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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-12 19:35:58 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-12 19:35:58 +0000 |
commit | 51eb25ea0f1373ca0442b02049406af38eae3b33 (patch) | |
tree | 389169a5f60d58398554168b94a0c6003302fbf6 /game/scenary/illuminator.cpp | |
parent | Fix order or multiple to address reversed rotation (diff) | |
download | ilt-51eb25ea0f1373ca0442b02049406af38eae3b33.tar.bz2 ilt-51eb25ea0f1373ca0442b02049406af38eae3b33.tar.xz ilt-51eb25ea0f1373ca0442b02049406af38eae3b33.zip |
Add model support for point lights
Still invokes non-instanced point light shader
Diffstat (limited to 'game/scenary/illuminator.cpp')
-rw-r--r-- | game/scenary/illuminator.cpp | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 6f51506..3de4e52 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -12,9 +12,16 @@ Illuminator::SpotLight::persist(Persistence::PersistenceStore & store) } bool +Illuminator::PointLight::persist(Persistence::PersistenceStore & store) +{ + return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(colour) && STORE_MEMBER(kq); +} + +bool Illuminator::persist(Persistence::PersistenceStore & store) { return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct) + && STORE_HELPER(pointLight, Persistence::Appender<decltype(pointLight)>) && STORE_HELPER(spotLight, Persistence::Appender<decltype(spotLight)>) && Asset::persist(store); } @@ -32,6 +39,14 @@ Illuminator::postLoad() 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); + }); } void @@ -55,6 +70,11 @@ Illuminator::lights(const SceneShader & shader) const 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); + glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count)); + } glBindVertexArray(0); } |