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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-13 11:31:13 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-13 11:31:13 +0000 |
commit | 332355a9f4a4199e0ddb51852546d44ec54e176f (patch) | |
tree | 4998cde56004f53a0218dc5f00d578f939ffea08 /game/scenary | |
parent | Integer support in persistence (diff) | |
parent | Only create VAOs for the light type(s) in use (diff) | |
download | ilt-332355a9f4a4199e0ddb51852546d44ec54e176f.tar.bz2 ilt-332355a9f4a4199e0ddb51852546d44ec54e176f.tar.xz ilt-332355a9f4a4199e0ddb51852546d44ec54e176f.zip |
Merge branch 'model-lights'
Diffstat (limited to 'game/scenary')
-rw-r--r-- | game/scenary/illuminator.cpp | 90 | ||||
-rw-r--r-- | game/scenary/illuminator.h | 60 | ||||
-rw-r--r-- | game/scenary/light.cpp | 7 | ||||
-rw-r--r-- | game/scenary/light.h | 19 |
4 files changed, 176 insertions, 0 deletions
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp new file mode 100644 index 0000000..e3810ec --- /dev/null +++ b/game/scenary/illuminator.cpp @@ -0,0 +1,90 @@ +#include "illuminator.h" +#include "gfx/gl/sceneShader.h" +#include "gfx/gl/vertexArrayObject.h" +#include "gfx/models/texture.h" // IWYU pragma: keep + +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::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); +} + +void +Illuminator::postLoad() +{ + if (spotLight.empty() && pointLight.empty()) { + throw std::logic_error {"Illuminator has no lights"}; + } + texture = getTexture(); + bodyMesh->configureVAO(instanceVAO) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + if (!spotLight.empty()) { + instancesSpotLightVAO.emplace(); + VertexArrayObject {*instancesSpotLightVAO} + .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction, + &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>( + instancesSpotLight.bufferName(), 0) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + std::transform( + spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { + return instancesSpotLight.acquire(*s); + }); + } + if (!pointLight.empty()) { + instancesPointLightVAO.emplace(); + 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 +Illuminator::render(const SceneShader & shader) const +{ + if (const auto count = instances.size()) { + shader.basicInst.use(); + if (texture) { + texture->bind(); + } + bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); + } +} + +void +Illuminator::lights(const SceneShader & shader) const +{ + if (const auto count = instances.size()) { + if (const auto scount = instancesSpotLight.size()) { + shader.spotLightInst.use(); + 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); + } +} diff --git a/game/scenary/illuminator.h b/game/scenary/illuminator.h new file mode 100644 index 0000000..893e5c7 --- /dev/null +++ b/game/scenary/illuminator.h @@ -0,0 +1,60 @@ +#pragma once + +#include "assetFactory/asset.h" +#include "gfx/gl/instanceVertices.h" +#include "gfx/renderable.h" + +class SceneShader; +class Location; +class Texture; + +class Illuminator : public Asset, public Renderable, public StdTypeDefs<Illuminator> { + Mesh::Ptr bodyMesh; + std::shared_ptr<Texture> texture; + glVertexArray instanceVAO; + std::optional<glVertexArray> instancesSpotLightVAO, instancesPointLightVAO; + +public: + struct LightCommonVertex { + RelativePosition3D position; + RGB colour; + RelativeDistance kq; + }; + + struct SpotLightVertex : LightCommonVertex { + Direction3D direction; + Angle arc; + }; + + struct PointLightVertex : LightCommonVertex { }; + + struct SpotLight : Persistence::Persistable, SpotLightVertex, StdTypeDefs<SpotLight> { + private: + friend Persistence::SelectionPtrBase<std::shared_ptr<SpotLight>>; + bool persist(Persistence::PersistenceStore & store) override; + }; + + struct PointLight : Persistence::Persistable, PointLightVertex, StdTypeDefs<PointLight> { + private: + friend Persistence::SelectionPtrBase<std::shared_ptr<PointLight>>; + bool persist(Persistence::PersistenceStore & store) override; + }; + +public: + using LocationVertex = std::pair<glm::mat4, GlobalPosition3D>; + mutable InstanceVertices<LocationVertex> instances; + mutable InstanceVertices<SpotLightVertex> instancesSpotLight; + mutable InstanceVertices<PointLightVertex> instancesPointLight; + void render(const SceneShader &) const override; + void lights(const SceneShader &) const override; + +protected: + friend Persistence::SelectionPtrBase<std::shared_ptr<Illuminator>>; + bool persist(Persistence::PersistenceStore & store) override; + void postLoad() override; + + std::vector<SpotLight::Ptr> spotLight; + std::vector<PointLight::Ptr> pointLight; + std::vector<InstanceVertices<SpotLightVertex>::InstanceProxy> spotLightInstances; + std::vector<InstanceVertices<PointLightVertex>::InstanceProxy> pointLightInstances; +}; diff --git a/game/scenary/light.cpp b/game/scenary/light.cpp new file mode 100644 index 0000000..6207497 --- /dev/null +++ b/game/scenary/light.cpp @@ -0,0 +1,7 @@ +#include "light.h" +#include "location.h" + +Light::Light(std::shared_ptr<const Illuminator> type, const Location & position) : + type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)} +{ +} diff --git a/game/scenary/light.h b/game/scenary/light.h new file mode 100644 index 0000000..0b19535 --- /dev/null +++ b/game/scenary/light.h @@ -0,0 +1,19 @@ +#pragma once + +#include "game/worldobject.h" +#include "illuminator.h" + +class Location; + +class Light : public WorldObject { + std::shared_ptr<const Illuminator> type; + InstanceVertices<Illuminator::LocationVertex>::InstanceProxy location; + + void + tick(TickDuration) override + { + } + +public: + Light(std::shared_ptr<const Illuminator> type, const Location & position); +}; |