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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-14 18:03:34 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-14 18:03:34 +0100
commit5776a36b454fac04617313da011d7aa2b0e834d3 (patch)
tree1eb96d07e9a17a51e5763f397fc003f762cd2e75 /game/scenary
parentMerge branch 'model-factory-textures' (diff)
parentAdd an asset template and use it to define all the foliage assets in the plan... (diff)
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Merge branch 'assimp'
Diffstat (limited to 'game/scenary')
-rw-r--r--game/scenary/foliage.cpp33
-rw-r--r--game/scenary/foliage.h22
-rw-r--r--game/scenary/plant.cpp13
-rw-r--r--game/scenary/plant.h22
4 files changed, 90 insertions, 0 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
new file mode 100644
index 0000000..d39d500
--- /dev/null
+++ b/game/scenary/foliage.cpp
@@ -0,0 +1,33 @@
+#include "foliage.h"
+#include "gfx/gl/sceneShader.h"
+#include "gfx/gl/shadowMapper.h"
+#include "gfx/models/texture.h"
+
+bool
+Foliage::persist(Persistence::PersistenceStore & store)
+{
+ return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct) && Asset::persist(store);
+}
+
+void
+Foliage::postLoad()
+{
+ texture = getTexture();
+}
+
+void
+Foliage::render(const SceneShader & shader, const Location & loc) const
+{
+ shader.basic.use(loc);
+ if (texture) {
+ texture->bind();
+ }
+ bodyMesh->Draw();
+}
+
+void
+Foliage::shadows(const ShadowMapper & mapper, const Location & loc) const
+{
+ mapper.dynamicPoint.use(loc);
+ bodyMesh->Draw();
+}
diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h
new file mode 100644
index 0000000..b85aab2
--- /dev/null
+++ b/game/scenary/foliage.h
@@ -0,0 +1,22 @@
+#pragma once
+
+#include "assetFactory/asset.h"
+
+class SceneShader;
+class ShadowMapper;
+class Location;
+class Texture;
+
+class Foliage : public Asset, public StdTypeDefs<Foliage> {
+ Mesh::Ptr bodyMesh;
+ std::shared_ptr<Texture> texture;
+
+public:
+ void render(const SceneShader &, const Location &) const;
+ void shadows(const ShadowMapper &, const Location &) const;
+
+protected:
+ friend Persistence::SelectionPtrBase<std::shared_ptr<Foliage>>;
+ bool persist(Persistence::PersistenceStore & store) override;
+ void postLoad() override;
+};
diff --git a/game/scenary/plant.cpp b/game/scenary/plant.cpp
new file mode 100644
index 0000000..2b01bee
--- /dev/null
+++ b/game/scenary/plant.cpp
@@ -0,0 +1,13 @@
+#include "plant.h"
+
+void
+Plant::render(const SceneShader & shader) const
+{
+ type->render(shader, position);
+}
+
+void
+Plant::shadows(const ShadowMapper & mapper) const
+{
+ type->shadows(mapper, position);
+}
diff --git a/game/scenary/plant.h b/game/scenary/plant.h
new file mode 100644
index 0000000..55acca1
--- /dev/null
+++ b/game/scenary/plant.h
@@ -0,0 +1,22 @@
+#pragma once
+
+#include "foliage.h"
+#include "game/worldobject.h"
+#include "gfx/renderable.h"
+#include "location.hpp"
+
+class Plant : public Renderable, public WorldObject {
+ std::shared_ptr<const Foliage> type;
+ Location position;
+
+ void render(const SceneShader & shader) const override;
+ void shadows(const ShadowMapper & shadowMapper) const override;
+
+ void
+ tick(TickDuration) override
+ {
+ }
+
+public:
+ Plant(std::shared_ptr<const Foliage> type, Location position) : type(std::move(type)), position(position) { }
+};