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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-10 01:10:44 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-10 01:10:44 +0000 |
commit | 8740d30b01f6c12e2fcea0450df73736cd17dc87 (patch) | |
tree | de7715148889aba33d1ccca6740a0e661c866087 | |
parent | Add lights resource set and test scene (diff) | |
download | ilt-8740d30b01f6c12e2fcea0450df73736cd17dc87.tar.bz2 ilt-8740d30b01f6c12e2fcea0450df73736cd17dc87.tar.xz ilt-8740d30b01f6c12e2fcea0450df73736cd17dc87.zip |
Add spot light definition, loader, and rendering
Rendering is untested, data is passed to whatever GL program is currently active.
-rw-r--r-- | game/scenary/illuminator.cpp | 27 | ||||
-rw-r--r-- | game/scenary/illuminator.h | 21 | ||||
-rw-r--r-- | res/lights.xml | 1 | ||||
-rw-r--r-- | test/test-assetFactory.cpp | 1 |
4 files changed, 46 insertions, 4 deletions
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 4989933..43b6e4e 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -5,9 +5,17 @@ #include "location.h" 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::persist(Persistence::PersistenceStore & store) { - return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct) && Asset::persist(store); + return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct) + && STORE_HELPER(spotLight, Persistence::Appender<decltype(spotLight)>) && Asset::persist(store); } void @@ -16,6 +24,14 @@ Illuminator::postLoad() texture = getTexture(); bodyMesh->configureVAO(instanceVAO) .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + VertexArrayObject {instancesSpotLightVAO} + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 0) + .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction, + &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>( + instancesSpotLight.bufferName(), 1); + std::transform(spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { + return instancesSpotLight.acquire(*s); + }); } void @@ -34,7 +50,12 @@ void Illuminator::lights(const SceneShader &) const { if (const auto count = instances.size()) { - // shader.pointLight.use(); - // bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); + if (const auto scount = instancesSpotLight.size()) { + // shader.pointLight.use(); + glBindVertexArray(instancesSpotLightVAO); + glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(count), static_cast<GLsizei>(scount)); + } + + glBindVertexArray(0); } } diff --git a/game/scenary/illuminator.h b/game/scenary/illuminator.h index db9acfb..99b87eb 100644 --- a/game/scenary/illuminator.h +++ b/game/scenary/illuminator.h @@ -11,11 +11,27 @@ class Texture; class Illuminator : public Asset, public Renderable, public StdTypeDefs<Illuminator> { Mesh::Ptr bodyMesh; std::shared_ptr<Texture> texture; - glVertexArray instanceVAO; + glVertexArray instanceVAO, instancesSpotLightVAO; + +public: + struct SpotLightVertex { + RelativePosition3D position; + Direction3D direction; + RGB colour; + RelativeDistance kq; + Angle arc; + }; + + struct SpotLight : Persistence::Persistable, SpotLightVertex, StdTypeDefs<SpotLight> { + private: + friend Persistence::SelectionPtrBase<std::shared_ptr<SpotLight>>; + bool persist(Persistence::PersistenceStore & store) override; + }; public: using LocationVertex = std::pair<glm::mat4, GlobalPosition3D>; mutable InstanceVertices<LocationVertex> instances; + mutable InstanceVertices<SpotLightVertex> instancesSpotLight; void render(const SceneShader &) const override; void lights(const SceneShader &) const override; @@ -23,4 +39,7 @@ protected: friend Persistence::SelectionPtrBase<std::shared_ptr<Illuminator>>; bool persist(Persistence::PersistenceStore & store) override; void postLoad() override; + + std::vector<SpotLight::Ptr> spotLight; + std::vector<InstanceVertices<SpotLightVertex>::InstanceProxy> spotLightInstances; }; diff --git a/res/lights.xml b/res/lights.xml index 137137d..5c11fdf 100644 --- a/res/lights.xml +++ b/res/lights.xml @@ -6,6 +6,7 @@ <use type="cylinder" scale="0.07,0.07,3" position="0,0,1" colour="lightslategray"/> <use type="cylinder" scale="0.05,0.05,1.5" position="0,0.1,4" rotation="1.5,0,0" colour="lightslategray"/> </bodyMesh> + <spotLight position="0,1.4,4.1" direction="0,0,-1" colour=".9,.9,.9" kq="8000" arc="1.5"/> </asset> <!-- yes I'm hacking some floor to light up as though its a bush --> <asset p.typeid="Foliage" id="floor" name="floor"> diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index e7ba19c..91a5321 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -49,6 +49,7 @@ public: lights(const SceneShader & shader) const override { shader.pointLight.add({-3, 1, 5}, {1, 1, 1}, .1F); + objects.apply(&Renderable::lights, shader); } void |