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path: root/game/scenary/foliage.cpp
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#include "foliage.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/vertexArrayObject.h"
#include <location.h>

static_assert(std::is_constructible_v<Foliage>);

std::any
Foliage::createAt(const Location & position) const
{
	return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>(
			instances.acquire(position.getRotationTransform(), position.rot.y, position.pos));
}

bool
Foliage::persist(Persistence::PersistenceStore & store)
{
	return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct) && Asset::persist(store);
}

void
Foliage::postLoad()
{
	texture = getTexture();
	bodyMesh->configureVAO(instanceVAO)
			.addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(
					instances.bufferName(), 1);
	VertexArrayObject {instancePointVAO}.addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(
			instances.bufferName());
}

void
Foliage::updateStencil(const ShadowStenciller & ss) const
{
	if (instances.size() > 0) {
		ss.renderStencil(shadowStencil, *bodyMesh, texture);
	}
}

void
Foliage::render(const SceneShader & shader, const Frustum &) const
{
	if (const auto count = instances.size()) {
		shader.basicInst.use();
		if (texture) {
			texture->bind();
		}
		bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
	}
}

void
Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
{
	if (const auto count = instances.size()) {
		const auto dimensions = bodyMesh->getDimensions();
		mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D_ARRAY, shadowStencil);
		glBindVertexArray(instancePointVAO);
		glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(count));
		glBindVertexArray(0);
	}
}