summaryrefslogtreecommitdiff
path: root/game/scenary/foliage.cpp
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2024-10-22 01:01:02 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-10-22 01:01:02 +0100
commit9edf8711471db08427c5441ed37b6dfe3dd7f3b4 (patch)
tree4356058e9fd85e44c4404c5db8d5d3322a64aa29 /game/scenary/foliage.cpp
parentBump to CTRE to v3.9.0-1-gacb2f4d to fix compilation with clang 19 (diff)
parentFurther template maths functions (diff)
downloadilt-9edf8711471db08427c5441ed37b6dfe3dd7f3b4.tar.bz2
ilt-9edf8711471db08427c5441ed37b6dfe3dd7f3b4.tar.xz
ilt-9edf8711471db08427c5441ed37b6dfe3dd7f3b4.zip
Merge branch 'billboard-shadows'
Diffstat (limited to 'game/scenary/foliage.cpp')
-rw-r--r--game/scenary/foliage.cpp27
1 files changed, 19 insertions, 8 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 73d285f..a0ec576 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -2,8 +2,6 @@
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/vertexArrayObject.h"
-#include "gfx/models/texture.h"
-#include "location.h"
bool
Foliage::persist(Persistence::PersistenceStore & store)
@@ -16,7 +14,18 @@ Foliage::postLoad()
{
texture = getTexture();
bodyMesh->configureVAO(instanceVAO)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
+ .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(
+ instances.bufferName(), 1);
+ VertexArrayObject {instancePointVAO}.addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(
+ instances.bufferName());
+}
+
+void
+Foliage::updateStencil(const ShadowStenciller & ss) const
+{
+ if (instances.size() > 0) {
+ ss.renderStencil(shadowStencil, *bodyMesh, texture);
+ }
}
void
@@ -35,10 +44,12 @@ void
Foliage::shadows(const ShadowMapper & mapper) const
{
if (const auto count = instances.size()) {
- mapper.dynamicPointInstWithTextures.use();
- if (texture) {
- texture->bind(GL_TEXTURE3);
- }
- bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ const auto dimensions = bodyMesh->getDimensions();
+ mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, shadowStencil);
+ glBindVertexArray(instancePointVAO);
+ glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(count));
+ glBindVertexArray(0);
}
}