#include "illuminator.h" #include "gfx/gl/sceneShader.h" #include "gfx/models/texture.h" // IWYU pragma: keep #include static_assert(std::is_constructible_v); std::weak_ptr Illuminator::commonInstanceVAO, Illuminator::commonInstancesSpotLightVAO, Illuminator::commonInstancesPointLightVAO; std::any Illuminator::createAt(const Location & position) const { return std::make_shared::InstanceProxy>( instances.acquire(position.getRotationTransform(), position.pos)); } bool Illuminator::SpotLight::persist(Persistence::PersistenceStore & store) { return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(direction) && STORE_MEMBER(colour) && STORE_MEMBER(kq) && STORE_MEMBER(arc); } bool Illuminator::PointLight::persist(Persistence::PersistenceStore & store) { return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(colour) && STORE_MEMBER(kq); } bool Illuminator::persist(Persistence::PersistenceStore & store) { return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct) && STORE_HELPER(pointLight, Persistence::Appender) && STORE_HELPER(spotLight, Persistence::Appender) && Asset::persist(store); } void Illuminator::postLoad() { if (spotLight.empty() && pointLight.empty()) { throw std::logic_error {"Illuminator has no lights"}; } texture = getTexture(); glDebugScope _ {0}; if (!(instanceVAO = commonInstanceVAO.lock())) { commonInstanceVAO = instanceVAO = std::make_shared(); 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 Illuminator::render(const SceneShader & shader, const Frustum &) const { if (const auto count = instances.size()) { glDebugScope _ {*instanceVAO}; shader.basicInst.use(); if (texture) { texture->bind(0); } instanceVAO->useBuffer(1, instances); 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); } }