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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-04-03 12:04:14 +0100 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-04-03 12:04:14 +0100 |
| commit | 4d04572e48950493ce85255d181be43967f362fd (patch) | |
| tree | f74d055f151472cda3fa3fc0f760eb6219dd9fad | |
| parent | Use std::chrono for worldTime (diff) | |
| parent | Fix direction of difference vector calculating railVehicle new position (diff) | |
| download | ilt-4d04572e48950493ce85255d181be43967f362fd.tar.bz2 ilt-4d04572e48950493ce85255d181be43967f362fd.tar.xz ilt-4d04572e48950493ce85255d181be43967f362fd.zip | |
Merge branch 'shared-locations'
45 files changed, 447 insertions, 369 deletions
diff --git a/application/main.cpp b/application/main.cpp index f5acb3b..d64d799 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -1,3 +1,4 @@ +#include "game/scenary/light.h" #include "ui/mainApplication.h" #include "ui/mainWindow.h" #include <array> @@ -108,6 +109,9 @@ public: {0, rotationDistribution(randomdev), 0}}); } } + + world.create<Light>(assets.at("old-lamp").dynamicCast<Illuminator>(), + Location {.pos = terrain->positionAt({{311000000, 491100000}})}); } mainLoop(); diff --git a/assetFactory/lights.cpp b/assetFactory/lights.cpp new file mode 100644 index 0000000..ec8e17e --- /dev/null +++ b/assetFactory/lights.cpp @@ -0,0 +1,14 @@ +#include "lights.h" + +bool +SpotLight::persist(Persistence::PersistenceStore & store) +{ + return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(direction) && STORE_MEMBER(colour) && STORE_MEMBER(kq) + && STORE_MEMBER(arc); +} + +bool +PointLight::persist(Persistence::PersistenceStore & store) +{ + return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(colour) && STORE_MEMBER(kq); +} diff --git a/assetFactory/lights.h b/assetFactory/lights.h new file mode 100644 index 0000000..8657d85 --- /dev/null +++ b/assetFactory/lights.h @@ -0,0 +1,18 @@ +#pragma once + +#include "gfx/models/lights.h" +#include "persistence.h" +#include "stdTypeDefs.h" + +struct SpotLight : Persistence::Persistable, SpotLightDef, StdTypeDefs<SpotLight> { +private: + friend Persistence::SelectionPtrBase<std::shared_ptr<SpotLight>>; + bool persist(Persistence::PersistenceStore & store) override; +}; + +struct PointLight : Persistence::Persistable, PointLightDef, StdTypeDefs<PointLight> { +private: + friend Persistence::SelectionPtrBase<std::shared_ptr<PointLight>>; + bool persist(Persistence::PersistenceStore & store) override; +}; + diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index ff00af4..f27ac26 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -4,6 +4,7 @@ #include "gfx/gl/sceneShader.h" #include "gfx/gl/shadowMapper.h" #include "gfx/gl/shadowStenciller.h" +#include "util.h" #include <location.h> static_assert(std::is_constructible_v<Foliage>); @@ -25,8 +26,8 @@ std::weak_ptr<glVertexArray> Foliage::commonInstanceVAO, Foliage::commonInstance std::any Foliage::createAt(const Location & position) const { - return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>( - instances.acquire(position.getRotationTransform(), position.rot.y, position.pos)); + return std::make_shared<InstanceVertices<InstanceVertex>::InstanceProxy>( + instances.acquire(locationData->acquire(position))); } bool @@ -40,14 +41,11 @@ Foliage::postLoad() { texture = getTexture(); glDebugScope _ {0}; - if (!(instanceVAO = commonInstanceVAO.lock())) { - commonInstanceVAO = instanceVAO = std::make_shared<glVertexArray>(); - bodyMesh->configureVAO(*instanceVAO, 0) - .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(1); + if (createIfRequired(instanceVAO, commonInstanceVAO)) { + bodyMesh->configureVAO(*instanceVAO, 0).addAttribs<InstanceVertex, &InstanceVertex::location>(1); } - if (!(instancePointVAO = commonInstancePointVAO.lock())) { - commonInstancePointVAO = instancePointVAO = std::make_shared<glVertexArray>(); - instancePointVAO->configure().addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(0); + if (createIfRequired(instancePointVAO, commonInstancePointVAO)) { + instancePointVAO->configure().addAttribs<InstanceVertex, &InstanceVertex::location>(0); } const auto & size = bodyMesh->getDimensions().size; billboardSize = billboardTextureSizeForObject(size); @@ -82,14 +80,14 @@ Foliage::preFrame(const Frustum & frustum, const Frustum & lighting) if (instances.size() > 0) { const auto & dims = bodyMesh->getDimensions(); instancePartitions = instances.partition( - [&frustum, &dims](const auto & location) { - return frustum.contains(location.position + dims.centre, dims.size); + [&frustum, &dims](const auto & instance) { + return frustum.contains(instance.location->position.xyz() + dims.centre, dims.size); }, - [&frustum, this](const auto & location) { - return distance(frustum.getPosition(), location.position) < useMeshClipDist; + [&frustum, this](const auto & instance) { + return distance(frustum.getPosition(), instance.location->position.xyz()) < useMeshClipDist; }, - [&lighting, &dims](const auto & location) { - return lighting.contains(location.position + dims.centre, dims.size); + [&lighting, &dims](const auto & instance) { + return lighting.contains(instance.location->position.xyz() + dims.centre, dims.size); }); // In view frustum / Outside view frustum / // Close to view / Far from view / Casts shadow into view / No shadow in view / diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index c599649..f424ffc 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -18,13 +18,13 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs<Foliage> { public: [[nodiscard]] std::any createAt(const Location &) const override; - struct LocationVertex { - glm::mat3 rotation; - float yaw; - GlobalPosition3D position; + struct InstanceVertex { + CommonLocationInstance location; + // float scale; + // something colorBias; }; - mutable InstanceVertices<LocationVertex> instances; + mutable InstanceVertices<InstanceVertex> instances; void preFrame(const Frustum &, const Frustum &) override; void render(const SceneShader &, const Frustum &) const override; void shadows(const ShadowMapper &, const Frustum &) const override; @@ -43,5 +43,5 @@ protected: glTextures<GL_TEXTURE_2D_ARRAY, 3> billboard; private: - InstanceVertices<Foliage::LocationVertex>::PartitionResult instancePartitions; + InstanceVertices<InstanceVertex>::PartitionResult instancePartitions; }; diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 4398853..7f0c7c2 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -1,31 +1,18 @@ #include "illuminator.h" #include "gfx/gl/sceneShader.h" #include "gfx/models/texture.h" // IWYU pragma: keep +#include "util.h" #include <location.h> static_assert(std::is_constructible_v<Illuminator>); -std::weak_ptr<glVertexArray> Illuminator::commonInstanceVAO, Illuminator::commonInstancesSpotLightVAO, - Illuminator::commonInstancesPointLightVAO; +std::weak_ptr<glVertexArray> Illuminator::commonInstanceVAO; std::any Illuminator::createAt(const Location & position) const { - return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>( - instances.acquire(position.getRotationTransform(), position.pos)); -} - -bool -Illuminator::SpotLight::persist(Persistence::PersistenceStore & store) -{ - return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(direction) && STORE_MEMBER(colour) && STORE_MEMBER(kq) - && STORE_MEMBER(arc); -} - -bool -Illuminator::PointLight::persist(Persistence::PersistenceStore & store) -{ - return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(colour) && STORE_MEMBER(kq); + return std::make_shared<InstanceVertices<InstanceVertex>::InstanceProxy>( + instances.acquire(locationData->acquire(position))); } bool @@ -44,36 +31,8 @@ Illuminator::postLoad() } texture = getTexture(); glDebugScope _ {0}; - if (!(instanceVAO = commonInstanceVAO.lock())) { - commonInstanceVAO = instanceVAO = std::make_shared<glVertexArray>(); - bodyMesh->configureVAO(*instanceVAO, 0) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1); - } - if (!spotLight.empty()) { - if (!(instancesSpotLightVAO = commonInstancesSpotLightVAO.lock())) { - commonInstancesSpotLightVAO = instancesSpotLightVAO = std::make_shared<glVertexArray>(); - instancesSpotLightVAO->configure() - .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction, - &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>(0) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1); - } - std::transform( - spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { - return instancesSpotLight.acquire(*s); - }); - } - if (!pointLight.empty()) { - if (!(instancesPointLightVAO = commonInstancesPointLightVAO.lock())) { - commonInstancesPointLightVAO = instancesPointLightVAO = std::make_shared<glVertexArray>(); - instancesPointLightVAO->configure() - .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour, - &PointLightVertex::kq>(0) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1); - } - std::transform( - pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) { - return instancesPointLight.acquire(*s); - }); + if (createIfRequired(instanceVAO, commonInstanceVAO)) { + bodyMesh->configureVAO(*instanceVAO, 0).addAttribs<InstanceVertex, &InstanceVertex::location>(1); } } @@ -90,29 +49,3 @@ Illuminator::render(const SceneShader & shader, const Frustum &) const bodyMesh->drawInstanced(*instanceVAO, static_cast<GLsizei>(count)); } } - -void -Illuminator::lights(const SceneShader & shader) const -{ - if (const auto count = instances.size()) { - glDebugScope _ {*instanceVAO}; - if (const auto scount = instancesSpotLight.size()) { - glDebugScope _ {*instancesSpotLightVAO, "Spot lights"}; - shader.spotLightInst.use(); - glBindVertexArray(*instancesSpotLightVAO); - instancesSpotLightVAO->useBuffer(0, instancesSpotLight); - instancesSpotLightVAO->useBuffer(1, instances); - glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count)); - } - if (const auto pcount = instancesPointLight.size()) { - glDebugScope _ {*instancesPointLightVAO, "Point llights"}; - shader.pointLightInst.use(); - glBindVertexArray(*instancesPointLightVAO); - instancesPointLightVAO->useBuffer(0, instancesPointLight); - instancesPointLightVAO->useBuffer(1, instances); - glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count)); - } - - glBindVertexArray(0); - } -} diff --git a/game/scenary/illuminator.h b/game/scenary/illuminator.h index 7b6e7ad..216b536 100644 --- a/game/scenary/illuminator.h +++ b/game/scenary/illuminator.h @@ -1,6 +1,7 @@ #pragma once #include "assetFactory/asset.h" +#include "assetFactory/lights.h" #include "gfx/gl/instanceVertices.h" #include "gfx/models/texture.h" #include "gfx/renderable.h" @@ -11,51 +12,25 @@ class Location; class Illuminator : public Asset, public Renderable, public StdTypeDefs<Illuminator> { Mesh::Ptr bodyMesh; Texture::Ptr texture; - std::shared_ptr<glVertexArray> instanceVAO, instancesSpotLightVAO, instancesPointLightVAO; - static std::weak_ptr<glVertexArray> commonInstanceVAO, commonInstancesSpotLightVAO, commonInstancesPointLightVAO; + std::shared_ptr<glVertexArray> instanceVAO; + static std::weak_ptr<glVertexArray> commonInstanceVAO; public: [[nodiscard]] std::any createAt(const Location &) const override; - struct LightCommonVertex { - RelativePosition3D position; - RGB colour; - RelativeDistance kq; + struct InstanceVertex { + CommonLocationInstance location; }; - struct SpotLightVertex : LightCommonVertex { - Direction3D direction; - Angle arc; - }; - - struct PointLightVertex : LightCommonVertex { }; - - struct SpotLight : Persistence::Persistable, SpotLightVertex, StdTypeDefs<SpotLight> { - private: - friend Persistence::SelectionPtrBase<std::shared_ptr<SpotLight>>; - bool persist(Persistence::PersistenceStore & store) override; - }; - - struct PointLight : Persistence::Persistable, PointLightVertex, StdTypeDefs<PointLight> { - private: - friend Persistence::SelectionPtrBase<std::shared_ptr<PointLight>>; - bool persist(Persistence::PersistenceStore & store) override; - }; - - using LocationVertex = std::pair<glm::mat3, GlobalPosition3D>; - mutable InstanceVertices<LocationVertex> instances; - mutable InstanceVertices<SpotLightVertex> instancesSpotLight; - mutable InstanceVertices<PointLightVertex> instancesPointLight; + mutable InstanceVertices<InstanceVertex> instances; void render(const SceneShader &, const Frustum &) const override; - void lights(const SceneShader &) const override; protected: friend Persistence::SelectionPtrBase<std::shared_ptr<Illuminator>>; bool persist(Persistence::PersistenceStore & store) override; void postLoad() override; +public: std::vector<SpotLight::Ptr> spotLight; std::vector<PointLight::Ptr> pointLight; - std::vector<InstanceVertices<SpotLightVertex>::InstanceProxy> spotLightInstances; - std::vector<InstanceVertices<PointLightVertex>::InstanceProxy> pointLightInstances; }; diff --git a/game/scenary/light.cpp b/game/scenary/light.cpp index 6207497..c51efda 100644 --- a/game/scenary/light.cpp +++ b/game/scenary/light.cpp @@ -2,6 +2,15 @@ #include "location.h" Light::Light(std::shared_ptr<const Illuminator> type, const Location & position) : - type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)} + type {std::move(type)}, + instance {this->type->instances.acquire(Renderable::commonLocationData.lock()->acquire(position))} { + std::ranges::transform(this->type->spotLight, std::back_inserter(spotLightInstances), + [spotLights = Renderable::commonSpotLights.lock(), this](const auto & spotLight) { + return spotLights->acquire(*spotLight, instance->location.index); + }); + std::ranges::transform(this->type->pointLight, std::back_inserter(pointLightInstances), + [pointLights = Renderable::commonPointLights.lock(), this](const auto & pointLight) { + return pointLights->acquire(*pointLight, instance->location.index); + }); } diff --git a/game/scenary/light.h b/game/scenary/light.h index 0b19535..b1ea469 100644 --- a/game/scenary/light.h +++ b/game/scenary/light.h @@ -7,13 +7,16 @@ class Location; class Light : public WorldObject { std::shared_ptr<const Illuminator> type; - InstanceVertices<Illuminator::LocationVertex>::InstanceProxy location; + InstanceVertices<Illuminator::InstanceVertex>::InstanceProxy instance; void tick(TickDuration) override { } + std::vector<InstanceVertices<SpotLightVertex>::InstanceProxy> spotLightInstances; + std::vector<InstanceVertices<PointLightVertex>::InstanceProxy> pointLightInstances; + public: Light(std::shared_ptr<const Illuminator> type, const Location & position); }; diff --git a/game/scenary/plant.cpp b/game/scenary/plant.cpp index 2006225..b0e7d16 100644 --- a/game/scenary/plant.cpp +++ b/game/scenary/plant.cpp @@ -3,6 +3,6 @@ Plant::Plant(std::shared_ptr<const Foliage> type, const Location & position) : type {std::move(type)}, - location {this->type->instances.acquire(position.getRotationTransform(), position.rot.y, position.pos)} + instance {this->type->instances.acquire(Renderable::commonLocationData.lock()->acquire(position))} { } diff --git a/game/scenary/plant.h b/game/scenary/plant.h index 77c9ff7..cc690c5 100644 --- a/game/scenary/plant.h +++ b/game/scenary/plant.h @@ -7,7 +7,7 @@ class Location; class Plant : public WorldObject { std::shared_ptr<const Foliage> type; - InstanceVertices<Foliage::LocationVertex>::InstanceProxy location; + InstanceVertices<Foliage::InstanceVertex>::InstanceProxy instance; void tick(TickDuration) override diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index 61f6c93..c11d817 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -11,24 +11,14 @@ #include <maths.h> #include <ray.h> -RailVehicle::RailVehicle(RailVehicleClassPtr rvc) : - RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)}, - location {[this](const BufferedLocation * l) { - this->get()->body.rotation = l->getRotationTransform(); - this->get()->body.position = l->position(); - }}, - bogies {{ - {[this](const BufferedLocation * l) { - this->get()->front.rotation = l->getRotationTransform(); - this->get()->front.position = l->position(); - }, - GlobalPosition3D {0, rvClass->wheelBase / 2.F, 0}}, - {[this](const BufferedLocation * l) { - this->get()->back.rotation = l->getRotationTransform(); - this->get()->back.position = l->position(); - }, - GlobalPosition3D {0, -rvClass->wheelBase / 2.F, 0}}, - }} +RailVehicle::RailVehicle(RailVehicleClassPtr rvc, GlobalPosition3D position) : + RailVehicleClass::Instance {rvc->instances.acquire( + RailVehicleClass::commonLocationData.lock()->acquire(Location {.pos = position, .rot = {}}), + RailVehicleClass::commonLocationData.lock()->acquire( + Location {.pos = position + RelativePosition3D {0, rvc->wheelBase / 2.F, 0}, .rot = {}}), + RailVehicleClass::commonLocationData.lock()->acquire( + Location {.pos = position + RelativePosition3D {0, -rvc->wheelBase / 2.F, 0}, .rot = {}}))}, + rvClass {std::move(rvc)} { } @@ -36,23 +26,30 @@ void RailVehicle::move(const Train * t, float & trailBy) { const auto overhang {(rvClass->length - rvClass->wheelBase) / 2}; - const auto & b1Pos = bogies[0] = t->getBogiePosition(t->linkDist, trailBy += overhang); - const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase); - const auto diff = glm::normalize(RelativePosition3D(b2Pos.position() - b1Pos.position())); - location.setLocation((b1Pos.position() + b2Pos.position()) / 2, {vector_pitch(diff), vector_yaw(diff), 0}); + const auto & b1Pos = *(get()->front = t->getBogiePosition(t->linkDist, trailBy += overhang)); + const auto & b2Pos = *(get()->back = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase)); + const auto diff = glm::normalize(difference(b1Pos.position, b2Pos.position)); + get()->body = Location { + .pos = midpoint(b1Pos.position, b2Pos.position), .rot = {vector_pitch(diff), vector_yaw(diff), 0}}; trailBy += 600.F + overhang; } +Location +RailVehicle::getLocation() const +{ + return {.pos = get()->body->position, .rot = get()->body->rotation}; +} + bool RailVehicle::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & baryPos, RelativeDistance & distance) const { constexpr const auto X = 1350.F; const auto Y = this->rvClass->length / 2.F; constexpr const auto Z = 3900.F; - const glm::mat3 moveBy = location.getRotationTransform(); - const auto cornerVertices = cuboidCorners(-X, X, -Y, Y, 0.F, Z) * [&moveBy, this](const auto & corner) { - return location.position() + (moveBy * corner); - }; + const auto cornerVertices + = cuboidCorners(-X, X, -Y, Y, 0.F, Z) * [body = this->get()->body.get()](const auto & corner) { + return body->position + (body->rotationMatrix * corner); + }; static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{ // Front {0, 1, 2}, diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h index bf1e782..0f341f9 100644 --- a/game/vehicles/railVehicle.h +++ b/game/vehicles/railVehicle.h @@ -1,8 +1,6 @@ #pragma once -#include "gfx/gl/bufferedLocation.h" #include "railVehicleClass.h" -#include <array> #include <game/selectable.h> #include <glm/glm.hpp> #include <memory> @@ -12,16 +10,14 @@ class Train; class RailVehicle : Selectable, RailVehicleClass::Instance { public: - explicit RailVehicle(RailVehicleClassPtr rvc); + explicit RailVehicle(RailVehicleClassPtr rvc, GlobalPosition3D = {}); void move(const Train *, float & trailBy); + [[nodiscard]] Location getLocation() const; [[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &, BaryPosition &, RelativeDistance &) const override; RailVehicleClassPtr rvClass; - using LV = RailVehicleClass::LocationVertex; - BufferedLocationUpdater location; - std::array<BufferedLocationUpdater, 2> bogies; }; using RailVehiclePtr = std::unique_ptr<RailVehicle>; diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index 176fe82..4e9404c 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -7,7 +7,6 @@ #include <location.h> #include <maths.h> #include <memory> -#include <ranges> bool RailVehicleClass::persist(Persistence::PersistenceStore & store) @@ -20,12 +19,10 @@ RailVehicleClass::persist(Persistence::PersistenceStore & store) std::any RailVehicleClass::createAt(const Location & position) const { - return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>(instances.acquire(LocationVertex { - .body = {.rotation = position.getRotationTransform(), .position = position.pos}, - .front = {.rotation = position.getRotationTransform(), - .position = {sincos(position.rot.x) * wheelBase * 0.5F, position.pos.z}}, - .back = {.rotation = position.getRotationTransform(), - .position = {sincos(position.rot.x) * wheelBase * -0.5F, position.pos.z}}, + return std::make_shared<InstanceVertices<InstanceVertex>::InstanceProxy>(instances.acquire(InstanceVertex { + .body = locationData->acquire(position), + .front = locationData->acquire(position + ((sincos(position.rot.x) * wheelBase * 0.5F) || 0.F)), + .back = locationData->acquire(position + ((sincos(position.rot.x) * wheelBase * -0.5F) || 0.F)), })); } @@ -34,22 +31,20 @@ RailVehicleClass::postLoad() { texture = getTexture(); glDebugScope _ {0}; - bodyMesh->configureVAO(instanceVAO, 0) - .addAttribs<LocationVertex, &LocationVertex::Part::rotation, &LocationVertex::Part::position>(1); - static_assert(sizeof(LocationVertex) == 144UL); + bodyMesh->configureVAO(instanceVAO, 0).addAttribs<InstanceVertex, &InstanceVertex::body>(1); } void RailVehicleClass::renderAllParts(const size_t count) const { - using PartPair = std::pair<Mesh::Ptr, LocationVertex::Part LocationVertex::*>; + using PartPair = std::pair<Mesh::Ptr, CommonLocationInstance InstanceVertex::*>; const auto bufferName = instances.bufferName(); for (const auto & [mesh, part] : { - PartPair {bodyMesh, &LocationVertex::body}, - PartPair {bogies.front(), &LocationVertex::front}, - PartPair {bogies.back(), &LocationVertex::back}, + PartPair {bodyMesh, &InstanceVertex::body}, + PartPair {bogies.front(), &InstanceVertex::front}, + PartPair {bogies.back(), &InstanceVertex::back}, }) { - instanceVAO.useBuffer<LocationVertex>(1, bufferName, part); + instanceVAO.useBuffer<InstanceVertex>(1, bufferName, part); mesh->drawInstanced(instanceVAO, static_cast<GLsizei>(count)); } } diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h index fe27230..a635122 100644 --- a/game/vehicles/railVehicleClass.h +++ b/game/vehicles/railVehicleClass.h @@ -19,13 +19,8 @@ public: [[nodiscard]] std::any createAt(const Location &) const override; - struct LocationVertex { - struct Part { - glm::mat3 rotation; - GlobalPosition3D position; - }; - - Part body, front, back; + struct InstanceVertex { + CommonLocationInstance body, front, back; }; std::array<Mesh::Ptr, 2> bogies; @@ -35,7 +30,7 @@ public: float length; float maxSpeed; - mutable InstanceVertices<LocationVertex> instances; + mutable InstanceVertices<InstanceVertex> instances; using Instance = decltype(instances)::InstanceProxy; protected: diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp index 2461d9c..c79fd17 100644 --- a/game/vehicles/train.cpp +++ b/game/vehicles/train.cpp @@ -21,6 +21,12 @@ Train::getBogiePosition(float linkDist, float dist) const return b2Link.first->positionAt(b2linkDist, b2Link.second); } +Location +Train::getLocation() const +{ + return objects.front()->getLocation(); +} + bool Train::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & baryPos, RelativeDistance & distance) const { diff --git a/game/vehicles/train.h b/game/vehicles/train.h index 88e30f9..9ca53a8 100644 --- a/game/vehicles/train.h +++ b/game/vehicles/train.h @@ -19,12 +19,7 @@ class Train : public Vehicle, public UniqueCollection<RailVehicle>, public Can<G public: explicit Train(const Link::CPtr & link, float linkDist = 0) : Vehicle {link, linkDist} { } - [[nodiscard]] const Location & - getLocation() const override - { - return objects.front()->location; - } - + [[nodiscard]] Location getLocation() const override; [[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &, BaryPosition &, RelativeDistance &) const override; void tick(TickDuration elapsed) override; diff --git a/game/vehicles/vehicle.h b/game/vehicles/vehicle.h index c3b35b7..cca8ff0 100644 --- a/game/vehicles/vehicle.h +++ b/game/vehicles/vehicle.h @@ -18,7 +18,7 @@ public: float linkDist; // distance along current link float speed {}; // speed in m/s (~75 km/h) - [[nodiscard]] virtual const Location & getLocation() const = 0; + [[nodiscard]] virtual Location getLocation() const = 0; Orders orders; ActivityPtr currentActivity; diff --git a/gfx/followCameraController.cpp b/gfx/followCameraController.cpp index d7bbc0b..c3a5d08 100644 --- a/gfx/followCameraController.cpp +++ b/gfx/followCameraController.cpp @@ -4,7 +4,6 @@ #include <glm/glm.hpp> #include <location.h> #include <maths.h> -#include <memory> #include <tuple> #include <utility> @@ -15,7 +14,7 @@ FollowCameraController::updateCamera(Camera * camera) const { const auto [pos, rot] = [this]() { const auto t {target.lock()}; - return std::tie(t->getLocation().pos, t->getLocation().rot); + return std::make_pair(t->getLocation().pos, t->getLocation().rot); }(); switch (mode) { diff --git a/gfx/gl/bufferedLocation.cpp b/gfx/gl/bufferedLocation.cpp deleted file mode 100644 index f1bedfe..0000000 --- a/gfx/gl/bufferedLocation.cpp +++ /dev/null @@ -1,70 +0,0 @@ -#include "bufferedLocation.h" -#include "location.h" -#include <glm/gtx/transform.hpp> - -BufferedLocation::BufferedLocation(GlobalPosition3D p, Rotation3D r) : BufferedLocation {Location {p, r}} { } - -BufferedLocation::BufferedLocation(const Location & l) : loc {l} { } - -BufferedLocation::operator const Location &() const -{ - return loc; -} - -BufferedLocation & -BufferedLocation::operator=(const Location & l) -{ - loc = l; - updateBuffer(); - return *this; -} - -GlobalPosition3D -BufferedLocation::position() const -{ - return loc.pos; -} - -Rotation3D -BufferedLocation::rotation() const -{ - return loc.rot; -} - -void -BufferedLocation::setPosition(GlobalPosition3D p, bool update) -{ - loc.pos = p; - if (update) { - updateBuffer(); - } -} - -void -BufferedLocation::setRotation(Rotation3D r, bool update) -{ - loc.rot = r; - if (update) { - updateBuffer(); - } -} - -void -BufferedLocation::setLocation(GlobalPosition3D p, Rotation3D r) -{ - loc.pos = p; - loc.rot = r; - updateBuffer(); -} - -glm::mat4 -BufferedLocation::getRotationTransform() const -{ - return loc.getRotationTransform(); -} - -void -BufferedLocationUpdater::updateBuffer() const -{ - onUpdate(this); -} diff --git a/gfx/gl/bufferedLocation.h b/gfx/gl/bufferedLocation.h deleted file mode 100644 index 87b957f..0000000 --- a/gfx/gl/bufferedLocation.h +++ /dev/null @@ -1,48 +0,0 @@ -#pragma once - -#include "location.h" -#include <functional> -#include <glm/mat4x4.hpp> -#include <glm/vec3.hpp> -#include <utility> - -class BufferedLocation { -public: - BufferedLocation(GlobalPosition3D = {}, Rotation3D = {}); - BufferedLocation(const Location &); - virtual ~BufferedLocation() = default; - - BufferedLocation & operator=(const Location &); - - operator const Location &() const; - - [[nodiscard]] GlobalPosition3D position() const; - [[nodiscard]] Rotation3D rotation() const; - void setPosition(GlobalPosition3D, bool update = true); - void setRotation(Rotation3D, bool update = true); - void setLocation(GlobalPosition3D, Rotation3D); - - [[nodiscard]] glm::mat4 getRotationTransform() const; - -private: - virtual void updateBuffer() const = 0; - - Location loc; -}; - -class BufferedLocationUpdater : public BufferedLocation { -public: - template<typename... LocationArgs> - BufferedLocationUpdater(std::function<void(const BufferedLocation *)> onUpdate, LocationArgs &&... t) : - BufferedLocation {std::forward<LocationArgs>(t)...}, onUpdate {std::move(onUpdate)} - { - updateBuffer(); - } - - using BufferedLocation::operator=; - -private: - void updateBuffer() const override; - - std::function<void(const BufferedLocation *)> onUpdate; -}; diff --git a/gfx/gl/glVertexArray.h b/gfx/gl/glVertexArray.h index 323303c..4e8113f 100644 --- a/gfx/gl/glVertexArray.h +++ b/gfx/gl/glVertexArray.h @@ -4,6 +4,7 @@ #include "glArrays.h" #include "glBuffer.h" #include "gl_traits.h" +#include "util.h" namespace Impl { class VertexArrayConfigurator { @@ -20,11 +21,8 @@ namespace Impl { } M T::* ptr; - using ValueType = M; }; - template<typename M, typename T> MP(M T::*) -> MP<M, T>; - explicit VertexArrayConfigurator(GLuint name) : name {name} { } VertexArrayConfigurator & @@ -52,7 +50,7 @@ namespace Impl { return addAttribsFor<VertexT>(divisor); } - template<typename VertexT, MP... Attribs> + template<typename VertexT, auto... Attribs> VertexArrayConfigurator & addAttribs(const GLuint divisor) { @@ -60,7 +58,7 @@ namespace Impl { return *this; } - template<typename VertexT, MP... Attribs> + template<typename VertexT, auto... Attribs> VertexArrayConfigurator & addAttribs(const GLuint divisor, const glBuffer & buffer) { @@ -68,7 +66,7 @@ namespace Impl { return addAttribs<VertexT, Attribs...>(divisor); } - template<typename VertexT, MP... Attribs> + template<typename VertexT, auto... Attribs> VertexArrayConfigurator & addAttribs(const GLuint divisor, glBuffer & buffer, const SequentialCollection<VertexT> auto & data) { @@ -93,14 +91,15 @@ namespace Impl { setPointerMeta(attrib + gl_traits<T>::vertexArrayAttribFormat(name, attrib, offset)); } - template<MP Attrib> + template<typename VertexT, auto Attrib> void setPointer() { - setPointer<typename decltype(Attrib)::ValueType>(Attrib); + using Mbr = MemberValueType<Attrib>; + setPointer<Mbr>(MP<Mbr, VertexT> {Attrib}); } - template<typename VertexT, MP... Attribs> + template<typename VertexT, auto... Attribs> void configureAttribs(const GLuint divisor) { @@ -108,7 +107,7 @@ namespace Impl { setPointer<VertexT>(0); } else { - ((setPointer<Attribs>()), ...); + ((setPointer<VertexT, Attribs>()), ...); } glVertexArrayBindingDivisor(name, binding++, divisor); } diff --git a/gfx/gl/instanceVertices.h b/gfx/gl/instanceVertices.h index d984938..9963a96 100644 --- a/gfx/gl/instanceVertices.h +++ b/gfx/gl/instanceVertices.h @@ -9,11 +9,12 @@ template<typename T> class InstanceVertices : protected glVector<T> { using base = glVector<T>; + using IndexT = uint32_t; public: class [[nodiscard]] InstanceProxy { public: - InstanceProxy(InstanceVertices * iv, std::size_t idx) : instances {iv}, index {idx} { } + InstanceProxy(InstanceVertices * iv, IndexT idx) : instances {iv}, index {idx} { } InstanceProxy(InstanceProxy && other) noexcept : instances {std::exchange(other.instances, nullptr)}, index {other.index} @@ -98,9 +99,9 @@ public: return instances->lookup(index); } - private: + // private: InstanceVertices<T> * instances; - std::size_t index; + IndexT index; }; template<typename... Params> @@ -110,15 +111,15 @@ public: if (!unused.empty()) { auto idx = unused.back(); unused.pop_back(); - index[idx] = base::size(); + index[idx] = static_cast<IndexT>(base::size()); reverseIndex.emplace_back(idx); base::emplace_back(std::forward<Params>(params)...); return InstanceProxy {this, idx}; } - index.emplace_back(base::size()); - reverseIndex.push_back(base::size()); + index.emplace_back(static_cast<IndexT>(base::size())); + reverseIndex.push_back(static_cast<IndexT>(base::size())); base::emplace_back(std::forward<Params>(params)...); - return InstanceProxy {this, index.size() - 1}; + return InstanceProxy {this, static_cast<IndexT>(index.size() - 1)}; } [[nodiscard]] GLuint @@ -127,6 +128,12 @@ public: return base::begin().base().bufferName(); } + [[nodiscard]] GLuint + indexBufferName() const + { + return index.begin().base().bufferName(); + } + using typename base::value_type; using base::at; @@ -176,7 +183,7 @@ public: } protected: - static constexpr auto npos = static_cast<size_t>(-1); + static constexpr auto npos = static_cast<IndexT>(-1); friend InstanceProxy; base::size_type @@ -186,9 +193,9 @@ protected: } void - release(const size_t pidx) + release(const IndexT pidx) { - if (const size_t last = base::size() - 1; last != index[pidx]) { + if (const auto last = static_cast<IndexT>(base::size() - 1); last != index[pidx]) { lookup(pidx) = std::move(base::back()); const auto movedKey = reverseIndex[last]; index[movedKey] = std::exchange(index[pidx], npos); @@ -207,7 +214,7 @@ protected: } [[nodiscard]] T & - lookup(size_t pindex) + lookup(IndexT pindex) { return base::data()[index[pindex]]; } @@ -231,8 +238,8 @@ protected: } // Index into buffer given to nth proxy - std::vector<size_t> index; - std::vector<size_t> reverseIndex; + glVector<IndexT> index; + std::vector<IndexT> reverseIndex; // List of free spaces in index - std::vector<size_t> unused; + std::vector<IndexT> unused; }; diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index ea11bea..a809ed5 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -78,6 +78,10 @@ SceneRenderer::preFrame(const SceneProvider & scene, const LightDirection lightD renderable->preFrame(camera, lightView); renderable->updateBillboard(billboardPainter); }); + if (auto cld = Renderable::commonLocationData.lock()) { + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, cld->bufferName()); + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, cld->indexBufferName()); + } } void diff --git a/gfx/gl/shaders/billboard.vert b/gfx/gl/shaders/billboard.vert index faf8b19..d6d3869 100644 --- a/gfx/gl/shaders/billboard.vert +++ b/gfx/gl/shaders/billboard.vert @@ -1,12 +1,15 @@ #version 460 core +#extension GL_ARB_shading_language_include : enable + +#include "commonLocationData.glsl" uniform mat4 viewProjection; uniform ivec4 viewPort; uniform ivec3 viewPoint; uniform vec3 centre; uniform float size; -layout(location = 0) in ivec3 modelPos; -layout(location = 1) in float yaw; + +layout(location = 0) in uint index; flat out vec3 ModelPos; flat out float Yaw; @@ -15,8 +18,9 @@ flat out float Depth; void main() { + const ivec3 modelPos = locations[cldIndex[index]].position.xyz; ModelPos = modelPos - viewPoint; - Yaw = yaw; + Yaw = locations[cldIndex[index]].rotation.x; gl_Position = viewProjection * vec4(ModelPos + centre, 1); Depth = gl_Position.w; gl_PointSize = (viewPort.w * size * 2) / gl_Position.w; diff --git a/gfx/gl/shaders/commonLocationData.glsl b/gfx/gl/shaders/commonLocationData.glsl new file mode 100644 index 0000000..4939b9b --- /dev/null +++ b/gfx/gl/shaders/commonLocationData.glsl @@ -0,0 +1,20 @@ +#ifndef COMMON_LOCATION_DATA_INCLUDED +#define COMMON_LOCATION_DATA_INCLUDED + +struct CommonLocationData { + ivec4 position; + vec4 rotation; + mat3x4 rotationMatrix; +}; + +layout(binding = 0, std430) restrict readonly buffer commonLocationData +{ + CommonLocationData locations[]; +}; + +layout(binding = 1, std430) restrict readonly buffer commonLocationDataIndex +{ + uint cldIndex[]; +}; + +#endif diff --git a/gfx/gl/shaders/dynamicPointInst.vert b/gfx/gl/shaders/dynamicPointInst.vert index 7a00099..7c50706 100644 --- a/gfx/gl/shaders/dynamicPointInst.vert +++ b/gfx/gl/shaders/dynamicPointInst.vert @@ -3,12 +3,14 @@ layout(binding = 1) uniform usampler2DRect materialData; +#include "commonLocationData.glsl" #include "materialInterface.glsl" #include "meshIn.glsl" uniform mat4 viewProjection; uniform ivec3 viewPoint; -layout(location = 5) in mat3 model; -layout(location = 8) in ivec3 modelPos; +layout(location = 5) in uint index; +mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); +ivec3 modelPos = locations[cldIndex[index]].position.xyz; #include "commonPoint.glsl" diff --git a/gfx/gl/shaders/pointLight.vert b/gfx/gl/shaders/pointLight.vert index b8ddecb..61953ad 100644 --- a/gfx/gl/shaders/pointLight.vert +++ b/gfx/gl/shaders/pointLight.vert @@ -1,10 +1,14 @@ #version 460 core +#extension GL_ARB_shading_language_include : enable + +#include "commonLocationData.glsl" layout(location = 0) in vec3 v_position; layout(location = 1) in vec3 v_colour; layout(location = 2) in float v_kq; -layout(location = 3) in mat3 model; -layout(location = 6) in ivec3 modelPos; +layout(location = 3) in uint index; +mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); +ivec3 modelPos = locations[cldIndex[index]].position.xyz; uniform ivec3 viewPoint; diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vert b/gfx/gl/shaders/shadowDynamicPointInst.vert index d020717..b978e4a 100644 --- a/gfx/gl/shaders/shadowDynamicPointInst.vert +++ b/gfx/gl/shaders/shadowDynamicPointInst.vert @@ -1,10 +1,12 @@ #version 460 core #extension GL_ARB_shading_language_include : enable +#include "commonLocationData.glsl" #include "meshIn.glsl" uniform ivec3 viewPoint; -layout(location = 5) in mat3 model; -layout(location = 8) in ivec3 modelPos; +layout(location = 5) in uint index; +mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); +ivec3 modelPos = locations[cldIndex[index]].position.xyz; #include "commonShadowPoint.glsl" diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert index 51b05c8..a5e8245 100644 --- a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert +++ b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert @@ -4,12 +4,14 @@ layout(binding = 4) uniform usampler2DRect materialData; +#include "commonLocationData.glsl" #include "getMaterialDetail.glsl" #include "materialInterface.glsl" #include "meshIn.glsl" uniform ivec3 viewPoint; -layout(location = 5) in mat3 model; -layout(location = 8) in ivec3 modelPos; +layout(location = 5) in uint index; +mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); +ivec3 modelPos = locations[cldIndex[index]].position.xyz; #include "commonShadowPoint.glsl" diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.vert b/gfx/gl/shaders/shadowDynamicPointStencil.vert index b750b3e..0a41143 100644 --- a/gfx/gl/shaders/shadowDynamicPointStencil.vert +++ b/gfx/gl/shaders/shadowDynamicPointStencil.vert @@ -1,7 +1,9 @@ #version 460 core +#extension GL_ARB_shading_language_include : enable -layout(location = 0) in ivec3 worldPos; -layout(location = 1) in float modelYaw; +#include "commonLocationData.glsl" + +layout(location = 0) in uint index; uniform ivec3 viewPoint; uniform vec3 centre; @@ -11,6 +13,6 @@ out ivec3 vworldPos; void main() { - vmodelYaw = modelYaw; - vworldPos = worldPos - viewPoint + ivec3(centre); + vmodelYaw = locations[cldIndex[index]].rotation.x; + vworldPos = locations[cldIndex[index]].position.xyz - viewPoint + ivec3(centre); } diff --git a/gfx/gl/shaders/spotLight.vert b/gfx/gl/shaders/spotLight.vert index 83f3859..6f72a63 100644 --- a/gfx/gl/shaders/spotLight.vert +++ b/gfx/gl/shaders/spotLight.vert @@ -1,12 +1,16 @@ #version 460 core +#extension GL_ARB_shading_language_include : enable + +#include "commonLocationData.glsl" layout(location = 0) in vec3 v_position; layout(location = 1) in vec3 v_direction; layout(location = 2) in vec3 v_colour; layout(location = 3) in float v_kq; layout(location = 4) in float v_arc; -layout(location = 5) in mat3 model; -layout(location = 8) in ivec3 modelPos; +layout(location = 5) in uint index; +mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); +ivec3 modelPos = locations[cldIndex[index]].position.xyz; uniform ivec3 viewPoint; diff --git a/gfx/models/lights.cpp b/gfx/models/lights.cpp new file mode 100644 index 0000000..8c0e9e6 --- /dev/null +++ b/gfx/models/lights.cpp @@ -0,0 +1,11 @@ +#include "lights.h" + +SpotLightVertex::SpotLightVertex(const SpotLightDef & light, uint32_t parentObjectIdx) : + SpotLightDef {light}, LightCommonVertex {parentObjectIdx} +{ +} + +PointLightVertex::PointLightVertex(const PointLightDef & light, uint32_t parentObjectIdx) : + PointLightDef {light}, LightCommonVertex {parentObjectIdx} +{ +} diff --git a/gfx/models/lights.h b/gfx/models/lights.h new file mode 100644 index 0000000..586b3ef --- /dev/null +++ b/gfx/models/lights.h @@ -0,0 +1,29 @@ +#pragma once + +#include "config/types.h" + +struct LightCommon { + RelativePosition3D position; + RGB colour; + RelativeDistance kq; +}; + +struct LightCommonVertex { + uint32_t parentObject; +}; + +struct SpotLightDef : LightCommon { + Direction3D direction; + Angle arc; +}; + +struct PointLightDef : LightCommon { }; + +struct SpotLightVertex : SpotLightDef, LightCommonVertex { + SpotLightVertex(const SpotLightDef &, uint32_t); +}; + +struct PointLightVertex : PointLightDef, LightCommonVertex { + PointLightVertex(const PointLightDef &, uint32_t); +}; + diff --git a/gfx/renderable.cpp b/gfx/renderable.cpp index 8caab93..8523118 100644 --- a/gfx/renderable.cpp +++ b/gfx/renderable.cpp @@ -1,4 +1,55 @@ #include "renderable.h" +#include "gfx/gl/sceneShader.h" +#include "gl_traits.h" +#include "location.h" +#include "maths.h" +#include "util.h" + +std::weak_ptr<Renderable::CommonLocationData> Renderable::commonLocationData; +std::weak_ptr<Renderable::CommonSpotLights> Renderable::commonSpotLights; +std::weak_ptr<Renderable::CommonPointLights> Renderable::commonPointLights; +std::weak_ptr<glVertexArray> Renderable::commonInstancesSpotLightVAO, Renderable::commonInstancesPointLightVAO; + +Renderable::CommonLocation::CommonLocation(Location const & location) : + position {location.pos, 0}, rotation {location.rot, 0}, rotationMatrix {location.getRotationTransform()} +{ +} + +Renderable::CommonLocation & +Renderable::CommonLocation ::operator=(Location const & location) +{ + position = location.pos || 0; + rotation = location.rot || 0.F; + rotationMatrix = location.getRotationTransform(); + return *this; +} + +Renderable::Renderable() +{ + createIfRequired(locationData, commonLocationData); + createIfRequired(spotLights, commonSpotLights); + createIfRequired(pointLights, commonPointLights); + if (createIfRequired(instancesSpotLightVAO, commonInstancesSpotLightVAO)) { + instancesSpotLightVAO->configure() + .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction, + &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc, + &SpotLightVertex::parentObject>(0); + } + if (createIfRequired(instancesPointLightVAO, commonInstancesPointLightVAO)) { + instancesPointLightVAO->configure() + .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour, + &PointLightVertex::kq, &PointLightVertex::parentObject>(0); + } +} + +GLuint +gl_traits<InstanceVertices<Renderable::CommonLocation>::InstanceProxy>::vertexArrayAttribFormat( + GLuint vao, GLuint index, GLuint offset) +{ + return gl_traits< + decltype(InstanceVertices<Renderable::CommonLocation>::InstanceProxy::index)>::vertexArrayAttribFormat(vao, + index, offset + offsetof(InstanceVertices<Renderable::CommonLocation>::InstanceProxy, index)); +}; void Renderable::preFrame(const Frustum &, const Frustum &) @@ -6,8 +57,31 @@ Renderable::preFrame(const Frustum &, const Frustum &) } void -Renderable::lights(const SceneShader &) const +Renderable::lights(const SceneShader & shader) { + glDebugScope _ {0}; + if (const auto instancesSpotLight = commonSpotLights.lock()) { + if (const auto scount = instancesSpotLight->size()) { + if (const auto instancesSpotLightVAO = commonInstancesSpotLightVAO.lock()) { + glDebugScope _ {*instancesSpotLightVAO, "Spot lights"}; + shader.spotLightInst.use(); + glBindVertexArray(*instancesSpotLightVAO); + instancesSpotLightVAO->useBuffer(0, *instancesSpotLight); + glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(scount)); + } + } + } + if (const auto instancesPointLight = commonPointLights.lock()) { + if (const auto pcount = instancesPointLight->size()) { + if (const auto instancesPointLightVAO = commonInstancesPointLightVAO.lock()) { + glDebugScope _ {*instancesPointLightVAO, "Point lights"}; + shader.pointLightInst.use(); + glBindVertexArray(*instancesPointLightVAO); + instancesPointLightVAO->useBuffer(0, *instancesPointLight); + glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(pcount)); + } + } + } } void diff --git a/gfx/renderable.h b/gfx/renderable.h index d0870ad..7f4f52e 100644 --- a/gfx/renderable.h +++ b/gfx/renderable.h @@ -1,5 +1,10 @@ #pragma once +#include "gfx/gl/glVertexArray.h" +#include "gfx/gl/instanceVertices.h" +#include "gfx/models/lights.h" +#include "gl_traits.h" +#include <glm/mat3x3.hpp> #include <special_members.h> class SceneShader; @@ -7,18 +12,47 @@ class Frustum; class ShadowMapper; class ShadowStenciller; class BillboardPainter; +class Location; class Renderable { public: - Renderable() = default; + Renderable(); virtual ~Renderable() = default; DEFAULT_MOVE_COPY(Renderable); virtual void preFrame(const Frustum &, const Frustum &); virtual void render(const SceneShader & shader, const Frustum &) const = 0; - virtual void lights(const SceneShader & shader) const; + static void lights(const SceneShader & shader); virtual void shadows(const ShadowMapper & shadowMapper, const Frustum &) const; virtual void updateStencil(const ShadowStenciller & lightDir) const; virtual void updateBillboard(const BillboardPainter &) const; + + struct CommonLocation { + CommonLocation(const Location &); + CommonLocation & operator=(const Location &); + + glm::ivec4 position; + glm::vec4 rotation; + glm::mat3x4 rotationMatrix; + }; + + using CommonLocationData = InstanceVertices<CommonLocation>; + using CommonLocationInstance = CommonLocationData::InstanceProxy; + std::shared_ptr<CommonLocationData> locationData; + static std::weak_ptr<CommonLocationData> commonLocationData; + + using CommonSpotLights = InstanceVertices<SpotLightVertex>; + std::shared_ptr<CommonSpotLights> spotLights; + static std::weak_ptr<CommonSpotLights> commonSpotLights; + using CommonPointLights = InstanceVertices<PointLightVertex>; + std::shared_ptr<CommonPointLights> pointLights; + static std::weak_ptr<CommonPointLights> commonPointLights; + std::shared_ptr<glVertexArray> instancesSpotLightVAO, instancesPointLightVAO; + static std::weak_ptr<glVertexArray> commonInstancesSpotLightVAO, commonInstancesPointLightVAO; }; + +template<> struct gl_traits<InstanceVertices<Renderable::CommonLocation>::InstanceProxy> { + static GLuint vertexArrayAttribFormat(GLuint vao, GLuint index, GLuint offset); +}; + diff --git a/lib/location.cpp b/lib/location.cpp index 13acfde..2138f0a 100644 --- a/lib/location.cpp +++ b/lib/location.cpp @@ -2,6 +2,14 @@ #include "maths.h" #include <glm/gtx/transform.hpp> +Location +Location::operator+(RelativePosition3D offset) const +{ + Location ret {*this}; + ret.pos += offset; + return ret; +} + glm::mat3 Location::getRotationTransform() const { diff --git a/lib/location.h b/lib/location.h index 016aee7..e642b41 100644 --- a/lib/location.h +++ b/lib/location.h @@ -11,6 +11,8 @@ public: [[nodiscard]] glm::mat3 getRotationTransform() const; + Location operator+(RelativePosition3D) const; + GlobalPosition3D pos; Rotation3D rot; }; diff --git a/lib/util.cpp b/lib/util.cpp deleted file mode 100644 index 408a76a..0000000 --- a/lib/util.cpp +++ /dev/null @@ -1 +0,0 @@ -#include "util.h" @@ -3,6 +3,7 @@ #include <algorithm> // IWYU pragma: keep #include <array> #include <cstddef> +#include <memory> #include <tuple> template<typename T, std::size_t N> @@ -33,3 +34,24 @@ template<size_t... N> inline constexpr auto Nth = GetNth<N...> {}; inline constexpr auto GetFirst = Nth<0>; inline constexpr auto GetSecond = Nth<1>; inline constexpr auto GetSwapped = Nth<0, 1>; + +template<typename T, typename M> struct Decompose { + consteval Decompose(M T::*) { } + + using ValueType = M; + using ContainerType = T; +}; + +template<auto MbrPtr> using MemberValueType = typename decltype(Decompose {MbrPtr})::ValueType; +template<auto MbrPtr> using ContainerType = typename decltype(Decompose {MbrPtr})::ContainerType; + +template<typename T> +bool +createIfRequired(std::shared_ptr<T> & instance, std::weak_ptr<T> & common) +{ + if (!instance && !(instance = common.lock())) { + common = instance = std::make_shared<T>(); + return true; + } + return false; +} diff --git a/test/Jamfile.jam b/test/Jamfile.jam index da2a61a..baf0db4 100644 --- a/test/Jamfile.jam +++ b/test/Jamfile.jam @@ -79,5 +79,6 @@ run test-environment.cpp : : : <library>test ; run test-ui.cpp : : : <library>test ; compile test-static-enumDetails.cpp ; compile test-static-stream_support.cpp ; +compile test-static-util.cpp ; alias perf : perf-assetFactory perf-persistence perf-geoData perf-instancing perf-terrain ; explicit perf ; diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index 90fae9b..b1cd822 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -51,7 +51,7 @@ namespace { void lights(const SceneShader & shader) const override { - objects.apply(&Renderable::lights, shader); + Renderable::lights(shader); } void diff --git a/test/test-render.cpp b/test/test-render.cpp index 35d71f3..688275c 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -1,3 +1,4 @@ +#include "game/scenary/light.h" #define BOOST_TEST_MODULE test_render #include "testHelpers.h" @@ -49,14 +50,8 @@ namespace { std::uniform_int_distribution<GlobalDistance> positionOffsetDistribution {-1500, +1500}; std::uniform_int_distribution<int> treeDistribution {1, 3}; std::uniform_int_distribution<int> treeVariantDistribution {1, 4}; - train1 = std::make_shared<RailVehicle>(brush47rvc); - train1->location.setPosition({52000, 50000, 2000}); - train1->bogies.front().setPosition(train1->bogies.front().position() + train1->location.position()); - train1->bogies.back().setPosition(train1->bogies.back().position() + train1->location.position()); - train2 = std::make_shared<RailVehicle>(brush47rvc); - train2->location.setPosition({52000, 30000, 2000}); - train2->bogies.front().setPosition(train2->bogies.front().position() + train2->location.position()); - train2->bogies.back().setPosition(train2->bogies.back().position() + train2->location.position()); + train1 = std::make_shared<RailVehicle>(brush47rvc, GlobalPosition3D {52000, 50000, 2000}); + train2 = std::make_shared<RailVehicle>(brush47rvc, GlobalPosition3D {52000, 30000, 2000}); for (auto posX = 40000; posX < 100000; posX += 5000) { for (auto posY = 65000; posY < 125000; posY += 5000) { gameState->world.create<Plant>( @@ -71,6 +66,10 @@ namespace { } rail->addLinksBetween({42000, 50000, 1000}, {65000, 50000, 1000}); rail->addLinksBetween({65000, 50000, 1000}, {75000, 45000, 2000}); + gameState->world.create<Light>(gameState->assets.at("old-lamp").dynamicCast<Illuminator>(), + Location {.pos = {25000, 52000, 1}, .rot = {}}); + gameState->world.create<Light>(gameState->assets.at("r-light").dynamicCast<Illuminator>(), + Location {.pos = {20000, 57000, 1}, .rot = {}}); } void @@ -100,8 +99,9 @@ namespace { } void - lights(const SceneShader &) const override + lights(const SceneShader & shader) const override { + Renderable::lights(shader); } void diff --git a/test/test-static-util.cpp b/test/test-static-util.cpp new file mode 100644 index 0000000..2a8aa81 --- /dev/null +++ b/test/test-static-util.cpp @@ -0,0 +1,29 @@ +#include "util.h" + +namespace { + struct Base1 { + int a; + float b; + }; + + struct Base2 { + int x; + float y; + }; + + struct Sub : Base1, Base2 { + double value; + }; + + static_assert(std::is_same_v<MemberValueType<&Base1::a>, int>); + static_assert(std::is_same_v<MemberValueType<&Base2::y>, float>); + static_assert(std::is_same_v<MemberValueType<&Sub::a>, int>); + static_assert(std::is_same_v<MemberValueType<&Sub::y>, float>); + static_assert(std::is_same_v<MemberValueType<&Sub::value>, double>); + + static_assert(std::is_same_v<ContainerType<&Base1::a>, Base1>); + static_assert(std::is_same_v<ContainerType<&Base2::y>, Base2>); + static_assert(std::is_same_v<ContainerType<&Sub::a>, Base1>); + static_assert(std::is_same_v<ContainerType<&Sub::y>, Base2>); + static_assert(std::is_same_v<ContainerType<&Sub::value>, Sub>); +} diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index cc81a9b..01b93bb 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -124,9 +124,9 @@ GameMainWindow::environment(const SceneShader &, const SceneRenderer & r) const } void -GameMainWindow::lights(const SceneShader & shader) const +GameMainWindow::lights(const SceneShader & sceneShader) const { - gameState->world.apply<const Renderable>(&Renderable::lights, shader); + Renderable::lights(sceneShader); } void |
