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#include "railVehicleClass.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/vertexArrayObject.h"
#include <array>
#include <glm/glm.hpp>
#include <lib/resource.h>
#include <location.h>
#include <maths.h>
#include <memory>
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<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(instances.bufferName(), 1);
bogies.front()
->configureVAO(instancesBogiesVAO.front())
.addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(instances.bufferName(), 1);
bogies.back()
->configureVAO(instancesBogiesVAO.back())
.addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(instances.bufferName(), 1);
static_assert(sizeof(LocationVertex) == 144UL);
}
void
RailVehicleClass::render(const SceneShader & shader) const
{
if (const auto count = static_cast<GLsizei>(instances.size())) {
if (texture) {
texture->bind();
}
shader.basicInst.use();
bodyMesh->DrawInstanced(instanceVAO, count);
bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count);
bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count);
}
}
void
RailVehicleClass::shadows(const ShadowMapper & mapper) const
{
if (const auto count = static_cast<GLsizei>(instances.size())) {
mapper.dynamicPointInst.use();
bodyMesh->DrawInstanced(instanceVAO, count);
bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count);
bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count);
}
}
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