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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-20 20:27:43 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-20 20:27:43 +0100
commitac05fbbc71282b059164b51efd68ee6e372870cb (patch)
treea505ed3e38a8e2419c1d706f45dd39873b627962 /game/scenary/foliage.cpp
parentExpose bufferName and count from InstanceVertices (diff)
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Switch to render trees in bulk through foliage asset rendering
Diffstat (limited to 'game/scenary/foliage.cpp')
-rw-r--r--game/scenary/foliage.cpp22
1 files changed, 14 insertions, 8 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index d39d500..35be051 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -1,7 +1,9 @@
#include "foliage.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
+#include "gfx/gl/vertexArrayObject.hpp"
#include "gfx/models/texture.h"
+#include "location.hpp"
bool
Foliage::persist(Persistence::PersistenceStore & store)
@@ -13,21 +15,25 @@ void
Foliage::postLoad()
{
texture = getTexture();
+ bodyMesh->configureVAO(instanceVAO).addAttribs<glm::mat4>(instances.bufferName(), 1);
}
void
-Foliage::render(const SceneShader & shader, const Location & loc) const
+Foliage::render(const SceneShader & shader) const
{
- shader.basic.use(loc);
- if (texture) {
- texture->bind();
+ if (const auto count = instances.count()) {
+ shader.basicInst.use();
+ if (texture) {
+ texture->bind();
+ }
+ glBindVertexArray(instanceVAO);
+ glDrawElementsInstanced(
+ bodyMesh->type(), bodyMesh->count(), GL_UNSIGNED_INT, nullptr, static_cast<GLsizei>(count));
+ glBindVertexArray(0);
}
- bodyMesh->Draw();
}
void
-Foliage::shadows(const ShadowMapper & mapper, const Location & loc) const
+Foliage::shadows(const ShadowMapper &) const
{
- mapper.dynamicPoint.use(loc);
- bodyMesh->Draw();
}