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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-23 21:46:21 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-26 00:07:19 +0100
commite751ab465bbbf1365ec6e108c64dafd03ce42f1d (patch)
treed0c6dc9cd16ea6cdedc89e575af7b012d935d4cb /game/vehicles
parentHandle rendering of RailVehicles through RailVehicleClass instancing (diff)
downloadilt-e751ab465bbbf1365ec6e108c64dafd03ce42f1d.tar.bz2
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Pop and complete instanced shadow support
Diffstat (limited to 'game/vehicles')
-rw-r--r--game/vehicles/railVehicleClass.cpp15
1 files changed, 14 insertions, 1 deletions
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 3e62bf1..66d7ba3 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -65,6 +65,19 @@ RailVehicleClass::render(const SceneShader & shader) const
}
void
-RailVehicleClass::shadows(const ShadowMapper &) const
+RailVehicleClass::shadows(const ShadowMapper & mapper) const
{
+ if (const auto count = instancesBody.count()) {
+ mapper.dynamicPointInst.use();
+ glBindVertexArray(instanceVAO);
+ glDrawElementsInstanced(
+ bodyMesh->type(), bodyMesh->count(), GL_UNSIGNED_INT, nullptr, static_cast<GLsizei>(count));
+ glBindVertexArray(instancesBogiesVAO.front());
+ glDrawElementsInstanced(bogies.front()->type(), bogies.front()->count(), GL_UNSIGNED_INT, nullptr,
+ static_cast<GLsizei>(instancesBogies.front().count()));
+ glBindVertexArray(instancesBogiesVAO.back());
+ glDrawElementsInstanced(bogies.back()->type(), bogies.back()->count(), GL_UNSIGNED_INT, nullptr,
+ static_cast<GLsizei>(instancesBogies.back().count()));
+ glBindVertexArray(0);
+ }
}