#include "illuminator.h" #include "gfx/gl/sceneShader.h" #include "gfx/gl/vertexArrayObject.h" #include "gfx/models/texture.h" #include "location.h" 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::persist(Persistence::PersistenceStore & store) { return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct) && STORE_HELPER(spotLight, Persistence::Appender) && Asset::persist(store); } void Illuminator::postLoad() { texture = getTexture(); bodyMesh->configureVAO(instanceVAO) .addAttribs(instances.bufferName(), 1); VertexArrayObject {instancesSpotLightVAO} .addAttribs(instances.bufferName(), 0) .addAttribs( instancesSpotLight.bufferName(), 1); std::transform(spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { return instancesSpotLight.acquire(*s); }); } void Illuminator::render(const SceneShader & shader) const { if (const auto count = instances.size()) { shader.basicInst.use(); if (texture) { texture->bind(); } bodyMesh->DrawInstanced(instanceVAO, static_cast(count)); } } void Illuminator::lights(const SceneShader &) const { if (const auto count = instances.size()) { if (const auto scount = instancesSpotLight.size()) { // shader.pointLight.use(); glBindVertexArray(instancesSpotLightVAO); glDrawArraysInstanced(GL_POINTS, 0, static_cast(count), static_cast(scount)); } glBindVertexArray(0); } }