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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 /game/scenary/illuminator.cpp | |
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.
Diffstat (limited to 'game/scenary/illuminator.cpp')
-rw-r--r-- | game/scenary/illuminator.cpp | 27 |
1 files changed, 24 insertions, 3 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); } } |