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use std::{sync::{Arc, RwLock}};
use vulkano::{device::Queue, framebuffer::{RenderPassAbstract, Subpass}};
use crate::scene::game_object::light::{Light, ambient_light::AmbientLight, directional_light::DirectionalLight, point_light::PointLight};
use super::{graphics_system::GraphicsSystem, pass_builder::PassBuilder};
use crate::graphics::graphics_system::GraphicsSystemTrait;
#[derive(Clone)]
pub struct LightingPassManager{
pub(crate) lights: Vec<Arc<RwLock<dyn Light>>>,
light_systems: Vec<GraphicsSystem>,
}
impl LightingPassManager {
pub fn new<R>(gfx_queue: Arc<Queue>, subpass: Subpass<R>) -> LightingPassManager
where R: RenderPassAbstract + Send + Sync + Clone + 'static {
let light_systems = vec![
AmbientLight::new_system(gfx_queue.clone(), subpass.clone()),
DirectionalLight::new_system(gfx_queue.clone(), subpass.clone()),
PointLight::new_system(gfx_queue, subpass),
];
LightingPassManager {
lights: Vec::new(),
light_systems,
}
}
#[inline]
pub fn clear(&mut self){
self.lights = Vec::new();
}
pub fn draw<'b>(&self, pass_manager: &'b mut PassBuilder) {
self.lights.clone().into_iter().for_each(|light| {
let light = light.read().unwrap();
light.pass(pass_manager, self.light_systems[light.get_system_num()].clone())
});
}
}