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#pragma once
#include <SFML/System/Vector3.hpp>
#include <list>
#include <numeric>
#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<CLCaster> raycaster);
~LightController();
// find a free light 'slot' and create the light
// LightHandles are single instance single lifetime data structures
std::shared_ptr<LightHandle> create_light(LightPrototype light_prototype);
void remove_light(unsigned int light_index);
void event_handler(VrEventPublisher *publisher, std::unique_ptr<vr::Event> event) override;
private:
// Set the static arrays size
int reserved_count = 8;
// Indices available in the light array
std::list<unsigned int> open_list;
std::vector<PackedData> packed_data_array;
};