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#pragma once
#include "assetFactory/asset.h"
#include "gfx/gl/instanceVertices.h"
#include "gfx/renderable.h"
class SceneShader;
class Location;
class Texture;
class Illuminator : public Asset, public Renderable, public StdTypeDefs<Illuminator> {
Mesh::Ptr bodyMesh;
std::shared_ptr<Texture> texture;
glVertexArray instanceVAO, instancesSpotLightVAO;
public:
struct SpotLightVertex {
RelativePosition3D position;
Direction3D direction;
RGB colour;
RelativeDistance kq;
Angle arc;
};
struct SpotLight : Persistence::Persistable, SpotLightVertex, StdTypeDefs<SpotLight> {
private:
friend Persistence::SelectionPtrBase<std::shared_ptr<SpotLight>>;
bool persist(Persistence::PersistenceStore & store) override;
};
public:
using LocationVertex = std::pair<glm::mat4, GlobalPosition3D>;
mutable InstanceVertices<LocationVertex> instances;
mutable InstanceVertices<SpotLightVertex> instancesSpotLight;
void render(const SceneShader &) const override;
void lights(const SceneShader &) const override;
protected:
friend Persistence::SelectionPtrBase<std::shared_ptr<Illuminator>>;
bool persist(Persistence::PersistenceStore & store) override;
void postLoad() override;
std::vector<SpotLight::Ptr> spotLight;
std::vector<InstanceVertices<SpotLightVertex>::InstanceProxy> spotLightInstances;
};
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