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#include "illuminator.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/vertexArrayObject.h"
#include "gfx/models/texture.h"
#include "location.h"
bool
Illuminator::persist(Persistence::PersistenceStore & store)
{
return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct) && Asset::persist(store);
}
void
Illuminator::postLoad()
{
texture = getTexture();
bodyMesh->configureVAO(instanceVAO)
.addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
}
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<GLsizei>(count));
}
}
void
Illuminator::lights(const SceneShader &) const
{
if (const auto count = instances.size()) {
// shader.pointLight.use();
// bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
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