diff options
Diffstat (limited to 'game/scenary')
-rw-r--r-- | game/scenary/foliage.cpp | 14 | ||||
-rw-r--r-- | game/scenary/foliage.h | 6 | ||||
-rw-r--r-- | game/scenary/illuminator.cpp | 12 | ||||
-rw-r--r-- | game/scenary/illuminator.h | 4 |
4 files changed, 30 insertions, 6 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index a0ec576..140c4e5 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -2,6 +2,16 @@ #include "gfx/gl/sceneShader.h" #include "gfx/gl/shadowMapper.h" #include "gfx/gl/vertexArrayObject.h" +#include <location.h> + +static_assert(std::is_constructible_v<Foliage>); + +std::any +Foliage::createAt(const Location & position) const +{ + return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>( + instances.acquire(position.getRotationTransform(), position.rot.y, position.pos)); +} bool Foliage::persist(Persistence::PersistenceStore & store) @@ -29,7 +39,7 @@ Foliage::updateStencil(const ShadowStenciller & ss) const } void -Foliage::render(const SceneShader & shader) const +Foliage::render(const SceneShader & shader, const Frustum &) const { if (const auto count = instances.size()) { shader.basicInst.use(); @@ -41,7 +51,7 @@ Foliage::render(const SceneShader & shader) const } void -Foliage::shadows(const ShadowMapper & mapper) const +Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const { if (const auto count = instances.size()) { const auto dimensions = bodyMesh->getDimensions(); diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index 5da63f0..d15a8b0 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -17,6 +17,8 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs<Foliage> { glVertexArray instancePointVAO; public: + [[nodiscard]] std::any createAt(const Location &) const override; + struct LocationVertex { glm::mat3 rotation; float yaw; @@ -24,8 +26,8 @@ public: }; mutable InstanceVertices<LocationVertex> instances; - void render(const SceneShader &) const override; - void shadows(const ShadowMapper &) const override; + void render(const SceneShader &, const Frustum &) const override; + void shadows(const ShadowMapper &, const Frustum &) const override; void updateStencil(const ShadowStenciller &) const override; glTexture shadowStencil = ShadowStenciller::createStencilTexture(256, 256); diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index e3810ec..d8e4c4e 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -2,6 +2,16 @@ #include "gfx/gl/sceneShader.h" #include "gfx/gl/vertexArrayObject.h" #include "gfx/models/texture.h" // IWYU pragma: keep +#include <location.h> + +static_assert(std::is_constructible_v<Illuminator>); + +std::any +Illuminator::createAt(const Location & position) const +{ + return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>( + instances.acquire(position.getRotationTransform(), position.pos)); +} bool Illuminator::SpotLight::persist(Persistence::PersistenceStore & store) @@ -59,7 +69,7 @@ Illuminator::postLoad() } void -Illuminator::render(const SceneShader & shader) const +Illuminator::render(const SceneShader & shader, const Frustum &) const { if (const auto count = instances.size()) { shader.basicInst.use(); diff --git a/game/scenary/illuminator.h b/game/scenary/illuminator.h index 44bd583..200ba40 100644 --- a/game/scenary/illuminator.h +++ b/game/scenary/illuminator.h @@ -15,6 +15,8 @@ class Illuminator : public Asset, public Renderable, public StdTypeDefs<Illumina std::optional<glVertexArray> instancesSpotLightVAO, instancesPointLightVAO; public: + [[nodiscard]] std::any createAt(const Location &) const override; + struct LightCommonVertex { RelativePosition3D position; RGB colour; @@ -45,7 +47,7 @@ public: mutable InstanceVertices<LocationVertex> instances; mutable InstanceVertices<SpotLightVertex> instancesSpotLight; mutable InstanceVertices<PointLightVertex> instancesPointLight; - void render(const SceneShader &) const override; + void render(const SceneShader &, const Frustum &) const override; void lights(const SceneShader &) const override; protected: |