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-rw-r--r--game/scenary/foliage.cpp28
1 files changed, 13 insertions, 15 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index ff00af4..f27ac26 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -4,6 +4,7 @@
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/shadowStenciller.h"
+#include "util.h"
#include <location.h>
static_assert(std::is_constructible_v<Foliage>);
@@ -25,8 +26,8 @@ std::weak_ptr<glVertexArray> Foliage::commonInstanceVAO, Foliage::commonInstance
std::any
Foliage::createAt(const Location & position) const
{
- return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>(
- instances.acquire(position.getRotationTransform(), position.rot.y, position.pos));
+ return std::make_shared<InstanceVertices<InstanceVertex>::InstanceProxy>(
+ instances.acquire(locationData->acquire(position)));
}
bool
@@ -40,14 +41,11 @@ Foliage::postLoad()
{
texture = getTexture();
glDebugScope _ {0};
- if (!(instanceVAO = commonInstanceVAO.lock())) {
- commonInstanceVAO = instanceVAO = std::make_shared<glVertexArray>();
- bodyMesh->configureVAO(*instanceVAO, 0)
- .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(1);
+ if (createIfRequired(instanceVAO, commonInstanceVAO)) {
+ bodyMesh->configureVAO(*instanceVAO, 0).addAttribs<InstanceVertex, &InstanceVertex::location>(1);
}
- if (!(instancePointVAO = commonInstancePointVAO.lock())) {
- commonInstancePointVAO = instancePointVAO = std::make_shared<glVertexArray>();
- instancePointVAO->configure().addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(0);
+ if (createIfRequired(instancePointVAO, commonInstancePointVAO)) {
+ instancePointVAO->configure().addAttribs<InstanceVertex, &InstanceVertex::location>(0);
}
const auto & size = bodyMesh->getDimensions().size;
billboardSize = billboardTextureSizeForObject(size);
@@ -82,14 +80,14 @@ Foliage::preFrame(const Frustum & frustum, const Frustum & lighting)
if (instances.size() > 0) {
const auto & dims = bodyMesh->getDimensions();
instancePartitions = instances.partition(
- [&frustum, &dims](const auto & location) {
- return frustum.contains(location.position + dims.centre, dims.size);
+ [&frustum, &dims](const auto & instance) {
+ return frustum.contains(instance.location->position.xyz() + dims.centre, dims.size);
},
- [&frustum, this](const auto & location) {
- return distance(frustum.getPosition(), location.position) < useMeshClipDist;
+ [&frustum, this](const auto & instance) {
+ return distance(frustum.getPosition(), instance.location->position.xyz()) < useMeshClipDist;
},
- [&lighting, &dims](const auto & location) {
- return lighting.contains(location.position + dims.centre, dims.size);
+ [&lighting, &dims](const auto & instance) {
+ return lighting.contains(instance.location->position.xyz() + dims.centre, dims.size);
});
// In view frustum / Outside view frustum /
// Close to view / Far from view / Casts shadow into view / No shadow in view /