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-rw-r--r--game/scenary/foliage.cpp11
-rw-r--r--game/scenary/plant.cpp6
-rw-r--r--game/scenary/plant.h7
-rw-r--r--game/vehicles/railVehicle.cpp29
-rw-r--r--game/vehicles/railVehicle.h12
-rw-r--r--game/vehicles/railVehicleClass.cpp43
-rw-r--r--game/vehicles/railVehicleClass.h15
-rw-r--r--game/vehicles/train.cpp11
-rw-r--r--game/vehicles/train.h3
-rw-r--r--game/vehicles/vehicle.h2
10 files changed, 65 insertions, 74 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 35be051..0913c6e 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -26,14 +26,15 @@ Foliage::render(const SceneShader & shader) const
if (texture) {
texture->bind();
}
- glBindVertexArray(instanceVAO);
- glDrawElementsInstanced(
- bodyMesh->type(), bodyMesh->count(), GL_UNSIGNED_INT, nullptr, static_cast<GLsizei>(count));
- glBindVertexArray(0);
+ bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
void
-Foliage::shadows(const ShadowMapper &) const
+Foliage::shadows(const ShadowMapper & mapper) const
{
+ if (const auto count = instances.count()) {
+ mapper.dynamicPointInst.use();
+ bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ }
}
diff --git a/game/scenary/plant.cpp b/game/scenary/plant.cpp
index 678d4a7..2a79807 100644
--- a/game/scenary/plant.cpp
+++ b/game/scenary/plant.cpp
@@ -1,7 +1,7 @@
#include "plant.h"
+#include "location.hpp"
-Plant::Plant(std::shared_ptr<const Foliage> type, Location position) :
- type {std::move(type)},
- location {this->type->instances.acquire(glm::translate(position.pos) * rotate_ypr(position.rot))}
+Plant::Plant(std::shared_ptr<const Foliage> type, const Location & position) :
+ type {std::move(type)}, location {this->type->instances.acquire(position.getTransform())}
{
}
diff --git a/game/scenary/plant.h b/game/scenary/plant.h
index 77c5979..82ab0e5 100644
--- a/game/scenary/plant.h
+++ b/game/scenary/plant.h
@@ -2,9 +2,8 @@
#include "foliage.h"
#include "game/worldobject.h"
-#include "location.hpp"
-#include "maths.h"
-#include <glm/gtx/transform.hpp>
+
+class Location;
class Plant : public WorldObject {
std::shared_ptr<const Foliage> type;
@@ -16,5 +15,5 @@ class Plant : public WorldObject {
}
public:
- Plant(std::shared_ptr<const Foliage> type, Location position);
+ Plant(std::shared_ptr<const Foliage> type, const Location & position);
};
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 77907be..b77b93c 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -11,22 +11,14 @@
#include <memory>
#include <ray.hpp>
-RailVehicle::RailVehicle(RailVehicleClassPtr rvc) : rvClass {std::move(rvc)}
+RailVehicle::RailVehicle(RailVehicleClassPtr rvc) :
+ rvClass {std::move(rvc)}, location {rvClass->instancesBody}, bogies {
+ rvClass->instancesBogies.front(),
+ rvClass->instancesBogies.back(),
+ }
{
- bogies.front().pos.y = rvClass->wheelBase / 2.F;
- bogies.back().pos.y = -bogies.front().pos.y;
-}
-
-void
-RailVehicle::render(const SceneShader & shader) const
-{
- rvClass->render(shader, location, bogies);
-}
-
-void
-RailVehicle::shadows(const ShadowMapper & shadowMapper) const
-{
- rvClass->shadows(shadowMapper, location, bogies);
+ bogies.front().setPosition({0, rvClass->wheelBase / 2.F, 0});
+ bogies.back().setPosition({0, -bogies.front().position().y, 0});
}
void
@@ -35,9 +27,8 @@ RailVehicle::move(const Train * t, float & trailBy)
const auto overhang {(rvClass->length - rvClass->wheelBase) / 2};
const auto & b1Pos = bogies[0] = t->getBogiePosition(t->linkDist, trailBy += overhang);
const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase);
- const auto diff = glm::normalize(b2Pos.pos - b1Pos.pos);
- location.pos = (b1Pos.pos + b2Pos.pos) / 2.F;
- location.rot = {vector_pitch(diff), vector_yaw(diff), 0};
+ const auto diff = glm::normalize(b2Pos.position() - b1Pos.position());
+ location.setLocation((b1Pos.position() + b2Pos.position()) / 2.F, {vector_pitch(diff), vector_yaw(diff), 0});
trailBy += 0.6F + overhang;
}
@@ -47,7 +38,7 @@ RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance
constexpr const auto X = 1.35F;
const auto Y = this->rvClass->length / 2.F;
constexpr const auto Z = 3.9F;
- const auto moveBy = glm::translate(location.pos) * rotate_ypr(location.rot);
+ const auto moveBy = location.getTransform();
const std::array<glm::vec3, 8> cornerVertices {{
moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB
moveBy * glm::vec4 {X, Y, 0, 1}, // RFB
diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h
index bbf4df9..247bf66 100644
--- a/game/vehicles/railVehicle.h
+++ b/game/vehicles/railVehicle.h
@@ -1,11 +1,10 @@
#pragma once
-#include "gfx/renderable.h"
+#include "gfx/gl/bufferedLocation.h"
#include "railVehicleClass.h"
#include <array>
#include <game/selectable.h>
#include <glm/glm.hpp>
-#include <location.hpp>
#include <memory>
#include <utility>
@@ -14,19 +13,16 @@ class ShadowMapper;
class Ray;
class Train;
-class RailVehicle : public Renderable, Selectable {
+class RailVehicle : Selectable {
public:
explicit RailVehicle(RailVehicleClassPtr rvc);
void move(const Train *, float & trailBy);
- void render(const SceneShader & shader) const override;
- void shadows(const ShadowMapper & shadowMapper) const override;
[[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override;
- Location location;
-
RailVehicleClassPtr rvClass;
- std::array<Location, 2> bogies;
+ BufferedLocation location;
+ std::array<BufferedLocation, 2> bogies;
};
using RailVehiclePtr = std::unique_ptr<RailVehicle>;
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index b7a3b1e..82a442e 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -1,6 +1,7 @@
#include "railVehicleClass.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
+#include "gfx/gl/vertexArrayObject.hpp"
#include "gfx/models/mesh.h"
#include "gfx/models/texture.h"
#include <algorithm>
@@ -33,30 +34,38 @@ void
RailVehicleClass::postLoad()
{
texture = getTexture();
+ bodyMesh->configureVAO(instanceVAO).addAttribs<glm::mat4>(instancesBody.bufferName(), 1);
+ bogies.front()
+ ->configureVAO(instancesBogiesVAO.front())
+ .addAttribs<glm::mat4>(instancesBogies.front().bufferName(), 1);
+ bogies.back()
+ ->configureVAO(instancesBogiesVAO.back())
+ .addAttribs<glm::mat4>(instancesBogies.back().bufferName(), 1);
}
void
-RailVehicleClass::render(
- const SceneShader & shader, const Location & location, const std::array<Location, 2> & bl) const
+RailVehicleClass::render(const SceneShader & shader) const
{
- shader.basic.use(location);
- if (texture) {
- texture->bind();
- }
- bodyMesh->Draw();
- for (auto b = 0U; b < bogies.size(); ++b) {
- shader.basic.setModel(bl[b]);
- bogies[b]->Draw();
+ if (const auto count = instancesBody.count()) {
+ if (texture) {
+ texture->bind();
+ }
+ shader.basicInst.use();
+ bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ bogies.front()->DrawInstanced(
+ instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().count()));
+ bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().count()));
}
}
+
void
-RailVehicleClass::shadows(
- const ShadowMapper & shadowMapper, const Location & location, const std::array<Location, 2> & bl) const
+RailVehicleClass::shadows(const ShadowMapper & mapper) const
{
- shadowMapper.dynamicPoint.use(location);
- bodyMesh->Draw();
- for (auto b = 0U; b < bogies.size(); ++b) {
- shadowMapper.dynamicPoint.setModel(bl[b]);
- bogies[b]->Draw();
+ if (const auto count = instancesBody.count()) {
+ mapper.dynamicPointInst.use();
+ bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ bogies.front()->DrawInstanced(
+ instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().count()));
+ bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().count()));
}
}
diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h
index 1a52e2b..2fda8f7 100644
--- a/game/vehicles/railVehicleClass.h
+++ b/game/vehicles/railVehicleClass.h
@@ -1,7 +1,9 @@
#pragma once
#include "assetFactory/asset.h"
+#include "gfx/gl/instanceVertices.h"
#include "gfx/models/mesh.h"
+#include "gfx/renderable.h"
#include <array>
#include <memory>
#include <string>
@@ -11,10 +13,10 @@ class ShadowMapper;
class Texture;
class Location;
-class RailVehicleClass : public Asset {
+class RailVehicleClass : public Renderable, public Asset {
public:
- void render(const SceneShader &, const Location &, const std::array<Location, 2> &) const;
- void shadows(const ShadowMapper &, const Location &, const std::array<Location, 2> &) const;
+ void render(const SceneShader & shader) const override;
+ void shadows(const ShadowMapper & shadowMapper) const override;
std::array<Mesh::Ptr, 2> bogies;
Mesh::Ptr bodyMesh;
@@ -23,9 +25,16 @@ public:
float length;
float maxSpeed;
+ mutable InstanceVertices<glm::mat4> instancesBody;
+ mutable std::array<InstanceVertices<glm::mat4>, 2> instancesBogies;
+
protected:
friend Persistence::SelectionPtrBase<std::shared_ptr<RailVehicleClass>>;
bool persist(Persistence::PersistenceStore & store) override;
void postLoad() override;
+
+private:
+ glVertexArray instanceVAO;
+ std::array<glVertexArray, 2> instancesBogiesVAO;
};
using RailVehicleClassPtr = std::shared_ptr<RailVehicleClass>;
diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp
index 0332c04..fdfc3e1 100644
--- a/game/vehicles/train.cpp
+++ b/game/vehicles/train.cpp
@@ -11,17 +11,6 @@
class Ray;
-void
-Train::render(const SceneShader & shader) const
-{
- apply(&Renderable::render, shader);
-}
-void
-Train::shadows(const ShadowMapper & shadowMapper) const
-{
- apply(&Renderable::shadows, shadowMapper);
-}
-
Location
Train::getBogiePosition(float linkDist, float dist) const
{
diff --git a/game/vehicles/train.h b/game/vehicles/train.h
index 91f7ddb..15e2f6e 100644
--- a/game/vehicles/train.h
+++ b/game/vehicles/train.h
@@ -27,9 +27,6 @@ public:
return objects.front()->location;
}
- void render(const SceneShader & shader) const override;
- void shadows(const ShadowMapper & shadowMapper) const override;
-
[[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override;
void tick(TickDuration elapsed) override;
diff --git a/game/vehicles/vehicle.h b/game/vehicles/vehicle.h
index 3fa3092..369bd7a 100644
--- a/game/vehicles/vehicle.h
+++ b/game/vehicles/vehicle.h
@@ -12,7 +12,7 @@
class Location;
-class Vehicle : public WorldObject, public Renderable, public Selectable {
+class Vehicle : public WorldObject, public Selectable {
public:
explicit Vehicle(const Link::Ptr & link, float linkDist = 0);
float linkDist; // distance along current link