler(VrEventPublisher *publisher, std::unique_ptr event) override; private: // Set the static arrays size int reserved_count = 8; // Indices available in the light array std::list open_list; std::vector packed_data_array; };