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authorDan Goodliffe <dan@randomdan.homeip.net>2026-04-01 20:21:23 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2026-04-01 20:21:23 +0100
commit30fcb8bce7b60b6754a0d35f2f15b627d0fba4cb (patch)
tree7e782f51affa8a2a40cf47e6ba69335a1289b2be /gfx/renderable.cpp
parentFix VertexArrayConfigurator with derived classes (diff)
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Have Renderable manage all instance lights
Spot and point lights now existing in Renderable, the vertex data contains the owning parent object's index in CommonLocationData, the render step is just a single draw call.
Diffstat (limited to 'gfx/renderable.cpp')
-rw-r--r--gfx/renderable.cpp42
1 files changed, 41 insertions, 1 deletions
diff --git a/gfx/renderable.cpp b/gfx/renderable.cpp
index 90035c3..8523118 100644
--- a/gfx/renderable.cpp
+++ b/gfx/renderable.cpp
@@ -1,10 +1,14 @@
#include "renderable.h"
+#include "gfx/gl/sceneShader.h"
#include "gl_traits.h"
#include "location.h"
#include "maths.h"
#include "util.h"
std::weak_ptr<Renderable::CommonLocationData> Renderable::commonLocationData;
+std::weak_ptr<Renderable::CommonSpotLights> Renderable::commonSpotLights;
+std::weak_ptr<Renderable::CommonPointLights> Renderable::commonPointLights;
+std::weak_ptr<glVertexArray> Renderable::commonInstancesSpotLightVAO, Renderable::commonInstancesPointLightVAO;
Renderable::CommonLocation::CommonLocation(Location const & location) :
position {location.pos, 0}, rotation {location.rot, 0}, rotationMatrix {location.getRotationTransform()}
@@ -23,6 +27,19 @@ Renderable::CommonLocation ::operator=(Location const & location)
Renderable::Renderable()
{
createIfRequired(locationData, commonLocationData);
+ createIfRequired(spotLights, commonSpotLights);
+ createIfRequired(pointLights, commonPointLights);
+ if (createIfRequired(instancesSpotLightVAO, commonInstancesSpotLightVAO)) {
+ instancesSpotLightVAO->configure()
+ .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction,
+ &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc,
+ &SpotLightVertex::parentObject>(0);
+ }
+ if (createIfRequired(instancesPointLightVAO, commonInstancesPointLightVAO)) {
+ instancesPointLightVAO->configure()
+ .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour,
+ &PointLightVertex::kq, &PointLightVertex::parentObject>(0);
+ }
}
GLuint
@@ -40,8 +57,31 @@ Renderable::preFrame(const Frustum &, const Frustum &)
}
void
-Renderable::lights(const SceneShader &) const
+Renderable::lights(const SceneShader & shader)
{
+ glDebugScope _ {0};
+ if (const auto instancesSpotLight = commonSpotLights.lock()) {
+ if (const auto scount = instancesSpotLight->size()) {
+ if (const auto instancesSpotLightVAO = commonInstancesSpotLightVAO.lock()) {
+ glDebugScope _ {*instancesSpotLightVAO, "Spot lights"};
+ shader.spotLightInst.use();
+ glBindVertexArray(*instancesSpotLightVAO);
+ instancesSpotLightVAO->useBuffer(0, *instancesSpotLight);
+ glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(scount));
+ }
+ }
+ }
+ if (const auto instancesPointLight = commonPointLights.lock()) {
+ if (const auto pcount = instancesPointLight->size()) {
+ if (const auto instancesPointLightVAO = commonInstancesPointLightVAO.lock()) {
+ glDebugScope _ {*instancesPointLightVAO, "Point lights"};
+ shader.pointLightInst.use();
+ glBindVertexArray(*instancesPointLightVAO);
+ instancesPointLightVAO->useBuffer(0, *instancesPointLight);
+ glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(pcount));
+ }
+ }
+ }
}
void