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#pragma once
#include "assetFactory/asset.h"
#include "gfx/gl/instanceVertices.h"
#include "gfx/models/lights.h"
#include "gfx/models/texture.h"
#include "gfx/renderable.h"
class SceneShader;
class Location;
class Illuminator : public Asset, public Renderable, public StdTypeDefs<Illuminator> {
Mesh::Ptr bodyMesh;
Texture::Ptr texture;
std::shared_ptr<glVertexArray> instanceVAO;
static std::weak_ptr<glVertexArray> commonInstanceVAO;
public:
[[nodiscard]] std::any createAt(const Location &) const override;
struct SpotLight : Persistence::Persistable, SpotLightDef, StdTypeDefs<SpotLight> {
private:
friend Persistence::SelectionPtrBase<std::shared_ptr<SpotLight>>;
bool persist(Persistence::PersistenceStore & store) override;
};
struct PointLight : Persistence::Persistable, PointLightDef, StdTypeDefs<PointLight> {
private:
friend Persistence::SelectionPtrBase<std::shared_ptr<PointLight>>;
bool persist(Persistence::PersistenceStore & store) override;
};
struct InstanceVertex {
CommonLocationInstance location;
};
mutable InstanceVertices<InstanceVertex> instances;
void render(const SceneShader &, const Frustum &) const override;
protected:
friend Persistence::SelectionPtrBase<std::shared_ptr<Illuminator>>;
bool persist(Persistence::PersistenceStore & store) override;
void postLoad() override;
public:
std::vector<SpotLight::Ptr> spotLight;
std::vector<PointLight::Ptr> pointLight;
};
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