diff options
Diffstat (limited to 'game')
-rw-r--r-- | game/scenary/foliage.cpp | 11 | ||||
-rw-r--r-- | game/scenary/plant.cpp | 6 | ||||
-rw-r--r-- | game/scenary/plant.h | 7 | ||||
-rw-r--r-- | game/vehicles/railVehicle.cpp | 29 | ||||
-rw-r--r-- | game/vehicles/railVehicle.h | 12 | ||||
-rw-r--r-- | game/vehicles/railVehicleClass.cpp | 43 | ||||
-rw-r--r-- | game/vehicles/railVehicleClass.h | 15 | ||||
-rw-r--r-- | game/vehicles/train.cpp | 11 | ||||
-rw-r--r-- | game/vehicles/train.h | 3 | ||||
-rw-r--r-- | game/vehicles/vehicle.h | 2 |
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 |