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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-22 19:06:42 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-22 19:06:42 +0100 |
commit | d1f79b4c438ebf0822741e103b2cb06bdee4514e (patch) | |
tree | a4d574d12cd81d5e33886ce7ca961f7dbe872fcf /gfx/gl/sceneShader.cpp | |
parent | Rename lots of shader files (diff) | |
parent | Keep the instance unused vector sorted and binary search it (diff) | |
download | ilt-d1f79b4c438ebf0822741e103b2cb06bdee4514e.tar.bz2 ilt-d1f79b4c438ebf0822741e103b2cb06bdee4514e.tar.xz ilt-d1f79b4c438ebf0822741e103b2cb06bdee4514e.zip |
Merge branch 'instancing'
Diffstat (limited to 'gfx/gl/sceneShader.cpp')
-rw-r--r-- | gfx/gl/sceneShader.cpp | 29 |
1 files changed, 17 insertions, 12 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index bcd0590..00d9826 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -8,6 +8,7 @@ #include <gfx/gl/shaders/gs-pointLight.h> #include <gfx/gl/shaders/gs-spotLight.h> #include <gfx/gl/shaders/vs-dynamicPoint.h> +#include <gfx/gl/shaders/vs-dynamicPointInst.h> #include <gfx/gl/shaders/vs-fixedPoint.h> #include <gfx/gl/shaders/vs-pointLight.h> #include <gfx/gl/shaders/vs-spotLight.h> @@ -18,13 +19,17 @@ #include <location.hpp> #include <maths.h> -SceneShader::SceneShader() : landmass {fixedPoint_vs, landmass_fs}, absolute {fixedPoint_vs, material_fs} { } +SceneShader::SceneShader() : + basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs}, + absolute {fixedPoint_vs, material_fs} +{ +} void SceneShader::setViewProjection(const glm::mat4 & viewProjection) const { - for (const auto & prog : - std::array<const SceneProgram *, 6> {&basic, &water, &landmass, &absolute, &pointLight, &spotLight}) { + for (const auto & prog : std::array<const SceneProgram *, 7> { + &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { prog->setViewProjection(viewProjection); } } @@ -32,8 +37,8 @@ SceneShader::setViewProjection(const glm::mat4 & viewProjection) const void SceneShader::setViewPort(const glm::ivec4 & viewPort) const { - for (const auto & prog : - std::array<const SceneProgram *, 6> {&basic, &water, &landmass, &absolute, &pointLight, &spotLight}) { + for (const auto & prog : std::array<const SceneProgram *, 7> { + &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { prog->setViewPort(viewPort); } } @@ -83,7 +88,7 @@ SceneShader::WaterProgram::use(float waveCycle) const SceneShader::PointLightShader::PointLightShader() : SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"} { - VertexArrayObject<glm::vec3>::configure(va, b); + VertexArrayObject {va}.addAttribs<glm::vec3>(b); } void @@ -94,16 +99,16 @@ SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & glBindBuffer(GL_ARRAY_BUFFER, b); glUniform3fv(colourLoc, 1, glm::value_ptr(colour)); glUniform1f(kqLoc, kq); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::vec3), glm::value_ptr(position)); + glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW); glDrawArrays(GL_POINTS, 0, 1); } SceneShader::SpotLightShader::SpotLightShader() : - SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, - arcLoc {*this, "arc"} + SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, directionLoc {*this, "v_direction"}, + colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"} { using v3pair = std::pair<glm::vec3, glm::vec3>; - VertexArrayObject<v3pair>::configure<&v3pair::first, &v3pair::second>(va, b); + VertexArrayObject {va}.addAttribs<v3pair, &v3pair::first, &v3pair::second>(b); } void @@ -114,9 +119,9 @@ SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 & glBindVertexArray(va); glBindBuffer(GL_ARRAY_BUFFER, b); glUniform3fv(colourLoc, 1, glm::value_ptr(colour)); + glUniform3fv(directionLoc, 1, glm::value_ptr(direction)); glUniform1f(kqLoc, kq); glUniform1f(arcLoc, arc); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::vec3), glm::value_ptr(position)); - glBufferSubData(GL_ARRAY_BUFFER, sizeof(glm::vec3), sizeof(glm::vec3), glm::value_ptr(direction)); + glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW); glDrawArrays(GL_POINTS, 0, 1); } |