From 9c2c3f71065c94a18c02440111b6ff8ca977b90e Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 9 Nov 2023 00:40:40 +0000 Subject: WIP typedefing all the things - sources --- game/network/rail.cpp | 30 +++++++++++++++--------------- 1 file changed, 15 insertions(+), 15 deletions(-) (limited to 'game/network/rail.cpp') diff --git a/game/network/rail.cpp b/game/network/rail.cpp index 5a4f1e1..f46504b 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -18,7 +18,7 @@ template class NetworkOf; constexpr auto RAIL_CROSSSECTION_VERTICES {5U}; -constexpr glm::vec3 RAIL_HEIGHT {0, 0, .25F}; +constexpr Size3D RAIL_HEIGHT {0, 0, .25F}; RailLinks::RailLinks() : NetworkOf {"rails.jpg"} { } @@ -28,7 +28,7 @@ RailLinks::tick(TickDuration) } std::shared_ptr -RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end) +RailLinks::addLinksBetween(Position3D start, Position3D end) { auto node1ins = newNodeAt(start), node2ins = newNodeAt(end); if (node1ins.second == NodeIs::NotInNetwork && node2ins.second == NodeIs::NotInNetwork) { @@ -45,7 +45,7 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end) if (dir == vector_yaw(end - start)) { return addLink(start, end); } - const glm::vec2 flatStart {!start}, flatEnd {!end}; + const Position2D flatStart {!start}, flatEnd {!end}; if (node2ins.second == NodeIs::InNetwork) { auto midheight = [&](auto mid) { const auto sm = glm::distance(flatStart, mid), em = glm::distance(flatEnd, mid); @@ -100,7 +100,7 @@ RailLink::render(const SceneShader &) const mesh->Draw(); } -constexpr const std::array, RAIL_CROSSSECTION_VERTICES> railCrossSection {{ +constexpr const std::array, RAIL_CROSSSECTION_VERTICES> railCrossSection {{ // ___________ // _/ \_ // left to right @@ -122,7 +122,7 @@ RailLinkStraight::RailLinkStraight(const Node::Ptr & a, const Node::Ptr & b) : R { } -RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const glm::vec3 & diff) : +RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & diff) : Link({std::move(a), vector_yaw(diff)}, {std::move(b), vector_yaw(-diff)}, glm::length(diff)) { if (glGenVertexArrays) { @@ -133,20 +133,20 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const glm::vec3 & d for (auto ei : {1U, 0U}) { const auto trans {glm::translate(ends[ei].node->pos) * e}; for (const auto & rcs : railCrossSection) { - const glm::vec3 m {(trans * glm::vec4 {rcs.first, 1})}; - vertices.emplace_back(m, glm::vec2 {rcs.second, len * static_cast(ei)}, up); + const Position3D m {(trans * glm::vec4 {rcs.first, 1})}; + vertices.emplace_back(m, Position2D {rcs.second, len * static_cast(ei)}, up); } } mesh = defaultMesh(vertices); } } -RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec2 c) : +RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position2D c) : RailLinkCurve(a, b, c ^ a->pos.z, {!c, a->pos, b->pos}) { } -RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec3 c, const Arc arc) : +RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3D c, const Arc arc) : Link({a, normalize(arc.first + half_pi)}, {b, normalize(arc.second - half_pi)}, (glm::length(a->pos - c)) * arc_length(arc)), LinkCurve {c, glm::length(ends[0].node->pos - c), arc} @@ -156,25 +156,25 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec3 const auto & e1p {ends[1].node->pos}; const auto slength = round_sleepers(length / 2.F); const auto segs = std::round(15.F * slength / std::pow(radius, 0.7F)); - const auto step {glm::vec3 {arc_length(arc), e1p.z - e0p.z, slength} / segs}; + const auto step {Position3D {arc_length(arc), e1p.z - e0p.z, slength} / segs}; const auto trans {glm::translate(centreBase)}; auto segCount = static_cast(std::lround(segs)) + 1; std::vector vertices; vertices.reserve(segCount * railCrossSection.size()); - for (glm::vec3 swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) { + for (Position3D swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) { const auto t { - trans * glm::rotate(half_pi - swing.x, up) * glm::translate(glm::vec3 {radius, 0.F, swing.y})}; + trans * glm::rotate(half_pi - swing.x, up) * glm::translate(Position3D {radius, 0.F, swing.y})}; for (const auto & rcs : railCrossSection) { - const glm::vec3 m {(t * glm::vec4 {rcs.first, 1})}; - vertices.emplace_back(m, glm::vec2 {rcs.second, swing.z}, up); + const Position3D m {(t * glm::vec4 {rcs.first, 1})}; + vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up); } } mesh = defaultMesh(vertices); } } -glm::vec3 +Position3D RailLink::vehiclePositionOffset() const { return RAIL_HEIGHT; -- cgit v1.2.3 From d771fbda2c171cfbc36cc0eb3122c1a02ffbb081 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 9 Nov 2023 01:57:27 +0000 Subject: WIP typedefing just about everything else --- assetFactory/assetFactory.h | 5 ++--- assetFactory/modelFactoryMesh.h | 9 ++++---- assetFactory/style.cpp | 14 ++++++------ assetFactory/style.h | 6 ++---- config/types.h | 3 +++ game/network/network.h | 2 +- game/network/rail.cpp | 4 ++-- gfx/gl/sceneRenderer.cpp | 2 +- gfx/gl/sceneRenderer.h | 2 +- gfx/gl/sceneShader.cpp | 4 ++-- gfx/gl/sceneShader.h | 4 ++-- gfx/gl/shadowMapper.cpp | 47 +++++++++++++++++++++-------------------- gfx/gl/shadowMapper.h | 2 +- ui/editNetwork.h | 2 +- 14 files changed, 54 insertions(+), 52 deletions(-) (limited to 'game/network/rail.cpp') diff --git a/assetFactory/assetFactory.h b/assetFactory/assetFactory.h index e449ce2..787f0a4 100644 --- a/assetFactory/assetFactory.h +++ b/assetFactory/assetFactory.h @@ -15,10 +15,9 @@ public: using Assets = std::map>; using AssImps = std::map>; using TextureFragments = std::map>; - using Colour = glm::vec3; - using ColourAlpha = glm::vec4; + using Colour = RGB; + using ColourAlpha = RGBA; using Colours = std::map>; - using TextureFragmentCoords = std::array; AssetFactory(); [[nodiscard]] static std::shared_ptr loadXML(const std::filesystem::path &); diff --git a/assetFactory/modelFactoryMesh.h b/assetFactory/modelFactoryMesh.h index 32e7ab5..480bf7f 100644 --- a/assetFactory/modelFactoryMesh.h +++ b/assetFactory/modelFactoryMesh.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include "modelFactoryMesh_fwd.h" #include #include @@ -38,10 +39,10 @@ struct ModelFactoryTraits : public OpenMesh::DefaultTraits { EdgeAttributes(OpenMesh::Attributes::Status); VertexAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status); HalfedgeAttributes(OpenMesh::Attributes::TexCoord2D); - using Point = glm::vec3; - using Normal = glm::vec3; - using Color = glm::vec4; - using TexCoord2D = glm::vec2; + using Point = Position3D; + using Normal = Normal3D; + using Color = RGBA; + using TexCoord2D = TextureRelCoord; }; struct ModelFactoryMesh : public OpenMesh::PolyMesh_ArrayKernelT { diff --git a/assetFactory/style.cpp b/assetFactory/style.cpp index 81a5441..265becb 100644 --- a/assetFactory/style.cpp +++ b/assetFactory/style.cpp @@ -33,10 +33,10 @@ Style::applyStyle( const auto material = mf->getMaterialIndex(texture); mesh.property(mesh.materialFaceProperty, face) = material; static constexpr std::array coords {{ - {0.f, 0.f}, - {1.f, 0.f}, - {1.f, 1.f}, - {0.f, 1.f}, + {0.F, 0.F}, + {1.F, 0.F}, + {1.F, 1.F}, + {0.F, 1.F}, }}; auto coord = coords.begin(); // Wild assumption that face is a quad and the texture should apply linearly @@ -58,9 +58,9 @@ Style::getColour(const StyleStack & parents) bool Style::persist(Persistence::PersistenceStore & store) { - struct ColourParser : public Persistence::SelectionV { - using Persistence::SelectionV::SelectionV; - using Persistence::SelectionV::setValue; + struct ColourParser : public Persistence::SelectionV { + using Persistence::SelectionV::SelectionV; + using Persistence::SelectionV::setValue; void setValue(std::string && str) override diff --git a/assetFactory/style.h b/assetFactory/style.h index d931f98..2a437aa 100644 --- a/assetFactory/style.h +++ b/assetFactory/style.h @@ -10,9 +10,7 @@ class Style { public: using StyleStack = std::vector; - using Colour = glm::vec3; - using ColourAlpha = glm::vec4; - using EffectiveColour = std::optional>; + using EffectiveColour = std::optional>; void applyStyle(ModelFactoryMesh &, const StyleStack & parents, const Shape::CreatedFaces &) const; void applyStyle(ModelFactoryMesh &, const StyleStack & parents, const ModelFactoryMesh::FaceHandle &) const; @@ -30,7 +28,7 @@ public: static EffectiveColour getColour(const StyleStack & parents); - ColourAlpha colour {}; + RGBA colour {}; std::optional smooth; std::string texture; std::string textureRotation; // Multiples of 90deg, no int/enum support diff --git a/config/types.h b/config/types.h index a84be90..d99735e 100644 --- a/config/types.h +++ b/config/types.h @@ -27,8 +27,11 @@ using Normal3D = Normal<3>; using Rotation2D = Rotation<2>; using Rotation3D = Rotation<3>; using TextureRelCoord = glm::vec<2, float>; +using TextureRelRegion = glm::vec<4, float>; using TextureAbsCoord = glm::vec<2, GLsizei>; +using TextureAbsRegion = glm::vec<4, GLsizei>; using RGB = Colour<3>; using RGBA = Colour<4>; using ScreenRelCoord = glm::vec<2, float>; using ScreenAbsCoord = glm::vec<2, uint16_t>; +using ViewPort = glm::vec<4, GLsizei>; diff --git a/game/network/network.h b/game/network/network.h index 02f8c30..8af06a9 100644 --- a/game/network/network.h +++ b/game/network/network.h @@ -16,7 +16,7 @@ class Texture; class SceneShader; class Ray; -template using GenDef = std::tuple...>; +template using GenDef = std::tuple...>; using GenCurveDef = GenDef<3, 3, 2>; class Network { diff --git a/game/network/rail.cpp b/game/network/rail.cpp index f46504b..cc61db9 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -133,7 +133,7 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & for (auto ei : {1U, 0U}) { const auto trans {glm::translate(ends[ei].node->pos) * e}; for (const auto & rcs : railCrossSection) { - const Position3D m {(trans * glm::vec4 {rcs.first, 1})}; + const Position3D m {(trans * (rcs.first ^ 1))}; vertices.emplace_back(m, Position2D {rcs.second, len * static_cast(ei)}, up); } } @@ -166,7 +166,7 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3 const auto t { trans * glm::rotate(half_pi - swing.x, up) * glm::translate(Position3D {radius, 0.F, swing.y})}; for (const auto & rcs : railCrossSection) { - const Position3D m {(t * glm::vec4 {rcs.first, 1})}; + const Position3D m {(t * (rcs.first ^ 1))}; vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up); } } diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 6965175..4a3fec9 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -135,7 +135,7 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : void SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d, - const std::span lvp, const std::span shadowMapRegions, + const std::span lvp, const std::span shadowMapRegions, std::size_t maps) const { glUniform3fv(colourLoc, 1, glm::value_ptr(c)); diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index 87f474b..30fd8d3 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -40,7 +40,7 @@ private: using Program::use; void setDirectionalLight(const RGB &, const Direction3D &, const std::span, - const std::span, std::size_t maps) const; + const std::span, std::size_t maps) const; private: RequiredUniformLocation directionLoc, colourLoc, lightViewProjectionLoc, lightViewProjectionCountLoc, diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 04b6d9e..2dc2e70 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -35,7 +35,7 @@ SceneShader::setViewProjection(const glm::mat4 & viewProjection) const } void -SceneShader::setViewPort(const glm::ivec4 & viewPort) const +SceneShader::setViewPort(const ViewPort & viewPort) const { for (const auto & prog : std::array { &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { @@ -51,7 +51,7 @@ SceneShader::SceneProgram::setViewProjection(const glm::mat4 & viewProjection) c } void -SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const +SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const { if (viewPortLoc >= 0) { glUseProgram(*this); diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index d1c6ef2..f46b842 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -16,7 +16,7 @@ class SceneShader { } void setViewProjection(const glm::mat4 &) const; - void setViewPort(const glm::ivec4 &) const; + void setViewPort(const ViewPort &) const; private: RequiredUniformLocation viewProjectionLoc; @@ -88,5 +88,5 @@ public: SpotLightShader spotLight; void setViewProjection(const glm::mat4 & viewProjection) const; - void setViewPort(const glm::ivec4 & viewPort) const; + void setViewPort(const ViewPort & viewPort) const; }; diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index aea5af3..94a0791 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -24,7 +24,7 @@ ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); - static constexpr glm::vec4 border {std::numeric_limits::infinity()}; + static constexpr RGBA border {std::numeric_limits::infinity()}; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::value_ptr(border)); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); @@ -37,7 +37,7 @@ ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : glBindFramebuffer(GL_FRAMEBUFFER, 0); } -constexpr std::array, ShadowMapper::SHADOW_BANDS> viewports {{ +constexpr std::array, ShadowMapper::SHADOW_BANDS> viewports {{ {{ {31, 31, 0, 0}, // full }}, @@ -57,27 +57,28 @@ constexpr std::array, ShadowM {1, 1, 1, 1}, // upper right }}, }}; -constexpr std::array, ShadowMapper::SHADOW_BANDS> shadowMapRegions {{ - {{ - {0.5F, 0.5F, 0.5F, 0.5F}, // full - }}, - {{ - {0.5F, 0.25F, 0.5F, 0.25F}, // lower half - {0.5F, 0.25F, 0.5F, 0.75F}, // upper half - }}, - {{ - {0.5F, 0.25F, 0.5F, 0.25F}, // lower half - {0.25F, 0.25F, 0.25F, 0.75F}, // upper left - {0.25F, 0.25F, 0.75F, 0.75F}, // upper right - }}, - - {{ - {0.25F, 0.25F, 0.25F, 0.25F}, // lower left - {0.25F, 0.25F, 0.75F, 0.25F}, // lower right - {0.25F, 0.25F, 0.25F, 0.75F}, // upper left - {0.25F, 0.25F, 0.75F, 0.75F}, // upper right - }}, -}}; +constexpr std::array, ShadowMapper::SHADOW_BANDS> + shadowMapRegions {{ + {{ + {0.5F, 0.5F, 0.5F, 0.5F}, // full + }}, + {{ + {0.5F, 0.25F, 0.5F, 0.25F}, // lower half + {0.5F, 0.25F, 0.5F, 0.75F}, // upper half + }}, + {{ + {0.5F, 0.25F, 0.5F, 0.25F}, // lower half + {0.25F, 0.25F, 0.25F, 0.75F}, // upper left + {0.25F, 0.25F, 0.75F, 0.75F}, // upper right + }}, + + {{ + {0.25F, 0.25F, 0.25F, 0.25F}, // lower left + {0.25F, 0.25F, 0.75F, 0.25F}, // lower right + {0.25F, 0.25F, 0.25F, 0.75F}, // upper left + {0.25F, 0.25F, 0.75F, 0.75F}, // upper right + }}, + }}; constexpr std::array shadowBands { 1.F, 250.F, diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index e5272a3..d54734c 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -18,7 +18,7 @@ public: struct Definitions { std::array projections {}; - std::array regions {}; + std::array regions {}; size_t maps {}; }; diff --git a/ui/editNetwork.h b/ui/editNetwork.h index eb1677e..e1aaa61 100644 --- a/ui/editNetwork.h +++ b/ui/editNetwork.h @@ -21,7 +21,7 @@ public: void render(const SceneShader &) const override; void render(const UIShader & shader, const UIComponent::Position & pos) const override; - using NetworkClickPos = std::variant; + using NetworkClickPos = std::variant; class Builder { public: -- cgit v1.2.3 From 685b33980cc7a346574b24732464f0cbe3115a1f Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 15 Nov 2023 01:29:24 +0000 Subject: Switch to millimeters for spatial units Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres. --- application/main.cpp | 17 +++++++++-------- assetFactory/factoryMesh.cpp | 2 +- game/geoData.cpp | 2 +- game/geoData.h | 2 +- game/network/rail.cpp | 18 +++++++++--------- game/vehicles/linkHistory.cpp | 2 +- game/vehicles/railVehicle.cpp | 4 ++-- gfx/gl/sceneRenderer.cpp | 2 +- gfx/gl/shaders/landmass.fs | 6 +++--- gfx/gl/shaders/pointLight.fs | 2 +- gfx/gl/shaders/pointLight.vs | 2 +- gfx/gl/shaders/spotLight.fs | 2 +- gfx/gl/shaders/spotLight.vs | 2 +- gfx/gl/shaders/water.fs | 2 +- gfx/gl/shaders/water.vs | 4 ++-- gfx/gl/shadowMapper.cpp | 10 +++++----- res/brush47.xml | 2 +- test/test-assetFactory.cpp | 14 +++++++------- test/test-geo.cpp | 10 +++++----- test/test-render.cpp | 26 +++++++++++++------------- ui/gameMainWindow.cpp | 2 +- ui/manualCameraController.cpp | 4 ++-- ui/manualCameraController.h | 2 +- 23 files changed, 70 insertions(+), 69 deletions(-) (limited to 'game/network/rail.cpp') diff --git a/application/main.cpp b/application/main.cpp index ffdaf63..01e6561 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -37,7 +37,7 @@ public: int run() { - geoData = std::make_shared(GeoData::Limits {{-120, -120}, {120, 120}}, 10.F); + geoData = std::make_shared(GeoData::Limits {{-120, -120}, {120, 120}}, 10000.F); geoData->generateRandom(); Windows windows; @@ -48,10 +48,10 @@ public: { auto rl = world.create(); - const Position3D j {-1120, -1100, 3}, k {-1100, -1000, 15}, l {-1000, -800, 20}, m {-900, -600, 30}, - n {-600, -500, 32}, o {-500, -800, 30}, p {-600, -900, 25}, q {-1025, -1175, 10}, - r {-925, -1075, 10}; - const Position3D s {-1100, -500, 15}, t {-1100, -450, 15}, u {-1000, -400, 15}; + const Position3D j {-1120000, -1100000, 3000}, k {-1100000, -1000000, 15000}, l {-1000000, -800000, 20000}, + m {-900000, -600000, 30000}, n {-600000, -500000, 32000}, o {-500000, -800000, 30000}, + p {-600000, -900000, 25000}, q {-1025000, -1175000, 10000}, r {-925000, -1075000, 10000}; + const Position3D s {-1100000, -500000, 15000}, t {-1100000, -450000, 15000}, u {-1000000, -400000, 15000}; auto l3 = rl->addLinksBetween(j, k); rl->addLinksBetween(k, l); rl->addLinksBetween(l, m); @@ -75,12 +75,13 @@ public: train->create(b47); } train->orders.removeAll(); - train->orders.create(&train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100, -450, 15})); + train->orders.create( + &train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100000, -450000, 15000})); train->currentActivity = train->orders.current()->createActivity(); auto foliage = std::dynamic_pointer_cast(assets.at("Tree-01-1")); - for (float x = 900; x < 1100; x += 3) { - for (float y = 900; y < 1100; y += 3) { + for (float x = 900000; x < 1100000; x += 3000) { + for (float y = 900000; y < 1100000; y += 3000) { world.create(foliage, Location {geoData->positionAt({-x, -y})}); } } diff --git a/assetFactory/factoryMesh.cpp b/assetFactory/factoryMesh.cpp index 46bcf6f..3caf5e8 100644 --- a/assetFactory/factoryMesh.cpp +++ b/assetFactory/factoryMesh.cpp @@ -30,7 +30,7 @@ FactoryMesh::createMesh() const const auto & point = mesh.point(vertex); const auto & normal = useVertexNormals ? mesh.property(mesh.vertex_normals_pph(), vertex) : mesh.property(mesh.face_normals_pph(), face); - Vertex outVertex {point, textureUV, normal, colour, material}; + Vertex outVertex {point * 1000.F, textureUV, normal, colour, material}; if (const auto existingItr = std::find(vertices.rbegin(), vertices.rend(), outVertex); existingItr != vertices.rend()) { faceIndices.push_back(static_cast(std::distance(existingItr, vertices.rend()) - 1)); diff --git a/game/geoData.cpp b/game/geoData.cpp index 76550cc..da067f7 100644 --- a/game/geoData.cpp +++ b/game/geoData.cpp @@ -31,7 +31,7 @@ GeoData::generateRandom() std::uniform_int_distribution<> rxpos(limit.first.x + 2, limit.second.x - 2), rypos(limit.first.y + 2, limit.second.y - 2); std::uniform_int_distribution<> rsize(10, 30); - std::uniform_real_distribution rheight(1, 3); + std::uniform_real_distribution rheight(1000, 3000); for (int h = 0; h < 500;) { const glm::ivec2 hpos {rxpos(gen), rypos(gen)}; const glm::ivec2 hsize {rsize(gen), rsize(gen)}; diff --git a/game/geoData.h b/game/geoData.h index b3ec51d..3bceb9c 100644 --- a/game/geoData.h +++ b/game/geoData.h @@ -14,7 +14,7 @@ class Ray; class GeoData { public: struct Node { - float height {-1.5F}; + float height {-1500.F}; }; using Quad = std::array; diff --git a/game/network/rail.cpp b/game/network/rail.cpp index cc61db9..ff101d4 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -18,7 +18,7 @@ template class NetworkOf; constexpr auto RAIL_CROSSSECTION_VERTICES {5U}; -constexpr Size3D RAIL_HEIGHT {0, 0, .25F}; +constexpr Size3D RAIL_HEIGHT {0, 0, 250.F}; RailLinks::RailLinks() : NetworkOf {"rails.jpg"} { } @@ -104,11 +104,11 @@ constexpr const std::array, RAIL_CROSSSECTION_VERTI // ___________ // _/ \_ // left to right - {{-1.9F, 0.F, 0.F}, 0.F}, - {{-.608F, 0.F, RAIL_HEIGHT.z}, 0.34F}, - {{0, 0.F, RAIL_HEIGHT.z * .7F}, 0.5F}, - {{.608F, 0.F, RAIL_HEIGHT.z}, 0.66F}, - {{1.9F, 0.F, 0.F}, 1.F}, + {{-1900.F, 0.F, 0.F}, 0.F}, + {{-608.F, 0.F, RAIL_HEIGHT.z}, .34F}, + {{0, 0.F, RAIL_HEIGHT.z * .7F}, .5F}, + {{608.F, 0.F, RAIL_HEIGHT.z}, .66F}, + {{1900.F, 0.F, 0.F}, 1.F}, }}; constexpr auto sleepers {5.F}; // There are 5 repetitions of sleepers in the texture @@ -128,7 +128,7 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & if (glGenVertexArrays) { std::vector vertices; vertices.reserve(2 * railCrossSection.size()); - const auto len = round_sleepers(length / 2.F); + const auto len = round_sleepers(length / 2000.F); const auto e {flat_orientation(diff)}; for (auto ei : {1U, 0U}) { const auto trans {glm::translate(ends[ei].node->pos) * e}; @@ -155,8 +155,8 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3 const auto & e0p {ends[0].node->pos}; const auto & e1p {ends[1].node->pos}; const auto slength = round_sleepers(length / 2.F); - const auto segs = std::round(15.F * slength / std::pow(radius, 0.7F)); - const auto step {Position3D {arc_length(arc), e1p.z - e0p.z, slength} / segs}; + const auto segs = std::round(slength / std::pow(radius, 0.7F)); + const auto step {Position3D {arc_length(arc), e1p.z - e0p.z, slength / 1000.F} / segs}; const auto trans {glm::translate(centreBase)}; auto segCount = static_cast(std::lround(segs)) + 1; diff --git a/game/vehicles/linkHistory.cpp b/game/vehicles/linkHistory.cpp index 2802109..e6bab36 100644 --- a/game/vehicles/linkHistory.cpp +++ b/game/vehicles/linkHistory.cpp @@ -8,7 +8,7 @@ LinkHistory::add(const Link::WPtr & l, unsigned char d) links.insert(links.begin(), {l, d}); const auto lp = l.lock(); totalLen += lp->length; - while (totalLen >= 1000.F && !links.empty()) { + while (totalLen >= 1000000.F && !links.empty()) { totalLen -= links.back().first.lock()->length; links.pop_back(); } diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index 6e6e18f..26536f5 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -46,9 +46,9 @@ RailVehicle::move(const Train * t, float & trailBy) bool RailVehicle::intersectRay(const Ray & ray, Position2D * baryPos, float * distance) const { - constexpr const auto X = 1.35F; + constexpr const auto X = 1350.F; const auto Y = this->rvClass->length / 2.F; - constexpr const auto Z = 3.9F; + constexpr const auto Z = 3900.F; const auto moveBy = location.getTransform(); const std::array cornerVertices {{ moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 9b5510e..53178e5 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -15,7 +15,7 @@ static constexpr const std::array displayVAOdata {{ }}; SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : - camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o}, + camera {{-1250000.0F, -1250000.0F, 35.0F}, quarter_pi, ratio(s), 100.F, 10000000.0F}, size {s}, output {o}, lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}} { shader.setViewPort({0, 0, size.x, size.y}); diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.fs index 4dc92bb..9865d11 100644 --- a/gfx/gl/shaders/landmass.fs +++ b/gfx/gl/shaders/landmass.fs @@ -11,9 +11,9 @@ const vec3 rock = vec3(.2, .2, .1); const vec3 sand = vec3(.76, .7, .5); const vec3 snow = vec3(.97, .97, .99); -const float beachline = .5; -const float snowline_low = 28; -const float snowline_high = 30; +const float beachline = 500; +const float snowline_low = 28000; +const float snowline_high = 30000; const float slope_min = .99; const float slope_mid = .95; diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs index bd32c05..1a68df8 100644 --- a/gfx/gl/shaders/pointLight.fs +++ b/gfx/gl/shaders/pointLight.fs @@ -26,5 +26,5 @@ main() if (normalDot < 0) { discard; } - FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2))); + FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2))); } diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs index b3fe7b9..7694a25 100644 --- a/gfx/gl/shaders/pointLight.vs +++ b/gfx/gl/shaders/pointLight.vs @@ -13,6 +13,6 @@ void main() { centre = position; - size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); + size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); gl_Position = vec4(centre - viewPoint, 0); } diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs index add86fd..78b8f72 100644 --- a/gfx/gl/shaders/spotLight.fs +++ b/gfx/gl/shaders/spotLight.fs @@ -30,5 +30,5 @@ main() if (normalDot < 0) { discard; } - FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2))); + FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2))); } diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs index e61b641..08197a4 100644 --- a/gfx/gl/shaders/spotLight.vs +++ b/gfx/gl/shaders/spotLight.vs @@ -18,7 +18,7 @@ main() { position = v_position; direction = normalize(v_direction); - size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); + size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); cosarc = cos(arc / 2); gl_Position = vec4(position - viewPoint, 0); } diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs index 04aa94c..2ccc924 100644 --- a/gfx/gl/shaders/water.fs +++ b/gfx/gl/shaders/water.fs @@ -13,5 +13,5 @@ main() gPosition = vec4(FragPos, 1); gNormal = vec4(Normal, 1); gAlbedoSpec = texture(texture0, TexCoords); - gAlbedoSpec.a *= clamp(-FragPos.z * .7, .1, 1.0); + gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0); } diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index 014499f..03eabb2 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -10,8 +10,8 @@ uniform vec3 waves; void main() { - vec3 wpos = vec3(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2), - cos(waves.x + position.x + (position.y / 8)) * .3); + vec3 wpos = vec3(position.x + (cos(waves.x) * 1000.0), position.y + (cos(waves.x * waves.y / 2) * 1000.0), + cos(waves.x + (position.x / 1000.0) + (position.y * 125.0)) * 300.0); FragPos = vec3(wpos.xy, position.z); TexCoords = texCoord; diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index e4ee47a..190f20e 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -80,11 +80,11 @@ constexpr std::array, S }}, }}; constexpr std::array shadowBands { - 1.F, - 250.F, - 750.F, - 2500.F, - 10000.F, + 1000.F, + 250000.F, + 750000.F, + 2500000.F, + 10000000.F, }; static_assert(viewports.size() == shadowMapRegions.size()); static_assert(shadowBands.size() == shadowMapRegions.size() + 1); diff --git a/res/brush47.xml b/res/brush47.xml index 31518c8..dc33282 100644 --- a/res/brush47.xml +++ b/res/brush47.xml @@ -61,7 +61,7 @@ - + diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index 9af08cb..c8183df 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -64,7 +64,7 @@ public: } void - render(float dist = 10.f) + render(float dist) { sceneRenderer.camera.setView({-dist, dist * 1.2f, dist * 1.2f}, south + east + down); sceneRenderer.render(*this); @@ -104,7 +104,7 @@ BOOST_AUTO_TEST_CASE(brush47xml, *boost::unit_test::timeout(5)) auto railVehicle = std::make_shared(brush47rvc); objects.objects.push_back(brush47rvc); - render(); + render(10000); } BOOST_AUTO_TEST_CASE(foliage, *boost::unit_test::timeout(5)) @@ -116,13 +116,13 @@ BOOST_AUTO_TEST_CASE(foliage, *boost::unit_test::timeout(5)) auto tree_01_1_f = std::dynamic_pointer_cast(tree_01_1); BOOST_REQUIRE(tree_01_1_f); - auto plant1 = std::make_shared(tree_01_1_f, Location {{-2, 2, 0}, {0, 0, 0}}); - auto plant2 = std::make_shared(tree_01_1_f, Location {{3, -4, 0}, {0, 1, 0}}); - auto plant3 = std::make_shared(tree_01_1_f, Location {{-2, -4, 0}, {0, 2, 0}}); - auto plant4 = std::make_shared(tree_01_1_f, Location {{3, 2, 0}, {0, 3, 0}}); + auto plant1 = std::make_shared(tree_01_1_f, Location {{-2000, 2000, 0}, {0, 0, 0}}); + auto plant2 = std::make_shared(tree_01_1_f, Location {{3000, -4000, 0}, {0, 1, 0}}); + auto plant3 = std::make_shared(tree_01_1_f, Location {{-2000, -4000, 0}, {0, 2, 0}}); + auto plant4 = std::make_shared(tree_01_1_f, Location {{3000, 2000, 0}, {0, 3, 0}}); objects.objects.push_back(tree_01_1_f); - render(5); + render(6000); } BOOST_AUTO_TEST_SUITE_END(); diff --git a/test/test-geo.cpp b/test/test-geo.cpp index 9874fb7..7404d32 100644 --- a/test/test-geo.cpp +++ b/test/test-geo.cpp @@ -30,7 +30,7 @@ BOOST_AUTO_TEST_CASE(initialize) BOOST_CHECK_EQUAL(size, glm::uvec2(41, 46)); BOOST_CHECK_EQUAL(nodes.size(), 1886); BOOST_CHECK(std::all_of(nodes.begin(), nodes.end(), [](const auto & n) { - return n.height == -1.5F; + return n.height == -1500.F; })); } @@ -63,12 +63,12 @@ BOOST_AUTO_TEST_CASE(gen_random) })); // Still an island for (int x = limit.first.x; x <= limit.second.x; x += 1) { - BOOST_CHECK_EQUAL(nodes[at(x, limit.first.y)].height, -1.5F); - BOOST_CHECK_EQUAL(nodes[at(x, limit.second.y)].height, -1.5F); + BOOST_CHECK_EQUAL(nodes[at(x, limit.first.y)].height, -1500.F); + BOOST_CHECK_EQUAL(nodes[at(x, limit.second.y)].height, -1500.F); } for (int y = limit.first.y; y <= limit.second.y; y += 1) { - BOOST_CHECK_EQUAL(nodes[at(limit.first.x, y)].height, -1.5F); - BOOST_CHECK_EQUAL(nodes[at(limit.second.x, y)].height, -1.5F); + BOOST_CHECK_EQUAL(nodes[at(limit.first.x, y)].height, -1500.F); + BOOST_CHECK_EQUAL(nodes[at(limit.second.x, y)].height, -1500.F); } } diff --git a/test/test-render.cpp b/test/test-render.cpp index b16f241..766bb74 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -26,7 +26,7 @@ class TestScene : public SceneProvider { std::shared_ptr train1, train2; Terrain terrain {[]() { - auto gd = std::make_shared(GeoData::Limits {{0, 0}, {100, 100}}); + auto gd = std::make_shared(GeoData::Limits {{0, 0}, {100, 100}}, 10000); gd->generateRandom(); return gd; }()}; @@ -35,11 +35,11 @@ public: TestScene() { train1 = std::make_shared(brush47rvc); - train1->location.setPosition({52, 50, 2}); + train1->location.setPosition({52000, 50000, 2000}); train1->bogies.front().setPosition(train1->bogies.front().position() + train1->location.position()); train1->bogies.back().setPosition(train1->bogies.back().position() + train1->location.position()); train2 = std::make_shared(brush47rvc); - train2->location.setPosition({52, 30, 2}); + train2->location.setPosition({52000, 30000, 2000}); train2->bogies.front().setPosition(train2->bogies.front().position() + train2->location.position()); train2->bogies.back().setPosition(train2->bogies.back().position() + train2->location.position()); } @@ -88,7 +88,7 @@ BOOST_FIXTURE_TEST_SUITE(w, TestRenderOutput); BOOST_AUTO_TEST_CASE(basic) { SceneRenderer ss {size, output}; - ss.camera.setView({-10, -10, 60}, glm::normalize(glm::vec3 {1, 1, -0.5F})); + ss.camera.setView({-10000, -10000, 60000}, glm::normalize(glm::vec3 {1, 1, -0.5F})); const TestScene scene; ss.render(scene); Texture::save(outImage, "/tmp/basic.tga"); @@ -97,7 +97,7 @@ BOOST_AUTO_TEST_CASE(basic) BOOST_AUTO_TEST_CASE(pointlight) { SceneRenderer ss {size, output}; - ss.camera.setView({-10, -10, 60}, glm::normalize(glm::vec3 {1, 1, -0.5F})); + ss.camera.setView({-10000, -10000, 60000}, glm::normalize(glm::vec3 {1, 1, -0.5F})); class PointLightScene : public TestScene { public: @@ -111,9 +111,9 @@ BOOST_AUTO_TEST_CASE(pointlight) void lights(const SceneShader & shader) const override { - for (int x = 50; x < 100; x += 20) { - for (int y = 50; y < 2000; y += 20) { - shader.pointLight.add({x, y, 4}, {1.0, 1.0, 1.0}, 0.1F); + for (int x = 50000; x < 100000; x += 20000) { + for (int y = 50000; y < 2000000; y += 20000) { + shader.pointLight.add({x, y, 4000}, {1.0, 1.0, 1.0}, 0.1F); } } } @@ -127,7 +127,7 @@ BOOST_AUTO_TEST_CASE(pointlight) BOOST_AUTO_TEST_CASE(spotlight) { SceneRenderer ss {size, output}; - ss.camera.setView({-10, -10, 60}, glm::normalize(glm::vec3 {1, 1, -0.5F})); + ss.camera.setView({-10000, -10000, 60000}, glm::normalize(glm::vec3 {1, 1, -0.5F})); class PointLightScene : public TestScene { public: @@ -141,10 +141,10 @@ BOOST_AUTO_TEST_CASE(spotlight) void lights(const SceneShader & shader) const override { - shader.spotLight.add({50, 50, 15}, down, {1.0, 1.0, 1.0}, 0.01F, 1); - shader.spotLight.add({51, 59.5, 1}, north, {1.0, 1.0, 1.0}, 0.001F, .5); - shader.spotLight.add({53, 59.5, 1}, north, {1.0, 1.0, 1.0}, 0.001F, .5); - shader.spotLight.add({60, 50, 3}, north + east, {1.0, 1.0, 1.0}, 0.0001F, .7F); + shader.spotLight.add({50000, 50000, 15000}, down, {1.0, 1.0, 1.0}, 0.01F, 1); + shader.spotLight.add({51000, 59500, 1000}, north, {1.0, 1.0, 1.0}, 0.001F, .5); + shader.spotLight.add({53000, 59500, 1000}, north, {1.0, 1.0, 1.0}, 0.001F, .5); + shader.spotLight.add({60000, 50000, 3000}, north + east, {1.0, 1.0, 1.0}, 0.0001F, .7F); } }; diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index 15f1e07..7cf143a 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -31,7 +31,7 @@ public: GameMainWindow::GameMainWindow(size_t w, size_t h) : Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {Window::size, 0} { - uiComponents.create(Position2D {-1150, -1150}); + uiComponents.create(Position2D {-1150000, -1150000}); auto gms = uiComponents.create(&camera, ScreenAbsCoord {w, h}); uiComponents.create(gms.get()); } diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp index 05c1fc5..f6993a8 100644 --- a/ui/manualCameraController.cpp +++ b/ui/manualCameraController.cpp @@ -59,12 +59,12 @@ ManualCameraController::handleInput(const SDL_Event & e, const Position &) pitch = std::clamp(pitch - 0.01F * static_cast(e.motion.yrel), 0.1F, half_pi); } else { - focus += rotate_flat(-direction) * Position2D {-e.motion.xrel, e.motion.yrel}; + focus += rotate_flat(-direction) * (Position2D {-e.motion.xrel, e.motion.yrel} * dist / 2.0F); } } return true; case SDL_MOUSEWHEEL: - dist = std::clamp(dist - static_cast(e.wheel.y) * 4.F, 5.F, 200.F); + dist = std::clamp(dist - static_cast(e.wheel.y) * 400.F, 5.F, 200000.F); break; } return false; diff --git a/ui/manualCameraController.h b/ui/manualCameraController.h index 46655bc..1efaee1 100644 --- a/ui/manualCameraController.h +++ b/ui/manualCameraController.h @@ -22,5 +22,5 @@ private: bool ctrl {false}, mrb {false}; Position2D focus; float direction {quarter_pi}; - float dist {40}, pitch {quarter_pi}; + float dist {4000}, pitch {quarter_pi}; }; -- cgit v1.2.3 From 0841ead91c49a212134f19f7c0b411984b0fda29 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Fri, 29 Dec 2023 13:20:55 +0000 Subject: Remove weird operator! on vec2/3 --- game/network/link.cpp | 2 +- game/network/network.cpp | 4 ++-- game/network/rail.cpp | 4 ++-- gfx/followCameraController.cpp | 2 +- lib/maths.cpp | 2 +- lib/maths.h | 12 ------------ ui/manualCameraController.cpp | 2 +- 7 files changed, 8 insertions(+), 20 deletions(-) (limited to 'game/network/rail.cpp') diff --git a/game/network/link.cpp b/game/network/link.cpp index 498afe4..d8479dd 100644 --- a/game/network/link.cpp +++ b/game/network/link.cpp @@ -46,7 +46,7 @@ LinkCurve::positionAt(float dist, unsigned char start) const const auto es {std::make_pair(ends[start].node.get(), ends[1 - start].node.get())}; const auto as {std::make_pair(arc[start], arc[1 - start])}; const auto ang {as.first + ((as.second - as.first) * frac)}; - const auto relPos {!sincosf(ang) * radius}; + const auto relPos {sincosf(ang) ^ 0.F * radius}; const auto relClimb {vehiclePositionOffset() + Position3D {0, 0, es.first->pos.z - centreBase.z + ((es.second->pos.z - es.first->pos.z) * frac)}}; const auto pitch {vector_pitch({0, 0, (es.second->pos.z - es.first->pos.z) / length})}; diff --git a/game/network/network.cpp b/game/network/network.cpp index d18345c..5de2f5d 100644 --- a/game/network/network.cpp +++ b/game/network/network.cpp @@ -100,7 +100,7 @@ Network::genCurveDef(const Position3D & start, const Position3D & end, float sta const auto diff {end - start}; const auto vy {vector_yaw(diff)}; const auto dir = pi + startDir; - const auto flatStart {!start}, flatEnd {!end}; + const auto flatStart {start.xy()}, flatEnd {end.xy()}; const auto n2ed {(vy * 2) - dir - pi}; const auto centre {find_arc_centre(flatStart, dir, flatEnd, n2ed)}; @@ -115,7 +115,7 @@ Network::genCurveDef(const Position3D & start, const Position3D & end, float sta { startDir += pi; endDir += pi; - const Position2D flatStart {!start}, flatEnd {!end}; + const Position2D flatStart {start.xy()}, flatEnd {end.xy()}; auto midheight = [&](auto mid) { const auto sm = glm::distance(flatStart, mid), em = glm::distance(flatEnd, mid); return start.z + ((end.z - start.z) * (sm / (sm + em))); diff --git a/game/network/rail.cpp b/game/network/rail.cpp index ff101d4..545a728 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -45,7 +45,7 @@ RailLinks::addLinksBetween(Position3D start, Position3D end) if (dir == vector_yaw(end - start)) { return addLink(start, end); } - const Position2D flatStart {!start}, flatEnd {!end}; + const Position2D flatStart {start.xy()}, flatEnd {end.xy()}; if (node2ins.second == NodeIs::InNetwork) { auto midheight = [&](auto mid) { const auto sm = glm::distance(flatStart, mid), em = glm::distance(flatEnd, mid); @@ -142,7 +142,7 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & } RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position2D c) : - RailLinkCurve(a, b, c ^ a->pos.z, {!c, a->pos, b->pos}) + RailLinkCurve(a, b, c ^ a->pos.z, {c ^ 0.F, a->pos, b->pos}) { } diff --git a/gfx/followCameraController.cpp b/gfx/followCameraController.cpp index aee2187..9b23173 100644 --- a/gfx/followCameraController.cpp +++ b/gfx/followCameraController.cpp @@ -24,7 +24,7 @@ FollowCameraController::updateCamera(Camera * camera) const break; case Mode::Ride: - camera->setView(pos + GlobalPosition3D(up * 4.8F), !-sincosf(rot.y)); + camera->setView(pos + GlobalPosition3D(up * 4.8F), -sincosf(rot.y) ^ 0.F); break; case Mode::ISO: diff --git a/lib/maths.cpp b/lib/maths.cpp index 5430ef6..0c25820 100644 --- a/lib/maths.cpp +++ b/lib/maths.cpp @@ -9,7 +9,7 @@ glm::mat4 flat_orientation(const Direction3D & diff) { static const auto oneeighty {glm::rotate(pi, up)}; - const auto flatdiff {glm::normalize(!!diff)}; + const auto flatdiff {glm::normalize(diff.xy() ^ 0.F)}; auto e {glm::orientation(flatdiff, north)}; // Handle if diff is exactly opposite to north return (std::isnan(e[0][0])) ? oneeighty : e; diff --git a/lib/maths.h b/lib/maths.h index cf369a7..dd83c4b 100644 --- a/lib/maths.h +++ b/lib/maths.h @@ -99,12 +99,6 @@ perspective_divide(glm::vec<4, T, Q> v) return v / v.w; } -constexpr inline Position2D -operator!(const Position3D & v) -{ - return {v.x, v.y}; -} - constexpr inline Position3D operator^(const Position2D & v, float z) { @@ -117,12 +111,6 @@ operator^(const Position3D & v, float w) return {v.x, v.y, v.z, w}; } -constexpr inline Position3D -operator!(const Position2D & v) -{ - return v ^ 0.F; -} - template inline constexpr glm::vec operator||(const glm::vec v1, const glm::vec v2) diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp index f6993a8..1f6b510 100644 --- a/ui/manualCameraController.cpp +++ b/ui/manualCameraController.cpp @@ -79,5 +79,5 @@ void ManualCameraController::updateCamera(Camera * camera) const { const auto forward = glm::normalize(sincosf(direction) ^ -sin(pitch)); - camera->setView(!focus - forward * 3.F * std::pow(dist, 1.3F), forward); + camera->setView((focus ^ 0.F) - forward * 3.F * std::pow(dist, 1.3F), forward); } -- cgit v1.2.3 From 048f18e2a0b32044525cef41fa053984433c74b9 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Fri, 29 Dec 2023 14:12:40 +0000 Subject: Remove misleading power operator^ on vec2/3 --- assetFactory/cylinder.cpp | 6 +++--- game/network/link.cpp | 2 +- game/network/network.cpp | 4 ++-- game/network/rail.cpp | 10 +++++----- gfx/followCameraController.cpp | 2 +- gfx/gl/camera.cpp | 2 +- lib/maths.cpp | 2 +- lib/maths.h | 24 +++++++----------------- ui/manualCameraController.cpp | 4 ++-- 9 files changed, 23 insertions(+), 33 deletions(-) (limited to 'game/network/rail.cpp') diff --git a/assetFactory/cylinder.cpp b/assetFactory/cylinder.cpp index ed034fd..58980cf 100644 --- a/assetFactory/cylinder.cpp +++ b/assetFactory/cylinder.cpp @@ -19,7 +19,7 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, float lodf) const // Generate bottom face vertices std::vector bottom(P); std::transform(circumference.begin(), circumference.end(), bottom.begin(), [&mesh](const auto & xy) { - return mesh.add_vertex(xy ^ 0.F); + return mesh.add_vertex(xy || 0.F); }); surface.insert(mesh.add_namedFace("bottom", bottom)); } @@ -27,7 +27,7 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, float lodf) const // Generate top face vertices std::vector top(P); std::transform(circumference.rbegin(), circumference.rend(), top.begin(), [&mesh](const auto & xy) { - return mesh.add_vertex(xy ^ 1); + return mesh.add_vertex(xy || 1.F); }); surface.insert(mesh.add_namedFace("top", top)); } @@ -35,7 +35,7 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, float lodf) const // Generate edge vertices std::vector> edge(P + 1); std::transform(circumference.begin(), circumference.end(), edge.begin(), [&mesh](const auto & xy) { - return std::make_pair(mesh.add_vertex(xy ^ 0), mesh.add_vertex(xy ^ 1)); + return std::make_pair(mesh.add_vertex(xy || 0.F), mesh.add_vertex(xy || 1.F)); }); // Wrap around edge.back() = edge.front(); diff --git a/game/network/link.cpp b/game/network/link.cpp index d8479dd..703a1ca 100644 --- a/game/network/link.cpp +++ b/game/network/link.cpp @@ -46,7 +46,7 @@ LinkCurve::positionAt(float dist, unsigned char start) const const auto es {std::make_pair(ends[start].node.get(), ends[1 - start].node.get())}; const auto as {std::make_pair(arc[start], arc[1 - start])}; const auto ang {as.first + ((as.second - as.first) * frac)}; - const auto relPos {sincosf(ang) ^ 0.F * radius}; + const auto relPos {(sincosf(ang) || 0.F) * radius}; const auto relClimb {vehiclePositionOffset() + Position3D {0, 0, es.first->pos.z - centreBase.z + ((es.second->pos.z - es.first->pos.z) * frac)}}; const auto pitch {vector_pitch({0, 0, (es.second->pos.z - es.first->pos.z) / length})}; diff --git a/game/network/network.cpp b/game/network/network.cpp index 5de2f5d..1ff5b26 100644 --- a/game/network/network.cpp +++ b/game/network/network.cpp @@ -125,7 +125,7 @@ Network::genCurveDef(const Position3D & start, const Position3D & end, float sta const auto c1 = flatStart + sincosf(startDir + half_pi) * radius; const auto c2 = flatEnd + sincosf(endDir + half_pi) * radius; const auto mid = (c1 + c2) / 2.F; - const auto midh = mid ^ midheight(mid); + const auto midh = mid || midheight(mid); return {{start, midh, c1}, {end, midh, c2}}; } else { @@ -133,7 +133,7 @@ Network::genCurveDef(const Position3D & start, const Position3D & end, float sta const auto c1 = flatStart + sincosf(startDir - half_pi) * radius; const auto c2 = flatEnd + sincosf(endDir - half_pi) * radius; const auto mid = (c1 + c2) / 2.F; - const auto midh = mid ^ midheight(mid); + const auto midh = mid || midheight(mid); return {{midh, start, c1}, {midh, end, c2}}; } } diff --git a/game/network/rail.cpp b/game/network/rail.cpp index 545a728..303f1c8 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -57,7 +57,7 @@ RailLinks::addLinksBetween(Position3D start, Position3D end) const auto c1 = flatStart + sincosf(dir + half_pi) * radius; const auto c2 = flatEnd + sincosf(dir2 + half_pi) * radius; const auto mid = (c1 + c2) / 2.F; - const auto midh = mid ^ midheight(mid); + const auto midh = mid || midheight(mid); addLink(start, midh, c1); return addLink(end, midh, c2); } @@ -66,7 +66,7 @@ RailLinks::addLinksBetween(Position3D start, Position3D end) const auto c1 = flatStart + sincosf(dir - half_pi) * radius; const auto c2 = flatEnd + sincosf(dir2 - half_pi) * radius; const auto mid = (c1 + c2) / 2.F; - const auto midh = mid ^ midheight(mid); + const auto midh = mid || midheight(mid); addLink(midh, start, c1); return addLink(midh, end, c2); } @@ -133,7 +133,7 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & for (auto ei : {1U, 0U}) { const auto trans {glm::translate(ends[ei].node->pos) * e}; for (const auto & rcs : railCrossSection) { - const Position3D m {(trans * (rcs.first ^ 1))}; + const Position3D m {(trans * (rcs.first || 1.F))}; vertices.emplace_back(m, Position2D {rcs.second, len * static_cast(ei)}, up); } } @@ -142,7 +142,7 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & } RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position2D c) : - RailLinkCurve(a, b, c ^ a->pos.z, {c ^ 0.F, a->pos, b->pos}) + RailLinkCurve(a, b, c || a->pos.z, {c || 0.F, a->pos, b->pos}) { } @@ -166,7 +166,7 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3 const auto t { trans * glm::rotate(half_pi - swing.x, up) * glm::translate(Position3D {radius, 0.F, swing.y})}; for (const auto & rcs : railCrossSection) { - const Position3D m {(t * (rcs.first ^ 1))}; + const Position3D m {(t * (rcs.first || 1.F))}; vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up); } } diff --git a/gfx/followCameraController.cpp b/gfx/followCameraController.cpp index 9b23173..5114840 100644 --- a/gfx/followCameraController.cpp +++ b/gfx/followCameraController.cpp @@ -24,7 +24,7 @@ FollowCameraController::updateCamera(Camera * camera) const break; case Mode::Ride: - camera->setView(pos + GlobalPosition3D(up * 4.8F), -sincosf(rot.y) ^ 0.F); + camera->setView(pos + GlobalPosition3D(up * 4.8F), -sincosf(rot.y) || 0.F); break; case Mode::ISO: diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index 06e409e..9f40998 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -18,7 +18,7 @@ Camera::unProject(const ScreenRelCoord & mouse) const { static constexpr const glm::vec4 screen {0, 0, 1, 1}; const auto mouseProjection = glm::lookAt(::origin, forward, up); - return {position, glm::normalize(glm::unProject(mouse ^ 1, mouseProjection, projection, screen))}; + return {position, glm::normalize(glm::unProject(mouse || 1.F, mouseProjection, projection, screen))}; } void diff --git a/lib/maths.cpp b/lib/maths.cpp index 0c25820..17082d4 100644 --- a/lib/maths.cpp +++ b/lib/maths.cpp @@ -9,7 +9,7 @@ glm::mat4 flat_orientation(const Direction3D & diff) { static const auto oneeighty {glm::rotate(pi, up)}; - const auto flatdiff {glm::normalize(diff.xy() ^ 0.F)}; + const auto flatdiff {glm::normalize(diff.xy() || 0.F)}; auto e {glm::orientation(flatdiff, north)}; // Handle if diff is exactly opposite to north return (std::isnan(e[0][0])) ? oneeighty : e; diff --git a/lib/maths.h b/lib/maths.h index dd83c4b..f7ff148 100644 --- a/lib/maths.h +++ b/lib/maths.h @@ -99,18 +99,6 @@ perspective_divide(glm::vec<4, T, Q> v) return v / v.w; } -constexpr inline Position3D -operator^(const Position2D & v, float z) -{ - return {v.x, v.y, z}; -} - -constexpr inline glm::vec4 -operator^(const Position3D & v, float w) -{ - return {v.x, v.y, v.z, w}; -} - template inline constexpr glm::vec operator||(const glm::vec v1, const glm::vec v2) @@ -125,15 +113,17 @@ operator||(const glm::vec v1, const T v2) return {v1, v2}; } -inline Position3D -operator%(const Position3D & p, const glm::mat4 & mutation) +template +inline constexpr glm::vec +operator%(const glm::vec & p, const glm::mat & mutation) { - const auto p2 = mutation * (p ^ 1); + const auto p2 = mutation * (p || T(1)); return p2 / p2.w; } -inline Position3D -operator%=(Position3D & p, const glm::mat4 & mutation) +template +inline constexpr glm::vec +operator%=(glm::vec & p, const glm::mat & mutation) { return p = p % mutation; } diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp index 1f6b510..ef26e81 100644 --- a/ui/manualCameraController.cpp +++ b/ui/manualCameraController.cpp @@ -78,6 +78,6 @@ ManualCameraController::render(const UIShader &, const Position &) const void ManualCameraController::updateCamera(Camera * camera) const { - const auto forward = glm::normalize(sincosf(direction) ^ -sin(pitch)); - camera->setView((focus ^ 0.F) - forward * 3.F * std::pow(dist, 1.3F), forward); + const auto forward = glm::normalize(sincosf(direction) || -sin(pitch)); + camera->setView((focus || 0.F) - forward * 3.F * std::pow(dist, 1.3F), forward); } -- cgit v1.2.3