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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-10 01:10:44 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-10 01:10:44 +0000
commit8740d30b01f6c12e2fcea0450df73736cd17dc87 (patch)
treede7715148889aba33d1ccca6740a0e661c866087 /game/scenary/illuminator.cpp
parentAdd lights resource set and test scene (diff)
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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.cpp27
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);
}
}