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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-13 11:23:12 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-13 11:23:12 +0000 |
commit | e31f69ec26f5c128ae421eb418628ebcdfafb8f3 (patch) | |
tree | 4998cde56004f53a0218dc5f00d578f939ffea08 | |
parent | Merge common parts of light type vertices (diff) | |
download | ilt-e31f69ec26f5c128ae421eb418628ebcdfafb8f3.tar.bz2 ilt-e31f69ec26f5c128ae421eb418628ebcdfafb8f3.tar.xz ilt-e31f69ec26f5c128ae421eb418628ebcdfafb8f3.zip |
Only create VAOs for the light type(s) in use
-rw-r--r-- | game/scenary/illuminator.cpp | 43 | ||||
-rw-r--r-- | game/scenary/illuminator.h | 3 |
2 files changed, 27 insertions, 19 deletions
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 7d072f9..e3810ec 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -33,22 +33,29 @@ Illuminator::postLoad() texture = getTexture(); bodyMesh->configureVAO(instanceVAO) .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); - VertexArrayObject {instancesSpotLightVAO} - .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction, - &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>( - instancesSpotLight.bufferName(), 0) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); - std::transform(spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { - return instancesSpotLight.acquire(*s); - }); - VertexArrayObject {instancesPointLightVAO} - .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour, - &PointLightVertex::kq>(instancesPointLight.bufferName(), 0) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); - std::transform( - pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) { - return instancesPointLight.acquire(*s); - }); + if (!spotLight.empty()) { + instancesSpotLightVAO.emplace(); + VertexArrayObject {*instancesSpotLightVAO} + .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction, + &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>( + instancesSpotLight.bufferName(), 0) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + std::transform( + spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { + return instancesSpotLight.acquire(*s); + }); + } + if (!pointLight.empty()) { + instancesPointLightVAO.emplace(); + VertexArrayObject {*instancesPointLightVAO} + .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour, + &PointLightVertex::kq>(instancesPointLight.bufferName(), 0) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + std::transform( + pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) { + return instancesPointLight.acquire(*s); + }); + } } void @@ -69,12 +76,12 @@ Illuminator::lights(const SceneShader & shader) const if (const auto count = instances.size()) { if (const auto scount = instancesSpotLight.size()) { shader.spotLightInst.use(); - glBindVertexArray(instancesSpotLightVAO); + glBindVertexArray(*instancesSpotLightVAO); glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count)); } if (const auto pcount = instancesPointLight.size()) { shader.pointLightInst.use(); - glBindVertexArray(instancesPointLightVAO); + glBindVertexArray(*instancesPointLightVAO); glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count)); } diff --git a/game/scenary/illuminator.h b/game/scenary/illuminator.h index 1c493b2..893e5c7 100644 --- a/game/scenary/illuminator.h +++ b/game/scenary/illuminator.h @@ -11,7 +11,8 @@ class Texture; class Illuminator : public Asset, public Renderable, public StdTypeDefs<Illuminator> { Mesh::Ptr bodyMesh; std::shared_ptr<Texture> texture; - glVertexArray instanceVAO, instancesSpotLightVAO, instancesPointLightVAO; + glVertexArray instanceVAO; + std::optional<glVertexArray> instancesSpotLightVAO, instancesPointLightVAO; public: struct LightCommonVertex { |