diff options
Diffstat (limited to 'game/scenary/illuminator.cpp')
-rw-r--r-- | game/scenary/illuminator.cpp | 90 |
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); + } +} |