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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-18 20:39:54 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-18 20:39:54 +0000 |
commit | ba770a85b2b0ff9222e2867689c693ebee841e55 (patch) | |
tree | 179908c62b1ca5d18c9d7c33a3aa641002b479e8 | |
parent | Simplified texture save (diff) | |
download | ilt-ba770a85b2b0ff9222e2867689c693ebee841e55.tar.bz2 ilt-ba770a85b2b0ff9222e2867689c693ebee841e55.tar.xz ilt-ba770a85b2b0ff9222e2867689c693ebee841e55.zip |
Rename rdiv to ratio and add a vec2 override
-rw-r--r-- | game/geoData.cpp | 2 | ||||
-rw-r--r-- | lib/maths.h | 9 | ||||
-rw-r--r-- | ui/sceneRenderer.cpp | 2 |
3 files changed, 10 insertions, 3 deletions
diff --git a/game/geoData.cpp b/game/geoData.cpp index 25c7131..af39ce3 100644 --- a/game/geoData.cpp +++ b/game/geoData.cpp @@ -43,7 +43,7 @@ GeoData::generateRandom() for (auto x = lim1.x; x < lim2.x; x += 1) { const auto dist {hpos - glm::ivec2 {x, y}}; const glm::ivec2 distsqrd {dist.x * dist.x, dist.y * dist.y}; - const auto out {rdiv(sq(x - hpos.x), sq(hsize.x)) + rdiv(sq(y - hpos.y), sq(hsize.y))}; + const auto out {ratio(sq(x - hpos.x), sq(hsize.x)) + ratio(sq(y - hpos.y), sq(hsize.y))}; if (out <= 1.0F) { auto & node {nodes[at({x, y})]}; const auto m {1.F / (7.F * out - 8.F) + 1.F}; diff --git a/lib/maths.h b/lib/maths.h index 514a5ad..1c07baa 100644 --- a/lib/maths.h +++ b/lib/maths.h @@ -67,11 +67,18 @@ sq(T v) template<typename R = float, typename Ta, typename Tb> inline constexpr auto -rdiv(Ta a, Tb b) +ratio(Ta a, Tb b) { return (static_cast<R>(a) / static_cast<R>(b)); } +template<typename R = float, typename T, glm::qualifier Q> +inline constexpr auto +ratio(glm::vec<2, T, Q> v) +{ + return ratio<R>(v.x, v.y); +} + constexpr inline glm::vec2 operator!(const glm::vec3 & v) { diff --git a/ui/sceneRenderer.cpp b/ui/sceneRenderer.cpp index 852f64c..6986fb6 100644 --- a/ui/sceneRenderer.cpp +++ b/ui/sceneRenderer.cpp @@ -12,7 +12,7 @@ static constexpr std::array<glm::vec4, 4> displayVAOdata {{ {1.0f, -1.0f, 1.0f, 0.0f}, }}; SceneRenderer::SceneRenderer(glm::ivec2 size, GLuint o) : - camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(size.x, size.y), 0.1F, 10000.0F}, output {o}, + camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(size), 0.1F, 10000.0F}, output {o}, lighting {lightingShader_vs, lightingShader_fs} { glBindVertexArray(displayVAO); |