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-rw-r--r--game/scenary/illuminator.cpp90
1 files changed, 90 insertions, 0 deletions
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp
new file mode 100644
index 0000000..e3810ec
--- /dev/null
+++ b/game/scenary/illuminator.cpp
@@ -0,0 +1,90 @@
+#include "illuminator.h"
+#include "gfx/gl/sceneShader.h"
+#include "gfx/gl/vertexArrayObject.h"
+#include "gfx/models/texture.h" // IWYU pragma: keep
+
+bool
+Illuminator::SpotLight::persist(Persistence::PersistenceStore & store)
+{
+ return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(direction) && STORE_MEMBER(colour) && STORE_MEMBER(kq)
+ && STORE_MEMBER(arc);
+}
+
+bool
+Illuminator::PointLight::persist(Persistence::PersistenceStore & store)
+{
+ return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(colour) && STORE_MEMBER(kq);
+}
+
+bool
+Illuminator::persist(Persistence::PersistenceStore & store)
+{
+ return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct)
+ && STORE_HELPER(pointLight, Persistence::Appender<decltype(pointLight)>)
+ && STORE_HELPER(spotLight, Persistence::Appender<decltype(spotLight)>) && Asset::persist(store);
+}
+
+void
+Illuminator::postLoad()
+{
+ if (spotLight.empty() && pointLight.empty()) {
+ throw std::logic_error {"Illuminator has no lights"};
+ }
+ texture = getTexture();
+ bodyMesh->configureVAO(instanceVAO)
+ .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
+ if (!spotLight.empty()) {
+ instancesSpotLightVAO.emplace();
+ VertexArrayObject {*instancesSpotLightVAO}
+ .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction,
+ &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>(
+ 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);
+ });
+ }
+ if (!pointLight.empty()) {
+ instancesPointLightVAO.emplace();
+ VertexArrayObject {*instancesPointLightVAO}
+ .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour,
+ &PointLightVertex::kq>(instancesPointLight.bufferName(), 0)
+ .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
+ std::transform(
+ pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) {
+ return instancesPointLight.acquire(*s);
+ });
+ }
+}
+
+void
+Illuminator::render(const SceneShader & shader) const
+{
+ if (const auto count = instances.size()) {
+ shader.basicInst.use();
+ if (texture) {
+ texture->bind();
+ }
+ bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ }
+}
+
+void
+Illuminator::lights(const SceneShader & shader) const
+{
+ if (const auto count = instances.size()) {
+ if (const auto scount = instancesSpotLight.size()) {
+ shader.spotLightInst.use();
+ glBindVertexArray(*instancesSpotLightVAO);
+ glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count));
+ }
+ if (const auto pcount = instancesPointLight.size()) {
+ shader.pointLightInst.use();
+ glBindVertexArray(*instancesPointLightVAO);
+ glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count));
+ }
+
+ glBindVertexArray(0);
+ }
+}