From 30fcb8bce7b60b6754a0d35f2f15b627d0fba4cb Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 1 Apr 2026 20:21:23 +0100 Subject: Have Renderable manage all instance lights Spot and point lights now existing in Renderable, the vertex data contains the owning parent object's index in CommonLocationData, the render step is just a single draw call. --- game/scenary/illuminator.cpp | 55 +------------------------------------------- 1 file changed, 1 insertion(+), 54 deletions(-) (limited to 'game/scenary/illuminator.cpp') diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 3b73cd3..55791a5 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -6,8 +6,7 @@ static_assert(std::is_constructible_v); -std::weak_ptr Illuminator::commonInstanceVAO, Illuminator::commonInstancesSpotLightVAO, - Illuminator::commonInstancesPointLightVAO; +std::weak_ptr Illuminator::commonInstanceVAO; std::any Illuminator::createAt(const Location & position) const @@ -48,32 +47,6 @@ Illuminator::postLoad() if (createIfRequired(instanceVAO, commonInstanceVAO)) { bodyMesh->configureVAO(*instanceVAO, 0).addAttribs(1); } - if (!spotLight.empty()) { - if (!(instancesSpotLightVAO = commonInstancesSpotLightVAO.lock())) { - commonInstancesSpotLightVAO = instancesSpotLightVAO = std::make_shared(); - instancesSpotLightVAO->configure() - .addAttribs(0) - .addAttribs(1); - } - std::transform( - spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { - return instancesSpotLight.acquire(*s); - }); - } - if (!pointLight.empty()) { - if (!(instancesPointLightVAO = commonInstancesPointLightVAO.lock())) { - commonInstancesPointLightVAO = instancesPointLightVAO = std::make_shared(); - instancesPointLightVAO->configure() - .addAttribs(0) - .addAttribs(1); - } - std::transform( - pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) { - return instancesPointLight.acquire(*s); - }); - } } void @@ -89,29 +62,3 @@ Illuminator::render(const SceneShader & shader, const Frustum &) const bodyMesh->drawInstanced(*instanceVAO, static_cast(count)); } } - -void -Illuminator::lights(const SceneShader & shader) const -{ - if (const auto count = instances.size()) { - glDebugScope _ {*instanceVAO}; - if (const auto scount = instancesSpotLight.size()) { - glDebugScope _ {*instancesSpotLightVAO, "Spot lights"}; - shader.spotLightInst.use(); - glBindVertexArray(*instancesSpotLightVAO); - instancesSpotLightVAO->useBuffer(0, instancesSpotLight); - instancesSpotLightVAO->useBuffer(1, instances); - glDrawArraysInstanced(GL_POINTS, 0, static_cast(scount), static_cast(count)); - } - if (const auto pcount = instancesPointLight.size()) { - glDebugScope _ {*instancesPointLightVAO, "Point llights"}; - shader.pointLightInst.use(); - glBindVertexArray(*instancesPointLightVAO); - instancesPointLightVAO->useBuffer(0, instancesPointLight); - instancesPointLightVAO->useBuffer(1, instances); - glDrawArraysInstanced(GL_POINTS, 0, static_cast(pcount), static_cast(count)); - } - - glBindVertexArray(0); - } -} -- cgit v1.3