feo_oop_engine/graphics/
lighting_pass_manager.rs

1use std::{sync::{Arc, RwLock}};
2use vulkano::{device::Queue, framebuffer::{RenderPassAbstract, Subpass}};
3use crate::scene::game_object::light::{Light, ambient_light::AmbientLight, directional_light::DirectionalLight, point_light::PointLight};
4use super::{graphics_system::GraphicsSystem, pass_builder::PassBuilder};
5use crate::graphics::graphics_system::GraphicsSystemTrait;
6
7/// Manages the differed lighting passes.
8#[derive(Clone)]
9pub struct LightingPassManager{
10    pub(crate) lights: Vec<Arc<RwLock<dyn Light>>>,
11    light_systems: Vec<GraphicsSystem>,
12}
13
14impl LightingPassManager {
15    /// Creates a LightingPassManager.
16    pub fn new<R>(gfx_queue: Arc<Queue>, subpass: Subpass<R>) -> LightingPassManager
17    where R: RenderPassAbstract + Send + Sync + Clone + 'static {
18        let light_systems = vec![
19            AmbientLight::new_system(gfx_queue.clone(), subpass.clone()),
20            DirectionalLight::new_system(gfx_queue.clone(), subpass.clone()),
21            PointLight::new_system(gfx_queue, subpass),
22        ];
23        LightingPassManager {
24            lights: Vec::new(),
25            light_systems,
26        }
27    }
28
29    /// Resets the LightingPassManager 
30    #[inline]
31    pub fn clear(&mut self){
32        // TODO: Use an iterator. You only need to access the lights once before needing to access
33        // them again in the current system.
34        self.lights = Vec::new(); 
35    }
36
37    /// Builds a secondary command buffer that draws the triangle on the current subpass.
38    pub fn draw<'b>(&self, pass_manager: &'b mut PassBuilder) {
39        self.lights.clone().into_iter().for_each(|light| {
40            let light = light.read().unwrap();
41            light.pass(pass_manager, self.light_systems[light.get_system_num()].clone())
42        });
43    }
44}