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#include "foliage.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/vertexArrayObject.h"
#include "gfx/models/texture.h"
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::first, &LocationVertex::second>(instances.bufferName(), 1);
VertexArrayObject {instancePointVAO}.addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(
instances.bufferName());
}
void
Foliage::updateStencil(const ShadowStenciller & ss) const
{
if (instances.size() > 0) {
ss.renderStencil(shadowStencil, *bodyMesh, texture);
Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str());
}
}
void
Foliage::render(const SceneShader & shader) 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
{
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, shadowStencil);
glBindVertexArray(instancePointVAO);
glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(count));
glBindVertexArray(0);
}
}
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