diff options
Diffstat (limited to 'game/scenary/foliage.cpp')
| -rw-r--r-- | game/scenary/foliage.cpp | 28 |
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 / |
