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#include "illuminator.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/vertexArrayObject.h"
#include "gfx/models/texture.h" // IWYU pragma: keep
bool
Illuminator::SpotLight::persist(Persistence::PersistenceStore & store)
{
return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(direction) && STORE_MEMBER(colour) && STORE_MEMBER(kq)
&& STORE_MEMBER(arc);
}
bool
Illuminator::PointLight::persist(Persistence::PersistenceStore & store)
{
return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(colour) && STORE_MEMBER(kq);
}
bool
Illuminator::persist(Persistence::PersistenceStore & store)
{
return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct)
&& STORE_HELPER(pointLight, Persistence::Appender<decltype(pointLight)>)
&& STORE_HELPER(spotLight, Persistence::Appender<decltype(spotLight)>) && Asset::persist(store);
}
void
Illuminator::postLoad()
{
if (spotLight.empty() && pointLight.empty()) {
throw std::logic_error {"Illuminator has no lights"};
}
texture = getTexture();
bodyMesh->configureVAO(instanceVAO)
.addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
if (!spotLight.empty()) {
instancesSpotLightVAO.emplace();
VertexArrayObject {*instancesSpotLightVAO}
.addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction,
&SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>(
instancesSpotLight.bufferName(), 0)
.addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
std::transform(
spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) {
return instancesSpotLight.acquire(*s);
});
}
if (!pointLight.empty()) {
instancesPointLightVAO.emplace();
VertexArrayObject {*instancesPointLightVAO}
.addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour,
&PointLightVertex::kq>(instancesPointLight.bufferName(), 0)
.addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
std::transform(
pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) {
return instancesPointLight.acquire(*s);
});
}
}
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 & shader) const
{
if (const auto count = instances.size()) {
if (const auto scount = instancesSpotLight.size()) {
shader.spotLightInst.use();
glBindVertexArray(*instancesSpotLightVAO);
glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count));
}
if (const auto pcount = instancesPointLight.size()) {
shader.pointLightInst.use();
glBindVertexArray(*instancesPointLightVAO);
glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count));
}
glBindVertexArray(0);
}
}
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