diff options
Diffstat (limited to 'game/scenary')
| -rw-r--r-- | game/scenary/foliage.cpp | 10 | ||||
| -rw-r--r-- | game/scenary/illuminator.cpp | 18 |
2 files changed, 18 insertions, 10 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 49a4831..cf2d82e 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -38,10 +38,8 @@ Foliage::postLoad() { texture = getTexture(); bodyMesh->configureVAO(instanceVAO, 0) - .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>( - 1, instances.bufferName()); - instancePointVAO.configure().addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>( - 0, instances.bufferName()); + .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(1); + instancePointVAO.configure().addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(0); const auto & size = bodyMesh->getDimensions().size; billboardSize = billboardTextureSizeForObject(size); @@ -104,6 +102,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const billboard[1].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE1); billboard[2].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE2); glBindVertexArray(instancePointVAO); + glVertexArrayVertexBuffer(instancePointVAO, 0, instances.bufferName(), 0, sizeof(LocationVertex)); glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count)); glBindVertexArray(0); } @@ -113,6 +112,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const if (texture) { texture->bind(); } + glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex)); bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); } } @@ -129,6 +129,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size); shadowStencil.bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE0); glBindVertexArray(instancePointVAO); + glVertexArrayVertexBuffer(instancePointVAO, 0, instances.bufferName(), 0, sizeof(LocationVertex)); glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count)); glBindVertexArray(0); } @@ -140,6 +141,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const else { mapper.dynamicPointInst.use(); } + glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex)); bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); } } diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 590062e..7ab17fe 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -41,14 +41,13 @@ Illuminator::postLoad() } texture = getTexture(); bodyMesh->configureVAO(instanceVAO, 0) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1, instances.bufferName()); + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1); if (!spotLight.empty()) { instancesSpotLightVAO.emplace(); instancesSpotLightVAO->configure() .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction, - &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>( - 0, instancesSpotLight.bufferName()) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1, instances.bufferName()); + &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>(0) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1); std::transform( spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { return instancesSpotLight.acquire(*s); @@ -58,8 +57,8 @@ Illuminator::postLoad() instancesPointLightVAO.emplace(); instancesPointLightVAO->configure() .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour, - &PointLightVertex::kq>(0, instancesPointLight.bufferName()) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1, instances.bufferName()); + &PointLightVertex::kq>(0) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1); std::transform( pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) { return instancesPointLight.acquire(*s); @@ -75,6 +74,7 @@ Illuminator::render(const SceneShader & shader, const Frustum &) const if (texture) { texture->bind(); } + glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex)); bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); } } @@ -86,11 +86,17 @@ Illuminator::lights(const SceneShader & shader) const if (const auto scount = instancesSpotLight.size()) { shader.spotLightInst.use(); glBindVertexArray(*instancesSpotLightVAO); + glVertexArrayVertexBuffer( + *instancesSpotLightVAO, 0, instancesSpotLight.bufferName(), 0, sizeof(SpotLightVertex)); + glVertexArrayVertexBuffer(*instancesSpotLightVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex)); glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count)); } if (const auto pcount = instancesPointLight.size()) { shader.pointLightInst.use(); glBindVertexArray(*instancesPointLightVAO); + glVertexArrayVertexBuffer( + *instancesPointLightVAO, 0, instancesPointLight.bufferName(), 0, sizeof(PointLightVertex)); + glVertexArrayVertexBuffer(*instancesPointLightVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex)); glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count)); } |
