diff options
author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-07 02:51:42 +0000 |
---|---|---|
committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-07 02:51:42 +0000 |
commit | d6e99a696aa582b81018078b68f6600c8030d643 (patch) | |
tree | 5c1451bbc76c31f78ddd169fca7780a0943f5910 /gfx | |
parent | Reformat with new clang-format (diff) | |
download | ilt-d6e99a696aa582b81018078b68f6600c8030d643.tar.bz2 ilt-d6e99a696aa582b81018078b68f6600c8030d643.tar.xz ilt-d6e99a696aa582b81018078b68f6600c8030d643.zip |
WIP typedefing all the things - headers
Diffstat (limited to 'gfx')
-rw-r--r-- | gfx/gl/bufferedLocation.h | 14 | ||||
-rw-r--r-- | gfx/gl/camera.cpp | 4 | ||||
-rw-r--r-- | gfx/gl/camera.h | 25 | ||||
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 2 | ||||
-rw-r--r-- | gfx/gl/sceneRenderer.h | 10 | ||||
-rw-r--r-- | gfx/gl/sceneShader.h | 5 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 2 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.h | 9 | ||||
-rw-r--r-- | gfx/gl/uiShader.h | 3 | ||||
-rw-r--r-- | gfx/models/texture.cpp | 1 | ||||
-rw-r--r-- | gfx/models/texture.h | 5 | ||||
-rw-r--r-- | gfx/models/tga.h | 3 | ||||
-rw-r--r-- | gfx/models/vertex.h | 12 |
13 files changed, 51 insertions, 44 deletions
diff --git a/gfx/gl/bufferedLocation.h b/gfx/gl/bufferedLocation.h index 8096489..39d3139 100644 --- a/gfx/gl/bufferedLocation.h +++ b/gfx/gl/bufferedLocation.h @@ -8,7 +8,7 @@ class BufferedLocation { public: - BufferedLocation(glm::vec3 = {}, glm::vec3 = {}); + BufferedLocation(Position3D = {}, Rotation3D = {}); BufferedLocation(const Location &); virtual ~BufferedLocation() = default; @@ -16,13 +16,13 @@ public: operator const Location &() const; - glm::vec3 position() const; - glm::vec3 rotation() const; - void setPosition(glm::vec3, bool update = true); - void setRotation(glm::vec3, bool update = true); - void setLocation(glm::vec3, glm::vec3); + [[nodiscard]] Position3D position() const; + [[nodiscard]] Rotation3D rotation() const; + void setPosition(Position3D, bool update = true); + void setRotation(Rotation3D, bool update = true); + void setLocation(Position3D, Rotation3D); - glm::mat4 getTransform() const; + [[nodiscard]] glm::mat4 getTransform() const; private: virtual void updateBuffer() = 0; diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index c4c9544..80feab4 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -5,7 +5,7 @@ #include <maths.h> #include <ray.h> -Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) : +Camera::Camera(Position3D pos, Angle fov, Angle aspect, Distance zNear, Distance zFar) : position {pos}, forward {::north}, up {::up}, near {zNear}, far {zFar}, projection {glm::perspective(fov, aspect, zNear, zFar)}, viewProjection {projection * glm::lookAt(position, position + forward, up)}, @@ -14,7 +14,7 @@ Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) } Ray -Camera::unProject(const glm::vec2 & mouse) const +Camera::unProject(const ScreenRelCoord & mouse) const { static constexpr const glm::vec4 screen {0, 0, 1, 1}; const auto mouseProjection = glm::lookAt(::origin, forward, up); diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h index 7956ec3..469df0d 100644 --- a/gfx/gl/camera.h +++ b/gfx/gl/camera.h @@ -1,12 +1,13 @@ #pragma once +#include "config/types.h" #include <glm/glm.hpp> #include <maths.h> #include <ray.h> class Camera { public: - Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar); + Camera(Position3D, Angle fov, Angle aspect, Distance zNear, Distance zFar); [[nodiscard]] glm::mat4 getViewProjection() const @@ -14,23 +15,23 @@ public: return viewProjection; } - [[nodiscard]] Ray unProject(const glm::vec2 &) const; + [[nodiscard]] Ray unProject(const ScreenRelCoord &) const; void - setPosition(const glm::vec3 & p) + setPosition(const Position3D & p) { position = p; updateView(); } void - setForward(const glm::vec3 & f) + setForward(const Direction3D & f) { setForward(f, upFromForward(f)); } void - setForward(const glm::vec3 & f, const glm::vec3 & u) + setForward(const Direction3D & f, const Direction3D & u) { forward = f; up = u; @@ -38,21 +39,21 @@ public: } void - setView(const glm::vec3 & p, const glm::vec3 & f) + setView(const Position3D & p, const Direction3D & f) { position = p; setForward(f); } void - setView(const glm::vec3 & p, const glm::vec3 & f, const glm::vec3 & u) + setView(const Position3D & p, const Direction3D & f, const Direction3D & u) { position = p; setView(f, u); } void - lookAt(const glm::vec3 & target) + lookAt(const Position3D & target) { setForward(glm::normalize(target - position)); } @@ -71,14 +72,14 @@ public: [[nodiscard]] std::array<glm::vec4, 4> extentsAtDist(float) const; - [[nodiscard]] static glm::vec3 upFromForward(const glm::vec3 & forward); + [[nodiscard]] static Direction3D upFromForward(const Direction3D & forward); private: void updateView(); - glm::vec3 position; - glm::vec3 forward; - glm::vec3 up; + Position3D position; + Direction3D forward; + Direction3D up; float near, far; glm::mat4 projection; diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 5799daf..218cf6d 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -14,7 +14,7 @@ static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{ {1, -1, 1, 0}, }}; -SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) : +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}, lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}} { diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index 55df84d..87f474b 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -11,18 +11,18 @@ class SceneRenderer { public: - explicit SceneRenderer(glm::ivec2 size, GLuint output); + explicit SceneRenderer(ScreenAbsCoord size, GLuint output); void render(const SceneProvider &) const; - void setAmbientLight(const glm::vec3 & colour) const; - void setDirectionalLight(const glm::vec3 & colour, const glm::vec3 & direction, const SceneProvider &) const; + void setAmbientLight(const RGB & colour) const; + void setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider &) const; Camera camera; private: void renderQuad() const; - glm::ivec2 size; + ScreenAbsCoord size; GLuint output; glFrameBuffer gBuffer; glTexture gPosition, gNormal, gAlbedoSpec, gIllumination; @@ -39,7 +39,7 @@ private: DirectionalLightProgram(); using Program::use; - void setDirectionalLight(const glm::vec3 &, const glm::vec3 &, const std::span<const glm::mat4x4>, + void setDirectionalLight(const RGB &, const Direction3D &, const std::span<const glm::mat4x4>, const std::span<const glm::vec4>, std::size_t maps) const; private: diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index ead184e..d1c6ef2 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include "program.h" #include <glArrays.h> @@ -52,7 +53,7 @@ class SceneShader { public: PointLightShader(); - void add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const; + void add(const Position3D & position, const RGB & colour, const float kq) const; private: UniformLocation colourLoc; @@ -65,7 +66,7 @@ class SceneShader { public: SpotLightShader(); - void add(const glm::vec3 & position, const glm::vec3 & direction, const glm::vec3 & colour, const float kq, + void add(const Position3D & position, const Direction3D & direction, const RGB & colour, const float kq, const float arc) const; private: diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 79b39c0..58f65c4 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -15,7 +15,7 @@ #include <tuple> #include <vector> -ShadowMapper::ShadowMapper(const glm::ivec2 & s) : +ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : fixedPoint {shadowFixedPoint_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s} { glBindTexture(GL_TEXTURE_2D, depthMap); diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index cd1b975..e5272a3 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include "lib/glArrays.h" #include "program.h" #include <glm/vec2.hpp> @@ -11,7 +12,7 @@ class Camera; class ShadowMapper { public: - explicit ShadowMapper(const glm::ivec2 & size); + explicit ShadowMapper(const TextureAbsCoord & size); static constexpr std::size_t SHADOW_BANDS {4}; @@ -21,7 +22,7 @@ public: size_t maps {}; }; - [[nodiscard]] Definitions update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const; + [[nodiscard]] Definitions update(const SceneProvider &, const Direction3D & direction, const Camera &) const; class FixedPoint : public Program { public: @@ -55,9 +56,9 @@ public: } private: - [[nodiscard]] static std::vector<std::array<glm::vec3, 4>> getBandViewExtents( + [[nodiscard]] static std::vector<std::array<Position3D, 4>> getBandViewExtents( const Camera &, const glm::mat4 & lightView); glFrameBuffer depthMapFBO; glTexture depthMap; - glm::ivec2 size; + TextureAbsCoord size; }; diff --git a/gfx/gl/uiShader.h b/gfx/gl/uiShader.h index 2766af8..362e90c 100644 --- a/gfx/gl/uiShader.h +++ b/gfx/gl/uiShader.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include "program.h" #include <cstddef> #include <glad/gl.h> @@ -33,7 +34,7 @@ private: class TextProgram : public UIProgram { public: explicit TextProgram(const glm::mat4 & vp); - void use(const glm::vec3 & colour) const; + void use(const RGB & colour) const; private: RequiredUniformLocation colorLoc; diff --git a/gfx/models/texture.cpp b/gfx/models/texture.cpp index b7f1bee..f60d158 100644 --- a/gfx/models/texture.cpp +++ b/gfx/models/texture.cpp @@ -1,4 +1,5 @@ #include "texture.h" +#include "config/types.h" #include "glArrays.h" #include "tga.h" #include <cache.h> diff --git a/gfx/models/texture.h b/gfx/models/texture.h index 1b66c64..5e1b440 100644 --- a/gfx/models/texture.h +++ b/gfx/models/texture.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include <cache.h> #include <filesystem> #include <glArrays.h> @@ -42,7 +43,7 @@ public: protected: static void save(const glTexture &, GLenum, GLenum, uint8_t channels, const char * path, uint8_t tgaFormat); - static glm::ivec2 getSize(const glTexture &); + static TextureAbsCoord getSize(const glTexture &); glTexture m_texture; GLenum type; @@ -53,7 +54,7 @@ public: TextureAtlas(GLsizei width, GLsizei height, GLuint count); void bind(GLenum unit = GL_TEXTURE0) const override; - GLuint add(glm::ivec2 position, glm::ivec2 size, void * data, TextureOptions = {}); + GLuint add(TextureAbsCoord position, TextureAbsCoord size, void * data, TextureOptions = {}); private: glTexture m_atlas; diff --git a/gfx/models/tga.h b/gfx/models/tga.h index 52db220..3d072fb 100644 --- a/gfx/models/tga.h +++ b/gfx/models/tga.h @@ -4,10 +4,11 @@ #include <glm/vec2.hpp> struct TGAHead { + using XY = glm::vec<2, uint16_t>; uint8_t idLength {}, colorMapType {}, format {}; uint16_t __attribute__((packed)) colorMapFirst {}, colorMapLength {}; uint8_t colorMapEntrySize {}; - glm::vec<2, uint16_t> origin {}, size {}; + XY origin {}, size {}; uint8_t pixelDepth {}; uint8_t descriptor {}; }; diff --git a/gfx/models/vertex.h b/gfx/models/vertex.h index 0464ea7..5635fa1 100644 --- a/gfx/models/vertex.h +++ b/gfx/models/vertex.h @@ -1,12 +1,12 @@ #pragma once +#include "config/types.h" #include <glad/gl.h> -#include <glm/glm.hpp> class Vertex { public: #ifndef __cpp_aggregate_paren_init - constexpr Vertex(glm::vec3 pos, glm::vec2 texCoord, glm::vec3 normal, glm::vec4 colour = {}, GLuint material = 0) : + constexpr Vertex(Position3D pos, TextureRelCoord texCoord, Normal3D normal, RGBA colour = {}, GLuint material = 0) : pos {std::move(pos)}, texCoord {std::move(texCoord)}, normal {std::move(normal)}, colour {std::move(colour)}, material {material} { @@ -15,9 +15,9 @@ public: bool operator==(const Vertex &) const = default; - glm::vec3 pos; - glm::vec2 texCoord; - glm::vec3 normal; - glm::vec4 colour {}; + Position3D pos {}; + TextureRelCoord texCoord {}; + Normal3D normal {}; + RGBA colour {}; GLuint material {}; }; |