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#include "foliage.h"
#include "gfx/frustum.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 (instancePartitions.second.second != instancePartitions.second.first) {
ss.renderStencil(shadowStencil, *bodyMesh, texture);
}
}
void
Foliage::updateBillboard(const BillboardPainter & bbp) const
{
if (instancePartitions.first != instancePartitions.second.first) {
bbp.renderBillBoard(billboard, *bodyMesh, texture);
}
}
void
Foliage::preFrame(const Frustum & frustum, const Frustum & lighting)
{
if (instances.size() > 0) {
const auto dims = bodyMesh->getDimensions();
instancePartitions = instances.partition(
[&frustum, &dims](const auto & location) {
return frustum.contains(location.position + dims.centre, dims.size);
},
[&frustum](const auto & location) {
return distance(frustum.getPosition(), location.position) < 140'000.F;
},
[&lighting, &dims](const auto & location) {
return lighting.contains(location.position + dims.centre, dims.size);
});
// In view frustum / Outside view frustum /
// Close to view / Far from view / Casts shadow into view / No shadow in view /
}
}
void
Foliage::render(const SceneShader & shader, const Frustum &) const
{
if (instancePartitions.first) {
glDebugScope _ {instancePointVAO};
std::ignore = instances.size();
if (const auto count = instancePartitions.first - instancePartitions.second.first) {
glDebugScope _ {0, "Billboard"};
const auto dimensions = bodyMesh->getDimensions();
shader.billboard.use(dimensions.size, dimensions.centre);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, billboard[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D_ARRAY, billboard[1]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D_ARRAY, billboard[2]);
glBindVertexArray(instancePointVAO);
glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
glBindVertexArray(0);
}
if (const auto count = instancePartitions.second.first) {
glDebugScope _ {0, "Mesh"};
shader.basicInst.use();
if (texture) {
texture->bind();
}
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
}
void
Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
{
if (instancePartitions.second.second) {
glDebugScope _ {instancePointVAO};
std::ignore = instances.size();
if (const auto count = instancePartitions.second.second - instancePartitions.second.first) {
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, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
glBindVertexArray(0);
}
if (const auto count = instancePartitions.second.first) {
if (texture) {
texture->bind(GL_TEXTURE3);
mapper.dynamicPointInstWithTextures.use();
}
else {
mapper.dynamicPointInst.use();
}
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
}
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