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-rw-r--r--Jamroot.jam1
-rw-r--r--application/main.cpp22
-rw-r--r--assetFactory/assetFactory.h5
-rw-r--r--assetFactory/cuboid.cpp2
-rw-r--r--assetFactory/cylinder.cpp10
-rw-r--r--assetFactory/factoryMesh.cpp2
-rw-r--r--assetFactory/factoryMesh.h3
-rw-r--r--assetFactory/modelFactoryMesh.h36
-rw-r--r--assetFactory/mutation.h7
-rw-r--r--assetFactory/plane.cpp2
-rw-r--r--assetFactory/shape.cpp4
-rw-r--r--assetFactory/shape.h3
-rw-r--r--assetFactory/style.cpp14
-rw-r--r--assetFactory/style.h6
-rw-r--r--assetFactory/texturePacker.cpp4
-rw-r--r--assetFactory/texturePacker.h7
-rw-r--r--config/types.h53
-rw-r--r--game/geoData.cpp432
-rw-r--r--game/geoData.h134
-rw-r--r--game/network/link.cpp16
-rw-r--r--game/network/link.h12
-rw-r--r--game/network/network.cpp24
-rw-r--r--game/network/network.h44
-rw-r--r--game/network/network.impl.h12
-rw-r--r--game/network/rail.cpp50
-rw-r--r--game/network/rail.h10
-rw-r--r--game/scenary/foliage.cpp3
-rw-r--r--game/scenary/foliage.h3
-rw-r--r--game/scenary/plant.cpp2
-rw-r--r--game/scenary/plant.h2
-rw-r--r--game/selectable.h3
-rw-r--r--game/terrain.cpp65
-rw-r--r--game/vehicles/linkHistory.cpp2
-rw-r--r--game/vehicles/railVehicle.cpp54
-rw-r--r--game/vehicles/railVehicle.h7
-rw-r--r--game/vehicles/railVehicleClass.cpp12
-rw-r--r--game/vehicles/railVehicleClass.h1
-rw-r--r--game/vehicles/train.cpp2
-rw-r--r--game/vehicles/train.h2
-rw-r--r--gfx/followCameraController.cpp4
-rw-r--r--gfx/gl/bufferedLocation.cpp23
-rw-r--r--gfx/gl/bufferedLocation.h32
-rw-r--r--gfx/gl/camera.cpp48
-rw-r--r--gfx/gl/camera.h31
-rw-r--r--gfx/gl/sceneRenderer.cpp77
-rw-r--r--gfx/gl/sceneRenderer.h20
-rw-r--r--gfx/gl/sceneShader.cpp41
-rw-r--r--gfx/gl/sceneShader.h21
-rw-r--r--gfx/gl/shaders/commonPoint.glsl6
-rw-r--r--gfx/gl/shaders/commonShadowPoint.glsl3
-rw-r--r--gfx/gl/shaders/directionalLight.fs9
-rw-r--r--gfx/gl/shaders/dynamicPoint.vs2
-rw-r--r--gfx/gl/shaders/dynamicPointInst.vs2
-rw-r--r--gfx/gl/shaders/fixedPoint.vs2
-rw-r--r--gfx/gl/shaders/landmass.fs8
-rw-r--r--gfx/gl/shaders/material.fs2
-rw-r--r--gfx/gl/shaders/materialOut.glsl2
-rw-r--r--gfx/gl/shaders/pointLight.fs4
-rw-r--r--gfx/gl/shaders/pointLight.gs1
-rw-r--r--gfx/gl/shaders/pointLight.vs5
-rw-r--r--gfx/gl/shaders/shadowDynamicPoint.vs2
-rw-r--r--gfx/gl/shaders/shadowDynamicPointInst.vs2
-rw-r--r--gfx/gl/shaders/shadowFixedPoint.vs2
-rw-r--r--gfx/gl/shaders/spotLight.fs4
-rw-r--r--gfx/gl/shaders/spotLight.gs1
-rw-r--r--gfx/gl/shaders/spotLight.vs5
-rw-r--r--gfx/gl/shaders/water.fs5
-rw-r--r--gfx/gl/shaders/water.vs9
-rw-r--r--gfx/gl/shadowMapper.cpp113
-rw-r--r--gfx/gl/shadowMapper.h20
-rw-r--r--gfx/gl/uiShader.cpp2
-rw-r--r--gfx/gl/uiShader.h3
-rw-r--r--gfx/models/texture.cpp13
-rw-r--r--gfx/models/texture.h6
-rw-r--r--gfx/models/tga.h3
-rw-r--r--gfx/models/vertex.h17
-rw-r--r--lib/geometricPlane.cpp4
-rw-r--r--lib/geometricPlane.h10
-rw-r--r--lib/location.cpp4
-rw-r--r--lib/location.h12
-rw-r--r--lib/maths.cpp100
-rw-r--r--lib/maths.h159
-rw-r--r--lib/ray.cpp8
-rw-r--r--lib/ray.h15
-rw-r--r--res/brush47.xml2
-rw-r--r--test/Jamfile.jam6
-rw-r--r--test/fixtures/height/SD19.asc205
-rw-r--r--test/perf-geoData.cpp42
-rw-r--r--test/test-assetFactory.cpp21
-rw-r--r--test/test-geo.cpp225
-rw-r--r--test/test-geoData.cpp201
-rw-r--r--test/test-maths.cpp33
-rw-r--r--test/test-render.cpp110
-rw-r--r--test/testHelpers.h13
-rw-r--r--test/testRenderOutput.cpp2
-rw-r--r--test/testRenderOutput.h7
-rw-r--r--test/testStructures.h5
-rw-r--r--thirdparty/openmesh/glmcompat.h42
-rw-r--r--ui/builders/freeExtend.h2
-rw-r--r--ui/builders/straight.cpp2
-rw-r--r--ui/builders/straight.h4
-rw-r--r--ui/editNetwork.h2
-rw-r--r--ui/gameMainSelector.cpp11
-rw-r--r--ui/gameMainSelector.h3
-rw-r--r--ui/gameMainWindow.cpp4
-rw-r--r--ui/manualCameraController.cpp8
-rw-r--r--ui/manualCameraController.h6
-rw-r--r--ui/window.h2
108 files changed, 1740 insertions, 1153 deletions
diff --git a/Jamroot.jam b/Jamroot.jam
index 8a111ee..ef2f4c2 100644
--- a/Jamroot.jam
+++ b/Jamroot.jam
@@ -101,6 +101,7 @@ lib ilt :
<include>.
<include>lib
<implicit-dependency>thirdparty//glad
+ <library>OpenMeshCore
;
build-project test ;
diff --git a/application/main.cpp b/application/main.cpp
index 0e880c0..adaec9b 100644
--- a/application/main.cpp
+++ b/application/main.cpp
@@ -26,7 +26,6 @@
#include <ui/applicationBase.h>
#include <ui/gameMainWindow.h>
#include <ui/window.h>
-#include <vector>
static const int DISPLAY_WIDTH = 1280;
static const int DISPLAY_HEIGHT = 1024;
@@ -38,8 +37,7 @@ public:
int
run()
{
- geoData = std::make_shared<GeoData>(GeoData::Limits {{-120, -120}, {120, 120}}, 10.F);
- geoData->generateRandom();
+ geoData = std::make_shared<GeoData>(GeoData::loadFromAsciiGrid("test/fixtures/height/SD19.asc"));
Windows windows;
windows.create<GameMainWindow>(DISPLAY_WIDTH, DISPLAY_HEIGHT);
@@ -49,10 +47,11 @@ public:
{
auto rl = world.create<RailLinks>();
- const glm::vec3 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 glm::vec3 s {-1100, -500, 15}, t {-1100, -450, 15}, u {-1000, -400, 15};
+ const GlobalPosition3D 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}, 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);
@@ -76,13 +75,14 @@ public:
train->create<RailVehicle>(b47);
}
train->orders.removeAll();
- train->orders.create<GoTo>(&train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100, -450, 15}));
+ train->orders.create<GoTo>(
+ &train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100000, -450000, 15000}));
train->currentActivity = train->orders.current()->createActivity();
auto foliage = std::dynamic_pointer_cast<Foliage>(assets.at("Tree-01-1"));
- for (float x = 900; x < 1100; x += 3) {
- for (float y = 900; y < 1100; y += 3) {
- world.create<Plant>(foliage, Location {geoData->positionAt({-x, -y})});
+ for (auto x = 311000000; x < 311830000; x += 5000) {
+ for (auto y = 491100000; y < 491130000; y += 5000) {
+ world.create<Plant>(foliage, Location {geoData->positionAt({{x, y}})});
}
}
}
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<std::string, Asset::Ptr, std::less<>>;
using AssImps = std::map<std::string, AssImp::Ptr, std::less<>>;
using TextureFragments = std::map<std::string, TextureFragment::Ptr, std::less<>>;
- using Colour = glm::vec3;
- using ColourAlpha = glm::vec4;
+ using Colour = RGB;
+ using ColourAlpha = RGBA;
using Colours = std::map<std::string, Colour, std::less<>>;
- using TextureFragmentCoords = std::array<glm::vec2, 4>;
AssetFactory();
[[nodiscard]] static std::shared_ptr<AssetFactory> loadXML(const std::filesystem::path &);
diff --git a/assetFactory/cuboid.cpp b/assetFactory/cuboid.cpp
index a8ddcd9..cfb6cfb 100644
--- a/assetFactory/cuboid.cpp
+++ b/assetFactory/cuboid.cpp
@@ -4,7 +4,7 @@
Cuboid::CreatedFaces
Cuboid::createMesh(ModelFactoryMesh & mesh, float) const
{
- static constexpr std::array<glm::vec3, 8> VERTICES {{
+ static constexpr std::array<Position3D, 8> VERTICES {{
// bottom
{n, n, z},
{n, y, z},
diff --git a/assetFactory/cylinder.cpp b/assetFactory/cylinder.cpp
index 7d22e36..58980cf 100644
--- a/assetFactory/cylinder.cpp
+++ b/assetFactory/cylinder.cpp
@@ -9,8 +9,8 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, float lodf) const
const auto step = two_pi / static_cast<float>(P);
// Generate 2D circumference points
- std::vector<glm::vec2> circumference(P);
- std::generate(circumference.begin(), circumference.end(), [a = 0.f, step]() mutable {
+ std::vector<Position2D> circumference(P);
+ std::generate(circumference.begin(), circumference.end(), [a = 0.F, step]() mutable {
return sincosf(a += step) * .5F;
});
@@ -19,7 +19,7 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, float lodf) const
// Generate bottom face vertices
std::vector<OpenMesh::VertexHandle> 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<OpenMesh::VertexHandle> 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<std::pair<OpenMesh::VertexHandle, OpenMesh::VertexHandle>> 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/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<unsigned int>(std::distance(existingItr, vertices.rend()) - 1));
diff --git a/assetFactory/factoryMesh.h b/assetFactory/factoryMesh.h
index f71c737..b09b54f 100644
--- a/assetFactory/factoryMesh.h
+++ b/assetFactory/factoryMesh.h
@@ -1,5 +1,6 @@
#pragma once
+#include "config/types.h"
#include "gfx/models/mesh.h"
#include "stdTypeDefs.h"
#include "use.h"
@@ -9,7 +10,7 @@ public:
Mesh::Ptr createMesh() const;
std::string id;
- glm::vec3 size;
+ Size3D size;
Use::Collection uses;
private:
diff --git a/assetFactory/modelFactoryMesh.h b/assetFactory/modelFactoryMesh.h
index 32e7ab5..06fd7b8 100644
--- a/assetFactory/modelFactoryMesh.h
+++ b/assetFactory/modelFactoryMesh.h
@@ -1,47 +1,23 @@
#pragma once
+#include "config/types.h"
#include "modelFactoryMesh_fwd.h"
#include <OpenMesh/Core/Mesh/PolyMesh_ArrayKernelT.hh>
-#include <OpenMesh/Core/Mesh/Traits.hh>
#include <glad/gl.h>
-#include <glm/geometric.hpp>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
-
-namespace glm {
- template<length_t L, typename T, qualifier Q>
- auto
- norm(const vec<L, T, Q> & v)
- {
- return length(v);
- }
-
- template<length_t L, typename T, qualifier Q, typename S>
- auto
- vectorize(vec<L, T, Q> & v, S scalar)
- {
- v = vec<L, T, Q> {static_cast<T>(scalar)};
- }
-}
-
-namespace OpenMesh {
- template<glm::length_t L, typename T, glm::qualifier Q> struct vector_traits<glm::vec<L, T, Q>> {
- using vector_type = glm::vec<L, T, Q>;
- using value_type = T;
- static constexpr glm::length_t size_ = L;
- };
-}
+#include <thirdparty/openmesh/glmcompat.h>
struct ModelFactoryTraits : public OpenMesh::DefaultTraits {
FaceAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status | OpenMesh::Attributes::Color);
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<ModelFactoryTraits> {
diff --git a/assetFactory/mutation.h b/assetFactory/mutation.h
index 2432174..b571dea 100644
--- a/assetFactory/mutation.h
+++ b/assetFactory/mutation.h
@@ -1,5 +1,6 @@
#pragma once
+#include "config/types.h"
#include "persistence.h"
#include <glm/mat4x4.hpp>
#include <glm/vec3.hpp>
@@ -13,9 +14,9 @@ struct Mutation {
float relativeLevelOfDetail() const;
- glm::vec3 position {};
- glm::vec3 rotation {};
- glm::vec3 scale {1};
+ Position3D position {};
+ Rotation3D rotation {};
+ Scale3D scale {1};
protected:
bool persist(Persistence::PersistenceStore & store);
diff --git a/assetFactory/plane.cpp b/assetFactory/plane.cpp
index c6e1b5a..28fb690 100644
--- a/assetFactory/plane.cpp
+++ b/assetFactory/plane.cpp
@@ -4,7 +4,7 @@
Plane::CreatedFaces
Plane::createMesh(ModelFactoryMesh & mesh, float) const
{
- static constexpr std::array<glm::vec3, 4> VERTICES {{
+ static constexpr std::array<Position3D, 4> VERTICES {{
{n, n, z},
{y, n, z},
{y, y, z},
diff --git a/assetFactory/shape.cpp b/assetFactory/shape.cpp
index 1bfbdbb..0f83ee5 100644
--- a/assetFactory/shape.cpp
+++ b/assetFactory/shape.cpp
@@ -1,11 +1,9 @@
#include "shape.h"
-#include "gfx/models/vertex.h"
-#include "maths.h"
#include "modelFactoryMesh.h"
#include "shape.h"
std::vector<OpenMesh::VertexHandle>
-Shape::addToMesh(ModelFactoryMesh & mesh, const std::span<const glm::vec3> vertices)
+Shape::addToMesh(ModelFactoryMesh & mesh, const std::span<const Position3D> vertices)
{
std::vector<OpenMesh::VertexHandle> vhs;
std::transform(vertices.begin(), vertices.end(), std::back_inserter(vhs), [&mesh](const auto & p) {
diff --git a/assetFactory/shape.h b/assetFactory/shape.h
index ea3e4e7..136e24f 100644
--- a/assetFactory/shape.h
+++ b/assetFactory/shape.h
@@ -1,5 +1,6 @@
#pragma once
+#include "config/types.h"
#include "modelFactoryMesh_fwd.h"
#include "stdTypeDefs.h"
#include <OpenMesh/Core/Mesh/Handles.hh>
@@ -21,5 +22,5 @@ public:
virtual CreatedFaces createMesh(ModelFactoryMesh &, float levelOfDetailFactor) const = 0;
static std::vector<OpenMesh::VertexHandle> addToMesh(
- ModelFactoryMesh & mesh, const std::span<const glm::vec3> vertices);
+ ModelFactoryMesh & mesh, const std::span<const Position3D> vertices);
};
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<ModelFactoryTraits::TexCoord2D, 4> 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<ColourAlpha> {
- using Persistence::SelectionV<ColourAlpha>::SelectionV;
- using Persistence::SelectionV<ColourAlpha>::setValue;
+ struct ColourParser : public Persistence::SelectionV<RGBA> {
+ using Persistence::SelectionV<RGBA>::SelectionV;
+ using Persistence::SelectionV<RGBA>::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<const Style *>;
- using Colour = glm::vec3;
- using ColourAlpha = glm::vec4;
- using EffectiveColour = std::optional<std::reference_wrapper<const ColourAlpha>>;
+ using EffectiveColour = std::optional<std::reference_wrapper<const RGBA>>;
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<bool> smooth;
std::string texture;
std::string textureRotation; // Multiples of 90deg, no int/enum support
diff --git a/assetFactory/texturePacker.cpp b/assetFactory/texturePacker.cpp
index dbafc4b..0d0fdb6 100644
--- a/assetFactory/texturePacker.cpp
+++ b/assetFactory/texturePacker.cpp
@@ -14,9 +14,7 @@ TexturePacker::TexturePacker(std::span<const Image> in) :
std::sort(sortedIndexes.rbegin(), sortedIndexes.rend(), [this](const auto a, const auto b) {
return area(inputImages[a]) < area(inputImages[b]);
});
- int mts;
- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mts);
- maxTextureSize = static_cast<unsigned int>(mts);
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
}
TexturePacker::Result
diff --git a/assetFactory/texturePacker.h b/assetFactory/texturePacker.h
index 93413eb..05e3204 100644
--- a/assetFactory/texturePacker.h
+++ b/assetFactory/texturePacker.h
@@ -1,13 +1,14 @@
#pragma once
+#include "config/types.h"
#include <glm/vec2.hpp>
#include <span>
#include <vector>
class TexturePacker {
public:
- using Position = glm::uvec2;
- using Size = glm::uvec2;
+ using Position = TextureAbsCoord;
+ using Size = TextureAbsCoord;
struct Area {
#ifndef __cpp_aggregate_paren_init
@@ -40,5 +41,5 @@ public:
private:
std::span<const Image> inputImages;
std::vector<size_t> sortedIndexes;
- unsigned int maxTextureSize;
+ GLsizei maxTextureSize;
};
diff --git a/config/types.h b/config/types.h
new file mode 100644
index 0000000..aff0390
--- /dev/null
+++ b/config/types.h
@@ -0,0 +1,53 @@
+#pragma once
+
+#include "glad/gl.h"
+#include <glm/geometric.hpp>
+
+using Distance = float; // deprecate
+using RelativeDistance = float;
+using GlobalDistance = int32_t;
+using CalcDistance = int64_t;
+using Angle = float;
+
+template<glm::length_t D> using Position = glm::vec<D, Distance>; // deprecate
+template<glm::length_t D> using RelativePosition = glm::vec<D, RelativeDistance>;
+template<glm::length_t D> using GlobalPosition = glm::vec<D, GlobalDistance>;
+template<glm::length_t D> using CalcPosition = glm::vec<D, CalcDistance>;
+template<glm::length_t D> using Size = glm::vec<D, Distance>;
+template<glm::length_t D> using Scale = glm::vec<D, float>;
+template<glm::length_t D> using Direction = glm::vec<D, float>;
+template<glm::length_t D> using Normal = Direction<D>;
+template<glm::length_t D> using Rotation = glm::vec<D, Angle>;
+template<glm::length_t Channels> using Colour = glm::vec<Channels, float>;
+
+using Position2D = Position<2>; // deprecate
+using Position3D = Position<3>; // deprecate
+using BaryPosition = glm::vec<2, float>;
+using RelativePosition2D = RelativePosition<2>;
+using RelativePosition3D = RelativePosition<3>;
+using RelativePosition4D = RelativePosition<4>;
+using GlobalPosition2D = GlobalPosition<2>;
+using GlobalPosition3D = GlobalPosition<3>;
+using GlobalPosition4D = GlobalPosition<4>;
+using CalcPosition2D = CalcPosition<2>;
+using CalcPosition3D = CalcPosition<3>;
+using CalcPosition4D = CalcPosition<4>;
+using Size2D = Size<2>;
+using Size3D = Size<3>;
+using Scale2D = Scale<2>;
+using Scale3D = Scale<3>;
+using Direction2D = Direction<2>;
+using Direction3D = Direction<3>;
+using Normal2D = Normal<2>;
+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/geoData.cpp b/game/geoData.cpp
index 76550cc..97f4a26 100644
--- a/game/geoData.cpp
+++ b/game/geoData.cpp
@@ -1,215 +1,341 @@
#include "geoData.h"
-#include "gfx/image.h"
-#include <algorithm>
-#include <array>
-#include <cmath>
-#include <cstddef>
+#include <fstream>
#include <glm/gtx/intersect.hpp>
-#include <initializer_list>
-#include <limits>
#include <maths.h>
-#include <random>
-#include <ray.h>
-#include <stb/stb_image.h>
-#include <stdexcept>
-#include <util.h>
-GeoData::GeoData(Limits l, float s) :
- limit {std::move(l)}, size {(limit.second - limit.first) + 1}, scale {s}, nodes {[this]() {
- return (static_cast<std::size_t>(size.x * size.y));
- }()}
+GeoData
+GeoData::loadFromAsciiGrid(const std::filesystem::path & input)
{
-}
-
-void
-GeoData::generateRandom()
-{
- // We acknowledge this is terrible :)
-
- // Add hills
- std::mt19937 gen(std::random_device {}());
- 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<float> rheight(1, 3);
- for (int h = 0; h < 500;) {
- const glm::ivec2 hpos {rxpos(gen), rypos(gen)};
- const glm::ivec2 hsize {rsize(gen), rsize(gen)};
- if (const auto lim1 = hpos - hsize; lim1.x > limit.first.x && lim1.y > limit.first.y) {
- if (const auto lim2 = hpos + hsize; lim2.x < limit.second.x && lim2.y < limit.second.y) {
- const auto height = rheight(gen);
- const glm::ivec2 hsizesqrd {hsize.x * hsize.x, hsize.y * hsize.y};
- for (auto y = lim1.y; y < lim2.y; y += 1) {
- 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 {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};
- node.height += height * m;
- }
- }
- }
- h += 1;
- }
+ size_t ncols = 0, nrows = 0, xllcorner = 0, yllcorner = 0, cellsize = 0;
+ std::map<std::string_view, size_t *> properties {
+ {"ncols", &ncols},
+ {"nrows", &nrows},
+ {"xllcorner", &xllcorner},
+ {"yllcorner", &yllcorner},
+ {"cellsize", &cellsize},
+ };
+ std::ifstream f {input};
+ while (!properties.empty()) {
+ std::string property;
+ f >> property;
+ f >> *properties.at(property);
+ properties.erase(property);
+ }
+ xllcorner *= 1000;
+ yllcorner *= 1000;
+ cellsize *= 1000;
+ std::vector<VertexHandle> vertices;
+ vertices.reserve(ncols * nrows);
+ GeoData mesh;
+ mesh.lowerExtent = {xllcorner, yllcorner, std::numeric_limits<GlobalDistance>::max()};
+ mesh.upperExtent = {xllcorner + (cellsize * (ncols - 1)), yllcorner + (cellsize * (nrows - 1)),
+ std::numeric_limits<GlobalDistance>::min()};
+ for (size_t row = 0; row < nrows; ++row) {
+ for (size_t col = 0; col < ncols; ++col) {
+ float heightf = 0;
+ f >> heightf;
+ const auto height = static_cast<GlobalDistance>(std::round(heightf * 1000.F));
+ mesh.upperExtent.z = std::max(mesh.upperExtent.z, height);
+ mesh.lowerExtent.z = std::min(mesh.lowerExtent.z, height);
+ vertices.push_back(mesh.add_vertex({xllcorner + (col * cellsize), yllcorner + (row * cellsize), height}));
}
}
-}
+ if (!f.good()) {
+ throw std::runtime_error("Couldn't read terrain file");
+ }
+ for (size_t row = 1; row < nrows; ++row) {
+ for (size_t col = 1; col < ncols; ++col) {
+ mesh.add_face({
+ vertices[ncols * (row - 1) + (col - 1)],
+ vertices[ncols * (row - 0) + (col - 0)],
+ vertices[ncols * (row - 0) + (col - 1)],
+ });
+ mesh.add_face({
+ vertices[ncols * (row - 1) + (col - 1)],
+ vertices[ncols * (row - 1) + (col - 0)],
+ vertices[ncols * (row - 0) + (col - 0)],
+ });
+ }
+ }
+ mesh.update_vertex_normals_only();
-void
-GeoData::loadFromImages(const std::filesystem::path & fileName, float scale_)
+ return mesh;
+};
+
+GeoData
+GeoData::createFlat(GlobalPosition2D lower, GlobalPosition2D upper, GlobalDistance h)
{
- const Image map {fileName.c_str(), STBI_grey};
- size = {map.width, map.height};
- limit = {{0, 0}, size - glm::uvec2 {1, 1}};
- const auto points {size.x * size.y};
- scale = scale_;
- nodes.resize(points);
+ GeoData mesh;
- std::transform(map.data.data(), map.data.data() + points, nodes.begin(), [](auto d) {
- return Node {(d * 0.1F) - 1.5F};
- });
+ mesh.lowerExtent = {lower, h};
+ mesh.upperExtent = {upper, h};
+
+ const auto ll = mesh.add_vertex({lower.x, lower.y, h}), lu = mesh.add_vertex({lower.x, upper.y, h}),
+ ul = mesh.add_vertex({upper.x, lower.y, h}), uu = mesh.add_vertex({upper.x, upper.y, h});
+
+ mesh.add_face(ll, uu, lu);
+ mesh.add_face(ll, ul, uu);
+
+ mesh.update_vertex_normals_only();
+
+ return mesh;
}
-GeoData::Quad
-GeoData::quad(glm::vec2 wcoord) const
+OpenMesh::FaceHandle
+GeoData::findPoint(GlobalPosition2D p) const
{
- constexpr static const std::array<glm::vec2, 4> corners {{{0, 0}, {0, 1}, {1, 0}, {1, 1}}};
- return transform_array(transform_array(corners,
- [coord = (wcoord / scale)](const auto c) {
- return glm::vec2 {std::floor(coord.x), std::floor(coord.y)} + c;
- }),
- [this](const auto c) {
- return (c * scale) || nodes[at(c)].height;
- });
+ return findPoint(p, *faces_begin());
}
-glm::vec3
-GeoData::positionAt(const glm::vec2 wcoord) const
+GeoData::PointFace::PointFace(const GlobalPosition2D p, const GeoData * mesh) :
+ PointFace {p, mesh, *mesh->faces_begin()}
{
- const auto point {quad(wcoord)};
- const glm::vec2 frac = (wcoord - !point.front()) / scale;
- auto edge = [&point, &frac](auto offset) {
- return point[offset].z + ((point[offset + 2].z - point[offset].z) * frac.x);
- };
- const auto heightFloor = edge(0U), heightCeil = edge(1U),
- heightMid = heightFloor + ((heightCeil - heightFloor) * frac.y);
-
- return wcoord || heightMid;
}
-GeoData::RayTracer::RayTracer(glm::vec2 p0, glm::vec2 p1) : RayTracer {p0, p1, glm::abs(p1)} { }
-
-GeoData::RayTracer::RayTracer(glm::vec2 p0, glm::vec2 p1, glm::vec2 d) :
- RayTracer {p0, d, byAxis(p0, p1, d, 0), byAxis(p0, p1, d, 1)}
+GeoData::PointFace::PointFace(const GlobalPosition2D p, const GeoData * mesh, FaceHandle start) :
+ PointFace {p, mesh->findPoint(p, start)}
{
}
-GeoData::RayTracer::RayTracer(
- glm::vec2 p0, glm::vec2 d_, std::pair<float, float> xdata, std::pair<float, float> ydata) :
- p {glm::floor(p0)},
- d {d_}, error {xdata.second - ydata.second}, inc {xdata.first, ydata.first}
+GeoData::FaceHandle
+GeoData::PointFace::face(const GeoData * mesh, FaceHandle start) const
{
+ if (_face.is_valid()) {
+ assert(mesh->triangleContainsPoint(point, _face));
+ return _face;
+ }
+ else {
+ return (_face = mesh->findPoint(point, start));
+ }
}
-std::pair<float, float>
-GeoData::RayTracer::byAxis(glm::vec2 p0, glm::vec2 p1, glm::vec2 d, glm::length_t axis)
+GeoData::FaceHandle
+GeoData::PointFace::face(const GeoData * mesh) const
{
- using Limits = std::numeric_limits<typename glm::vec2::value_type>;
- static_assert(Limits::has_infinity);
- if (d[axis] == 0) {
- return {0, Limits::infinity()};
+ return face(mesh, *mesh->faces_begin());
+}
+
+namespace {
+ template<template<typename> typename Op>
+ [[nodiscard]] constexpr inline auto
+ pointLineOp(const GlobalPosition2D p, const GlobalPosition2D e1, const GlobalPosition2D e2)
+ {
+ return Op {}(CalcDistance(e2.x - e1.x) * CalcDistance(p.y - e1.y),
+ CalcDistance(e2.y - e1.y) * CalcDistance(p.x - e1.x));
+ }
+
+ constexpr auto pointLeftOfLine = pointLineOp<std::greater>;
+ constexpr auto pointLeftOfOrOnLine = pointLineOp<std::greater_equal>;
+
+ static_assert(pointLeftOfLine({1, 2}, {1, 1}, {2, 2}));
+ static_assert(pointLeftOfLine({2, 1}, {2, 2}, {1, 1}));
+ static_assert(pointLeftOfLine({2, 2}, {1, 2}, {2, 1}));
+ static_assert(pointLeftOfLine({1, 1}, {2, 1}, {1, 2}));
+ static_assert(pointLeftOfOrOnLine({310000000, 490000000}, {310000000, 490000000}, {310050000, 490050000}));
+ static_assert(pointLeftOfOrOnLine({310000000, 490000000}, {310050000, 490050000}, {310000000, 490050000}));
+ static_assert(pointLeftOfOrOnLine({310000000, 490000000}, {310000000, 490050000}, {310000000, 490000000}));
+
+ [[nodiscard]] constexpr inline bool
+ linesCross(
+ const GlobalPosition2D a1, const GlobalPosition2D a2, const GlobalPosition2D b1, const GlobalPosition2D b2)
+ {
+ return (pointLeftOfLine(a2, b1, b2) == pointLeftOfLine(a1, b2, b1))
+ && (pointLeftOfLine(b1, a1, a2) == pointLeftOfLine(b2, a2, a1));
}
- else if (p1[axis] > 0) {
- return {1, (std::floor(p0[axis]) + 1.F - p0[axis]) * d[1 - axis]};
+
+ static_assert(linesCross({1, 1}, {2, 2}, {1, 2}, {2, 1}));
+ static_assert(linesCross({2, 2}, {1, 1}, {1, 2}, {2, 1}));
+
+ [[nodiscard]] constexpr inline bool
+ linesCrossLtR(
+ const GlobalPosition2D a1, const GlobalPosition2D a2, const GlobalPosition2D b1, const GlobalPosition2D b2)
+ {
+ return pointLeftOfLine(a2, b1, b2) && pointLeftOfLine(a1, b2, b1) && pointLeftOfLine(b1, a1, a2)
+ && pointLeftOfLine(b2, a2, a1);
}
- else {
- return {-1, (p0[axis] - std::floor(p0[axis])) * d[1 - axis]};
+
+ static_assert(linesCrossLtR({1, 1}, {2, 2}, {1, 2}, {2, 1}));
+ static_assert(!linesCrossLtR({2, 2}, {1, 1}, {1, 2}, {2, 1}));
+
+ constexpr GlobalPosition3D
+ positionOnTriangle(const GlobalPosition2D point, const GeoData::Triangle<3> & t)
+ {
+ const CalcPosition3D a = t[1] - t[0], b = t[2] - t[0];
+ const auto n = crossInt(a, b);
+ return {point, ((n.x * t[0].x) + (n.y * t[0].y) + (n.z * t[0].z) - (n.x * point.x) - (n.y * point.y)) / n.z};
}
+
+ static_assert(positionOnTriangle({7, -2}, {{1, 2, 3}, {1, 0, 1}, {-2, 1, 0}}) == GlobalPosition3D {7, -2, 3});
}
-glm::vec2
-GeoData::RayTracer::next()
+OpenMesh::FaceHandle
+GeoData::findPoint(GlobalPosition2D p, OpenMesh::FaceHandle f) const
{
- const glm::vec2 cur {p};
-
- static constexpr const glm::vec2 m {1, -1};
- const int axis = (error > 0) ? 1 : 0;
- p[axis] += inc[axis];
- error += d[1 - axis] * m[axis];
+ while (f.is_valid() && !triangleContainsPoint(p, triangle<2>(f))) {
+ for (auto next = cfh_iter(f); next.is_valid(); ++next) {
+ f = opposite_face_handle(*next);
+ if (f.is_valid()) {
+ const auto e1 = point(to_vertex_handle(*next));
+ const auto e2 = point(to_vertex_handle(opposite_halfedge_handle(*next)));
+ if (pointLeftOfLine(p, e1, e2)) {
+ break;
+ }
+ }
+ f.reset();
+ }
+ }
+ return f;
+}
- return cur;
+GlobalPosition3D
+GeoData::positionAt(const PointFace & p) const
+{
+ return positionOnTriangle(p.point, triangle<3>(p.face(this)));
}
-std::optional<glm::vec3>
+[[nodiscard]] std::optional<GlobalPosition3D>
GeoData::intersectRay(const Ray & ray) const
{
- if (glm::length(!ray.direction) <= 0) {
- return {};
- }
- RayTracer rt {ray.start / scale, ray.direction};
- while (true) {
- const auto n {rt.next() * scale};
- try {
- const auto point = quad(n);
- for (auto offset : {0U, 1U}) {
- glm::vec2 bary;
- float distance;
- if (glm::intersectRayTriangle(ray.start, ray.direction, point[offset], point[offset + 1],
- point[offset + 2], bary, distance)) {
- return point[offset] + ((point[offset + 1] - point[offset]) * bary[0])
- + ((point[offset + 2] - point[offset]) * bary[1]);
+ return intersectRay(ray, findPoint(ray.start));
+}
+
+[[nodiscard]] std::optional<GlobalPosition3D>
+GeoData::intersectRay(const Ray & ray, FaceHandle face) const
+{
+ std::optional<GlobalPosition3D> out;
+ walkUntil(PointFace {ray.start, face},
+ ray.start.xy() + (ray.direction.xy() * RelativePosition2D(upperExtent.xy() - lowerExtent.xy())),
+ [&out, &ray, this](FaceHandle face) {
+ BaryPosition bari {};
+ float dist {};
+ const auto t = triangle<3>(face);
+ if (glm::intersectRayTriangle<RelativePosition3D::value_type, glm::defaultp>(
+ ray.start, ray.direction, t[0], t[1], t[2], bari, dist)) {
+ out = t * bari;
+ return true;
}
- }
+ return false;
+ });
+ return out;
+}
+
+void
+GeoData::walk(const PointFace & from, const GlobalPosition2D to, const std::function<void(FaceHandle)> & op) const
+{
+ walkUntil(from, to, [&op](const auto & fh) {
+ op(fh);
+ return false;
+ });
+}
+
+void
+GeoData::walkUntil(const PointFace & from, const GlobalPosition2D to, const std::function<bool(FaceHandle)> & op) const
+{
+ auto f = from.face(this);
+ if (!f.is_valid()) {
+ const auto entryEdge = findEntry(from.point, to);
+ if (!entryEdge.is_valid()) {
+ return;
}
- catch (std::range_error &) {
- const auto rel = n / !ray.direction;
- if (rel.x > 0 && rel.y > 0) {
- return {};
+ f = opposite_face_handle(entryEdge);
+ }
+ FaceHandle previousFace;
+ while (f.is_valid() && !op(f)) {
+ for (auto next = cfh_iter(f); next.is_valid(); ++next) {
+ f = opposite_face_handle(*next);
+ if (f.is_valid() && f != previousFace) {
+ const auto e1 = point(to_vertex_handle(*next));
+ const auto e2 = point(to_vertex_handle(opposite_halfedge_handle(*next)));
+ if (linesCrossLtR(from.point, to, e1, e2)) {
+ previousFace = f;
+ break;
+ }
}
+ f.reset();
}
}
+}
+
+void
+GeoData::boundaryWalk(const std::function<void(HalfedgeHandle)> & op) const
+{
+ boundaryWalk(op, findBoundaryStart());
+}
+
+void
+GeoData::boundaryWalk(const std::function<void(HalfedgeHandle)> & op, HalfedgeHandle start) const
+{
+ assert(is_boundary(start));
+ boundaryWalkUntil(
+ [&op](auto heh) {
+ op(heh);
+ return false;
+ },
+ start);
+}
- return {};
+void
+GeoData::boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> & op) const
+{
+ boundaryWalkUntil(op, findBoundaryStart());
}
-unsigned int
-GeoData::at(glm::ivec2 coord) const
+void
+GeoData::boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> & op, HalfedgeHandle start) const
{
- if (coord.x < limit.first.x || coord.x > limit.second.x || coord.y < limit.first.y || coord.y > limit.second.y) {
- throw std::range_error {"Coordinates outside GeoData limits"};
+ assert(is_boundary(start));
+ if (!op(start)) {
+ for (auto heh = next_halfedge_handle(start); heh != start; heh = next_halfedge_handle(heh)) {
+ if (op(heh)) {
+ break;
+ }
+ }
}
- const glm::uvec2 offset = coord - limit.first;
- return offset.x + (offset.y * size.x);
}
-unsigned int
-GeoData::at(int x, int y) const
+GeoData::HalfedgeHandle
+GeoData::findEntry(const GlobalPosition2D from, const GlobalPosition2D to) const
{
- return at({x, y});
+ HalfedgeHandle entry;
+ boundaryWalkUntil([this, from, to, &entry](auto he) {
+ const auto e1 = point(to_vertex_handle(he));
+ const auto e2 = point(to_vertex_handle(opposite_halfedge_handle(he)));
+ if (linesCrossLtR(from, to, e1, e2)) {
+ entry = he;
+ return true;
+ }
+ return false;
+ });
+ return entry;
}
-GeoData::Limits
-GeoData::getLimit() const
+bool
+GeoData::triangleContainsPoint(const GlobalPosition2D p, const Triangle<2> & t)
{
- return limit;
+ return pointLeftOfOrOnLine(p, t[0], t[1]) && pointLeftOfOrOnLine(p, t[1], t[2])
+ && pointLeftOfOrOnLine(p, t[2], t[0]);
}
-float
-GeoData::getScale() const
+bool
+GeoData::triangleContainsPoint(const GlobalPosition2D p, FaceHandle face) const
{
- return scale;
+ return triangleContainsPoint(p, triangle<2>(face));
}
-glm::uvec2
-GeoData::getSize() const
+GeoData::HalfedgeHandle
+GeoData::findBoundaryStart() const
{
- return size;
+ return *std::find_if(halfedges_begin(), halfedges_end(), [this](const auto heh) {
+ return is_boundary(heh);
+ });
}
-std::span<const GeoData::Node>
-GeoData::getNodes() const
+void
+GeoData::update_vertex_normals_only()
{
- return nodes;
+ for (auto vh : all_vertices()) {
+ Normal3D n;
+ calc_vertex_normal_correct(vh, n);
+ this->set_normal(vh, glm::normalize(n));
+ }
}
diff --git a/game/geoData.h b/game/geoData.h
index f9a7d7b..d4d0fb3 100644
--- a/game/geoData.h
+++ b/game/geoData.h
@@ -1,62 +1,112 @@
#pragma once
-#include <array>
+#include "collections.h" // IWYU pragma: keep IterableCollection
+#include "config/types.h"
+#include "ray.h"
+#include <OpenMesh/Core/Mesh/TriMesh_ArrayKernelT.hh>
#include <filesystem>
-#include <glm/glm.hpp>
+#include <glm/vec2.hpp>
#include <optional>
-#include <span>
-#include <utility>
-#include <vector>
+#include <thirdparty/openmesh/glmcompat.h>
-class Ray;
+struct GeoDataTraits : public OpenMesh::DefaultTraits {
+ FaceAttributes(OpenMesh::Attributes::Status);
+ EdgeAttributes(OpenMesh::Attributes::Status);
+ VertexAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status);
+ HalfedgeAttributes(OpenMesh::Attributes::Status);
+ using Point = GlobalPosition3D;
+ using Normal = Normal3D;
+};
-class GeoData {
-public:
- struct Node {
- float height {-1.5F};
- };
+class GeoData : public OpenMesh::TriMesh_ArrayKernelT<GeoDataTraits> {
+private:
+ GeoData() = default;
- using Quad = std::array<glm::vec3, 4>;
+public:
+ static GeoData loadFromAsciiGrid(const std::filesystem::path &);
+ static GeoData createFlat(GlobalPosition2D lower, GlobalPosition2D upper, GlobalDistance h);
- using Limits = std::pair<glm::ivec2, glm::ivec2>;
+ struct PointFace {
+ // NOLINTNEXTLINE(hicpp-explicit-conversions)
+ PointFace(const GlobalPosition2D p) : point {p} { }
- explicit GeoData(Limits limit, float scale = 10.F);
+ PointFace(const GlobalPosition2D p, FaceHandle face) : point {p}, _face {face} { }
- void generateRandom();
- void loadFromImages(const std::filesystem::path &, float scale);
+ PointFace(const GlobalPosition2D p, const GeoData *);
+ PointFace(const GlobalPosition2D p, const GeoData *, FaceHandle start);
- [[nodiscard]] glm::vec3 positionAt(glm::vec2) const;
- [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &) const;
+ const GlobalPosition2D point;
+ [[nodiscard]] FaceHandle face(const GeoData *) const;
+ [[nodiscard]] FaceHandle face(const GeoData *, FaceHandle start) const;
- [[nodiscard]] unsigned int at(glm::ivec2) const;
- [[nodiscard]] unsigned int at(int x, int y) const;
- [[nodiscard]] Quad quad(glm::vec2) const;
+ [[nodiscard]] bool
+ isLocated() const
+ {
+ return _face.is_valid();
+ }
- [[nodiscard]] Limits getLimit() const;
- [[nodiscard]] glm::uvec2 getSize() const;
- [[nodiscard]] float getScale() const;
- [[nodiscard]] std::span<const Node> getNodes() const;
+ private:
+ mutable FaceHandle _face {};
+ };
- class RayTracer {
- public:
- RayTracer(glm::vec2 p0, glm::vec2 p1);
+ template<glm::length_t Dim> struct Triangle : public glm::vec<3, glm::vec<Dim, GlobalDistance>> {
+ using base = glm::vec<3, glm::vec<Dim, GlobalDistance>>;
+ using base::base;
- glm::vec2 next();
+ template<IterableCollection Range> Triangle(const GeoData * m, Range range)
+ {
+ assert(std::distance(range.begin(), range.end()) == 3);
+ std::transform(range.begin(), range.end(), &base::operator[](0), [m](auto vh) {
+ return m->point(vh);
+ });
+ }
- private:
- RayTracer(glm::vec2 p0, glm::vec2 p1, glm::vec2 d);
- RayTracer(glm::vec2 p0, glm::vec2 d, std::pair<float, float>, std::pair<float, float>);
- static std::pair<float, float> byAxis(glm::vec2 p0, glm::vec2 p1, glm::vec2 d, glm::length_t);
-
- glm::vec2 p;
- const glm::vec2 d;
- float error;
- glm::vec2 inc;
+ glm::vec<Dim, GlobalDistance>
+ operator*(BaryPosition bari) const
+ {
+ const auto & t {*this};
+ return t[0] + GlobalPosition<Dim>(RelativePosition<Dim>(t[1] - t[0]) * bari.x)
+ + GlobalPosition<Dim>(RelativePosition<Dim>(t[2] - t[1]) * bari.y);
+ }
};
+ [[nodiscard]] FaceHandle findPoint(GlobalPosition2D) const;
+ [[nodiscard]] FaceHandle findPoint(GlobalPosition2D, FaceHandle start) const;
+
+ [[nodiscard]] GlobalPosition3D positionAt(const PointFace &) const;
+ [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray &) const;
+ [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray &, FaceHandle start) const;
+
+ void walk(const PointFace & from, const GlobalPosition2D to, const std::function<void(FaceHandle)> & op) const;
+ void walkUntil(const PointFace & from, const GlobalPosition2D to, const std::function<bool(FaceHandle)> & op) const;
+
+ void boundaryWalk(const std::function<void(HalfedgeHandle)> &) const;
+ void boundaryWalk(const std::function<void(HalfedgeHandle)> &, HalfedgeHandle start) const;
+ void boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> &) const;
+ void boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> &, HalfedgeHandle start) const;
+
+ [[nodiscard]] HalfedgeHandle findEntry(const GlobalPosition2D from, const GlobalPosition2D to) const;
+
+ [[nodiscard]] auto
+ getExtents() const
+ {
+ return std::tie(lowerExtent, upperExtent);
+ }
+
protected:
- Limits limit {}; // Base grid limits first(x,y) -> second(x,y)
- glm::uvec2 size {};
- float scale {1};
- std::vector<Node> nodes;
+ template<glm::length_t Dim>
+ [[nodiscard]] Triangle<Dim>
+ triangle(FaceHandle f) const
+ {
+ return {this, fv_range(f)};
+ }
+
+ [[nodiscard]] static bool triangleContainsPoint(const GlobalPosition2D, const Triangle<2> &);
+ [[nodiscard]] bool triangleContainsPoint(const GlobalPosition2D, FaceHandle) const;
+ [[nodiscard]] HalfedgeHandle findBoundaryStart() const;
+
+ void update_vertex_normals_only();
+
+private:
+ GlobalPosition3D lowerExtent {}, upperExtent {};
};
diff --git a/game/network/link.cpp b/game/network/link.cpp
index bb27a52..703a1ca 100644
--- a/game/network/link.cpp
+++ b/game/network/link.cpp
@@ -8,10 +8,10 @@
Link::Link(End a, End b, float l) : ends {{std::move(a), std::move(b)}}, length {l} { }
-LinkCurve::LinkCurve(glm::vec3 c, float r, Arc a) : centreBase {c}, radius {r}, arc {std::move(a)} { }
+LinkCurve::LinkCurve(Position3D c, float r, Arc a) : centreBase {c}, radius {r}, arc {std::move(a)} { }
bool
-operator<(const glm::vec3 & a, const glm::vec3 & b)
+operator<(const Position3D & a, const Position3D & b)
{
// NOLINTNEXTLINE(hicpp-use-nullptr,modernize-use-nullptr)
return std::tie(a.x, a.y, a.z) < std::tie(b.x, b.y, b.z);
@@ -46,9 +46,9 @@ 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()
- + glm::vec3 {0, 0, es.first->pos.z - centreBase.z + ((es.second->pos.z - es.first->pos.z) * frac)}};
+ + 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})};
return Location {relPos + relClimb + centreBase, {pitch, normalize(ang + dirOffset[start]), 0}};
}
@@ -60,14 +60,14 @@ LinkCurve::intersectRay(const Ray & ray) const
const auto & e1p {ends[1].node->pos};
const auto slength = round_frac(length / 2.F, 5.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::size_t>(std::lround(segs)) + 1;
- std::vector<glm::vec3> points;
+ std::vector<Position3D> points;
points.reserve(segCount);
- for (glm::vec3 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})};
+ 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(Position3D {radius, 0.F, swing.y})};
points.emplace_back(t * glm::vec4 {0, 0, 0, 1});
}
return ray.passesCloseToEdges(points, 1.F);
diff --git a/game/network/link.h b/game/network/link.h
index 0d66c42..78d3e91 100644
--- a/game/network/link.h
+++ b/game/network/link.h
@@ -17,12 +17,12 @@ class Ray;
// it has location
class Node : public StdTypeDefs<Node> {
public:
- explicit Node(glm::vec3 p) noexcept : pos(p) {};
+ explicit Node(Position3D p) noexcept : pos(p) {};
virtual ~Node() noexcept = default;
NO_COPY(Node);
NO_MOVE(Node);
- glm::vec3 pos;
+ Position3D pos;
};
// Generic network link
@@ -51,14 +51,14 @@ public:
float length;
protected:
- [[nodiscard]] virtual glm::vec3
+ [[nodiscard]] virtual Position3D
vehiclePositionOffset() const
{
return {};
}
};
-bool operator<(const glm::vec3 & a, const glm::vec3 & b);
+bool operator<(const Position3D & a, const Position3D & b);
bool operator<(const Node & a, const Node & b);
class LinkStraight : public virtual Link {
@@ -77,14 +77,14 @@ LinkStraight::~LinkStraight() = default;
class LinkCurve : public virtual Link {
public:
inline ~LinkCurve() override = 0;
- LinkCurve(glm::vec3, float, Arc);
+ LinkCurve(Position3D, float, Arc);
NO_COPY(LinkCurve);
NO_MOVE(LinkCurve);
[[nodiscard]] Location positionAt(float dist, unsigned char start) const override;
[[nodiscard]] bool intersectRay(const Ray &) const override;
- glm::vec3 centreBase;
+ Position3D centreBase;
float radius;
Arc arc;
};
diff --git a/game/network/network.cpp b/game/network/network.cpp
index 083b08e..1ff5b26 100644
--- a/game/network/network.cpp
+++ b/game/network/network.cpp
@@ -14,13 +14,13 @@
Network::Network(const std::string & tn) : texture {Texture::cachedTexture.get(tn)} { }
Node::Ptr
-Network::nodeAt(glm::vec3 pos)
+Network::nodeAt(Position3D pos)
{
return newNodeAt(pos).first;
}
Network::NodeInsertion
-Network::newNodeAt(glm::vec3 pos)
+Network::newNodeAt(Position3D pos)
{
if (auto [n, i] = candidateNodeAt(pos); i == NodeIs::NotInNetwork) {
return {*nodes.insert(std::move(n)).first, i};
@@ -31,7 +31,7 @@ Network::newNodeAt(glm::vec3 pos)
}
Node::Ptr
-Network::findNodeAt(glm::vec3 pos) const
+Network::findNodeAt(Position3D pos) const
{
if (const auto n = nodes.find(pos); n != nodes.end()) {
return *n;
@@ -40,7 +40,7 @@ Network::findNodeAt(glm::vec3 pos) const
}
Network::NodeInsertion
-Network::candidateNodeAt(glm::vec3 pos) const
+Network::candidateNodeAt(Position3D pos) const
{
if (const auto n = nodes.find(pos); n != nodes.end()) {
return {*n, NodeIs::InNetwork};
@@ -54,7 +54,7 @@ Network::intersectRayNodes(const Ray & ray) const
// Click within 2m of a node
if (const auto node = std::find_if(nodes.begin(), nodes.end(),
[&ray](const Node::Ptr & node) {
- glm::vec3 ipos, inorm;
+ Position3D ipos, inorm;
return glm::intersectRaySphere(ray.start, ray.direction, node->pos, 2.F, ipos, inorm);
});
node != nodes.end()) {
@@ -79,7 +79,7 @@ Network::joinLinks(const Link::Ptr & l, const Link::Ptr & ol)
}
Link::Nexts
-Network::routeFromTo(const Link::End & start, glm::vec3 dest) const
+Network::routeFromTo(const Link::End & start, Position3D dest) const
{
auto destNode {findNodeAt(dest)};
if (!destNode) {
@@ -95,12 +95,12 @@ Network::routeFromTo(const Link::End & end, const Node::Ptr & dest) const
}
GenCurveDef
-Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float startDir)
+Network::genCurveDef(const Position3D & start, const Position3D & end, float startDir)
{
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)};
@@ -111,11 +111,11 @@ Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float start
}
std::pair<GenCurveDef, GenCurveDef>
-Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float startDir, float endDir)
+Network::genCurveDef(const Position3D & start, const Position3D & end, float startDir, float endDir)
{
startDir += pi;
endDir += pi;
- const glm::vec2 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)));
@@ -125,7 +125,7 @@ Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float start
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 glm::vec3 & start, const glm::vec3 & end, float start
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/network.h b/game/network/network.h
index b9316eb..8af06a9 100644
--- a/game/network/network.h
+++ b/game/network/network.h
@@ -16,7 +16,7 @@ class Texture;
class SceneShader;
class Ray;
-template<size_t... n> using GenDef = std::tuple<glm::vec<n, float>...>;
+template<size_t... n> using GenDef = std::tuple<glm::vec<n, Distance>...>;
using GenCurveDef = GenDef<3, 3, 2>;
class Network {
@@ -26,32 +26,32 @@ public:
virtual ~Network() = default;
DEFAULT_MOVE_NO_COPY(Network);
- [[nodiscard]] Node::Ptr findNodeAt(glm::vec3) const;
- [[nodiscard]] Node::Ptr nodeAt(glm::vec3);
+ [[nodiscard]] Node::Ptr findNodeAt(Position3D) const;
+ [[nodiscard]] Node::Ptr nodeAt(Position3D);
enum class NodeIs { InNetwork, NotInNetwork };
using NodeInsertion = std::pair<Node::Ptr, NodeIs>;
- [[nodiscard]] NodeInsertion newNodeAt(glm::vec3);
- [[nodiscard]] NodeInsertion candidateNodeAt(glm::vec3) const;
+ [[nodiscard]] NodeInsertion newNodeAt(Position3D);
+ [[nodiscard]] NodeInsertion candidateNodeAt(Position3D) const;
[[nodiscard]] virtual Link::Ptr intersectRayLinks(const Ray &) const = 0;
[[nodiscard]] virtual Node::Ptr intersectRayNodes(const Ray &) const;
- [[nodiscard]] Link::Nexts routeFromTo(const Link::End &, glm::vec3) const;
+ [[nodiscard]] Link::Nexts routeFromTo(const Link::End &, Position3D) const;
[[nodiscard]] Link::Nexts routeFromTo(const Link::End &, const Node::Ptr &) const;
- virtual Link::CCollection candidateStraight(glm::vec3, glm::vec3) = 0;
- virtual Link::CCollection candidateJoins(glm::vec3, glm::vec3) = 0;
- virtual Link::CCollection candidateExtend(glm::vec3, glm::vec3) = 0;
- virtual Link::CCollection addStraight(glm::vec3, glm::vec3) = 0;
- virtual Link::CCollection addJoins(glm::vec3, glm::vec3) = 0;
- virtual Link::CCollection addExtend(glm::vec3, glm::vec3) = 0;
+ virtual Link::CCollection candidateStraight(Position3D, Position3D) = 0;
+ virtual Link::CCollection candidateJoins(Position3D, Position3D) = 0;
+ virtual Link::CCollection candidateExtend(Position3D, Position3D) = 0;
+ virtual Link::CCollection addStraight(Position3D, Position3D) = 0;
+ virtual Link::CCollection addJoins(Position3D, Position3D) = 0;
+ virtual Link::CCollection addExtend(Position3D, Position3D) = 0;
[[nodiscard]] virtual float findNodeDirection(Node::AnyCPtr) const = 0;
protected:
static void joinLinks(const Link::Ptr & l, const Link::Ptr & ol);
- static GenCurveDef genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float startDir);
+ static GenCurveDef genCurveDef(const Position3D & start, const Position3D & end, float startDir);
static std::pair<GenCurveDef, GenCurveDef> genCurveDef(
- const glm::vec3 & start, const glm::vec3 & end, float startDir, float endDir);
+ const Position3D & start, const Position3D & end, float startDir, float endDir);
using Nodes = std::set<Node::Ptr, PtrMemberSorter<Node::Ptr, &Node::pos>>;
Nodes nodes;
@@ -71,7 +71,7 @@ protected:
public:
template<typename L, typename... Params>
std::shared_ptr<L>
- candidateLink(glm::vec3 a, glm::vec3 b, Params &&... params)
+ candidateLink(Position3D a, Position3D b, Params &&... params)
requires std::is_base_of_v<T, L>
{
const auto node1 = candidateNodeAt(a).first, node2 = candidateNodeAt(b).first;
@@ -80,7 +80,7 @@ public:
template<typename L, typename... Params>
std::shared_ptr<L>
- addLink(glm::vec3 a, glm::vec3 b, Params &&... params)
+ addLink(Position3D a, Position3D b, Params &&... params)
requires std::is_base_of_v<T, L>
{
const auto node1 = nodeAt(a), node2 = nodeAt(b);
@@ -89,12 +89,12 @@ public:
return l;
}
- Link::CCollection candidateStraight(glm::vec3 n1, glm::vec3 n2) override;
- Link::CCollection candidateJoins(glm::vec3, glm::vec3) override;
- Link::CCollection candidateExtend(glm::vec3, glm::vec3) override;
- Link::CCollection addStraight(glm::vec3 n1, glm::vec3 n2) override;
- Link::CCollection addJoins(glm::vec3, glm::vec3) override;
- Link::CCollection addExtend(glm::vec3, glm::vec3) override;
+ Link::CCollection candidateStraight(Position3D n1, Position3D n2) override;
+ Link::CCollection candidateJoins(Position3D, Position3D) override;
+ Link::CCollection candidateExtend(Position3D, Position3D) override;
+ Link::CCollection addStraight(Position3D n1, Position3D n2) override;
+ Link::CCollection addJoins(Position3D, Position3D) override;
+ Link::CCollection addExtend(Position3D, Position3D) override;
[[nodiscard]] float findNodeDirection(Node::AnyCPtr) const override;
diff --git a/game/network/network.impl.h b/game/network/network.impl.h
index 045335f..8e9e85c 100644
--- a/game/network/network.impl.h
+++ b/game/network/network.impl.h
@@ -54,14 +54,14 @@ NetworkOf<T>::findNodeDirection(Node::AnyCPtr n) const
template<typename T>
Link::CCollection
-NetworkOf<T>::candidateStraight(glm::vec3 n1, glm::vec3 n2)
+NetworkOf<T>::candidateStraight(Position3D n1, Position3D n2)
{
return {candidateLink<typename T::StraightLink>(n1, n2)};
}
template<typename T>
Link::CCollection
-NetworkOf<T>::candidateJoins(glm::vec3 start, glm::vec3 end)
+NetworkOf<T>::candidateJoins(Position3D start, Position3D end)
{
if (glm::distance(start, end) < 2.F) {
return {};
@@ -75,7 +75,7 @@ NetworkOf<T>::candidateJoins(glm::vec3 start, glm::vec3 end)
template<typename T>
Link::CCollection
-NetworkOf<T>::candidateExtend(glm::vec3 start, glm::vec3 end)
+NetworkOf<T>::candidateExtend(Position3D start, Position3D end)
{
const auto [cstart, cend, centre] = genCurveDef(start, end, findNodeDirection(candidateNodeAt(start).first));
return {candidateLink<typename T::CurveLink>(cstart, cend, centre)};
@@ -83,14 +83,14 @@ NetworkOf<T>::candidateExtend(glm::vec3 start, glm::vec3 end)
template<typename T>
Link::CCollection
-NetworkOf<T>::addStraight(glm::vec3 n1, glm::vec3 n2)
+NetworkOf<T>::addStraight(Position3D n1, Position3D n2)
{
return {addLink<typename T::StraightLink>(n1, n2)};
}
template<typename T>
Link::CCollection
-NetworkOf<T>::addJoins(glm::vec3 start, glm::vec3 end)
+NetworkOf<T>::addJoins(Position3D start, Position3D end)
{
if (glm::distance(start, end) < 2.F) {
return {};
@@ -103,7 +103,7 @@ NetworkOf<T>::addJoins(glm::vec3 start, glm::vec3 end)
template<typename T>
Link::CCollection
-NetworkOf<T>::addExtend(glm::vec3 start, glm::vec3 end)
+NetworkOf<T>::addExtend(Position3D start, Position3D end)
{
const auto [cstart, cend, centre] = genCurveDef(start, end, findNodeDirection(nodeAt(start)));
return {addLink<typename T::CurveLink>(cstart, cend, centre)};
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 5a4f1e1..303f1c8 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -18,7 +18,7 @@
template class NetworkOf<RailLink>;
constexpr auto RAIL_CROSSSECTION_VERTICES {5U};
-constexpr glm::vec3 RAIL_HEIGHT {0, 0, .25F};
+constexpr Size3D RAIL_HEIGHT {0, 0, 250.F};
RailLinks::RailLinks() : NetworkOf<RailLink> {"rails.jpg"} { }
@@ -28,7 +28,7 @@ RailLinks::tick(TickDuration)
}
std::shared_ptr<RailLink>
-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<RailLinkStraight>(start, end);
}
- const glm::vec2 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);
@@ -57,7 +57,7 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 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<RailLinkCurve>(start, midh, c1);
return addLink<RailLinkCurve>(end, midh, c2);
}
@@ -66,7 +66,7 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 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<RailLinkCurve>(midh, start, c1);
return addLink<RailLinkCurve>(midh, end, c2);
}
@@ -100,15 +100,15 @@ RailLink::render(const SceneShader &) const
mesh->Draw();
}
-constexpr const std::array<std::pair<glm::vec3, float>, RAIL_CROSSSECTION_VERTICES> railCrossSection {{
+constexpr const std::array<std::pair<Position3D, float>, RAIL_CROSSSECTION_VERTICES> railCrossSection {{
// ___________
// _/ \_
// 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
@@ -122,31 +122,31 @@ 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) {
std::vector<Vertex> 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};
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<float>(ei)}, up);
+ const Position3D m {(trans * (rcs.first || 1.F))};
+ vertices.emplace_back(m, Position2D {rcs.second, len * static_cast<float>(ei)}, up);
}
}
mesh = defaultMesh(vertices);
}
}
-RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec2 c) :
- RailLinkCurve(a, b, c ^ a->pos.z, {!c, a->pos, b->pos})
+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::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}
@@ -155,26 +155,26 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec3
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 {glm::vec3 {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::size_t>(std::lround(segs)) + 1;
std::vector<Vertex> 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 * (rcs.first || 1.F))};
+ vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up);
}
}
mesh = defaultMesh(vertices);
}
}
-glm::vec3
+Position3D
RailLink::vehiclePositionOffset() const
{
return RAIL_HEIGHT;
diff --git a/game/network/rail.h b/game/network/rail.h
index 6684801..4a1932f 100644
--- a/game/network/rail.h
+++ b/game/network/rail.h
@@ -32,7 +32,7 @@ public:
NO_MOVE(RailLink);
protected:
- [[nodiscard]] glm::vec3 vehiclePositionOffset() const override;
+ [[nodiscard]] Position3D vehiclePositionOffset() const override;
[[nodiscard]] static Mesh::Ptr defaultMesh(const std::span<Vertex> vertices);
Mesh::Ptr mesh;
@@ -45,22 +45,22 @@ public:
RailLinkStraight(const Node::Ptr &, const Node::Ptr &);
private:
- RailLinkStraight(Node::Ptr, Node::Ptr, const glm::vec3 & diff);
+ RailLinkStraight(Node::Ptr, Node::Ptr, const Position3D & diff);
};
class RailLinkCurve : public RailLink, public LinkCurve {
public:
- RailLinkCurve(const Node::Ptr &, const Node::Ptr &, glm::vec2);
+ RailLinkCurve(const Node::Ptr &, const Node::Ptr &, Position2D);
private:
- RailLinkCurve(const Node::Ptr &, const Node::Ptr &, glm::vec3, const Arc);
+ RailLinkCurve(const Node::Ptr &, const Node::Ptr &, Position3D, const Arc);
};
class RailLinks : public NetworkOf<RailLink>, public WorldObject {
public:
RailLinks();
- std::shared_ptr<RailLink> addLinksBetween(glm::vec3 start, glm::vec3 end);
+ std::shared_ptr<RailLink> addLinksBetween(Position3D start, Position3D end);
private:
void tick(TickDuration elapsed) override;
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 702a52c..c258b77 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -15,7 +15,8 @@ void
Foliage::postLoad()
{
texture = getTexture();
- bodyMesh->configureVAO(instanceVAO).addAttribs<glm::mat4>(instances.bufferName(), 1);
+ bodyMesh->configureVAO(instanceVAO)
+ .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
}
void
diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h
index b72a9c2..bbb6200 100644
--- a/game/scenary/foliage.h
+++ b/game/scenary/foliage.h
@@ -15,7 +15,8 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs<Foliage> {
glVertexArray instanceVAO;
public:
- mutable InstanceVertices<glm::mat4> instances;
+ using LocationVertex = std::pair<glm::mat4, GlobalPosition3D>;
+ mutable InstanceVertices<LocationVertex> instances;
void render(const SceneShader &) const override;
void shadows(const ShadowMapper &) const override;
diff --git a/game/scenary/plant.cpp b/game/scenary/plant.cpp
index 4fb3cb5..b39c28b 100644
--- a/game/scenary/plant.cpp
+++ b/game/scenary/plant.cpp
@@ -2,6 +2,6 @@
#include "location.h"
Plant::Plant(std::shared_ptr<const Foliage> type, const Location & position) :
- type {std::move(type)}, location {this->type->instances.acquire(position.getTransform())}
+ type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)}
{
}
diff --git a/game/scenary/plant.h b/game/scenary/plant.h
index 82ab0e5..77c9ff7 100644
--- a/game/scenary/plant.h
+++ b/game/scenary/plant.h
@@ -7,7 +7,7 @@ class Location;
class Plant : public WorldObject {
std::shared_ptr<const Foliage> type;
- InstanceVertices<glm::mat4>::InstanceProxy location;
+ InstanceVertices<Foliage::LocationVertex>::InstanceProxy location;
void
tick(TickDuration) override
diff --git a/game/selectable.h b/game/selectable.h
index 31287d8..9732dca 100644
--- a/game/selectable.h
+++ b/game/selectable.h
@@ -1,5 +1,6 @@
#pragma once
+#include "config/types.h"
#include <glm/glm.hpp>
#include <special_members.h>
@@ -11,5 +12,5 @@ public:
virtual ~Selectable() = default;
DEFAULT_MOVE_COPY(Selectable);
- [[nodiscard]] virtual bool intersectRay(const Ray &, glm::vec2 *, float *) const = 0;
+ [[nodiscard]] virtual bool intersectRay(const Ray &, Position2D *, float *) const = 0;
};
diff --git a/game/terrain.cpp b/game/terrain.cpp
index f3bec1e..3778f3d 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -2,7 +2,6 @@
#include "game/geoData.h"
#include "gfx/models/texture.h"
#include <algorithm>
-#include <array>
#include <cache.h>
#include <cstddef>
#include <filesystem>
@@ -18,8 +17,8 @@
#include <utility>
#include <vector>
-Terrain::Terrain(std::shared_ptr<GeoData> gd) :
- geoData {std::move(gd)}, grass {Texture::cachedTexture.get("grass.png")},
+Terrain::Terrain(std::shared_ptr<GeoData> tm) :
+ geoData {std::move(tm)}, grass {Texture::cachedTexture.get("grass.png")},
water {Texture::cachedTexture.get("water.png")}
{
generateMeshes();
@@ -29,51 +28,23 @@ void
Terrain::generateMeshes()
{
std::vector<unsigned int> indices;
- const auto isize = geoData->getSize() - glm::uvec2 {1, 1};
- indices.reserve(static_cast<std::size_t>(isize.x * isize.y) * 6);
-
- const auto limit = geoData->getLimit();
- // Indices
- constexpr std::array<glm::ivec2, 6> indices_offsets {{
- {0, 0},
- {1, 0},
- {1, 1},
- {0, 0},
- {1, 1},
- {0, 1},
- }};
- for (auto y = limit.first.y; y < limit.second.y; y += 1) {
- for (auto x = limit.first.x; x < limit.second.x; x += 1) {
- std::transform(indices_offsets.begin(), indices_offsets.end(), std::back_inserter(indices),
- [this, x, y](const auto off) {
- return geoData->at(x + off.x, y + off.y);
- });
- }
- }
-
- const auto nodes = geoData->getNodes();
- const auto scale = geoData->getScale();
+ indices.reserve(geoData->n_faces() * 3);
std::vector<Vertex> vertices;
- vertices.reserve(nodes.size());
- // Positions
- for (auto y = limit.first.y; y <= limit.second.y; y += 1) {
- for (auto x = limit.first.x; x <= limit.second.x; x += 1) {
- const glm::vec2 xy {x, y};
- vertices.emplace_back((xy * scale) ^ nodes[geoData->at(x, y)].height, xy, ::up);
- }
- }
- // Normals
- const glm::uvec2 size = geoData->getSize();
- for (auto y = limit.first.y + 1; y < limit.second.y; y += 1) {
- for (auto x = limit.first.x + 1; x < limit.second.x; x += 1) {
- const auto n {geoData->at(x, y)};
- const auto a = vertices[n - 1].pos;
- const auto b = vertices[n - size.x].pos;
- const auto c = vertices[n + 1].pos;
- const auto d = vertices[n + size.x].pos;
- vertices[n].normal = -glm::normalize(glm::cross(b - d, a - c));
- }
- }
+ vertices.reserve(geoData->n_vertices());
+ std::map<GeoData::VertexHandle, size_t> vertexIndex;
+ std::transform(geoData->vertices_begin(), geoData->vertices_end(), std::back_inserter(vertices),
+ [this, &vertexIndex](const GeoData::VertexHandle v) {
+ vertexIndex.emplace(v, vertexIndex.size());
+ const auto p = geoData->point(v);
+ return Vertex {p, p / 10000, geoData->normal(v)};
+ });
+ std::for_each(
+ geoData->faces_begin(), geoData->faces_end(), [this, &vertexIndex, &indices](const GeoData::FaceHandle f) {
+ std::transform(geoData->fv_begin(f), geoData->fv_end(f), std::back_inserter(indices),
+ [&vertexIndex](const GeoData::VertexHandle v) {
+ return vertexIndex[v];
+ });
+ });
meshes.create<Mesh>(vertices, indices);
}
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 2d820b6..7e4b1ee 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -12,10 +12,22 @@
#include <ray.h>
RailVehicle::RailVehicle(RailVehicleClassPtr rvc) :
- RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)}, location {&LV::body, *this},
+ RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)},
+ location {[this](const BufferedLocation * l) {
+ this->get()->body = l->getRotationTransform();
+ this->get()->bodyPos = l->position();
+ }},
bogies {{
- {&LV::front, *this, glm::vec3 {0, rvClass->wheelBase / 2.F, 0}},
- {&LV::back, *this, glm::vec3 {0, -rvClass->wheelBase / 2.F, 0}},
+ {[this](const BufferedLocation * l) {
+ this->get()->front = l->getRotationTransform();
+ this->get()->frontPos = l->position();
+ },
+ Position3D {0, rvClass->wheelBase / 2.F, 0}},
+ {[this](const BufferedLocation * l) {
+ this->get()->back = l->getRotationTransform();
+ this->get()->backPos = l->position();
+ },
+ Position3D {0, -rvClass->wheelBase / 2.F, 0}},
}}
{
}
@@ -26,29 +38,29 @@ RailVehicle::move(const Train * t, float & trailBy)
const auto overhang {(rvClass->length - rvClass->wheelBase) / 2};
const auto & b1Pos = bogies[0] = t->getBogiePosition(t->linkDist, trailBy += overhang);
const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase);
- const auto diff = glm::normalize(b2Pos.position() - b1Pos.position());
- location.setLocation((b1Pos.position() + b2Pos.position()) / 2.F, {vector_pitch(diff), vector_yaw(diff), 0});
- trailBy += 0.6F + overhang;
+ const auto diff = glm::normalize(RelativePosition3D(b2Pos.position() - b1Pos.position()));
+ location.setLocation((b1Pos.position() + b2Pos.position()) / 2, {vector_pitch(diff), vector_yaw(diff), 0});
+ trailBy += 600.F + overhang;
}
bool
-RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const
+RailVehicle::intersectRay(const Ray & ray, BaryPosition * 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;
- const auto moveBy = location.getTransform();
- const std::array<glm::vec3, 8> cornerVertices {{
- moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB
- moveBy * glm::vec4 {X, Y, 0, 1}, // RFB
- moveBy * glm::vec4 {-X, Y, Z, 1}, // LFT
- moveBy * glm::vec4 {X, Y, Z, 1}, // RFT
- moveBy * glm::vec4 {-X, -Y, 0, 1}, // LBB
- moveBy * glm::vec4 {X, -Y, 0, 1}, // RBB
- moveBy * glm::vec4 {-X, -Y, Z, 1}, // LBT
- moveBy * glm::vec4 {X, -Y, Z, 1}, // RBT
+ constexpr const auto Z = 3900.F;
+ const auto moveBy = location.getRotationTransform();
+ const std::array<Position3D, 8> cornerVertices {{
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, 0, 1}).xyz(), // LFB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, 0, 1}).xyz(), // RFB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, Z, 1}).xyz(), // LFT
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, Z, 1}).xyz(), // RFT
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, 0, 1}).xyz(), // LBB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, 0, 1}).xyz(), // RBB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, Z, 1}).xyz(), // LBT
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, Z, 1}).xyz(), // RBT
}};
- static constexpr const std::array<glm::uvec3, 10> triangles {{
+ static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{
// Front
{0, 1, 2},
{1, 2, 3},
@@ -66,7 +78,7 @@ RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance
{3, 6, 7},
}};
return std::any_of(
- triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const glm::uvec3 idx) {
+ triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const auto & idx) {
return glm::intersectRayTriangle(ray.start, ray.direction, cornerVertices[idx[0]],
cornerVertices[idx[1]], cornerVertices[idx[2]], *baryPos, *distance);
});
diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h
index be88142..8cbc49d 100644
--- a/game/vehicles/railVehicle.h
+++ b/game/vehicles/railVehicle.h
@@ -17,13 +17,12 @@ public:
void move(const Train *, float & trailBy);
- [[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override;
+ [[nodiscard]] bool intersectRay(const Ray &, BaryPosition *, float *) const override;
RailVehicleClassPtr rvClass;
using LV = RailVehicleClass::LocationVertex;
- using BLocation = BufferedLocationT<glm::mat4 LV::*, RailVehicleClass::Instance &>;
- BLocation location;
- std::array<BLocation, 2> bogies;
+ BufferedLocationUpdater location;
+ std::array<BufferedLocationUpdater, 2> bogies;
};
using RailVehiclePtr = std::unique_ptr<RailVehicle>;
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 324148c..3ca42db 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -35,13 +35,15 @@ void
RailVehicleClass::postLoad()
{
texture = getTexture();
- bodyMesh->configureVAO(instanceVAO).addAttribs<LocationVertex, &LocationVertex::body>(instances.bufferName(), 1);
+ bodyMesh->configureVAO(instanceVAO)
+ .addAttribs<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(instances.bufferName(), 1);
bogies.front()
->configureVAO(instancesBogiesVAO.front())
- .addAttribs<LocationVertex, &LocationVertex::front>(instances.bufferName(), 1);
+ .addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(instances.bufferName(), 1);
bogies.back()
->configureVAO(instancesBogiesVAO.back())
- .addAttribs<LocationVertex, &LocationVertex::back>(instances.bufferName(), 1);
+ .addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(instances.bufferName(), 1);
+ static_assert(sizeof(LocationVertex) == 228UL);
}
void
@@ -64,7 +66,7 @@ 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(instanceVAO, count);
- bogies.back()->DrawInstanced(instanceVAO, count);
+ bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count);
+ bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count);
}
}
diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h
index 4668d7d..913feea 100644
--- a/game/vehicles/railVehicleClass.h
+++ b/game/vehicles/railVehicleClass.h
@@ -20,6 +20,7 @@ public:
struct LocationVertex {
glm::mat4 body, front, back;
+ GlobalPosition3D bodyPos, frontPos, backPos;
};
std::array<Mesh::Ptr, 2> bogies;
diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp
index 6f3b036..13905a3 100644
--- a/game/vehicles/train.cpp
+++ b/game/vehicles/train.cpp
@@ -20,7 +20,7 @@ Train::getBogiePosition(float linkDist, float dist) const
}
bool
-Train::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const
+Train::intersectRay(const Ray & ray, BaryPosition * baryPos, float * distance) const
{
return applyOne(&RailVehicle::intersectRay, ray, baryPos, distance) != end();
}
diff --git a/game/vehicles/train.h b/game/vehicles/train.h
index 20c3bc4..c77cd23 100644
--- a/game/vehicles/train.h
+++ b/game/vehicles/train.h
@@ -27,7 +27,7 @@ public:
return objects.front()->location;
}
- [[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override;
+ [[nodiscard]] bool intersectRay(const Ray &, BaryPosition *, float *) const override;
void tick(TickDuration elapsed) override;
void doActivity(Go *, TickDuration) override;
diff --git a/gfx/followCameraController.cpp b/gfx/followCameraController.cpp
index 5b08483..5114840 100644
--- a/gfx/followCameraController.cpp
+++ b/gfx/followCameraController.cpp
@@ -24,11 +24,11 @@ FollowCameraController::updateCamera(Camera * camera) const
break;
case Mode::Ride:
- camera->setView(pos + (up * 4.8F), !-sincosf(rot.y));
+ camera->setView(pos + GlobalPosition3D(up * 4.8F), -sincosf(rot.y) || 0.F);
break;
case Mode::ISO:
- camera->setView(pos + ((up + north + east) * 40.F), glm::normalize(down + south + west),
+ camera->setView(pos + GlobalPosition3D((up + north + east) * 40.F), glm::normalize(down + south + west),
glm::normalize(up - north - east));
break;
}
diff --git a/gfx/gl/bufferedLocation.cpp b/gfx/gl/bufferedLocation.cpp
index eb3dac3..f1bedfe 100644
--- a/gfx/gl/bufferedLocation.cpp
+++ b/gfx/gl/bufferedLocation.cpp
@@ -1,9 +1,8 @@
#include "bufferedLocation.h"
#include "location.h"
-#include "maths.h"
#include <glm/gtx/transform.hpp>
-BufferedLocation::BufferedLocation(glm::vec3 p, glm::vec3 r) : BufferedLocation {Location {p, r}} { }
+BufferedLocation::BufferedLocation(GlobalPosition3D p, Rotation3D r) : BufferedLocation {Location {p, r}} { }
BufferedLocation::BufferedLocation(const Location & l) : loc {l} { }
@@ -20,20 +19,20 @@ BufferedLocation::operator=(const Location & l)
return *this;
}
-glm::vec3
+GlobalPosition3D
BufferedLocation::position() const
{
return loc.pos;
}
-glm::vec3
+Rotation3D
BufferedLocation::rotation() const
{
return loc.rot;
}
void
-BufferedLocation::setPosition(glm::vec3 p, bool update)
+BufferedLocation::setPosition(GlobalPosition3D p, bool update)
{
loc.pos = p;
if (update) {
@@ -42,7 +41,7 @@ BufferedLocation::setPosition(glm::vec3 p, bool update)
}
void
-BufferedLocation::setRotation(glm::vec3 r, bool update)
+BufferedLocation::setRotation(Rotation3D r, bool update)
{
loc.rot = r;
if (update) {
@@ -51,7 +50,7 @@ BufferedLocation::setRotation(glm::vec3 r, bool update)
}
void
-BufferedLocation::setLocation(glm::vec3 p, glm::vec3 r)
+BufferedLocation::setLocation(GlobalPosition3D p, Rotation3D r)
{
loc.pos = p;
loc.rot = r;
@@ -59,7 +58,13 @@ BufferedLocation::setLocation(glm::vec3 p, glm::vec3 r)
}
glm::mat4
-BufferedLocation::getTransform() const
+BufferedLocation::getRotationTransform() const
{
- return loc.getTransform();
+ return loc.getRotationTransform();
+}
+
+void
+BufferedLocationUpdater::updateBuffer() const
+{
+ onUpdate(this);
}
diff --git a/gfx/gl/bufferedLocation.h b/gfx/gl/bufferedLocation.h
index 8096489..87b957f 100644
--- a/gfx/gl/bufferedLocation.h
+++ b/gfx/gl/bufferedLocation.h
@@ -4,11 +4,11 @@
#include <functional>
#include <glm/mat4x4.hpp>
#include <glm/vec3.hpp>
-#include <tuple>
+#include <utility>
class BufferedLocation {
public:
- BufferedLocation(glm::vec3 = {}, glm::vec3 = {});
+ BufferedLocation(GlobalPosition3D = {}, Rotation3D = {});
BufferedLocation(const Location &);
virtual ~BufferedLocation() = default;
@@ -16,25 +16,25 @@ 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]] GlobalPosition3D position() const;
+ [[nodiscard]] Rotation3D rotation() const;
+ void setPosition(GlobalPosition3D, bool update = true);
+ void setRotation(Rotation3D, bool update = true);
+ void setLocation(GlobalPosition3D, Rotation3D);
- glm::mat4 getTransform() const;
+ [[nodiscard]] glm::mat4 getRotationTransform() const;
private:
- virtual void updateBuffer() = 0;
+ virtual void updateBuffer() const = 0;
Location loc;
};
-template<typename... Target> class BufferedLocationT : public BufferedLocation {
+class BufferedLocationUpdater : public BufferedLocation {
public:
template<typename... LocationArgs>
- BufferedLocationT(Target &&... target, LocationArgs &&... t) :
- BufferedLocation {std::forward<LocationArgs>(t)...}, target {std::forward<Target>(target)...}
+ BufferedLocationUpdater(std::function<void(const BufferedLocation *)> onUpdate, LocationArgs &&... t) :
+ BufferedLocation {std::forward<LocationArgs>(t)...}, onUpdate {std::move(onUpdate)}
{
updateBuffer();
}
@@ -42,11 +42,7 @@ public:
using BufferedLocation::operator=;
private:
- void
- updateBuffer() override
- {
- std::apply(std::invoke<const Target &...>, target) = getTransform();
- }
+ void updateBuffer() const override;
- std::tuple<Target...> target;
+ std::function<void(const BufferedLocation *)> onUpdate;
};
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp
index c4c9544..d362b94 100644
--- a/gfx/gl/camera.cpp
+++ b/gfx/gl/camera.cpp
@@ -1,55 +1,55 @@
#include "camera.h"
#include <collections.h>
-#include <glm/gtx/intersect.hpp> // IWYU pragma: keep
-#include <glm/gtx/transform.hpp> // IWYU pragma: keep
+#include <glm/gtx/transform.hpp>
#include <maths.h>
#include <ray.h>
-Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) :
+Camera::Camera(GlobalPosition3D pos, Angle fov, Angle aspect, GlobalDistance zNear, GlobalDistance 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)},
- inverseViewProjection {glm::inverse(viewProjection)}
+ projection {
+ glm::perspective(fov, aspect, static_cast<RelativeDistance>(zNear), static_cast<RelativeDistance>(zFar))},
+ viewProjection {}, inverseViewProjection {}
{
+ updateView();
}
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);
- return {position, glm::normalize(glm::unProject(mouse ^ 1, mouseProjection, projection, screen))};
+ const auto mouseProjection = glm::lookAt({}, forward, up);
+ return {position, glm::normalize(glm::unProject(mouse || 1.F, mouseProjection, projection, screen))};
}
void
Camera::updateView()
{
- viewProjection = projection * glm::lookAt(position, position + forward, up);
+ viewProjection = projection * glm::lookAt({}, forward, up);
inverseViewProjection = glm::inverse(viewProjection);
}
-glm::vec3
-Camera::upFromForward(const glm::vec3 & forward)
+Direction3D
+Camera::upFromForward(const Direction3D & forward)
{
const auto right = glm::cross(forward, ::down);
return glm::cross(forward, right);
}
-std::array<glm::vec4, 4>
-Camera::extentsAtDist(const float dist) const
+std::array<GlobalPosition4D, 4>
+Camera::extentsAtDist(const GlobalDistance dist) const
{
- const auto clampToSeaFloor = [this, dist](const glm::vec3 & target) {
- if (target.z < -1.5F) {
- const auto vec = glm::normalize(target - position);
- constexpr glm::vec3 seafloor {0, 0, -1.5F};
- float outdist;
- if (glm::intersectRayPlane(position, vec, seafloor, ::up, outdist)) {
- return (vec * outdist + position) ^ outdist;
- }
+ const auto clampToSeaFloor = [this, dist](GlobalPosition3D target) -> GlobalPosition4D {
+ target += position;
+ if (target.z < -1500) {
+ const CalcPosition3D diff = target - position;
+ const CalcDistance limit = -1500 - position.z;
+ return {position + GlobalPosition3D((limit * diff) / diff.z), (limit * dist) / diff.z};
}
- return target ^ dist;
+ return {target, dist};
};
- const auto depth = -(2.F * (dist - near) * far) / (dist * (near - far)) - 1.F;
+ const auto depth = -(2.F * (static_cast<float>(dist - near)) * static_cast<float>(far))
+ / (static_cast<float>(dist) * (static_cast<float>(near - far)))
+ - 1.F;
static constexpr const std::array extents {-1.F, 1.F};
static constexpr const auto cartesianExtents = extents * extents;
return cartesianExtents * [&depth, this, &clampToSeaFloor](const auto & extent) {
diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h
index 7956ec3..eca7b8f 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(GlobalPosition3D, Angle fov, Angle aspect, GlobalDistance zNear, GlobalDistance 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 GlobalPosition3D & 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;
@@ -38,23 +39,23 @@ public:
}
void
- setView(const glm::vec3 & p, const glm::vec3 & f)
+ setView(const GlobalPosition3D & p, const Direction3D & f)
{
position = p;
setForward(f);
}
void
- setView(const glm::vec3 & p, const glm::vec3 & f, const glm::vec3 & u)
+ setView(const GlobalPosition3D & p, const Direction3D & f, const Direction3D & u)
{
position = p;
setView(f, u);
}
void
- lookAt(const glm::vec3 & target)
+ lookAt(const GlobalPosition3D & target)
{
- setForward(glm::normalize(target - position));
+ setForward(glm::normalize(RelativePosition3D(target - position)));
}
[[nodiscard]] auto
@@ -69,18 +70,18 @@ public:
return position;
}
- [[nodiscard]] std::array<glm::vec4, 4> extentsAtDist(float) const;
+ [[nodiscard]] std::array<GlobalPosition4D, 4> extentsAtDist(GlobalDistance) 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;
+ GlobalPosition3D position;
+ Direction3D forward;
+ Direction3D up;
- float near, far;
+ GlobalDistance near, far;
glm::mat4 projection;
glm::mat4 viewProjection, inverseViewProjection;
};
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 5799daf..c856279 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -14,52 +14,56 @@ static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{
{1, -1, 1, 0},
}};
-SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) :
- camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o},
+SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) :
+ camera {{-1250000, -1250000, 35.0F}, quarter_pi, ratio(s), 100, 10000000}, size {s}, output {o},
lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}}
{
shader.setViewPort({0, 0, size.x, size.y});
VertexArrayObject {displayVAO}.addAttribs<glm::i8vec4>(displayVBO, displayVAOdata);
+ const auto configuregdata = [this](const GLuint data, const std::initializer_list<GLint> iformats,
+ const GLenum format, const GLenum attachment) {
+ glBindTexture(GL_TEXTURE_2D, data);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ for (const auto iformat : iformats) {
+ glTexImage2D(GL_TEXTURE_2D, 0, iformat, size.x, size.y, 0, format, GL_BYTE, nullptr);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
+ return iformat;
+ }
+ }
+ throw std::runtime_error("Framebuffer could not be completed!");
+ };
+
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
- const auto configuregdata
- = [this](const GLuint data, const std::initializer_list<GLint> formats, const GLenum attachment) {
- glBindTexture(GL_TEXTURE_2D, data);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- for (const auto format : formats) {
- glTexImage2D(GL_TEXTURE_2D, 0, format, size.x, size.y, 0, GL_RGB, GL_BYTE, nullptr);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
- return format;
- }
- }
- throw std::runtime_error("Framebuffer could not be completed!");
- };
- configuregdata(gPosition, {GL_RGB32F}, GL_COLOR_ATTACHMENT0);
- configuregdata(gNormal, {GL_RGB8_SNORM, GL_RGB16F}, GL_COLOR_ATTACHMENT1);
- configuregdata(gAlbedoSpec, {GL_RGB8}, GL_COLOR_ATTACHMENT2);
- configuregdata(gIllumination, {GL_RGB8}, GL_COLOR_ATTACHMENT3);
+ configuregdata(gPosition, {GL_RGB32I}, GL_RGB_INTEGER, GL_COLOR_ATTACHMENT0);
+ configuregdata(gNormal, {GL_RGB8_SNORM, GL_RGB16F}, GL_RGB, GL_COLOR_ATTACHMENT1);
+ configuregdata(gAlbedoSpec, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT2);
+ constexpr std::array<unsigned int, 3> attachments {
+ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
+ glDrawBuffers(attachments.size(), attachments.data());
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
+ glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
+ configuregdata(gIllumination, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT0);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+
glBindFramebuffer(GL_FRAMEBUFFER, output);
}
void
SceneRenderer::render(const SceneProvider & scene) const
{
- shader.setViewProjection(camera.getViewProjection());
+ shader.setViewProjection(camera.getPosition(), camera.getViewProjection());
glViewport(0, 0, size.x, size.y);
// Geometry pass
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
- static constexpr std::array<unsigned int, 3> attachments {
- GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
- glDrawBuffers(attachments.size(), attachments.data());
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
@@ -70,7 +74,7 @@ SceneRenderer::render(const SceneProvider & scene) const
scene.content(shader);
// Illumination pass
- glDrawBuffer(GL_COLOR_ATTACHMENT3);
+ glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glBlendFunc(GL_ONE, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
@@ -97,23 +101,22 @@ SceneRenderer::render(const SceneProvider & scene) const
}
void
-SceneRenderer::setAmbientLight(const glm::vec3 & colour) const
+SceneRenderer::setAmbientLight(const RGB & colour) const
{
- glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glClearColor(colour.r, colour.g, colour.b, 1.0F);
glClear(GL_COLOR_BUFFER_BIT);
}
void
-SceneRenderer::setDirectionalLight(
- const glm::vec3 & colour, const glm::vec3 & direction, const SceneProvider & scene) const
+SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider & scene) const
{
if (colour.r > 0 || colour.g > 0 || colour.b > 0) {
const auto lvp = shadowMapper.update(scene, direction, camera);
- glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glViewport(0, 0, size.x, size.y);
dirLight.use();
- dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions, lvp.maps);
+ dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp.projections, lvp.regions, lvp.maps);
renderQuad();
}
}
@@ -128,20 +131,22 @@ SceneRenderer::renderQuad() const
SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
Program {lighting_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"},
- colourLoc {*this, "lightColour"}, lightViewProjectionLoc {*this, "lightViewProjection"},
+ colourLoc {*this, "lightColour"}, lightPointLoc {*this, "lightPoint"},
+ lightViewProjectionLoc {*this, "lightViewProjection"},
lightViewProjectionCountLoc {*this, "lightViewProjectionCount"},
lightViewShadowMapRegionLoc {*this, "shadowMapRegion"}
{
}
void
-SceneRenderer::DirectionalLightProgram::setDirectionalLight(const glm::vec3 & c, const glm::vec3 & d,
- const std::span<const glm::mat4x4> lvp, const std::span<const glm::vec4> shadowMapRegions,
- std::size_t maps) const
+SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d,
+ const GlobalPosition3D & p, const std::span<const glm::mat4x4> lvp,
+ const std::span<const TextureRelRegion> shadowMapRegions, std::size_t maps) const
{
glUniform3fv(colourLoc, 1, glm::value_ptr(c));
const auto nd = glm::normalize(d);
glUniform3fv(directionLoc, 1, glm::value_ptr(nd));
+ glUniform3iv(lightPointLoc, 1, glm::value_ptr(p));
glUniform1ui(lightViewProjectionCountLoc, static_cast<GLuint>(maps));
glUniformMatrix4fv(lightViewProjectionLoc, static_cast<GLsizei>(maps), GL_FALSE, glm::value_ptr(lvp.front()));
glUniform4fv(lightViewShadowMapRegionLoc, static_cast<GLsizei>(maps), glm::value_ptr(shadowMapRegions.front()));
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index 55df84d..797ecf1 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -11,20 +11,20 @@
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:
+protected:
void renderQuad() const;
- glm::ivec2 size;
+ ScreenAbsCoord size;
GLuint output;
- glFrameBuffer gBuffer;
+ glFrameBuffer gBuffer, gBufferIll;
glTexture gPosition, gNormal, gAlbedoSpec, gIllumination;
glRenderBuffer depth;
@@ -39,12 +39,12 @@ private:
DirectionalLightProgram();
using Program::use;
- void setDirectionalLight(const glm::vec3 &, const glm::vec3 &, const std::span<const glm::mat4x4>,
- const std::span<const glm::vec4>, std::size_t maps) const;
+ void setDirectionalLight(const RGB &, const Direction3D &, const GlobalPosition3D &,
+ const std::span<const glm::mat4x4>, const std::span<const TextureRelRegion>, std::size_t maps) const;
private:
- RequiredUniformLocation directionLoc, colourLoc, lightViewProjectionLoc, lightViewProjectionCountLoc,
- lightViewShadowMapRegionLoc;
+ RequiredUniformLocation directionLoc, colourLoc, lightPointLoc, lightViewProjectionLoc,
+ lightViewProjectionCountLoc, lightViewShadowMapRegionLoc;
};
DeferredLightProgram lighting;
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index 1354611..ccc1a1d 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -26,16 +26,16 @@ SceneShader::SceneShader() :
}
void
-SceneShader::setViewProjection(const glm::mat4 & viewProjection) const
+SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const
{
for (const auto & prog : std::array<const SceneProgram *, 7> {
&basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) {
- prog->setViewProjection(viewProjection);
+ prog->setViewProjection(viewPoint, viewProjection);
}
}
void
-SceneShader::setViewPort(const glm::ivec4 & viewPort) const
+SceneShader::setViewPort(const ViewPort & viewPort) const
{
for (const auto & prog : std::array<const SceneProgram *, 7> {
&basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) {
@@ -44,14 +44,15 @@ SceneShader::setViewPort(const glm::ivec4 & viewPort) const
}
void
-SceneShader::SceneProgram::setViewProjection(const glm::mat4 & viewProjection) const
+SceneShader::SceneProgram::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const
{
glUseProgram(*this);
glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
+ glUniform3iv(viewPointLoc, 1, glm::value_ptr(viewPoint));
}
void
-SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const
+SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const
{
if (viewPortLoc >= 0) {
glUseProgram(*this);
@@ -59,13 +60,16 @@ SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const
}
}
-SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"} { }
+SceneShader::BasicProgram::BasicProgram() :
+ SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"}
+{
+}
void
SceneShader::BasicProgram::setModel(Location const & location) const
{
- const auto model {glm::translate(location.pos) * rotate_ypr(location.rot)};
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(rotate_ypr(location.rot)));
+ glUniform3iv(modelPosLoc, 1, glm::value_ptr(location.pos));
}
void
@@ -81,38 +85,39 @@ void
SceneShader::WaterProgram::use(float waveCycle) const
{
Program::use();
- glm::vec3 waves {waveCycle, 0.F, 0.F};
- glUniform3fv(waveLoc, 1, glm::value_ptr(waves));
+ glUniform1f(waveLoc, waveCycle);
}
SceneShader::PointLightShader::PointLightShader() :
- SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}
+ SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"},
+ viewPointLoc {*this, "viewPoint"}
{
- VertexArrayObject {va}.addAttribs<glm::vec3>(b);
+ VertexArrayObject {va}.addAttribs<Position3D>(b);
}
void
-SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const
+SceneShader::PointLightShader::add(const Position3D & position, const RGB & colour, const float kq) const
{
Program::use();
glBindVertexArray(va);
glBindBuffer(GL_ARRAY_BUFFER, b);
glUniform3fv(colourLoc, 1, glm::value_ptr(colour));
glUniform1f(kqLoc, kq);
- glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW);
glDrawArrays(GL_POINTS, 0, 1);
}
SceneShader::SpotLightShader::SpotLightShader() :
SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, directionLoc {*this, "v_direction"},
- colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"}
+ colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"}, viewPointLoc {*this, "viewPoint"}
+
{
- using v3pair = std::pair<glm::vec3, glm::vec3>;
+ using v3pair = std::pair<Position3D, Direction3D>;
VertexArrayObject {va}.addAttribs<v3pair, &v3pair::first, &v3pair::second>(b);
}
void
-SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 & direction, const glm::vec3 & colour,
+SceneShader::SpotLightShader::add(const Position3D & position, const Direction3D & direction, const RGB & colour,
const float kq, const float arc) const
{
Program::use();
@@ -122,6 +127,6 @@ SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 &
glUniform3fv(directionLoc, 1, glm::value_ptr(direction));
glUniform1f(kqLoc, kq);
glUniform1f(arcLoc, arc);
- glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW);
glDrawArrays(GL_POINTS, 0, 1);
}
diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h
index ead184e..7ffaacd 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>
@@ -10,15 +11,16 @@ class SceneShader {
public:
template<typename... S>
inline explicit SceneProgram(const S &... srcs) :
- Program {srcs...}, viewProjectionLoc {*this, "viewProjection"}, viewPortLoc {*this, "viewPort"}
+ Program {srcs...}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"},
+ viewPortLoc {*this, "viewPort"}
{
}
- void setViewProjection(const glm::mat4 &) const;
- void setViewPort(const glm::ivec4 &) const;
+ void setViewProjection(const GlobalPosition3D &, const glm::mat4 &) const;
+ void setViewPort(const ViewPort &) const;
private:
- RequiredUniformLocation viewProjectionLoc;
+ RequiredUniformLocation viewProjectionLoc, viewPointLoc;
UniformLocation viewPortLoc;
};
@@ -30,6 +32,7 @@ class SceneShader {
private:
RequiredUniformLocation modelLoc;
+ RequiredUniformLocation modelPosLoc;
};
class AbsolutePosProgram : public SceneProgram {
@@ -52,11 +55,12 @@ 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;
UniformLocation kqLoc;
+ UniformLocation viewPointLoc;
glVertexArray va;
glBuffer b;
};
@@ -65,7 +69,7 @@ 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:
@@ -73,6 +77,7 @@ class SceneShader {
UniformLocation colourLoc;
UniformLocation kqLoc;
UniformLocation arcLoc;
+ UniformLocation viewPointLoc;
glVertexArray va;
glBuffer b;
};
@@ -86,6 +91,6 @@ public:
PointLightShader pointLight;
SpotLightShader spotLight;
- void setViewProjection(const glm::mat4 & viewProjection) const;
- void setViewPort(const glm::ivec4 & viewPort) const;
+ void setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const;
+ void setViewPort(const ViewPort & viewPort) const;
};
diff --git a/gfx/gl/shaders/commonPoint.glsl b/gfx/gl/shaders/commonPoint.glsl
index 35510e1..a9817fb 100644
--- a/gfx/gl/shaders/commonPoint.glsl
+++ b/gfx/gl/shaders/commonPoint.glsl
@@ -16,13 +16,11 @@ getMaterialDetail(uint midx)
void
main()
{
- vec4 worldPos = model * vec4(position, 1.0);
-
- FragPos = worldPos.xyz;
+ FragPos = (model * vec4(position, 1.0)).xyz + modelPos;
TexCoords = texCoord;
Normal = (model * vec4(normal, 0.0)).xyz;
Colour = colour;
Material = getMaterialDetail(material);
- gl_Position = viewProjection * worldPos;
+ gl_Position = viewProjection * vec4(FragPos - viewPoint, 1);
}
diff --git a/gfx/gl/shaders/commonShadowPoint.glsl b/gfx/gl/shaders/commonShadowPoint.glsl
index c7cbd3e..216642e 100644
--- a/gfx/gl/shaders/commonShadowPoint.glsl
+++ b/gfx/gl/shaders/commonShadowPoint.glsl
@@ -1,6 +1,7 @@
void
main()
{
- gl_Position = viewProjection * model * vec4(position, 1.0);
+ vec4 worldPos = model * vec4(position, 1.0);
+ gl_Position = viewProjection * vec4(worldPos.xyz - viewPoint + modelPos, 1);
gl_Position.z = max(gl_Position.z, -1);
}
diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs
index ca10ef5..f36d83f 100644
--- a/gfx/gl/shaders/directionalLight.fs
+++ b/gfx/gl/shaders/directionalLight.fs
@@ -7,12 +7,13 @@ out vec3 FragColor;
in vec2 TexCoords;
-layout(binding = 0) uniform sampler2D gPosition;
+layout(binding = 0) uniform isampler2D gPosition;
layout(binding = 1) uniform sampler2D gNormal;
layout(binding = 2) uniform sampler2D shadowMap;
uniform vec3 lightDirection;
uniform vec3 lightColour;
+uniform ivec3 lightPoint;
uniform mat4 lightViewProjection[MAX_MAPS];
uniform vec4 shadowMapRegion[MAX_MAPS];
uniform uint lightViewProjectionCount;
@@ -27,10 +28,10 @@ insideShadowCube(vec3 v)
}
float
-isShaded(vec3 Position)
+isShaded(vec4 Position)
{
for (uint m = 0u; m < lightViewProjectionCount; m++) {
- vec3 PositionInLightSpace = (lightViewProjection[m] * vec4(Position, 1.0f)).xyz;
+ const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz;
const float inside = insideShadowCube(PositionInLightSpace);
if (inside > 0) {
const float lightSpaceDepth
@@ -44,7 +45,7 @@ isShaded(vec3 Position)
void
main()
{
- const vec3 Position = texture(gPosition, TexCoords).xyz;
+ const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1);
const vec3 Normal = texture(gNormal, TexCoords).rgb;
const float shaded = isShaded(Position);
FragColor = (1 - shaded) * max(dot(-lightDirection, Normal) * lightColour, 0);
diff --git a/gfx/gl/shaders/dynamicPoint.vs b/gfx/gl/shaders/dynamicPoint.vs
index 961535c..097cd11 100644
--- a/gfx/gl/shaders/dynamicPoint.vs
+++ b/gfx/gl/shaders/dynamicPoint.vs
@@ -5,6 +5,8 @@ include(`meshIn.glsl')
include(`materialInterface.glsl')
uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
uniform mat4 model;
+uniform ivec3 modelPos;
include(`commonPoint.glsl')
diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vs
index 2d6cee5..529fe1d 100644
--- a/gfx/gl/shaders/dynamicPointInst.vs
+++ b/gfx/gl/shaders/dynamicPointInst.vs
@@ -5,6 +5,8 @@ include(`meshIn.glsl')
include(`materialInterface.glsl')
uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
layout(location = 5) in mat4 model;
+layout(location = 9) in ivec3 modelPos;
include(`commonPoint.glsl')
diff --git a/gfx/gl/shaders/fixedPoint.vs b/gfx/gl/shaders/fixedPoint.vs
index ed78c96..3cea737 100644
--- a/gfx/gl/shaders/fixedPoint.vs
+++ b/gfx/gl/shaders/fixedPoint.vs
@@ -5,6 +5,8 @@ include(`meshIn.glsl')
include(`materialInterface.glsl')
uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
const mat4 model = mat4(1);
+const vec3 modelPos = ivec3(0);
include(`commonPoint.glsl')
diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.fs
index 4dc92bb..fc43bf2 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;
@@ -60,7 +60,7 @@ main()
}
}
- gPosition = vec4(FragPos, 1);
+ gPosition = ivec4(FragPos, 1);
gNormal = vec4(Normal, 1);
gAlbedoSpec = vec4(color, 1);
}
diff --git a/gfx/gl/shaders/material.fs b/gfx/gl/shaders/material.fs
index 20fa8ab..5b93707 100644
--- a/gfx/gl/shaders/material.fs
+++ b/gfx/gl/shaders/material.fs
@@ -42,7 +42,7 @@ main()
{
vec4 textureColour = getTextureColour(Material, TexCoords);
float opaque = step(0.5, mix(textureColour.a, 1, Colour.a));
- gPosition = vec4(FragPos, opaque);
+ gPosition = ivec4(FragPos, opaque);
gNormal = vec4(Normal, opaque);
gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque);
gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a);
diff --git a/gfx/gl/shaders/materialOut.glsl b/gfx/gl/shaders/materialOut.glsl
index dc5f8e8..846825e 100644
--- a/gfx/gl/shaders/materialOut.glsl
+++ b/gfx/gl/shaders/materialOut.glsl
@@ -1,3 +1,3 @@
-layout(location = 0) out vec4 gPosition;
+layout(location = 0) out ivec4 gPosition;
layout(location = 1) out vec4 gNormal;
layout(location = 2) out vec4 gAlbedoSpec;
diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs
index bd32c05..ba327b6 100644
--- a/gfx/gl/shaders/pointLight.fs
+++ b/gfx/gl/shaders/pointLight.fs
@@ -3,7 +3,7 @@
out vec3 FragColor;
-layout(binding = 0) uniform sampler2D gPosition;
+layout(binding = 0) uniform isampler2D gPosition;
layout(binding = 1) uniform sampler2D gNormal;
uniform ivec4 viewPort;
uniform vec3 colour;
@@ -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.gs b/gfx/gl/shaders/pointLight.gs
index 03d131d..9c41ed4 100644
--- a/gfx/gl/shaders/pointLight.gs
+++ b/gfx/gl/shaders/pointLight.gs
@@ -19,6 +19,7 @@ const vec3[] cube = vec3[]( // http://www.cs.umd.edu/gvil/papers/av_ts.pdf
vec3(1, 1, -1) // Back-top-right
);
uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
in vec3 centre[];
in float size[];
diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs
index 35682fa..00a34a3 100644
--- a/gfx/gl/shaders/pointLight.vs
+++ b/gfx/gl/shaders/pointLight.vs
@@ -4,6 +4,7 @@ layout(location = 0) in vec3 position;
uniform vec3 colour;
uniform float kq;
+uniform ivec3 viewPoint;
out vec3 centre;
out float size;
@@ -12,6 +13,6 @@ void
main()
{
centre = position;
- size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
- gl_Position = vec4(centre, 0);
+ 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/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vs
index f3ed533..f21b3b6 100644
--- a/gfx/gl/shaders/shadowDynamicPoint.vs
+++ b/gfx/gl/shaders/shadowDynamicPoint.vs
@@ -3,6 +3,8 @@
include(`meshIn.glsl')
uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
uniform mat4 model;
+uniform ivec3 modelPos;
include(`commonShadowPoint.glsl')
diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs
index 1bf74ef..28a62d9 100644
--- a/gfx/gl/shaders/shadowDynamicPointInst.vs
+++ b/gfx/gl/shaders/shadowDynamicPointInst.vs
@@ -3,6 +3,8 @@
include(`meshIn.glsl')
uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
layout(location = 5) in mat4 model;
+layout(location = 9) in ivec3 modelPos;
include(`commonShadowPoint.glsl')
diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs
index 8921707..168d5f1 100644
--- a/gfx/gl/shaders/shadowFixedPoint.vs
+++ b/gfx/gl/shaders/shadowFixedPoint.vs
@@ -3,6 +3,8 @@
include(`meshIn.glsl')
uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
const mat4 model = mat4(1);
+const ivec3 modelPos = ivec3(0);
include(`commonShadowPoint.glsl')
diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs
index add86fd..937f922 100644
--- a/gfx/gl/shaders/spotLight.fs
+++ b/gfx/gl/shaders/spotLight.fs
@@ -3,7 +3,7 @@
out vec3 FragColor;
-layout(binding = 0) uniform sampler2D gPosition;
+layout(binding = 0) uniform isampler2D gPosition;
layout(binding = 1) uniform sampler2D gNormal;
uniform ivec4 viewPort;
uniform vec3 colour;
@@ -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.gs b/gfx/gl/shaders/spotLight.gs
index ad65675..b58c169 100644
--- a/gfx/gl/shaders/spotLight.gs
+++ b/gfx/gl/shaders/spotLight.gs
@@ -10,6 +10,7 @@ const vec3[] pyramid = vec3[]( // four-sided
vec3(1, -1, 1) // Front-right
);
uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
uniform float arc;
in vec3 position[];
diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs
index dca0854..ac1d1db 100644
--- a/gfx/gl/shaders/spotLight.vs
+++ b/gfx/gl/shaders/spotLight.vs
@@ -6,6 +6,7 @@ uniform vec3 v_direction;
uniform vec3 colour;
uniform float kq;
uniform float arc;
+uniform ivec3 viewPoint;
out vec3 position;
out vec3 direction;
@@ -17,7 +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, 0);
+ gl_Position = vec4(position - viewPoint, 0);
}
diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs
index 04aa94c..8891733 100644
--- a/gfx/gl/shaders/water.fs
+++ b/gfx/gl/shaders/water.fs
@@ -5,13 +5,12 @@ include(`materialInterface.glsl')
include(`materialOut.glsl')
uniform sampler2D texture0;
-uniform vec3 waves;
void
main()
{
- gPosition = vec4(FragPos, 1);
+ gPosition = ivec4(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 a21b49f..f6c7c8f 100644
--- a/gfx/gl/shaders/water.vs
+++ b/gfx/gl/shaders/water.vs
@@ -4,17 +4,18 @@ include(`meshIn.glsl')
include(`materialInterface.glsl')
uniform mat4 viewProjection;
-uniform vec3 waves;
+uniform ivec3 viewPoint;
+uniform float waves;
void
main()
{
- vec4 wpos = vec4(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2),
- cos(waves.x + position.x + (position.y / 8)) * .3, 1.0);
+ vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 0 / 2) * 1000.0),
+ cos(waves + (position.x / 1000000.0) + (position.y / 8000.0)) * 300.0);
FragPos = vec3(wpos.xy, position.z);
TexCoords = texCoord;
Normal = normal;
- gl_Position = viewProjection * wpos;
+ gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0);
}
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 79b39c0..1498bb0 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);
@@ -24,7 +24,7 @@ ShadowMapper::ShadowMapper(const glm::ivec2 & 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<float>::infinity()};
+ static constexpr RGBA border {std::numeric_limits<RGBA::value_type>::infinity()};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::value_ptr(border));
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
@@ -37,7 +37,7 @@ ShadowMapper::ShadowMapper(const glm::ivec2 & s) :
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
-constexpr std::array<std::array<glm::ivec4, ShadowMapper::SHADOW_BANDS>, ShadowMapper::SHADOW_BANDS> viewports {{
+constexpr std::array<std::array<TextureAbsRegion, ShadowMapper::SHADOW_BANDS>, ShadowMapper::SHADOW_BANDS> viewports {{
{{
{31, 31, 0, 0}, // full
}},
@@ -57,33 +57,34 @@ constexpr std::array<std::array<glm::ivec4, ShadowMapper::SHADOW_BANDS>, ShadowM
{1, 1, 1, 1}, // upper right
}},
}};
-constexpr std::array<std::array<glm::vec4, ShadowMapper::SHADOW_BANDS>, 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<float, ShadowMapper::SHADOW_BANDS + 1> shadowBands {
- 1.F,
- 250.F,
- 750.F,
- 2500.F,
- 10000.F,
+constexpr std::array<std::array<TextureRelRegion, ShadowMapper::SHADOW_BANDS>, 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<GlobalDistance, ShadowMapper::SHADOW_BANDS + 1> shadowBands {
+ 1000,
+ 250000,
+ 750000,
+ 2500000,
+ 10000000,
};
static_assert(viewports.size() == shadowMapRegions.size());
static_assert(shadowBands.size() == shadowMapRegions.size() + 1);
@@ -104,16 +105,16 @@ struct DefinitionsInserter {
ShadowMapper::Definitions & out;
};
-std::vector<std::array<glm::vec3, 4>>
-ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightView)
+std::vector<std::array<RelativePosition3D, 4>>
+ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightViewDir)
{
- std::vector<std::array<glm::vec3, 4>> bandViewExtents;
+ std::vector<std::array<RelativePosition3D, 4>> bandViewExtents;
for (const auto dist : shadowBands) {
const auto extents = camera.extentsAtDist(dist);
- bandViewExtents.emplace_back(extents * [&lightView](const auto & e) -> glm::vec3 {
- return lightView * glm::vec4(glm::vec3 {e}, 1);
+ bandViewExtents.emplace_back(extents * [&lightViewDir, cameraPos = camera.getPosition()](const auto & e) {
+ return glm::mat3(lightViewDir) * (e.xyz() - cameraPos);
});
- if (std::none_of(extents.begin(), extents.end(), [targetDist = dist * 0.99F](const glm::vec4 & e) {
+ if (std::none_of(extents.begin(), extents.end(), [targetDist = dist - 1](const auto & e) {
return e.w > targetDist;
})) {
break;
@@ -123,19 +124,21 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV
}
ShadowMapper::Definitions
-ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const Camera & camera) const
+ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const
{
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
glCullFace(GL_FRONT);
- const auto lightView = glm::lookAt(camera.getPosition(), camera.getPosition() + dir, up);
- const auto bandViewExtents = getBandViewExtents(camera, lightView);
+ const auto lightViewDir = glm::lookAt({}, dir, up);
+ const auto lightViewPoint = camera.getPosition();
+ const auto bandViewExtents = getBandViewExtents(camera, lightViewDir);
Definitions out;
std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()),
DefinitionsInserter {out},
- [&scene, this, &lightView, bands = bandViewExtents.size() - 2, &out](const auto & near, const auto & far) {
+ [&scene, this, bands = bandViewExtents.size() - 2, &out, &lightViewPoint, &lightViewDir](
+ const auto & near, const auto & far) {
const auto extents_minmax = [extents = std::span {near.begin(), far.end()}](auto && comp) {
const auto mm = std::minmax_element(extents.begin(), extents.end(), comp);
return std::make_pair(comp.get(*mm.first), comp.get(*mm.second));
@@ -145,16 +148,16 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C
return glm::ortho(x.first, x.second, y.first, y.second, -z.second, -z.first);
}(extents_minmax(CompareBy {0}), extents_minmax(CompareBy {1}), extents_minmax(CompareBy {2}));
- const auto lightViewProjection = lightProjection * lightView;
- fixedPoint.setViewProjection(lightViewProjection);
- dynamicPoint.setViewProjection(lightViewProjection);
- dynamicPointInst.setViewProjection(lightViewProjection);
+ const auto lightViewDirProjection = lightProjection * lightViewDir;
+ fixedPoint.setViewProjection(lightViewPoint, lightViewDirProjection);
+ dynamicPoint.setViewProjection(lightViewPoint, lightViewDirProjection);
+ dynamicPointInst.setViewProjection(lightViewPoint, lightViewDirProjection);
const auto & viewport = viewports[bands][out.maps];
glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w);
scene.shadows(*this);
- return std::make_pair(lightViewProjection, shadowMapRegions[bands][out.maps]);
+ return std::make_pair(lightViewDirProjection, shadowMapRegions[bands][out.maps]);
});
glCullFace(GL_BACK);
@@ -162,13 +165,17 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C
return out;
}
-ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) : Program {vs}, viewProjectionLoc {*this, "viewProjection"} { }
+ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) :
+ Program {vs}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"}
+{
+}
void
-ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection) const
+ShadowMapper::FixedPoint::setViewProjection(const GlobalPosition3D viewPoint, const glm::mat4 & viewProjection) const
{
use();
glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
+ glUniform3iv(viewPointLoc, 1, glm::value_ptr(viewPoint));
}
void
@@ -178,15 +185,17 @@ ShadowMapper::FixedPoint::use() const
}
ShadowMapper::DynamicPoint::DynamicPoint() :
- Program {shadowDynamicPoint_vs}, viewProjectionLoc {*this, "viewProjection"}, modelLoc {*this, "model"}
+ Program {shadowDynamicPoint_vs}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"},
+ modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"}
{
}
void
-ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection) const
+ShadowMapper::DynamicPoint::setViewProjection(const GlobalPosition3D viewPoint, const glm::mat4 & viewProjection) const
{
glUseProgram(*this);
glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
+ glUniform3iv(viewPointLoc, 1, glm::value_ptr(viewPoint));
}
void
@@ -194,13 +203,11 @@ ShadowMapper::DynamicPoint::use(const Location & location) const
{
glUseProgram(*this);
setModel(location);
- const auto model = glm::translate(location.pos) * rotate_ypr(location.rot);
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
}
void
ShadowMapper::DynamicPoint::setModel(const Location & location) const
{
- const auto model = glm::translate(location.pos) * rotate_ypr(location.rot);
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(rotate_ypr(location.rot)));
+ glUniform3iv(modelPosLoc, 1, glm::value_ptr(location.pos));
}
diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h
index cd1b975..bf571f8 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>
@@ -11,38 +12,39 @@ class Camera;
class ShadowMapper {
public:
- explicit ShadowMapper(const glm::ivec2 & size);
+ explicit ShadowMapper(const TextureAbsCoord & size);
static constexpr std::size_t SHADOW_BANDS {4};
struct Definitions {
std::array<glm::mat4x4, SHADOW_BANDS> projections {};
- std::array<glm::vec4, SHADOW_BANDS> regions {};
+ std::array<TextureRelRegion, SHADOW_BANDS> regions {};
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:
FixedPoint(const Shader & vs);
- void setViewProjection(const glm::mat4 &) const;
+ void setViewProjection(const GlobalPosition3D, const glm::mat4 &) const;
void use() const;
private:
- RequiredUniformLocation viewProjectionLoc;
+ RequiredUniformLocation viewProjectionLoc, viewPointLoc;
};
class DynamicPoint : public Program {
public:
DynamicPoint();
- void setViewProjection(const glm::mat4 &) const;
+ void setViewProjection(const GlobalPosition3D, const glm::mat4 &) const;
void use(const Location &) const;
void setModel(const Location &) const;
private:
- RequiredUniformLocation viewProjectionLoc;
+ RequiredUniformLocation viewProjectionLoc, viewPointLoc;
RequiredUniformLocation modelLoc;
+ RequiredUniformLocation modelPosLoc;
};
FixedPoint fixedPoint, dynamicPointInst;
@@ -55,9 +57,9 @@ public:
}
private:
- [[nodiscard]] static std::vector<std::array<glm::vec3, 4>> getBandViewExtents(
+ [[nodiscard]] static std::vector<std::array<RelativePosition3D, 4>> getBandViewExtents(
const Camera &, const glm::mat4 & lightView);
glFrameBuffer depthMapFBO;
glTexture depthMap;
- glm::ivec2 size;
+ TextureAbsCoord size;
};
diff --git a/gfx/gl/uiShader.cpp b/gfx/gl/uiShader.cpp
index 0b47211..dc4f4dc 100644
--- a/gfx/gl/uiShader.cpp
+++ b/gfx/gl/uiShader.cpp
@@ -23,7 +23,7 @@ UIShader::UIShader(size_t width, size_t height) :
UIShader::UIShader(const glm::mat4 & viewProjection) : icon {viewProjection}, text {viewProjection} { }
void
-UIShader::TextProgram::use(const glm::vec3 & colour) const
+UIShader::TextProgram::use(const RGB & colour) const
{
Program::use();
glUniform3fv(colorLoc, 1, glm::value_ptr(colour));
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..35f8d35 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>
@@ -60,10 +61,10 @@ Texture::bind(GLenum unit) const
glBindTexture(type, m_texture);
}
-glm::ivec2
+TextureAbsCoord
Texture::getSize(const glTexture & texture)
{
- glm::ivec2 size;
+ TextureAbsCoord size;
glGetTextureLevelParameteriv(texture, 0, GL_TEXTURE_WIDTH, &size.x);
glGetTextureLevelParameteriv(texture, 0, GL_TEXTURE_HEIGHT, &size.y);
return size;
@@ -103,6 +104,12 @@ Texture::save(const glTexture & texture, const char * path)
}
void
+Texture::savePosition(const glTexture & texture, const char * path)
+{
+ save(texture, GL_BGR_INTEGER, GL_UNSIGNED_BYTE, 3, path, 2);
+}
+
+void
Texture::saveDepth(const glTexture & texture, const char * path)
{
save(texture, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 1, path, 3);
@@ -136,7 +143,7 @@ TextureAtlas::bind(GLenum unit) const
}
GLuint
-TextureAtlas::add(glm::ivec2 position, glm::ivec2 size, void * data, TextureOptions to)
+TextureAtlas::add(TextureAbsCoord position, TextureAbsCoord size, void * data, TextureOptions to)
{
glTextureSubImage2D(m_texture, 0, position.x, position.y, size.x, size.y, GL_RGBA, GL_UNSIGNED_BYTE, data);
diff --git a/gfx/models/texture.h b/gfx/models/texture.h
index 1b66c64..5d40b39 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>
@@ -39,10 +40,11 @@ public:
static void save(const glTexture &, const char * path);
static void saveDepth(const glTexture &, const char * path);
static void saveNormal(const glTexture &, const char * path);
+ static void savePosition(const glTexture &, const char * path);
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 +55,7 @@ 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..3c6215f 100644
--- a/gfx/models/vertex.h
+++ b/gfx/models/vertex.h
@@ -1,23 +1,24 @@
#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) :
- pos {std::move(pos)}, texCoord {std::move(texCoord)}, normal {std::move(normal)}, colour {std::move(colour)},
- material {material}
+ constexpr Vertex(
+ RelativePosition3D 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}
{
}
#endif
bool operator==(const Vertex &) const = default;
- glm::vec3 pos;
- glm::vec2 texCoord;
- glm::vec3 normal;
- glm::vec4 colour {};
+ RelativePosition3D pos {};
+ TextureRelCoord texCoord {};
+ Normal3D normal {};
+ RGBA colour {};
GLuint material {};
};
diff --git a/lib/geometricPlane.cpp b/lib/geometricPlane.cpp
index ea4f02d..567f98a 100644
--- a/lib/geometricPlane.cpp
+++ b/lib/geometricPlane.cpp
@@ -4,10 +4,10 @@
#include <glm/gtx/intersect.hpp>
GeometricPlane::PlaneRelation
-GeometricPlane::getRelation(glm::vec3 p) const
+GeometricPlane::getRelation(Position3D p) const
{
const auto d = glm::dot(normal, p - origin);
- return d < 0.f ? PlaneRelation::Below : d > 0.f ? PlaneRelation::Above : PlaneRelation::On;
+ return d < 0.F ? PlaneRelation::Below : d > 0.F ? PlaneRelation::Above : PlaneRelation::On;
}
bool
diff --git a/lib/geometricPlane.h b/lib/geometricPlane.h
index dc8df50..c74beff 100644
--- a/lib/geometricPlane.h
+++ b/lib/geometricPlane.h
@@ -1,5 +1,6 @@
#pragma once
+#include "config/types.h"
#include <glm/vec3.hpp>
#include <optional>
@@ -9,14 +10,15 @@ class GeometricPlane {
public:
struct DistAndPosition {
float dist;
- glm::vec3 position;
+ Position3D position;
};
enum class PlaneRelation { Above, Below, On };
- glm::vec3 origin, normal;
+ Position3D origin;
+ Normal3D normal;
- PlaneRelation getRelation(glm::vec3 point) const;
- std::optional<DistAndPosition> getRayIntersectPosition(const Ray &) const;
+ [[nodiscard]] PlaneRelation getRelation(Position3D point) const;
+ [[nodiscard]] std::optional<DistAndPosition> getRayIntersectPosition(const Ray &) const;
static bool isIntersect(PlaneRelation a, PlaneRelation b);
};
diff --git a/lib/location.cpp b/lib/location.cpp
index 732dd6d..ff7cfa6 100644
--- a/lib/location.cpp
+++ b/lib/location.cpp
@@ -3,7 +3,7 @@
#include <glm/gtx/transform.hpp>
glm::mat4
-Location::getTransform() const
+Location::getRotationTransform() const
{
- return glm::translate(pos) * rotate_ypr(rot);
+ return rotate_ypr(rot);
}
diff --git a/lib/location.h b/lib/location.h
index 078f5d3..8570fc2 100644
--- a/lib/location.h
+++ b/lib/location.h
@@ -1,14 +1,16 @@
#pragma once
+#include "config/types.h"
#include <glm/mat4x4.hpp>
-#include <glm/vec3.hpp>
class Location {
public:
- explicit Location(glm::vec3 pos = {}, glm::vec3 rot = {}) : pos {pos}, rot {rot} { }
+#ifndef __cpp_aggregate_paren_init
+ explicit Location(GlobalPosition3D pos = {}, Rotation3D rot = {}) : pos {pos}, rot {rot} { }
+#endif
- glm::mat4 getTransform() const;
+ [[nodiscard]] glm::mat4 getRotationTransform() const;
- glm::vec3 pos;
- glm::vec3 rot;
+ GlobalPosition3D pos;
+ Rotation3D rot;
};
diff --git a/lib/maths.cpp b/lib/maths.cpp
index 7594b59..68662fc 100644
--- a/lib/maths.cpp
+++ b/lib/maths.cpp
@@ -3,30 +3,29 @@
#include <glm/glm.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/transform.hpp>
-#include <stdexcept>
glm::mat4
-flat_orientation(const glm::vec3 & diff)
+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;
}
// Helper to lookup into a matrix given an xy vector coordinate
-template<typename M>
+template<typename M, typename I>
inline auto &
-operator^(M & m, glm::ivec2 xy)
+operator^(M & m, glm::vec<2, I> xy)
{
return m[xy.x][xy.y];
}
// Create a matrix for the angle, given the targets into the matrix
-template<typename M>
+template<typename M, typename I>
inline auto
-rotation(typename M::value_type a, glm::ivec2 c1, glm::ivec2 s1, glm::ivec2 c2, glm::ivec2 ms2)
+rotation(typename M::value_type a, glm::vec<2, I> c1, glm::vec<2, I> s1, glm::vec<2, I> c2, glm::vec<2, I> ms2)
{
M m(1);
sincosf(a, m ^ s1, m ^ c1);
@@ -39,51 +38,51 @@ rotation(typename M::value_type a, glm::ivec2 c1, glm::ivec2 s1, glm::ivec2 c2,
glm::mat2
rotate_flat(float a)
{
- return rotation<glm::mat2>(a, {0, 0}, {0, 1}, {1, 1}, {1, 0});
+ return rotation<glm::mat2, glm::length_t>(a, {0, 0}, {0, 1}, {1, 1}, {1, 0});
}
// Create a yaw transformation matrix
glm::mat4
rotate_yaw(float a)
{
- return rotation<glm::mat4>(a, {0, 0}, {1, 0}, {1, 1}, {0, 1});
+ return rotation<glm::mat4, glm::length_t>(a, {0, 0}, {1, 0}, {1, 1}, {0, 1});
}
// Create a roll transformation matrix
glm::mat4
rotate_roll(float a)
{
- return rotation<glm::mat4>(a, {0, 0}, {2, 0}, {2, 2}, {0, 2});
+ return rotation<glm::mat4, glm::length_t>(a, {0, 0}, {2, 0}, {2, 2}, {0, 2});
}
// Create a pitch transformation matrix
glm::mat4
rotate_pitch(float a)
{
- return rotation<glm::mat4>(a, {1, 1}, {1, 2}, {2, 2}, {2, 1});
+ return rotation<glm::mat4, glm::length_t>(a, {1, 1}, {1, 2}, {2, 2}, {2, 1});
}
// Create a combined yaw, pitch, roll transformation matrix
glm::mat4
-rotate_ypr(glm::vec3 a)
+rotate_ypr(Rotation3D a)
{
return rotate_yaw(a.y) * rotate_pitch(a.x) * rotate_roll(a.z);
}
glm::mat4
-rotate_yp(glm::vec2 a)
+rotate_yp(Rotation2D a)
{
return rotate_yaw(a.y) * rotate_pitch(a.x);
}
float
-vector_yaw(const glm::vec3 & diff)
+vector_yaw(const Direction3D & diff)
{
return std::atan2(diff.x, diff.y);
}
float
-vector_pitch(const glm::vec3 & diff)
+vector_pitch(const Direction3D & diff)
{
return std::atan(diff.z);
}
@@ -106,77 +105,6 @@ normalize(float ang)
return ang;
}
-Arc::Arc(const glm::vec3 & centre3, const glm::vec3 & e0p, const glm::vec3 & e1p) :
- Arc([&]() -> Arc {
- const auto diffa = e0p - centre3;
- const auto diffb = e1p - centre3;
- const auto anga = vector_yaw(diffa);
- const auto angb = [&diffb, &anga]() {
- const auto angb = vector_yaw(diffb);
- return (angb < anga) ? angb + two_pi : angb;
- }();
- return {anga, angb};
- }())
-{
-}
-
-std::pair<glm::vec2, bool>
-find_arc_centre(glm::vec2 as, float entrys, glm::vec2 bs, float entrye)
-{
- if (as == bs) {
- return {as, false};
- }
- return find_arc_centre(as, sincosf(entrys + half_pi), bs, sincosf(entrye - half_pi));
-}
-
-std::pair<glm::vec2, bool>
-find_arc_centre(glm::vec2 as, glm::vec2 ad, glm::vec2 bs, glm::vec2 bd)
-{
- const auto det = bd.x * ad.y - bd.y * ad.x;
- if (det != 0) { // near parallel line will yield noisy results
- const auto d = bs - as;
- const auto u = (d.y * bd.x - d.x * bd.y) / det;
- return {as + ad * u, u < 0};
- }
- throw std::runtime_error("no intersection");
-}
-
-std::pair<float, float>
-find_arcs_radius(glm::vec2 start, float entrys, glm::vec2 end, float entrye)
-{
- const auto getrad = [&](float leftOrRight) {
- return find_arcs_radius(start, sincosf(entrys + leftOrRight), end, sincosf(entrye + leftOrRight));
- };
- return {getrad(-half_pi), getrad(half_pi)};
-}
-
-float
-find_arcs_radius(glm::vec2 start, glm::vec2 ad, glm::vec2 end, glm::vec2 bd)
-{
- // Short name functions for big forula
- auto sqrt = [](float v) {
- return std::sqrt(v);
- };
-
- // Calculates path across both arcs along the normals... pythagorean theorem... for some known radius r
- // (2r)^2 = ((m + (X*r)) - (o + (Z*r)))^2 + ((n + (Y*r)) - (p + (W*r)))^2
- // According to symbolabs.com equation tool, that solves for r to give:
- // r=(-2 m X+2 X o+2 m Z-2 o Z-2 n Y+2 Y p+2 n W-2 p W-sqrt((2 m X-2 X o-2 m Z+2 o Z+2 n Y-2 Y p-2 n W+2 p W)^(2)-4
- // (X^(2)-2 X Z+Z^(2)+Y^(2)-2 Y W+W^(2)-4) (m^(2)-2 m o+o^(2)+n^(2)-2 n p+p^(2))))/(2 (X^(2)-2 X Z+Z^(2)+Y^(2)-2 Y
- // W+W^(2)-4))
-
- // These exist cos limitations of online formula rearrangement, and I'm OK with that.
- const auto &m {start.x}, &n {start.y}, &o {end.x}, &p {end.y};
- const auto &X {ad.x}, &Y {ad.y}, &Z {bd.x}, &W {bd.y};
-
- return (2 * m * X - 2 * X * o - 2 * m * Z + 2 * o * Z + 2 * n * Y - 2 * Y * p - 2 * n * W + 2 * p * W
- - sqrt(sq(-2 * m * X + 2 * X * o + 2 * m * Z - 2 * o * Z - 2 * n * Y + 2 * Y * p + 2 * n * W
- - 2 * p * W)
- - (4 * (sq(X) - 2 * X * Z + sq(Z) + sq(Y) - 2 * Y * W + sq(W) - 4)
- * (sq(m) - 2 * m * o + sq(o) + sq(n) - 2 * n * p + sq(p)))))
- / (2 * (sq(X) - 2 * X * Z + sq(Z) + sq(Y) - 2 * Y * W + sq(W) - 4));
-}
-
float
operator"" _mph(const long double v)
{
diff --git a/lib/maths.h b/lib/maths.h
index b95b706..c1bf61a 100644
--- a/lib/maths.h
+++ b/lib/maths.h
@@ -1,36 +1,38 @@
#pragma once
+#include "config/types.h"
#include <cmath>
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include <numeric>
+#include <stdexcept>
#include <utility>
struct Arc : public std::pair<float, float> {
using std::pair<float, float>::pair;
- Arc(const glm::vec3 & centre3, const glm::vec3 & e0p, const glm::vec3 & e1p);
+ template<typename T, glm::qualifier Q>
+ Arc(const glm::vec<3, T, Q> & centre3, const glm::vec<3, T, Q> & e0p, const glm::vec<3, T, Q> & e1p);
- float
- operator[](unsigned int i) const
+ auto
+ operator[](bool i) const
{
return i ? second : first;
}
};
-constexpr const glm::vec3 origin {0, 0, 0};
-constexpr const glm::vec3 up {0, 0, 1};
-constexpr const glm::vec3 down {0, 0, -1};
-constexpr const glm::vec3 north {0, 1, 0};
-constexpr const glm::vec3 south {0, -1, 0};
-constexpr const glm::vec3 east {1, 0, 0};
-constexpr const glm::vec3 west {-1, 0, 0};
+constexpr const RelativePosition3D up {0, 0, 1};
+constexpr const RelativePosition3D down {0, 0, -1};
+constexpr const RelativePosition3D north {0, 1, 0};
+constexpr const RelativePosition3D south {0, -1, 0};
+constexpr const RelativePosition3D east {1, 0, 0};
+constexpr const RelativePosition3D west {-1, 0, 0};
constexpr auto half_pi {glm::half_pi<float>()};
constexpr auto quarter_pi {half_pi / 2};
constexpr auto pi {glm::pi<float>()};
constexpr auto two_pi {glm::two_pi<float>()};
-glm::mat4 flat_orientation(const glm::vec3 & diff);
+glm::mat4 flat_orientation(const Rotation3D & diff);
// C++ wrapper for C's sincosf, but with references, not pointers
inline auto
@@ -39,10 +41,10 @@ sincosf(float a, float & s, float & c)
return sincosf(a, &s, &c);
}
-inline glm::vec2
+inline Rotation2D
sincosf(float a)
{
- glm::vec2 sc;
+ Rotation2D sc;
sincosf(a, sc.x, sc.y);
return sc;
}
@@ -51,11 +53,11 @@ glm::mat2 rotate_flat(float);
glm::mat4 rotate_roll(float);
glm::mat4 rotate_yaw(float);
glm::mat4 rotate_pitch(float);
-glm::mat4 rotate_yp(glm::vec2);
-glm::mat4 rotate_ypr(glm::vec3);
+glm::mat4 rotate_yp(Rotation2D);
+glm::mat4 rotate_ypr(Rotation3D);
-float vector_yaw(const glm::vec3 & diff);
-float vector_pitch(const glm::vec3 & diff);
+float vector_yaw(const Direction3D & diff);
+float vector_pitch(const Direction3D & diff);
float round_frac(const float & v, const float & frac);
@@ -66,6 +68,17 @@ sq(T v)
return v * v;
}
+template<std::integral T, glm::qualifier Q>
+inline constexpr glm::vec<3, T, Q>
+crossInt(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b)
+{
+ return {
+ (a.y * b.z) - (a.z * b.y),
+ (a.z * b.x) - (a.x * b.z),
+ (a.x * b.y) - (a.y * b.x),
+ };
+}
+
template<typename R = float, typename Ta, typename Tb>
inline constexpr auto
ratio(Ta a, Tb b)
@@ -87,30 +100,6 @@ perspective_divide(glm::vec<4, T, Q> v)
return v / v.w;
}
-constexpr inline glm::vec2
-operator!(const glm::vec3 & v)
-{
- return {v.x, v.y};
-}
-
-constexpr inline glm::vec3
-operator^(const glm::vec2 & v, float z)
-{
- return {v.x, v.y, z};
-}
-
-constexpr inline glm::vec4
-operator^(const glm::vec3 & v, float w)
-{
- return {v.x, v.y, v.z, w};
-}
-
-constexpr inline glm::vec3
-operator!(const glm::vec2 & v)
-{
- return v ^ 0.F;
-}
-
template<glm::length_t L1, glm::length_t L2, typename T, glm::qualifier Q>
inline constexpr glm::vec<L1 + L2, T, Q>
operator||(const glm::vec<L1, T, Q> v1, const glm::vec<L2, T, Q> v2)
@@ -125,15 +114,17 @@ operator||(const glm::vec<L, T, Q> v1, const T v2)
return {v1, v2};
}
-inline glm::vec3
-operator%(const glm::vec3 & p, const glm::mat4 & mutation)
+template<glm::length_t L, typename T, glm::qualifier Q>
+inline constexpr glm::vec<L, T, Q>
+operator%(const glm::vec<L, T, Q> & p, const glm::mat<L + 1, L + 1, T, Q> & mutation)
{
- const auto p2 = mutation * (p ^ 1);
+ const auto p2 = mutation * (p || T(1));
return p2 / p2.w;
}
-inline glm::vec3
-operator%=(glm::vec3 & p, const glm::mat4 & mutation)
+template<glm::length_t L, typename T, glm::qualifier Q>
+inline constexpr glm::vec<L, T, Q>
+operator%=(glm::vec<L, T, Q> & p, const glm::mat<L + 1, L + 1, T, Q> & mutation)
{
return p = p % mutation;
}
@@ -146,10 +137,63 @@ arc_length(const Arc & arc)
float normalize(float ang);
-std::pair<glm::vec2, bool> find_arc_centre(glm::vec2 start, float entrys, glm::vec2 end, float entrye);
-std::pair<glm::vec2, bool> find_arc_centre(glm::vec2 start, glm::vec2 ad, glm::vec2 end, glm::vec2 bd);
-std::pair<float, float> find_arcs_radius(glm::vec2 start, float entrys, glm::vec2 end, float entrye);
-float find_arcs_radius(glm::vec2 start, glm::vec2 ad, glm::vec2 end, glm::vec2 bd);
+template<typename T, glm::qualifier Q>
+std::pair<glm::vec<2, T, Q>, bool>
+find_arc_centre(glm::vec<2, T, Q> start, Rotation2D startDir, glm::vec<2, T, Q> end, Rotation2D endDir)
+{
+ const auto det = endDir.x * startDir.y - endDir.y * startDir.x;
+ if (det != 0) { // near parallel line will yield noisy results
+ const auto d = end - start;
+ const auto u = (d.y * endDir.x - d.x * endDir.y) / det;
+ return {start + startDir * u, u < 0};
+ }
+ throw std::runtime_error("no intersection");
+}
+
+template<typename T, glm::qualifier Q>
+std::pair<glm::vec<2, T, Q>, bool>
+find_arc_centre(glm::vec<2, T, Q> start, Angle entrys, glm::vec<2, T, Q> end, Angle entrye)
+{
+ if (start == end) {
+ return {start, false};
+ }
+ return find_arc_centre(start, sincosf(entrys + half_pi), end, sincosf(entrye - half_pi));
+}
+
+template<typename T, glm::qualifier Q>
+Angle
+find_arcs_radius(glm::vec<2, T, Q> start, Rotation2D ad, glm::vec<2, T, Q> end, Rotation2D bd)
+{
+ using std::sqrt;
+
+ // Calculates path across both arcs along the normals... pythagorean theorem... for some known radius r
+ // (2r)^2 = ((m + (X*r)) - (o + (Z*r)))^2 + ((n + (Y*r)) - (p + (W*r)))^2
+ // According to symbolabs.com equation tool, that solves for r to give:
+ // r=(-2 m X+2 X o+2 m Z-2 o Z-2 n Y+2 Y p+2 n W-2 p W-sqrt((2 m X-2 X o-2 m Z+2 o Z+2 n Y-2 Y p-2 n W+2 p W)^(2)-4
+ // (X^(2)-2 X Z+Z^(2)+Y^(2)-2 Y W+W^(2)-4) (m^(2)-2 m o+o^(2)+n^(2)-2 n p+p^(2))))/(2 (X^(2)-2 X Z+Z^(2)+Y^(2)-2 Y
+ // W+W^(2)-4))
+
+ // These exist cos limitations of online formula rearrangement, and I'm OK with that.
+ const auto &m {start.x}, &n {start.y}, &o {end.x}, &p {end.y};
+ const auto &X {ad.x}, &Y {ad.y}, &Z {bd.x}, &W {bd.y};
+
+ return (2 * m * X - 2 * X * o - 2 * m * Z + 2 * o * Z + 2 * n * Y - 2 * Y * p - 2 * n * W + 2 * p * W
+ - sqrt(sq(-2 * m * X + 2 * X * o + 2 * m * Z - 2 * o * Z - 2 * n * Y + 2 * Y * p + 2 * n * W
+ - 2 * p * W)
+ - (4 * (sq(X) - 2 * X * Z + sq(Z) + sq(Y) - 2 * Y * W + sq(W) - 4)
+ * (sq(m) - 2 * m * o + sq(o) + sq(n) - 2 * n * p + sq(p)))))
+ / (2 * (sq(X) - 2 * X * Z + sq(Z) + sq(Y) - 2 * Y * W + sq(W) - 4));
+}
+
+template<typename T, glm::qualifier Q>
+std::pair<Angle, Angle>
+find_arcs_radius(glm::vec<2, T, Q> start, Angle entrys, glm::vec<2, T, Q> end, Angle entrye)
+{
+ const auto getrad = [&](auto leftOrRight) {
+ return find_arcs_radius(start, sincosf(entrys + leftOrRight), end, sincosf(entrye + leftOrRight));
+ };
+ return {getrad(-half_pi), getrad(half_pi)};
+}
template<typename T>
auto
@@ -158,6 +202,21 @@ midpoint(const std::pair<T, T> & v)
return std::midpoint(v.first, v.second);
}
+template<typename T, glm::qualifier Q>
+Arc::Arc(const glm::vec<3, T, Q> & centre3, const glm::vec<3, T, Q> & e0p, const glm::vec<3, T, Q> & e1p) :
+ Arc([&]() -> Arc {
+ const auto diffa = e0p - centre3;
+ const auto diffb = e1p - centre3;
+ const auto anga = vector_yaw(diffa);
+ const auto angb = [&diffb, &anga]() {
+ const auto angb = vector_yaw(diffb);
+ return (angb < anga) ? angb + two_pi : angb;
+ }();
+ return {anga, angb};
+ }())
+{
+}
+
// Conversions
template<typename T>
inline constexpr auto
diff --git a/lib/ray.cpp b/lib/ray.cpp
index c4e0d8c..9fb3648 100644
--- a/lib/ray.cpp
+++ b/lib/ray.cpp
@@ -2,13 +2,13 @@
#include <algorithm>
Ray
-Ray::fromPoints(glm::vec3 start, glm::vec3 p)
+Ray::fromPoints(Position3D start, Position3D p)
{
return {start, glm::normalize(p - start)};
}
float
-Ray::distanceToLine(const glm::vec3 & p1, const glm::vec3 & e1) const
+Ray::distanceToLine(const Position3D & p1, const Position3D & e1) const
{
// https://en.wikipedia.org/wiki/Skew_lines
const auto diff = p1 - e1;
@@ -25,10 +25,10 @@ Ray::distanceToLine(const glm::vec3 & p1, const glm::vec3 & e1) const
}
bool
-Ray::passesCloseToEdges(const std::span<const glm::vec3> positions, float distance) const
+Ray::passesCloseToEdges(const std::span<const Position3D> positions, float distance) const
{
return std::adjacent_find(positions.begin(), positions.end(),
- [this, distance](const glm::vec3 & a, const glm::vec3 & b) {
+ [this, distance](const Position3D & a, const Position3D & b) {
return distanceToLine(a, b) <= distance;
})
!= positions.end();
diff --git a/lib/ray.h b/lib/ray.h
index 9bf47af..bc70c74 100644
--- a/lib/ray.h
+++ b/lib/ray.h
@@ -1,17 +1,20 @@
#pragma once
+#include "config/types.h"
#include <glm/glm.hpp>
#include <span>
class Ray {
public:
- Ray(glm::vec3 start, glm::vec3 direction) : start {start}, direction {direction} { }
+#ifndef __cpp_aggregate_paren_init
+ Ray(Position3D start, Direction3D direction) : start {start}, direction {direction} { }
+#endif
- static Ray fromPoints(glm::vec3, glm::vec3);
+ static Ray fromPoints(Position3D, Position3D);
- glm::vec3 start;
- glm::vec3 direction;
+ Position3D start;
+ Direction3D direction;
- float distanceToLine(const glm::vec3 & a, const glm::vec3 & b) const;
- bool passesCloseToEdges(const std::span<const glm::vec3> positions, float distance) const;
+ [[nodiscard]] float distanceToLine(const Position3D & a, const Position3D & b) const;
+ [[nodiscard]] bool passesCloseToEdges(const std::span<const Position3D> positions, float distance) const;
};
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 @@
<textureFragment id="roofSideWithVents" path="rail/roofSideWithVents.png"/>
<textureFragment id="roofTopWithVents" path="rail/roofTopWithVents.png"/>
<textureFragment id="cabWindowFront" path="rail/cabWindowFront.png"/>
- <asset p.typeid="RailVehicleClass" id="brush-47" name="Brush 47" length="19.38" wheelBase="15.70" maxSpeed="42.4688">
+ <asset p.typeid="RailVehicleClass" id="brush-47" name="Brush 47" length="19380" wheelBase="15700" maxSpeed="42468.8">
<bodyMesh id="body" size="2.69,19.38,3.9">
<use type="cuboid" position="0,0,1.2" scale="2.69,19.38,0.3" colour="goldenrod">
<face id="bottom" colour="#2c3539"/>
diff --git a/test/Jamfile.jam b/test/Jamfile.jam
index e221af7..6f62056 100644
--- a/test/Jamfile.jam
+++ b/test/Jamfile.jam
@@ -46,7 +46,7 @@ lib test : [ glob *.cpp : test-*.cpp perf-*.cpp ] ;
run test-collection.cpp ;
run test-maths.cpp ;
run test-lib.cpp ;
-run test-geo.cpp ;
+run test-geoData.cpp : -- : fixtures/height/SD19.asc : <library>test ;
run test-network.cpp : : : <library>test ;
run test-persistence.cpp : -- : [ sequence.insertion-sort [ glob-tree fixtures : *.json ] ] : <library>test ;
run test-text.cpp : : : <library>test ;
@@ -55,6 +55,7 @@ run test-render.cpp : -- : test-assetFactory : <library>test ;
run test-glContextBhvr.cpp ;
run test-assetFactory.cpp : -- : [ sequence.insertion-sort [ glob-tree $(res) : *.* ] fixtures/rgb.txt test-instancing ] : <library>test ;
run perf-assetFactory.cpp : -- : test-assetFactory : <library>benchmark <library>test ;
+run perf-geoData.cpp : : : <library>test <library>benchmark ;
run perf-persistence.cpp : -- : test-persistence : <library>benchmark <library>test ;
run test-worker.cpp ;
run test-instancing.cpp : : : <library>test ;
@@ -64,5 +65,6 @@ compile test-static-enumDetails.cpp ;
compile test-static-stream_support.cpp ;
explicit perf-assetFactory ;
explicit perf-persistence ;
-alias perf : perf-assetFactory perf-persistence ;
+explicit perf-terrain ;
+alias perf : perf-assetFactory perf-persistence perf-terrain ;
explicit perf ;
diff --git a/test/fixtures/height/SD19.asc b/test/fixtures/height/SD19.asc
new file mode 100644
index 0000000..3cdd711
--- /dev/null
+++ b/test/fixtures/height/SD19.asc
@@ -0,0 +1,205 @@
+ncols 200
+nrows 200
+xllcorner 310000
+yllcorner 490000
+cellsize 50
+32.8 33.2 33.5 35.3 37.7 41.2 42.5 43.5 43.7 40.1 38.1 36.1 36 38.4 42.3 56.3 65.9 62.2 57.5 53.2 48.6 47.3 40.5 34.7 31.3 32.5 32.2 28.9 24.6 25.4 26.3 26 25 24.4 23.8 22.3 18.4 19 20.5 22.7 29.1 35 39.3 46 53 53.9 46.8 39 39.6 37.9 36.7 35.6 35.1 35.1 31.6 32.1 33 33.7 33.6 34.6 34.7 35.5 36.5 36.8 37 36.9 37.2 38 38.5 37.8 38.4 39.2 39.3 39.1 39.1 38.3 37.3 37.1 36.5 36.8 37.2 37.7 39.1 44.2 50.3 53.9 50.7 46.5 45.5 42.4 39.3 34.4 35.7 37 35.8 34.5 32.5 28.7 27.6 27.1 25.9 25.8 26 27.2 26.9 26.7 26.9 26.5 26.6 25.5 26.3 28.5 32.4 36.2 38.4 38.2 34.7 31.3 31 31.5 31 31.2 33.2 33.8 35.4 38 41.4 42.1 43.3 44.5 45 45.1 46 46.5 45.9 47.2 46.9 47.1 54.5 60.8 73.8 86 83.5 79.3 75.3 70.8 69.9 56.7 60.4 62.1 63.1 65.8 71 68.7 67.6 68 70.5 74.4 76.2 77.7 78.2 81.5 87.1 94.1 101.9 112.7 126 137 146.8 168 201.2 210.7 221.3 202.4 173 203.5 224.5 234.6 236.7 242.5 250.1 243.3 245 247 258.2 262.1 260 255.6 256 253.7 262.6 264.2 279.4 297.3 307 307.8 308.7 307.3 305.8 297.2
+32.7 33 33.2 34 35.8 37.9 39.2 39.9 39.9 37.4 36.5 35.1 35.2 37.2 44.8 61.8 69 63.9 58.2 50.7 47.5 44.6 37.1 34.1 32.3 28.2 29 27.8 28.6 30.3 27.7 25.2 24.5 24 22.3 19 16.6 16.7 18 22.2 29.9 31.3 35.6 40.2 39 34.5 31 31.5 36.5 39.1 38.1 37.1 36.8 36.1 33.3 31.9 32.4 32.8 32.9 33.2 35.5 37.1 37.6 37.8 37.7 37.1 37.3 37.5 37.9 38.1 38.7 41.4 46.3 48.2 43.8 39.9 37.1 36.6 36 36.2 36.9 36.8 37.9 40.4 45.6 48.3 48.1 47.7 47.8 45.4 40.3 33.1 31.2 31.2 32.3 33.5 29.5 27.2 27 26 25 25.5 25.1 25.7 26.1 26.1 25.7 25.9 23.5 25.9 30.6 32.4 33.9 38.3 37.5 36.3 36.6 36.3 37.3 38.4 37.1 36 35.4 36 36.6 38.5 41.3 41 41.9 42.4 43 44.2 45.4 46.4 47.9 48.8 49.3 50 54.5 62.4 76.8 82.4 82.7 83.8 84.1 83.7 81.6 72.4 63.6 64.9 65.1 66.1 67.3 69.4 75.6 82.6 89.1 95.7 98.3 98 98.2 101.9 107.9 118.9 132.5 137.6 148.3 174 180.3 206.9 232.6 238.7 240 235.3 226 223.3 235.7 250.1 257.1 259.4 261.2 253.4 253.9 251.9 254.9 257.9 260.4 259.4 260.6 264.7 266.5 273.5 309.2 319.4 316.4 313.4 320.9 323.2 317.1 295.8
+32.5 32.6 32.8 33.2 34.3 35.1 35.2 35.3 35.4 35.7 34.8 34 34.1 36.5 46.6 59.9 64.2 62.8 54.7 46 42.9 37.5 33.4 30.3 30.9 31.2 30.1 30.9 32.8 31.3 27.5 25 23.7 19.6 16.6 16 15.8 16.1 17.3 19 19.6 21.5 24.5 22.5 22.2 23.2 26 31 35.4 37.5 37.6 37.3 36.6 36 33.4 31.4 31.9 32.1 32.4 32.6 34.3 35.8 36.8 36.7 37.3 37.2 38.1 39.9 40 40.5 40.1 40.8 45 47.8 46.4 40.9 38 36.2 35.9 35.6 35.9 36.3 36.1 38.9 42.7 48 53.1 52 49.4 45 37.8 32.4 30.2 31.9 39.6 36.7 26.4 26.2 26.3 24.4 24.3 24.3 24.3 24.8 24.8 25.1 25.3 25.5 27.2 26.8 31 33 35.1 35.8 38 41.2 45.8 47.3 47.6 46.9 45.7 43.6 41.3 42.7 42.9 41.2 42.5 42.9 43.7 44.9 45.2 46.8 48.2 49.1 50.4 52.6 53.3 52.3 57.5 67.2 73.7 82.6 86.7 90.6 92.2 89.6 85 72.9 66.8 66.6 68 67.9 78.3 88.1 97.4 105.1 110.2 115.8 114 111.8 114.6 118.2 125.1 134.3 150.2 159.6 172.1 211.8 226.3 244.8 255.3 255.7 251.9 245.1 233.8 230.4 239.1 243.4 251.7 255.4 258.6 260.5 261.8 263.2 263.1 258.5 258.7 263.2 261.9 264.1 268.4 275.2 291 303.7 299.5 319.4 320.6 319.2 320.2 300.5
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+20 24.9 29.1 35 38 39.8 38 37.2 36.8 37 36.7 37.7 37.4 35.9 36.5 37.6 40.9 46.1 52.6 73.1 78.5 53.1 51.8 55.8 76.2 89.7 99.3 105.1 108.4 108.8 111.9 112.5 111.9 107.7 98.3 96.8 98.7 112.8 118.2 122.6 126.2 127.2 131.2 136.4 141.7 146.3 149.9 152.1 151.2 152.9 157.4 160.5 161.4 155.6 162.4 162.7 173.5 175.4 179.8 185.1 191 194.1 200.6 202.8 204.3 211 225.1 233.9 246.4 256.2 259.8 260.9 265.3 269.9 273.6 274.6 277 283 289.5 295.1 300.5 305.9 311.8 317.2 322.2 325.4 331.2 337.9 343.6 349.1 362.2 368 372.2 373 379.6 383.9 388 397.6 404.9 412.5 420 425.7 433.6 440.6 442.6 439.9 434.4 427.3 419.1 408.7 396.5 386.8 379.7 373.9 369.2 364.5 359.3 353.9 347.2 340.5 335.8 331.7 328.8 328 327.2 330.2 331.7 334 337.1 340.6 343.2 342.4 337.5 330.1 320.7 312.1 308.1 307.5 305.7 302.3 298.2 293.1 285.6 278.1 270.3 261.8 253.5 245.4 236.5 229 223.9 218.1 212.8 208 202.3 194.9 189.9 185.5 181.5 176.9 171.7 166.8 161.2 153 147.2 143.8 142 140.3 138 136.4 134.7 132.3 129.6 122.6 114.6 120 124.7 127.8 120 108.1 103.1 101.8 97.7 91.8 85.2 75.6 79.9 55.5 34.1 27.2 25.5 24.7 24.8 24.3 23.4 31.9 38.6 45.9 53.7 62.8
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+17.9 23.1 26.7 31.2 37.3 40.3 42.1 40.2 39.5 39.1 38.8 38.7 35.1 36.2 36.4 37.4 38.7 40 43.2 58.4 47.9 57.3 67.9 78.6 85.9 93.6 100 105.7 108.3 109.8 109.1 109.5 109.5 108.5 99.3 96.4 100.3 114.8 117.9 120.6 122.2 124.3 128.1 131.5 135.2 138.2 140.4 140.5 139.7 140.9 142.2 148.4 161 169.5 174.2 179.2 185.1 191.8 195.1 198.3 202.6 208.2 215.1 220 221.5 224.9 234.3 233.9 240.1 242.9 242 255.6 255.8 262.5 264.5 266.1 270.4 275 280.9 287.2 290.8 295.2 300.4 305.3 309.1 312.3 319.2 327.9 333.5 338 343.1 349.6 354.2 358.8 366.4 373.7 383 390.3 398.9 407.6 413.7 418.9 423.7 427.5 430.3 429.3 425.6 420.5 413.8 405 391.8 383 374.5 368.4 363.9 359.1 354.4 349.4 343.1 337.8 333.7 329.8 325.3 321.8 323 324.8 327.8 332.9 338 342.1 344.1 343.1 337 326.8 316.2 310.8 304.6 305.6 307.2 305 300.4 293.7 288.6 282.6 274 265.5 257 248.7 239.9 232.7 227.1 221.9 216.9 212.8 207 200.6 193.5 188.4 184.3 180.5 176.4 172.5 168 163.3 156.9 154.7 151.6 149.3 146.6 142.7 139.4 135.9 132.8 127.9 121.6 115.6 103 96.3 95.2 91 81.6 85.3 82 68.5 61.4 53 43.9 47.7 34.3 30.2 27.1 23.1 23.4 19.6 27.5 31.1 38.7 49.2 58.8 67.3
diff --git a/test/perf-geoData.cpp b/test/perf-geoData.cpp
new file mode 100644
index 0000000..4d4505e
--- /dev/null
+++ b/test/perf-geoData.cpp
@@ -0,0 +1,42 @@
+#include <benchmark/benchmark.h>
+#include <game/geoData.h>
+
+namespace {
+ const GeoData tm {GeoData::loadFromAsciiGrid(FIXTURESDIR "height/SD19.asc")};
+
+ void
+ terrain_findPoint(benchmark::State & state)
+ {
+ for (auto _ : state) {
+ benchmark::DoNotOptimize(tm.findPoint({315555000, 495556000}));
+ }
+ }
+
+ void
+ terrain_walk(benchmark::State & state)
+ {
+ const glm::vec2 point {310001000, 490000000};
+ const GeoData::PointFace start {point, tm.findPoint(point)};
+ for (auto _ : state) {
+ tm.walk(start, {319999000, 500000000}, [](auto f) {
+ benchmark::DoNotOptimize(f);
+ });
+ }
+ }
+
+ void
+ terrain_walkBoundary(benchmark::State & state)
+ {
+ for (auto _ : state) {
+ tm.boundaryWalk([](auto heh) {
+ benchmark::DoNotOptimize(heh);
+ });
+ }
+ }
+}
+
+BENCHMARK(terrain_findPoint);
+BENCHMARK(terrain_walk);
+BENCHMARK(terrain_walkBoundary);
+
+BENCHMARK_MAIN();
diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp
index 145481e..c8183df 100644
--- a/test/test-assetFactory.cpp
+++ b/test/test-assetFactory.cpp
@@ -25,7 +25,7 @@ BOOST_GLOBAL_FIXTURE(TestMainWindow);
const std::filesystem::path TMP {"/tmp"};
-class FactoryFixture : public TestRenderOutputSize<glm::ivec2 {2048, 1024}>, public SceneProvider {
+class FactoryFixture : public TestRenderOutputSize<TextureAbsCoord {2048, 1024}>, public SceneProvider {
public:
FactoryFixture() : sceneRenderer {size, output} { }
@@ -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<RailVehicle>(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<Foliage>(tree_01_1);
BOOST_REQUIRE(tree_01_1_f);
- auto plant1 = std::make_shared<Plant>(tree_01_1_f, Location {{-2, 2, 0}, {0, 0, 0}});
- auto plant2 = std::make_shared<Plant>(tree_01_1_f, Location {{3, -4, 0}, {0, 1, 0}});
- auto plant3 = std::make_shared<Plant>(tree_01_1_f, Location {{-2, -4, 0}, {0, 2, 0}});
- auto plant4 = std::make_shared<Plant>(tree_01_1_f, Location {{3, 2, 0}, {0, 3, 0}});
+ auto plant1 = std::make_shared<Plant>(tree_01_1_f, Location {{-2000, 2000, 0}, {0, 0, 0}});
+ auto plant2 = std::make_shared<Plant>(tree_01_1_f, Location {{3000, -4000, 0}, {0, 1, 0}});
+ auto plant3 = std::make_shared<Plant>(tree_01_1_f, Location {{-2000, -4000, 0}, {0, 2, 0}});
+ auto plant4 = std::make_shared<Plant>(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();
@@ -183,14 +183,15 @@ BOOST_AUTO_TEST_CASE(texturePacker_many, *boost::unit_test::timeout(5))
{
std::vector<TexturePacker::Image> images(256);
std::fill(images.begin(), images.end(), TexturePacker::Image {32, 32});
- const auto totalSize = std::accumulate(images.begin(), images.end(), 0U, [](auto t, const auto & i) {
+ const auto totalSize = std::accumulate(images.begin(), images.end(), 0, [](auto t, const auto & i) {
return t + TexturePacker::area(i);
});
TexturePacker tp {images};
BOOST_CHECK_EQUAL(TexturePacker::Size(32, 32), tp.minSize());
const auto result = tp.pack();
BOOST_CHECK_EQUAL(result.first.size(), images.size());
- BOOST_CHECK_GE(TexturePacker::area(result.second), TexturePacker::area(images.front()) * images.size());
+ BOOST_CHECK_GE(TexturePacker::area(result.second),
+ TexturePacker::area(images.front()) * static_cast<GLsizei>(images.size()));
BOOST_CHECK_EQUAL(totalSize, TexturePacker::area(result.second));
}
diff --git a/test/test-geo.cpp b/test/test-geo.cpp
deleted file mode 100644
index 9874fb7..0000000
--- a/test/test-geo.cpp
+++ /dev/null
@@ -1,225 +0,0 @@
-#define BOOST_TEST_MODULE test_geo
-
-#include "testHelpers.h"
-#include <boost/test/data/test_case.hpp>
-#include <boost/test/unit_test.hpp>
-#include <stream_support.h>
-
-#include <game/geoData.h>
-#include <lib/ray.h>
-
-struct TestGeoData : public GeoData {
- TestGeoData() : GeoData {{{-10, -5}, {30, 40}}, 5.F} { }
-};
-
-namespace std {
- std::ostream &
- operator<<(std::ostream & s, const Ray & r)
- {
- return (s << r.start << "->" << r.direction);
- }
-}
-
-BOOST_FIXTURE_TEST_SUITE(tgd, TestGeoData)
-
-BOOST_AUTO_TEST_CASE(initialize)
-{
- BOOST_CHECK_EQUAL(limit.first, glm::ivec2(-10, -5));
- BOOST_CHECK_EQUAL(limit.second, glm::ivec2(30, 40));
- BOOST_CHECK_EQUAL(scale, 5.F);
- 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;
- }));
-}
-
-BOOST_AUTO_TEST_CASE(coords)
-{
- BOOST_CHECK_EQUAL(at(-10, -5), 0);
- BOOST_CHECK_EQUAL(at(-9, -5), 1);
- BOOST_CHECK_EQUAL(at(0, -5), 10);
- BOOST_CHECK_EQUAL(at(30, -5), 40);
- BOOST_CHECK_EQUAL(at(30, 40), 1885);
-}
-
-BOOST_AUTO_TEST_CASE(coords_bad)
-{
- BOOST_CHECK_THROW(std::ignore = at(-11, -5), std::range_error);
- BOOST_CHECK_THROW(std::ignore = at(-10, -6), std::range_error);
- BOOST_CHECK_THROW(std::ignore = at(-11, -6), std::range_error);
- BOOST_CHECK_THROW(std::ignore = at(31, 40), std::range_error);
- BOOST_CHECK_THROW(std::ignore = at(30, 41), std::range_error);
- BOOST_CHECK_THROW(std::ignore = at(31, 41), std::range_error);
-}
-
-BOOST_AUTO_TEST_CASE(gen_random)
-{
- // Can only really its sanity
- generateRandom();
- // Some terrain above sea level
- BOOST_CHECK(std::any_of(nodes.begin(), nodes.end(), [](const auto & n) {
- return n.height > 0;
- }));
- // 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);
- }
- 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_AUTO_TEST_CASE(load_uk_heightmap)
-{
- loadFromImages(FIXTURESDIR "/height/V0txo.jpg", 100.F);
- // Some terrain above sea level
- BOOST_CHECK(std::any_of(nodes.begin(), nodes.end(), [](const auto & n) {
- return n.height > 0;
- }));
-}
-
-BOOST_AUTO_TEST_CASE(get_height_at)
-{
- // at(x,y) is index based
- nodes[at(0, 0)].height = 1;
- nodes[at(1, 0)].height = 2;
- nodes[at(0, 1)].height = 3;
- nodes[at(1, 1)].height = 4;
-
- // positionAt(x,y) is world based
- // Corners
- BOOST_CHECK_EQUAL(positionAt({0, 0}), glm::vec3(0, 0, 1));
- BOOST_CHECK_EQUAL(positionAt({5, 0}), glm::vec3(5, 0, 2));
- BOOST_CHECK_EQUAL(positionAt({0, 5}), glm::vec3(0, 5, 3));
- BOOST_CHECK_EQUAL(positionAt({5, 5}), glm::vec3(5, 5, 4));
-
- // Edge midpoints
- BOOST_CHECK_EQUAL(positionAt({0, 2.5F}), glm::vec3(0, 2.5F, 2));
- BOOST_CHECK_EQUAL(positionAt({5, 2.5F}), glm::vec3(5, 2.5F, 3));
- BOOST_CHECK_EQUAL(positionAt({2.5F, 0}), glm::vec3(2.5F, 0, 1.5F));
- BOOST_CHECK_EQUAL(positionAt({2.5F, 5}), glm::vec3(2.5F, 5, 3.5F));
-
- // Centre
- BOOST_CHECK_EQUAL(positionAt({2.5F, 2.5F}), glm::vec3(2.5F, 2.5F, 2.5F));
-}
-
-using TestRayTracerData = std::tuple<glm::vec2, glm::vec2, glm::vec2::value_type, std::vector<glm::vec2>>;
-BOOST_TEST_DECORATOR(*boost::unit_test::timeout(1))
-
-BOOST_DATA_TEST_CASE(raytracer,
- boost::unit_test::data::make<TestRayTracerData>({
- {{1, 2}, {4, 5}, 4,
- {
- {0, 0},
- {0, 4},
- {4, 4},
- {4, 8},
- {8, 8},
- {8, 12},
- {12, 12},
- {12, 16},
- {12, 20},
- {16, 20},
- }},
- {{-1, -1}, {-4, -5}, 5,
- {
- {-5, -5},
- {-5, -10},
- {-10, -10},
- {-10, -15},
- {-15, -15},
- {-15, -20},
- {-20, -20},
- {-20, -25},
- }},
- }),
- start, dir, scale, points)
-{
- GeoData::RayTracer rt {start / scale, glm::normalize(dir)};
- for (const auto & point : points) {
- BOOST_CHECK_CLOSE_VEC(point, rt.next() * scale);
- }
-}
-
-using TestRayData = std::tuple<glm::vec3, glm::vec3, glm::vec3>;
-BOOST_TEST_DECORATOR(*boost::unit_test::timeout(1))
-
-BOOST_DATA_TEST_CASE(intersect_ray,
- boost::unit_test::data::make<TestRayData>({
- {{-1, -1, 1.0}, {1, 1, 0}, {0, 0, 1}},
- {{-1, -1, 2.5}, {1, 1, 0}, {2.5F, 2.5F, 2.5F}},
- {{-20, -20, 2.5}, {1, 1, 0}, {2.5F, 2.5F, 2.5F}},
- // outside the map looking in
- {{-205, -205, 4}, {1, 1, 0}, {5, 5, 4}},
- {{-205, 5, 4}, {1, 0, 0}, {5, 5, 4}},
- {{-205, 215, 4}, {1, -1, 0}, {5, 5, 4}},
- {{215, -205, 4}, {-1, 1, 0}, {5, 5, 4}},
- {{215, 5, 4}, {-1, 0, 0}, {5, 5, 4}},
- {{215, 215, 4}, {-1, -1, 0}, {5, 5, 4}},
- {{5, 215, 4}, {0, -1, 0}, {5, 5, 4}},
- {{5, -205, 4}, {0, 1, 0}, {5, 5, 4}},
- }),
- start, dir, pos)
-{
- // at(x,y) is index based
- nodes[at(0, 0)].height = 1;
- nodes[at(1, 0)].height = 2;
- nodes[at(0, 1)].height = 3;
- nodes[at(1, 1)].height = 4;
-
- const auto intersect = intersectRay({start, glm::normalize(dir)});
-
- BOOST_CHECK_IF(has_intersect, intersect) {
- BOOST_CHECK_CLOSE_VEC(*intersect, pos);
- }
-}
-
-auto xs = boost::unit_test::data::xrange(-20.F, 0.F, 0.6F), ys = boost::unit_test::data::xrange(-20.F, 0.F, 0.7F);
-auto targetsx = boost::unit_test::data::xrange(0.2F, 4.9F, 1.3F),
- targetsy = boost::unit_test::data::xrange(0.3F, 4.9F, 1.3F);
-BOOST_TEST_DECORATOR(*boost::unit_test::timeout(1))
-
-BOOST_DATA_TEST_CASE(intersect_ray_many, xs * ys * targetsx * targetsy, x, y, targetx, targety)
-{
- // at(x,y) is index based
- nodes[at(0, 0)].height = 1;
- nodes[at(1, 0)].height = 2;
- nodes[at(0, 1)].height = 3;
- nodes[at(1, 1)].height = 4;
-
- const glm::vec3 start {x, y, 10};
- const auto target {this->positionAt({targetx, targety})};
- const Ray ray {start, glm::normalize(target - start)};
-
- BOOST_TEST_CONTEXT(ray) {
- const auto intersect = intersectRay(ray);
-
- BOOST_CHECK_IF(has_intersect, intersect) {
- BOOST_CHECK_CLOSE_VEC(*intersect, target);
- }
- }
-}
-
-BOOST_TEST_DECORATOR(*boost::unit_test::timeout(1))
-
-BOOST_DATA_TEST_CASE(intersect_ray_miss,
- boost::unit_test::data::make<Ray>({
- {{3, 3, 5}, {-1, -1, 0}},
- {{0, 0, 5}, {0, 0, 1}},
- {{0, 0, 5}, {0, 0, -1}},
- }),
- ray)
-{
- // at(x,y) is index based
- nodes[at(0, 0)].height = 1;
- nodes[at(1, 0)].height = 2;
- nodes[at(0, 1)].height = 3;
- nodes[at(1, 1)].height = 4;
-
- BOOST_REQUIRE(!intersectRay(ray));
-}
-
-BOOST_AUTO_TEST_SUITE_END()
diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp
new file mode 100644
index 0000000..d1c6b8b
--- /dev/null
+++ b/test/test-geoData.cpp
@@ -0,0 +1,201 @@
+#define BOOST_TEST_MODULE terrain
+#include "testHelpers.h"
+#include <boost/test/data/test_case.hpp>
+#include <boost/test/unit_test.hpp>
+#include <stream_support.h>
+
+#include <game/geoData.h>
+
+class TestTerrainMesh : public GeoData {
+public:
+ TestTerrainMesh() : GeoData {GeoData::loadFromAsciiGrid(FIXTURESDIR "height/SD19.asc")} { }
+};
+
+constexpr size_t ncols = 200, nrows = 200, xllcorner = 310000000, yllcorner = 490000000, cellsize = 50000;
+
+BOOST_FIXTURE_TEST_SUITE(ttm, TestTerrainMesh);
+
+BOOST_AUTO_TEST_CASE(loadSuccess)
+{
+ BOOST_CHECK_EQUAL(ncols * nrows, n_vertices());
+ BOOST_CHECK_EQUAL(2 * (ncols - 1) * (nrows - 1), n_faces());
+ const auto [lower, upper] = getExtents();
+ BOOST_CHECK_EQUAL(lower, GlobalPosition3D(310000000, 490000000, -2600));
+ BOOST_CHECK_EQUAL(upper, GlobalPosition3D(319950000, 499950000, 571600));
+}
+
+BOOST_AUTO_TEST_CASE(normalsAllPointUp)
+{
+ BOOST_CHECK_EQUAL(std::count_if(vertices_begin(), vertices_end(),
+ [this](auto && vh) {
+ return normal(vh).z > 0;
+ }),
+ n_vertices());
+}
+
+BOOST_AUTO_TEST_CASE(trianglesContainsPoints)
+{
+ const auto face = face_handle(0);
+
+ BOOST_TEST_CONTEXT(GeoData::Triangle<2>(this, fv_range(face))) {
+ BOOST_CHECK(triangleContainsPoint(GlobalPosition2D {xllcorner, yllcorner}, face));
+ BOOST_CHECK(triangleContainsPoint(GlobalPosition2D {xllcorner + cellsize, yllcorner + cellsize}, face));
+ BOOST_CHECK(triangleContainsPoint(GlobalPosition2D {xllcorner, yllcorner + cellsize}, face));
+ BOOST_CHECK(triangleContainsPoint(GlobalPosition2D {xllcorner + 1, yllcorner + 1}, face));
+ BOOST_CHECK(triangleContainsPoint(GlobalPosition2D {xllcorner + 1, yllcorner + 2}, face));
+ BOOST_CHECK(!triangleContainsPoint(GlobalPosition2D {xllcorner + 3, yllcorner + 2}, face));
+ BOOST_CHECK(!triangleContainsPoint(GlobalPosition2D {xllcorner + cellsize, yllcorner}, face));
+ }
+}
+
+BOOST_AUTO_TEST_SUITE_END();
+
+static const TestTerrainMesh fixedTerrtain;
+
+BOOST_AUTO_TEST_CASE(locatePointFace)
+{
+ const GeoData::PointFace pf {{310002000, 490003000}};
+ BOOST_CHECK(!pf.isLocated());
+ BOOST_CHECK(pf.face(&fixedTerrtain).is_valid());
+ BOOST_CHECK_EQUAL(pf.face(&fixedTerrtain).idx(), 0);
+}
+
+BOOST_AUTO_TEST_CASE(preLocatePointFace)
+{
+ const GeoData::PointFace pf {{310002000, 490003000}, &fixedTerrtain};
+ BOOST_CHECK(pf.isLocated());
+ BOOST_CHECK_EQUAL(pf.face(&fixedTerrtain).idx(), 0);
+}
+
+using FindPointData = std::tuple<GlobalPosition2D, int>;
+
+// No boundary cases as these can produce different valid results depending on starting point
+BOOST_DATA_TEST_CASE(findPointOnTerrain,
+ boost::unit_test::data::make<FindPointData>({
+ {{0, 0}, -1}, {{xllcorner, 0}, -1}, {{0, yllcorner}, -1}, {{xllcorner + 1, yllcorner + 2}, 0},
+ {{xllcorner + (cellsize * (nrows - 1)) - 2, yllcorner + (cellsize * (ncols - 1)) - 1}, 79200},
+ {{315555000, 495556000}, 44400}, // perf test target
+ })
+ * boost::unit_test::data::make<int>(
+ {0, 1, 2, 3, 4, 5, 6, 10, 100, 150, 200, 1000, 1234, 17439, 79201, 79200, 79199}),
+ p, fh, start)
+{
+ BOOST_CHECK_EQUAL(fh, fixedTerrtain.findPoint(p, GeoData::FaceHandle(start)).idx());
+}
+
+using FindPositionData = std::tuple<GlobalPosition2D, GlobalDistance>;
+
+BOOST_DATA_TEST_CASE(findPositionAt,
+ boost::unit_test::data::make<FindPositionData>({
+ // corners
+ {{310000000, 490000000}, 32800},
+ {{310050000, 490050000}, 33000},
+ {{310000000, 490050000}, 32700},
+ {{310050000, 490000000}, 33200},
+ {{310750000, 490150000}, 58400},
+ // midpoints
+ {{310025000, 490025000}, 32900},
+ {{310025000, 490050000}, 32850},
+ {{310000000, 490025000}, 32750},
+ // other
+ {{310751000, 490152000}, 58326},
+ }),
+ p, h)
+{
+ BOOST_CHECK_EQUAL(fixedTerrtain.positionAt(p), GlobalPosition3D(p, h));
+}
+
+using FindRayIntersectData = std::tuple<GlobalPosition3D, Direction3D, GlobalPosition3D>;
+
+BOOST_DATA_TEST_CASE(findRayIntersect,
+ boost::unit_test::data::make<FindRayIntersectData>({
+ {{310000000, 490000000, 50000}, {1, 1, -2}, {310008585, 490008585, 32834}},
+ {{310000000, 490000000, 50000}, {1, 1, -1}, {310017136, 490017136, 32868}},
+ }),
+ p, d, i)
+{
+ BOOST_CHECK_EQUAL(fixedTerrtain.intersectRay({p, d}).value(), i);
+}
+
+BOOST_AUTO_TEST_CASE(boundaryWalk)
+{
+ size_t count {};
+ fixedTerrtain.boundaryWalk([&count](auto heh) {
+ BOOST_CHECK(fixedTerrtain.is_boundary(heh));
+ count++;
+ });
+ BOOST_CHECK_EQUAL(count, 2 * (ncols + nrows - 2));
+}
+
+using WalkTerrainData = std::tuple<GlobalPosition2D, GlobalPosition2D, std::vector<int>>;
+
+BOOST_DATA_TEST_CASE(walkTerrain,
+ boost::unit_test::data::make<WalkTerrainData>({
+ {{310002000, 490003000}, {310002000, 490003000}, {0}},
+ {{310003000, 490002000}, {310003000, 490002000}, {1}},
+ {{310002000, 490003000}, {310003000, 490002000}, {0, 1}},
+ {{310003000, 490002000}, {310002000, 490003000}, {1, 0}},
+ {{310002000, 490003000}, {310202000, 490003000}, {0, 1, 2, 3, 4, 5, 6, 7, 8}},
+ {{310202000, 490003000}, {310002000, 490003000}, {8, 7, 6, 5, 4, 3, 2, 1, 0}},
+ {{310002000, 490003000}, {310002000, 490203000}, {0, 399, 398, 797, 796, 1195, 1194, 1593, 1592}},
+ {{310002000, 490003000}, {309999000, 489999000}, {0}},
+ {{309999000, 489999000}, {310002000, 490003000}, {0}},
+ {{320002000, 500003000}, {319949000, 499948000}, {79201}},
+ {{309999000, 490003000}, {310004000, 489997000}, {0, 1}},
+ {{310004000, 489997000}, {309999000, 490003000}, {1, 0}},
+ }),
+ from, to, visits)
+{
+ std::vector<int> visited;
+ BOOST_CHECK_NO_THROW(fixedTerrtain.walk(from, to, [&visited](auto fh) {
+ visited.emplace_back(fh.idx());
+ }));
+ BOOST_CHECK_EQUAL_COLLECTIONS(visited.begin(), visited.end(), visits.begin(), visits.end());
+}
+
+BOOST_DATA_TEST_CASE(walkTerrainSetsFromFace,
+ boost::unit_test::data::make<WalkTerrainData>({
+ {{310002000, 490003000}, {310002000, 490003000}, {0}},
+ {{310003000, 490002000}, {310003000, 490002000}, {1}},
+ {{310002000, 490003000}, {310003000, 490002000}, {0, 1}},
+ {{310003000, 490002000}, {310002000, 490003000}, {1, 0}},
+ }),
+ from, to, visits)
+{
+ GeoData::PointFace pf {from};
+ BOOST_CHECK_NO_THROW(fixedTerrtain.walk(pf, to, [](auto) {}));
+ BOOST_CHECK_EQUAL(pf.face(&fixedTerrtain).idx(), visits.front());
+}
+
+BOOST_DATA_TEST_CASE(walkTerrainUntil,
+ boost::unit_test::data::make<WalkTerrainData>({
+ {{310002000, 490003000}, {310002000, 490003000}, {0}},
+ {{310003000, 490002000}, {310003000, 490002000}, {1}},
+ {{310002000, 490003000}, {310003000, 490002000}, {0, 1}},
+ {{310003000, 490002000}, {310002000, 490003000}, {1, 0}},
+ {{310002000, 490003000}, {310202000, 490003000}, {0, 1, 2, 3, 4}},
+ {{310202000, 490003000}, {310002000, 490003000}, {8, 7, 6, 5, 4}},
+ {{310002000, 490003000}, {310002000, 490203000}, {0, 399, 398, 797, 796}},
+ }),
+ from, to, visits)
+{
+ std::vector<int> visited;
+ BOOST_CHECK_NO_THROW(fixedTerrtain.walkUntil(from, to, [&visited](auto fh) {
+ visited.emplace_back(fh.idx());
+ return visited.size() >= 5;
+ }));
+ BOOST_CHECK_EQUAL_COLLECTIONS(visited.begin(), visited.end(), visits.begin(), visits.end());
+}
+
+using FindEntiesData = std::tuple<GlobalPosition2D, GlobalPosition2D, int>;
+
+BOOST_DATA_TEST_CASE(findEntries,
+ boost::unit_test::data::make<FindEntiesData>({
+ {{307739360, 494851616}, {314056992, 500079744}, 160667},
+ {{308597952, 498417056}, {315154144, 504671456}, 233623},
+ {{302690592, 502270912}, {311585184, 497868064}, 207311},
+ }),
+ from, to, heh)
+{
+ BOOST_CHECK_EQUAL(fixedTerrtain.findEntry(from, to).idx(), heh);
+}
diff --git a/test/test-maths.cpp b/test/test-maths.cpp
index 2560319..b363c17 100644
--- a/test/test-maths.cpp
+++ b/test/test-maths.cpp
@@ -171,12 +171,13 @@ BOOST_DATA_TEST_CASE(test_find_arc_centre,
BOOST_AUTO_TEST_CASE(test_find_arcs_radius)
{
- BOOST_CHECK_CLOSE(find_arcs_radius({10.32, 26.71}, {0.4, .92}, {2.92, 22.41}, {-0.89, -0.45}), 2.29, 1);
+ BOOST_CHECK_CLOSE(
+ find_arcs_radius(RelativePosition2D {10.32, 26.71}, {0.4, .92}, {2.92, 22.41}, {-0.89, -0.45}), 2.29, 1);
}
struct TestLinkStraight : public LinkStraight {
explicit TestLinkStraight(glm::vec3 v) :
- Link {{std::make_shared<Node>(origin), vector_yaw(v)}, {std::make_shared<Node>(v), vector_yaw(-v)},
+ Link {{std::make_shared<Node>(Position3D {}), vector_yaw(v)}, {std::make_shared<Node>(v), vector_yaw(-v)},
glm::length(v)}
{
}
@@ -196,12 +197,12 @@ BOOST_DATA_TEST_CASE(straight1,
const TestLinkStraight l(v);
{
const auto p = l.positionAt(0, 0);
- BOOST_CHECK_EQUAL(p.pos, origin);
+ BOOST_CHECK_EQUAL(p.pos, GlobalPosition3D {});
BOOST_CHECK_EQUAL(p.rot, glm::vec3(0, angFor, 0));
}
{
const auto p = l.positionAt(0, 1);
- BOOST_CHECK_EQUAL(p.pos, v);
+ BOOST_CHECK_EQUAL(p.pos, GlobalPosition3D {v});
BOOST_CHECK_EQUAL(p.rot, glm::vec3(0, angBack, 0));
}
}
@@ -227,33 +228,33 @@ BOOST_DATA_TEST_CASE(curve1,
e1, ctr, angFor, angBack)
{
{ // One-way...
- const TestLinkCurve l(origin, e1, ctr);
+ const TestLinkCurve l({}, e1, ctr);
BOOST_CHECK_EQUAL(l.radius, 1.F);
{
const auto p = l.positionAt(0, 0);
- BOOST_CHECK_CLOSE_VEC(p.pos, origin);
+ BOOST_CHECK_CLOSE_VEC(RelativePosition3D {p.pos}, RelativePosition3D {});
BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angFor, 0));
}
{
const auto p = l.positionAt(0, 1);
- BOOST_CHECK_CLOSE_VEC(p.pos, e1);
- BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angBack, 0));
+ BOOST_CHECK_CLOSE_VECI(RelativePosition3D {p.pos}, e1);
+ BOOST_CHECK_CLOSE_VECI(p.rot, glm::vec3(0, angBack, 0));
}
}
{ // The other way...
- const TestLinkCurve l(e1, origin, ctr);
+ const TestLinkCurve l(e1, {}, ctr);
BOOST_CHECK_EQUAL(l.radius, 1.F);
{
const auto p = l.positionAt(0, 0);
- const auto angForReversed = normalize(vector_yaw(origin - e1) * 2 - angFor);
- BOOST_CHECK_CLOSE_VEC(p.pos, e1);
- BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angForReversed, 0));
+ const auto angForReversed = normalize(vector_yaw(-e1) * 2 - angFor);
+ BOOST_CHECK_CLOSE_VECI(RelativePosition3D {p.pos}, e1);
+ BOOST_CHECK_CLOSE_VECI(p.rot, glm::vec3(0, angForReversed, 0));
}
{
const auto p = l.positionAt(0, 1);
- const auto angBackReversed = normalize(vector_yaw(e1 - origin) * 2 - angBack);
- BOOST_CHECK_CLOSE_VEC(p.pos, origin);
+ const auto angBackReversed = normalize(vector_yaw(e1) * 2 - angBack);
+ BOOST_CHECK_CLOSE_VEC(RelativePosition3D {p.pos}, Position3D {});
BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angBackReversed, 0));
}
}
@@ -261,10 +262,10 @@ BOOST_DATA_TEST_CASE(curve1,
BOOST_AUTO_TEST_CASE(camera_clicks)
{
- Camera camera {::origin, ::half_pi, 1.25F, .1F, 10000.F};
+ Camera camera {{}, ::half_pi, 1.25F, 1000, 10000000};
constexpr float centre {0.5F}, right {0.9F}, left {0.1F}, top {1.F}, bottom {0.F};
camera.setForward(::north);
- BOOST_CHECK_EQUAL(camera.unProject({centre, centre}).start, ::origin);
+ BOOST_CHECK_EQUAL(camera.unProject({centre, centre}).start, RelativePosition3D {});
BOOST_CHECK_CLOSE_VEC(camera.unProject({centre, centre}).direction, ::north);
BOOST_CHECK_CLOSE_VEC(camera.unProject({left, centre}).direction, glm::normalize(::north + ::west));
BOOST_CHECK_CLOSE_VEC(camera.unProject({right, centre}).direction, glm::normalize(::north + ::east));
diff --git a/test/test-render.cpp b/test/test-render.cpp
index b16f241..66b4d46 100644
--- a/test/test-render.cpp
+++ b/test/test-render.cpp
@@ -26,8 +26,7 @@ class TestScene : public SceneProvider {
std::shared_ptr<RailVehicle> train1, train2;
Terrain terrain {[]() {
- auto gd = std::make_shared<GeoData>(GeoData::Limits {{0, 0}, {100, 100}});
- gd->generateRandom();
+ auto gd = std::make_shared<GeoData>(GeoData::createFlat({0, 0}, {1000000, 1000000}, 1));
return gd;
}()};
@@ -35,11 +34,11 @@ public:
TestScene()
{
train1 = std::make_shared<RailVehicle>(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<RailVehicle>(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());
}
@@ -68,36 +67,101 @@ BOOST_GLOBAL_FIXTURE(ApplicationBase);
BOOST_GLOBAL_FIXTURE(TestMainWindow);
BOOST_DATA_TEST_CASE(cam,
- boost::unit_test::data::xrange(0.5F, 30.F, 1.3F) * boost::unit_test::data::xrange(0.5F, 10.F, 0.3F)
- * boost::unit_test::data::xrange(50.F, 500.F, 70.F),
+ boost::unit_test::data::xrange(500, 30000, 1300) * boost::unit_test::data::xrange(500, 10000, 300)
+ * boost::unit_test::data::xrange(50000, 500000, 70000),
dist, near, far)
{
- static constexpr glm::vec4 pos {-10, -10, 60, 0};
+ static constexpr GlobalPosition4D pos {-10, -10, 60000, 0};
const Camera cam {pos, half_pi, 1.F, near, far};
const auto e = cam.extentsAtDist(dist);
- BOOST_CHECK_CLOSE_VEC(e[0], pos + glm::vec4(-dist, dist, -dist, dist));
- BOOST_CHECK_CLOSE_VEC(e[1], pos + glm::vec4(-dist, dist, dist, dist));
- BOOST_CHECK_CLOSE_VEC(e[2], pos + glm::vec4(dist, dist, -dist, dist));
- BOOST_CHECK_CLOSE_VEC(e[3], pos + glm::vec4(dist, dist, dist, dist));
+ BOOST_CHECK_CLOSE_VECI(e[0], pos + GlobalPosition4D(-dist, dist, -dist, dist));
+ BOOST_CHECK_CLOSE_VECI(e[1], pos + GlobalPosition4D(-dist, dist, dist, dist));
+ BOOST_CHECK_CLOSE_VECI(e[2], pos + GlobalPosition4D(dist, dist, -dist, dist));
+ BOOST_CHECK_CLOSE_VECI(e[3], pos + GlobalPosition4D(dist, dist, dist, dist));
+}
+
+BOOST_AUTO_TEST_CASE(camSeaFloor)
+{
+ const Camera cam {{100, 200, 300}, half_pi, 1.F, 100, 2000};
+
+ const auto e = cam.extentsAtDist(2000);
+
+ BOOST_CHECK_CLOSE_VECI(e[0], GlobalPosition4D(-1700, 2000, -1500, 1800));
+ BOOST_CHECK_CLOSE_VECI(e[1], GlobalPosition4D(-1900, 2200, 2300, 2000));
+ BOOST_CHECK_CLOSE_VECI(e[2], GlobalPosition4D(1900, 2000, -1500, 1800));
+ BOOST_CHECK_CLOSE_VECI(e[3], GlobalPosition4D(2100, 2200, 2300, 2000));
}
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}));
+ class TestSceneRenderer : public SceneRenderer {
+ using SceneRenderer::SceneRenderer;
+
+ public:
+ void
+ saveBuffers(const std::filesystem::path & prefix) const
+ {
+ std::filesystem::create_directories(prefix);
+ Texture::save(gAlbedoSpec, (prefix / "albedo.tga").c_str());
+ Texture::savePosition(gPosition, (prefix / "position.tga").c_str());
+ Texture::saveNormal(gNormal, (prefix / "normal.tga").c_str());
+ Texture::save(gIllumination, (prefix / "illumination.tga").c_str());
+ }
+ };
+
+ TestSceneRenderer ss {size, output};
+ 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");
+ ss.saveBuffers("/tmp/basic");
+ Texture::save(outImage, "/tmp/basic/final.tga");
+}
+
+BOOST_AUTO_TEST_CASE(terrain)
+{
+ SceneRenderer ss {size, output};
+ ss.camera.setView({310000000, 490000000, 600000}, glm::normalize(glm::vec3 {1, 1, -0.5F}));
+
+ class TestTerrain : public SceneProvider {
+ Terrain terrain {std::make_shared<GeoData>(GeoData::loadFromAsciiGrid(FIXTURESDIR "height/SD19.asc"))};
+
+ void
+ content(const SceneShader & shader) const override
+ {
+ terrain.render(shader);
+ }
+
+ void
+ environment(const SceneShader &, const SceneRenderer & sr) const override
+ {
+ sr.setAmbientLight({0.1, 0.1, 0.1});
+ sr.setDirectionalLight({1, 1, 1}, south + down, *this);
+ }
+
+ void
+ lights(const SceneShader &) const override
+ {
+ }
+
+ void
+ shadows(const ShadowMapper & shadowMapper) const override
+ {
+ terrain.shadows(shadowMapper);
+ }
+ };
+
+ ss.render(TestTerrain {});
+ Texture::save(outImage, "/tmp/terrain.tga");
}
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 +175,9 @@ 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 +191,7 @@ 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 +205,10 @@ 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/test/testHelpers.h b/test/testHelpers.h
index 54b7fc6..f2b0901 100644
--- a/test/testHelpers.h
+++ b/test/testHelpers.h
@@ -2,6 +2,7 @@
#include <boost/test/tools/context.hpp>
#include <boost/test/tools/interface.hpp>
+#include <iomanip> // IWYU pragma: keep std::setprecision
#include <memory>
std::unique_ptr<char, decltype(&free)> uasprintf(const char * fmt, ...) __attribute__((format(printf, 1, 2)));
@@ -9,11 +10,21 @@ std::unique_ptr<char, decltype(&free)> uasprintf(const char * fmt, ...) __attrib
#define BOOST_CHECK_CLOSE_VEC(a_, b_) \
{ \
const auto a {a_}, b {b_}; \
- BOOST_TEST_CONTEXT("BOOST_CHECK_CLOSE_VEC(" << a << ", " << b << ")") { \
+ BOOST_TEST_CONTEXT("BOOST_CHECK_CLOSE_VEC(" << std::setprecision(8) << a << ", " << b << ")") { \
BOOST_CHECK_LT(glm::length(a - b), 0.1F); \
} \
}
+#define BOOST_CHECK_CLOSE_VECI(a_, b_) \
+ { \
+ const auto a {a_}, b {b_}; \
+ BOOST_TEST_CONTEXT("BOOST_CHECK_CLOSE_VEC(" << std::setprecision(8) << a << ", " << b << ")") { \
+ BOOST_CHECK_LE(std::abs(a.x - b.x), 1); \
+ BOOST_CHECK_LE(std::abs(a.y - b.y), 1); \
+ BOOST_CHECK_LE(std::abs(a.z - b.z), 1); \
+ } \
+ }
+
#define BOOST_CHECK_BETWEEN(a_, b_, c_) \
{ \
const auto a {a_}, b {b_}, c {c_}; \
diff --git a/test/testRenderOutput.cpp b/test/testRenderOutput.cpp
index 464b0b3..9af4451 100644
--- a/test/testRenderOutput.cpp
+++ b/test/testRenderOutput.cpp
@@ -1,7 +1,7 @@
#include "testRenderOutput.h"
#include <stdexcept>
-TestRenderOutput::TestRenderOutput(glm::ivec2 s) : size {s}
+TestRenderOutput::TestRenderOutput(TextureAbsCoord s) : size {s}
{
glBindFramebuffer(GL_FRAMEBUFFER, output);
const auto configuregdata
diff --git a/test/testRenderOutput.h b/test/testRenderOutput.h
index 13c380f..056d029 100644
--- a/test/testRenderOutput.h
+++ b/test/testRenderOutput.h
@@ -1,24 +1,25 @@
#pragma once
+#include "config/types.h"
#include "glArrays.h"
#include <glm/vec2.hpp>
#include <special_members.h>
class TestRenderOutput {
public:
- TestRenderOutput(glm::ivec2 size = {640, 480});
+ explicit TestRenderOutput(TextureAbsCoord size = {640, 480});
virtual ~TestRenderOutput() = default;
NO_MOVE(TestRenderOutput);
NO_COPY(TestRenderOutput);
- const glm::ivec2 size;
+ const TextureAbsCoord size;
glFrameBuffer output;
glRenderBuffer depth;
glTexture outImage;
};
-template<glm::ivec2 Size> class TestRenderOutputSize : public TestRenderOutput {
+template<TextureAbsCoord Size> class TestRenderOutputSize : public TestRenderOutput {
public:
TestRenderOutputSize() : TestRenderOutput {Size} { }
};
diff --git a/test/testStructures.h b/test/testStructures.h
index 6966052..aaaf940 100644
--- a/test/testStructures.h
+++ b/test/testStructures.h
@@ -1,5 +1,6 @@
#pragma once
+#include "config/types.h"
#include <persistence.h>
struct AbsObject : public Persistence::Persistable {
@@ -31,9 +32,9 @@ struct TestObject : public Persistence::Persistable {
float flt {};
std::string str {};
bool bl {};
- glm::vec3 pos {};
+ Position3D pos {};
std::vector<float> flts;
- std::vector<glm::vec3> poss;
+ std::vector<Position3D> poss;
std::vector<std::vector<std::vector<std::string>>> nest;
std::unique_ptr<TestObject> ptr;
std::unique_ptr<AbsObject> aptr;
diff --git a/thirdparty/openmesh/glmcompat.h b/thirdparty/openmesh/glmcompat.h
new file mode 100644
index 0000000..dc5a96e
--- /dev/null
+++ b/thirdparty/openmesh/glmcompat.h
@@ -0,0 +1,42 @@
+#pragma once
+
+#include <OpenMesh/Core/Mesh/Traits.hh>
+#include <OpenMesh/Core/Utils/vector_cast.hh>
+#include <glm/geometric.hpp>
+#include <glm/vec3.hpp>
+
+namespace glm {
+ template<length_t L, typename T, qualifier Q>
+ auto
+ norm(const vec<L, T, Q> & v)
+ {
+ return length(v);
+ }
+
+ template<length_t L, typename T, qualifier Q, typename S>
+ auto
+ vectorize(vec<L, T, Q> & v, S scalar)
+ {
+ v = vec<L, T, Q> {static_cast<T>(scalar)};
+ }
+}
+
+namespace OpenMesh {
+ template<typename dst_t, typename src_t, glm::length_t n, glm::qualifier Q>
+ struct vector_caster<glm::vec<n, dst_t, Q>, glm::vec<n, src_t, Q>> {
+ using source_type = glm::vec<n, src_t, Q>;
+ using return_type = glm::vec<n, dst_t, Q>;
+
+ inline static return_type
+ cast(const source_type & _src)
+ {
+ return return_type {_src};
+ }
+ };
+
+ template<glm::length_t L, typename T, glm::qualifier Q> struct vector_traits<glm::vec<L, T, Q>> {
+ using vector_type = glm::vec<L, T, Q>;
+ using value_type = T;
+ static constexpr glm::length_t size_ = L;
+ };
+}
diff --git a/ui/builders/freeExtend.h b/ui/builders/freeExtend.h
index 55fe7ff..b276426 100644
--- a/ui/builders/freeExtend.h
+++ b/ui/builders/freeExtend.h
@@ -9,5 +9,5 @@ class BuilderFreeExtend : public EditNetwork::Builder {
void click(Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, const Ray & ray) override;
void move(Network * network, const GeoData * geoData, const SDL_MouseMotionEvent & e, const Ray & ray) override;
- std::optional<glm::vec3> p1;
+ std::optional<Position3D> p1;
};
diff --git a/ui/builders/straight.cpp b/ui/builders/straight.cpp
index 4fa9585..9b262bb 100644
--- a/ui/builders/straight.cpp
+++ b/ui/builders/straight.cpp
@@ -47,7 +47,7 @@ BuilderStraight::click(Network * network, const GeoData * geoData, const SDL_Mou
}
void
-BuilderStraight::create(Network * network, glm::vec3 p1, glm::vec3 p2) const
+BuilderStraight::create(Network * network, Position3D p1, Position3D p2) const
{
network->addStraight(p1, p2);
}
diff --git a/ui/builders/straight.h b/ui/builders/straight.h
index 1cde2b0..cf99a1d 100644
--- a/ui/builders/straight.h
+++ b/ui/builders/straight.h
@@ -9,7 +9,7 @@ class BuilderStraight : public EditNetwork::Builder {
void click(Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, const Ray & ray) override;
void move(Network * network, const GeoData * geoData, const SDL_MouseMotionEvent & e, const Ray & ray) override;
- void create(Network * network, glm::vec3 p1, glm::vec3 p2) const;
+ void create(Network * network, Position3D p1, Position3D p2) const;
- std::optional<glm::vec3> p1;
+ std::optional<Position3D> p1;
};
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<glm::vec3, Node::Ptr>;
+ using NetworkClickPos = std::variant<Position3D, Node::Ptr>;
class Builder {
public:
diff --git a/ui/gameMainSelector.cpp b/ui/gameMainSelector.cpp
index 6c6935c..a451ee1 100644
--- a/ui/gameMainSelector.cpp
+++ b/ui/gameMainSelector.cpp
@@ -8,15 +8,16 @@
#include <game/selectable.h>
#include <game/worldobject.h> // IWYU pragma: keep
#include <gfx/gl/camera.h>
+#include <math.h>
#include <optional>
#include <span>
#include <stream_support.h>
#include <typeinfo>
#include <vector>
-GameMainSelector::GameMainSelector(const Camera * c, glm::vec2 size) : UIComponent {{{}, size}}, camera {c} { }
+GameMainSelector::GameMainSelector(const Camera * c, ScreenAbsCoord size) : UIComponent {{{}, size}}, camera {c} { }
-constexpr glm::vec2 TargetPos {5, 45};
+constexpr ScreenAbsCoord TargetPos {5, 45};
void
GameMainSelector::render(const UIShader & shader, const Position & parentPos) const
@@ -41,7 +42,7 @@ bool
GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos)
{
const auto getRay = [this](const auto & e) {
- const auto mouse = glm::vec2 {e.x, e.y} / position.size;
+ const auto mouse = ScreenRelCoord {e.x, e.y} / position.size;
return camera->unProject(mouse);
};
if (target) {
@@ -72,8 +73,8 @@ GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos)
void
GameMainSelector::defaultClick(const Ray & ray)
{
- glm::vec2 baryPos {};
- float distance;
+ Position2D baryPos {};
+ float distance {};
if (const auto selected
= gameState->world.applyOne<Selectable>(&Selectable::intersectRay, ray, &baryPos, &distance);
diff --git a/ui/gameMainSelector.h b/ui/gameMainSelector.h
index 98cdf53..88db34b 100644
--- a/ui/gameMainSelector.h
+++ b/ui/gameMainSelector.h
@@ -1,6 +1,7 @@
#pragma once
#include "SDL_events.h"
+#include "config/types.h"
#include "special_members.h"
#include "uiComponent.h"
#include "worldOverlay.h"
@@ -26,7 +27,7 @@ public:
virtual void render(const SceneShader &) const;
};
- GameMainSelector(const Camera * c, glm::vec2 size);
+ GameMainSelector(const Camera * c, ScreenAbsCoord size);
void render(const UIShader & shader, const Position & pos) const override;
void render(const SceneShader & shader) const override;
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index b94accd..d71c74a 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -31,8 +31,8 @@ public:
GameMainWindow::GameMainWindow(size_t w, size_t h) :
Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {Window::size, 0}
{
- uiComponents.create<ManualCameraController>(glm::vec2 {-1150, -1150});
- auto gms = uiComponents.create<GameMainSelector>(&camera, glm::vec2 {w, h});
+ uiComponents.create<ManualCameraController>(glm::vec2 {315'000'000, 495'000'000});
+ auto gms = uiComponents.create<GameMainSelector>(&camera, ScreenAbsCoord {w, h});
uiComponents.create<GameMainToolbar>(gms.get());
}
diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp
index 8e52b0e..ef26e81 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<float>(e.motion.yrel), 0.1F, half_pi);
}
else {
- focus += rotate_flat(-direction) * glm::vec2 {-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<float>(e.wheel.y) * 4.F, 5.F, 200.F);
+ dist = std::clamp(dist - static_cast<float>(e.wheel.y) * 400.F, 5.F, 200000.F);
break;
}
return false;
@@ -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 - 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);
}
diff --git a/ui/manualCameraController.h b/ui/manualCameraController.h
index d15fa76..1efaee1 100644
--- a/ui/manualCameraController.h
+++ b/ui/manualCameraController.h
@@ -11,7 +11,7 @@ class Camera;
class ManualCameraController : public CameraController, public UIComponent {
public:
- explicit ManualCameraController(glm::vec2 f) : UIComponent {{}}, focus {f} { }
+ explicit ManualCameraController(Position2D f) : UIComponent {{}}, focus {f} { }
bool handleInput(const SDL_Event & e, const Position &) override;
void render(const UIShader &, const Position & parentPos) const override;
@@ -20,7 +20,7 @@ public:
private:
bool ctrl {false}, mrb {false};
- glm::vec2 focus;
+ Position2D focus;
float direction {quarter_pi};
- float dist {40}, pitch {quarter_pi};
+ float dist {4000}, pitch {quarter_pi};
};
diff --git a/ui/window.h b/ui/window.h
index 183a65a..8f2b70b 100644
--- a/ui/window.h
+++ b/ui/window.h
@@ -36,7 +36,7 @@ protected:
GLInitHelper();
};
- const glm::ivec2 size;
+ const ScreenAbsCoord size;
SDL_WindowPtr m_window;
SDL_GLContextPtr glContext;
GLInitHelper glInithelper;