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#include "foliage.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/vertexArrayObject.hpp"
#include "gfx/models/texture.h"
#include "location.hpp"
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<glm::mat4>(instances.bufferName(), 1);
}
void
Foliage::render(const SceneShader & shader) const
{
if (const auto count = instances.count()) {
shader.basicInst.use();
if (texture) {
texture->bind();
}
glBindVertexArray(instanceVAO);
glDrawElementsInstanced(
bodyMesh->type(), bodyMesh->count(), GL_UNSIGNED_INT, nullptr, static_cast<GLsizei>(count));
glBindVertexArray(0);
}
}
void
Foliage::shadows(const ShadowMapper & mapper) const
{
if (const auto count = instances.count()) {
mapper.dynamicPointInst.use();
glBindVertexArray(instanceVAO);
glDrawElementsInstanced(
bodyMesh->type(), bodyMesh->count(), GL_UNSIGNED_INT, nullptr, static_cast<GLsizei>(count));
glBindVertexArray(0);
}
}
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