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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-10 19:04:30 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-10 19:04:30 +0000
commitb8401062e1d3f5e6554ab7fd9b983ea63cfb05c5 (patch)
treeba5c4f944cee1fa04b4aba8b018c3f1f7864490e /game
parentAdd spot light definition, loader, and rendering (diff)
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Initial commit with working light instancing
Diffstat (limited to 'game')
-rw-r--r--game/scenary/illuminator.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp
index 43b6e4e..6f51506 100644
--- a/game/scenary/illuminator.cpp
+++ b/game/scenary/illuminator.cpp
@@ -25,10 +25,10 @@ Illuminator::postLoad()
bodyMesh->configureVAO(instanceVAO)
.addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
VertexArrayObject {instancesSpotLightVAO}
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 0)
.addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction,
&SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>(
- instancesSpotLight.bufferName(), 1);
+ 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);
});
@@ -47,13 +47,13 @@ Illuminator::render(const SceneShader & shader) const
}
void
-Illuminator::lights(const SceneShader &) const
+Illuminator::lights(const SceneShader & shader) const
{
if (const auto count = instances.size()) {
if (const auto scount = instancesSpotLight.size()) {
- // shader.pointLight.use();
+ shader.spotLightInst.use();
glBindVertexArray(instancesSpotLightVAO);
- glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(count), static_cast<GLsizei>(scount));
+ glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count));
}
glBindVertexArray(0);