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authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-12 01:15:26 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-12 01:15:26 +0000
commit6d9d393ae60bfc6b2625a5540cd60ffed478aa13 (patch)
treebfb184ff995f03c998129e79f786208586fa9360 /game/vehicles/railVehicleClass.cpp
parentReuse vertex array objects for common structures with DSA (diff)
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Shared VAO for all 3 parts of RailVehicleClass
Rearranges its LocationVertex to be 3 repeated Parts. Adds helpers to glvglVertexArray for useBuffer with various offsets. Render is then an iteration of the meshes and the location data at the nth offset.
Diffstat (limited to 'game/vehicles/railVehicleClass.cpp')
-rw-r--r--game/vehicles/railVehicleClass.cpp50
1 files changed, 26 insertions, 24 deletions
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index d94d4ca..176fe82 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -7,6 +7,7 @@
#include <location.h>
#include <maths.h>
#include <memory>
+#include <ranges>
bool
RailVehicleClass::persist(Persistence::PersistenceStore & store)
@@ -20,12 +21,11 @@ std::any
RailVehicleClass::createAt(const Location & position) const
{
return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>(instances.acquire(LocationVertex {
- .body = position.getRotationTransform(),
- .front = position.getRotationTransform(),
- .back = position.getRotationTransform(),
- .bodyPos = position.pos,
- .frontPos = {sincos(position.rot.x) * wheelBase * 0.5F, position.pos.z},
- .backPos = {sincos(position.rot.x) * wheelBase * -0.5F, position.pos.z},
+ .body = {.rotation = position.getRotationTransform(), .position = position.pos},
+ .front = {.rotation = position.getRotationTransform(),
+ .position = {sincos(position.rot.x) * wheelBase * 0.5F, position.pos.z}},
+ .back = {.rotation = position.getRotationTransform(),
+ .position = {sincos(position.rot.x) * wheelBase * -0.5F, position.pos.z}},
}));
}
@@ -35,42 +35,44 @@ RailVehicleClass::postLoad()
texture = getTexture();
glDebugScope _ {0};
bodyMesh->configureVAO(instanceVAO, 0)
- .addAttribs<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(1);
- bogies.front()
- ->configureVAO(instancesBogiesVAO.front(), 0)
- .addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(1);
- bogies.back()
- ->configureVAO(instancesBogiesVAO.back(), 0)
- .addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(1);
+ .addAttribs<LocationVertex, &LocationVertex::Part::rotation, &LocationVertex::Part::position>(1);
static_assert(sizeof(LocationVertex) == 144UL);
}
void
+RailVehicleClass::renderAllParts(const size_t count) const
+{
+ using PartPair = std::pair<Mesh::Ptr, LocationVertex::Part LocationVertex::*>;
+ const auto bufferName = instances.bufferName();
+ for (const auto & [mesh, part] : {
+ PartPair {bodyMesh, &LocationVertex::body},
+ PartPair {bogies.front(), &LocationVertex::front},
+ PartPair {bogies.back(), &LocationVertex::back},
+ }) {
+ instanceVAO.useBuffer<LocationVertex>(1, bufferName, part);
+ mesh->drawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ }
+}
+
+void
RailVehicleClass::render(const SceneShader & shader, const Frustum &) const
{
- if (const auto count = static_cast<GLsizei>(instances.size())) {
+ if (const auto count = (instances.size())) {
glDebugScope _ {instanceVAO};
if (texture) {
texture->bind(0);
}
shader.basicInst.use();
- instanceVAO.useBuffer(1, instances);
- instancesBogiesVAO.front().useBuffer(1, instances);
- instancesBogiesVAO.back().useBuffer(1, instances);
- bodyMesh->drawInstanced(instanceVAO, count);
- bogies.front()->drawInstanced(instancesBogiesVAO.front(), count);
- bogies.back()->drawInstanced(instancesBogiesVAO.back(), count);
+ renderAllParts(count);
}
}
void
RailVehicleClass::shadows(const ShadowMapper & mapper, const Frustum &) const
{
- if (const auto count = static_cast<GLsizei>(instances.size())) {
+ if (const auto count = instances.size()) {
glDebugScope _ {instanceVAO};
mapper.dynamicPointInst.use();
- bodyMesh->drawInstanced(instanceVAO, count);
- bogies.front()->drawInstanced(instancesBogiesVAO.front(), count);
- bogies.back()->drawInstanced(instancesBogiesVAO.back(), count);
+ renderAllParts(count);
}
}