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#include "railVehicleClass.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/vertexArrayObject.hpp"
#include "gfx/models/mesh.h"
#include "gfx/models/texture.h"
#include <algorithm>
#include <array>
#include <cache.h>
#include <cmath>
#include <cstddef>
#include <filesystem>
#include <glm/glm.hpp>
#include <iterator>
#include <lib/resource.h>
#include <location.hpp>
#include <map>
#include <maths.h>
#include <memory>
#include <set>
#include <string>
#include <utility>
#include <vector>
bool
RailVehicleClass::persist(Persistence::PersistenceStore & store)
{
return STORE_TYPE && STORE_MEMBER(length) && STORE_MEMBER(wheelBase) && STORE_MEMBER(maxSpeed)
&& STORE_NAME_HELPER("bogie", bogies, Asset::MeshArrayConstruct)
&& STORE_HELPER(bodyMesh, Asset::MeshConstruct) && Asset::persist(store);
}
void
RailVehicleClass::postLoad()
{
texture = getTexture();
bodyMesh->configureVAO(instanceVAO).addAttribs<glm::mat4>(instancesBody.bufferName(), 1);
bogies.front()
->configureVAO(instancesBogiesVAO.front())
.addAttribs<glm::mat4>(instancesBogies.front().bufferName(), 1);
bogies.back()
->configureVAO(instancesBogiesVAO.back())
.addAttribs<glm::mat4>(instancesBogies.back().bufferName(), 1);
}
void
RailVehicleClass::render(const SceneShader & shader) const
{
if (const auto count = instancesBody.count()) {
if (texture) {
texture->bind();
}
shader.basicInst.use();
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
bogies.front()->DrawInstanced(
instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().count()));
bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().count()));
}
}
void
RailVehicleClass::shadows(const ShadowMapper & mapper) const
{
if (const auto count = instancesBody.count()) {
mapper.dynamicPointInst.use();
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
bogies.front()->DrawInstanced(
instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().count()));
bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().count()));
}
}
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