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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-14 18:03:34 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-14 18:03:34 +0100 |
commit | 5776a36b454fac04617313da011d7aa2b0e834d3 (patch) | |
tree | 1eb96d07e9a17a51e5763f397fc003f762cd2e75 /game | |
parent | Merge branch 'model-factory-textures' (diff) | |
parent | Add an asset template and use it to define all the foliage assets in the plan... (diff) | |
download | ilt-5776a36b454fac04617313da011d7aa2b0e834d3.tar.bz2 ilt-5776a36b454fac04617313da011d7aa2b0e834d3.tar.xz ilt-5776a36b454fac04617313da011d7aa2b0e834d3.zip |
Merge branch 'assimp'
Diffstat (limited to 'game')
-rw-r--r-- | game/scenary/foliage.cpp | 33 | ||||
-rw-r--r-- | game/scenary/foliage.h | 22 | ||||
-rw-r--r-- | game/scenary/plant.cpp | 13 | ||||
-rw-r--r-- | game/scenary/plant.h | 22 | ||||
-rw-r--r-- | game/vehicles/railVehicleClass.cpp | 53 | ||||
-rw-r--r-- | game/vehicles/railVehicleClass.h | 9 |
6 files changed, 90 insertions, 62 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) { } +}; diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index 4e9263c..b7a3b1e 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -2,7 +2,6 @@ #include "gfx/gl/sceneShader.h" #include "gfx/gl/shadowMapper.h" #include "gfx/models/mesh.h" -#include "gfx/models/obj.h" #include "gfx/models/texture.h" #include <algorithm> #include <array> @@ -22,25 +21,6 @@ #include <utility> #include <vector> -RailVehicleClass::RailVehicleClass(const std::string & name) : - RailVehicleClass {std::make_unique<ObjParser>(Resource::mapPath(name + ".obj")), - Texture::cachedTexture.get(Resource::mapPath(name + ".png"))} -{ -} - -RailVehicleClass::RailVehicleClass(std::unique_ptr<ObjParser> o, std::shared_ptr<Texture> t) : - texture {std::move(t)}, maxSpeed(95._mph) -{ - wheelBase = bogieOffset(*o); - length = objectLength(*o); - const auto m = o->createMeshes(); - bodyMesh = m.at("Body"); - bogies[0] = m.at("Bogie1"); - bogies[1] = m.at("Bogie2"); -} - -RailVehicleClass::RailVehicleClass() { } - bool RailVehicleClass::persist(Persistence::PersistenceStore & store) { @@ -80,36 +60,3 @@ RailVehicleClass::shadows( bogies[b]->Draw(); } } - -float -RailVehicleClass::bogieOffset(ObjParser & o) -{ - float wheelBase {0}; - // offset bogie positions so they can be set directly - for (auto & object : o.objects) { // bogie object index - if (!object.first.starts_with("Bogie")) { - continue; - } - std::set<std::pair<float, std::size_t>> vertexIds; - for (const auto & face : object.second) { - for (const auto & faceElement : face) { - vertexIds.emplace(o.vertices[faceElement.x - 1].y, faceElement.x - 1); - } - } - const auto offset = (vertexIds.begin()->first + vertexIds.rbegin()->first) / 2; - for (const auto & v : vertexIds) { - o.vertices[v.second].y -= offset; - } - wheelBase += std::abs(offset); - } - return wheelBase; -} - -float -RailVehicleClass::objectLength(ObjParser & o) -{ - const auto mme = std::minmax_element(o.vertices.begin(), o.vertices.end(), [](const auto & v1, const auto & v2) { - return v1.y < v2.y; - }); - return mme.second->y - mme.first->y; -} diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h index 61ec4ec..1a52e2b 100644 --- a/game/vehicles/railVehicleClass.h +++ b/game/vehicles/railVehicleClass.h @@ -9,14 +9,10 @@ class SceneShader; class ShadowMapper; class Texture; -class ObjParser; class Location; class RailVehicleClass : public Asset { public: - explicit RailVehicleClass(const std::string & name); - RailVehicleClass(); - void render(const SceneShader &, const Location &, const std::array<Location, 2> &) const; void shadows(const ShadowMapper &, const Location &, const std::array<Location, 2> &) const; @@ -31,10 +27,5 @@ protected: friend Persistence::SelectionPtrBase<std::shared_ptr<RailVehicleClass>>; bool persist(Persistence::PersistenceStore & store) override; void postLoad() override; - -private: - RailVehicleClass(std::unique_ptr<ObjParser> obj, std::shared_ptr<Texture>); - static float bogieOffset(ObjParser & o); - static float objectLength(ObjParser & o); }; using RailVehicleClassPtr = std::shared_ptr<RailVehicleClass>; |