summaryrefslogtreecommitdiff
path: root/game
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2024-10-22 01:01:02 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-10-22 01:01:02 +0100
commit9edf8711471db08427c5441ed37b6dfe3dd7f3b4 (patch)
tree4356058e9fd85e44c4404c5db8d5d3322a64aa29 /game
parentBump to CTRE to v3.9.0-1-gacb2f4d to fix compilation with clang 19 (diff)
parentFurther template maths functions (diff)
downloadilt-9edf8711471db08427c5441ed37b6dfe3dd7f3b4.tar.bz2
ilt-9edf8711471db08427c5441ed37b6dfe3dd7f3b4.tar.xz
ilt-9edf8711471db08427c5441ed37b6dfe3dd7f3b4.zip
Merge branch 'billboard-shadows'
Diffstat (limited to 'game')
-rw-r--r--game/environment.cpp11
-rw-r--r--game/geoData.cpp2
-rw-r--r--game/network/link.cpp6
-rw-r--r--game/network/network.cpp10
-rw-r--r--game/network/rail.cpp12
-rw-r--r--game/scenary/foliage.cpp27
-rw-r--r--game/scenary/foliage.h11
-rw-r--r--game/scenary/plant.cpp3
8 files changed, 51 insertions, 31 deletions
diff --git a/game/environment.cpp b/game/environment.cpp
index 19aad84..5aa1f09 100644
--- a/game/environment.cpp
+++ b/game/environment.cpp
@@ -1,4 +1,5 @@
#include "environment.h"
+#include "gfx/lightDirection.h"
#include <chronology.h>
#include <gfx/gl/sceneRenderer.h>
@@ -16,14 +17,12 @@ Environment::render(const SceneRenderer & renderer, const SceneProvider & scene)
constexpr RGB baseAmbient {0.1F}, baseDirectional {0.0F};
constexpr RGB relativeAmbient {0.3F, 0.3F, 0.4F}, relativeDirectional {0.6F, 0.6F, 0.5F};
- const auto sunPos = getSunPos({}, worldTime);
- const auto sunDir = (glm::mat3 {rotate_yp({sunPos.y + pi, sunPos.x})} * north);
- const auto vertical = -std::min(0.F, sunDir.z - 0.1F);
- const auto ambient = baseAmbient + relativeAmbient * vertical;
- const auto directional = baseDirectional + relativeDirectional * vertical;
+ const LightDirection sunPos = getSunPos({}, worldTime);
+ const auto ambient = baseAmbient + relativeAmbient * sunPos.vertical();
+ const auto directional = baseDirectional + relativeDirectional * sunPos.vertical();
renderer.setAmbientLight(ambient);
- renderer.setDirectionalLight(directional, sunDir, scene);
+ renderer.setDirectionalLight(directional, sunPos, scene);
}
// Based on the C++ code published at https://www.psa.es/sdg/sunpos.htm
diff --git a/game/geoData.cpp b/game/geoData.cpp
index 72aa056..d212651 100644
--- a/game/geoData.cpp
+++ b/game/geoData.cpp
@@ -559,7 +559,7 @@ GeoData::setHeights(const std::span<const GlobalPosition3D> triangleStrip, const
const auto limit = std::ceil(arc.length() * 5.F / pi);
const auto inc = arc.length() / limit;
for (float step = 0; step <= limit; step += 1.F) {
- addExtrusionFor(sincosf(arc.first + (step * inc)));
+ addExtrusionFor(sincos(arc.first + (step * inc)));
}
}
else {
diff --git a/game/network/link.cpp b/game/network/link.cpp
index 248fe7d..79af92a 100644
--- a/game/network/link.cpp
+++ b/game/network/link.cpp
@@ -46,12 +46,12 @@ 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 {(sincos(ang) || 0.F) * radius};
const auto relClimb {vehiclePositionOffset()
+ RelativePosition3D {0, 0,
static_cast<RelativeDistance>(es.first->pos.z - centreBase.z)
+ (static_cast<RelativeDistance>(es.second->pos.z - es.first->pos.z) * frac)}};
- const auto pitch {vector_pitch({0, 0, static_cast<RelativeDistance>(es.second->pos.z - es.first->pos.z) / length})};
+ const auto pitch {vector_pitch(difference(es.second->pos, es.first->pos) / length)};
return Location {GlobalPosition3D(relPos + relClimb) + centreBase, {pitch, normalize(ang + dirOffset[start]), 0}};
}
@@ -69,7 +69,7 @@ LinkCurve::intersectRay(const Ray<GlobalPosition3D> & ray) const
points.reserve(segCount);
for (std::remove_const_t<decltype(step)> swing = {arc.first, centreBase.z - e0p.z}; segCount;
swing += step, --segCount) {
- points.emplace_back(centreBase + ((sincosf(swing.x) * radius) || swing.y));
+ points.emplace_back(centreBase + ((sincos(swing.x) * radius) || swing.y));
}
return ray.passesCloseToEdges(points, 1.F);
}
diff --git a/game/network/network.cpp b/game/network/network.cpp
index 65b2a62..6ba3ed6 100644
--- a/game/network/network.cpp
+++ b/game/network/network.cpp
@@ -95,7 +95,7 @@ Network::routeFromTo(const Link::End & end, const Node::Ptr & dest) const
GenCurveDef
Network::genCurveDef(const GlobalPosition3D & start, const GlobalPosition3D & end, float startDir)
{
- const auto diff {end - start};
+ const auto diff = difference(end, start);
const auto vy {vector_yaw(diff)};
const auto dir = pi + startDir;
const auto flatStart {start.xy()}, flatEnd {end.xy()};
@@ -121,16 +121,16 @@ Network::genCurveDef(const GlobalPosition3D & start, const GlobalPosition3D & en
};
if (const auto radii = find_arcs_radius(flatStart, startDir, flatEnd, endDir); radii.first < radii.second) {
const auto radius {radii.first};
- const auto c1 = flatStart + (sincosf(startDir + half_pi) * radius);
- const auto c2 = flatEnd + (sincosf(endDir + half_pi) * radius);
+ const auto c1 = flatStart + (sincos(startDir + half_pi) * radius);
+ const auto c2 = flatEnd + (sincos(endDir + half_pi) * radius);
const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
return {{start, midh, c1}, {end, midh, c2}};
}
else {
const auto radius {radii.second};
- const auto c1 = flatStart + (sincosf(startDir - half_pi) * radius);
- const auto c2 = flatEnd + (sincosf(endDir - half_pi) * radius);
+ const auto c1 = flatStart + (sincos(startDir - half_pi) * radius);
+ const auto c2 = flatEnd + (sincos(endDir - half_pi) * radius);
const auto mid = (c1 + c2) / 2;
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 fd07ace..6f04070 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -32,7 +32,7 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end)
}
// Find start link/end - opposite entry dir to existing link; so pi +...
const Angle dir = pi + findNodeDirection(node1ins.first);
- if (dir == vector_yaw(end - start)) {
+ if (dir == vector_yaw(difference(end, start))) {
return addLink<RailLinkStraight>(start, end);
}
const auto flatStart {start.xy()}, flatEnd {end.xy()};
@@ -45,8 +45,8 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end)
const float dir2 = pi + findNodeDirection(node2ins.first);
if (const auto radii = find_arcs_radius(flatStart, dir, flatEnd, dir2); radii.first < radii.second) {
const auto radius {radii.first};
- const auto c1 = flatStart + (sincosf(dir + half_pi) * radius);
- const auto c2 = flatEnd + (sincosf(dir2 + half_pi) * radius);
+ const auto c1 = flatStart + (sincos(dir + half_pi) * radius);
+ const auto c2 = flatEnd + (sincos(dir2 + half_pi) * radius);
const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(start, midh, c1);
@@ -54,15 +54,15 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end)
}
else {
const auto radius {radii.second};
- const auto c1 = flatStart + (sincosf(dir - half_pi) * radius);
- const auto c2 = flatEnd + (sincosf(dir2 - half_pi) * radius);
+ const auto c1 = flatStart + (sincos(dir - half_pi) * radius);
+ const auto c2 = flatEnd + (sincos(dir2 - half_pi) * radius);
const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(midh, start, c1);
return addLink<RailLinkCurve>(midh, end, c2);
}
}
- const auto diff {end - start};
+ const auto diff = difference(end, start);
const auto vy {vector_yaw(diff)};
const auto n2ed {(vy * 2) - dir - pi};
const auto centre {find_arc_centre(flatStart, dir, flatEnd, n2ed)};
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 73d285f..a0ec576 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -2,8 +2,6 @@
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/vertexArrayObject.h"
-#include "gfx/models/texture.h"
-#include "location.h"
bool
Foliage::persist(Persistence::PersistenceStore & store)
@@ -16,7 +14,18 @@ Foliage::postLoad()
{
texture = getTexture();
bodyMesh->configureVAO(instanceVAO)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
+ .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(
+ instances.bufferName(), 1);
+ VertexArrayObject {instancePointVAO}.addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(
+ instances.bufferName());
+}
+
+void
+Foliage::updateStencil(const ShadowStenciller & ss) const
+{
+ if (instances.size() > 0) {
+ ss.renderStencil(shadowStencil, *bodyMesh, texture);
+ }
}
void
@@ -35,10 +44,12 @@ void
Foliage::shadows(const ShadowMapper & mapper) const
{
if (const auto count = instances.size()) {
- mapper.dynamicPointInstWithTextures.use();
- if (texture) {
- texture->bind(GL_TEXTURE3);
- }
- bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ const auto dimensions = bodyMesh->getDimensions();
+ mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, shadowStencil);
+ glBindVertexArray(instancePointVAO);
+ glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(count));
+ glBindVertexArray(0);
}
}
diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h
index 0a4261c..5da63f0 100644
--- a/game/scenary/foliage.h
+++ b/game/scenary/foliage.h
@@ -2,6 +2,7 @@
#include "assetFactory/asset.h"
#include "gfx/gl/instanceVertices.h"
+#include "gfx/gl/shadowStenciller.h"
#include "gfx/models/texture.h"
#include "gfx/renderable.h"
@@ -13,12 +14,20 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs<Foliage> {
Mesh::Ptr bodyMesh;
Texture::Ptr texture;
glVertexArray instanceVAO;
+ glVertexArray instancePointVAO;
public:
- using LocationVertex = std::pair<glm::mat3, GlobalPosition3D>;
+ struct LocationVertex {
+ glm::mat3 rotation;
+ float yaw;
+ GlobalPosition3D position;
+ };
+
mutable InstanceVertices<LocationVertex> instances;
void render(const SceneShader &) const override;
void shadows(const ShadowMapper &) const override;
+ void updateStencil(const ShadowStenciller &) const override;
+ glTexture shadowStencil = ShadowStenciller::createStencilTexture(256, 256);
protected:
friend Persistence::SelectionPtrBase<std::shared_ptr<Foliage>>;
diff --git a/game/scenary/plant.cpp b/game/scenary/plant.cpp
index b39c28b..2006225 100644
--- a/game/scenary/plant.cpp
+++ b/game/scenary/plant.cpp
@@ -2,6 +2,7 @@
#include "location.h"
Plant::Plant(std::shared_ptr<const Foliage> type, const Location & position) :
- type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)}
+ type {std::move(type)},
+ location {this->type->instances.acquire(position.getRotationTransform(), position.rot.y, position.pos)}
{
}