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Diffstat (limited to 'gfx')
-rw-r--r--gfx/gl/bufferedLocation.cpp12
-rw-r--r--gfx/gl/camera.cpp11
-rw-r--r--gfx/gl/sceneRenderer.cpp7
-rw-r--r--gfx/gl/sceneShader.cpp14
-rw-r--r--gfx/gl/shadowMapper.cpp10
-rw-r--r--gfx/gl/uiShader.cpp2
-rw-r--r--gfx/models/texture.cpp6
7 files changed, 31 insertions, 31 deletions
diff --git a/gfx/gl/bufferedLocation.cpp b/gfx/gl/bufferedLocation.cpp
index eb3dac3..62cadef 100644
--- a/gfx/gl/bufferedLocation.cpp
+++ b/gfx/gl/bufferedLocation.cpp
@@ -3,7 +3,7 @@
#include "maths.h"
#include <glm/gtx/transform.hpp>
-BufferedLocation::BufferedLocation(glm::vec3 p, glm::vec3 r) : BufferedLocation {Location {p, r}} { }
+BufferedLocation::BufferedLocation(Position3D p, Rotation3D r) : BufferedLocation {Location {p, r}} { }
BufferedLocation::BufferedLocation(const Location & l) : loc {l} { }
@@ -20,20 +20,20 @@ BufferedLocation::operator=(const Location & l)
return *this;
}
-glm::vec3
+Position3D
BufferedLocation::position() const
{
return loc.pos;
}
-glm::vec3
+Position3D
BufferedLocation::rotation() const
{
return loc.rot;
}
void
-BufferedLocation::setPosition(glm::vec3 p, bool update)
+BufferedLocation::setPosition(Position3D p, bool update)
{
loc.pos = p;
if (update) {
@@ -42,7 +42,7 @@ BufferedLocation::setPosition(glm::vec3 p, bool update)
}
void
-BufferedLocation::setRotation(glm::vec3 r, bool update)
+BufferedLocation::setRotation(Position3D r, bool update)
{
loc.rot = r;
if (update) {
@@ -51,7 +51,7 @@ BufferedLocation::setRotation(glm::vec3 r, bool update)
}
void
-BufferedLocation::setLocation(glm::vec3 p, glm::vec3 r)
+BufferedLocation::setLocation(Position3D p, Rotation3D r)
{
loc.pos = p;
loc.rot = r;
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp
index 80feab4..6a0359c 100644
--- a/gfx/gl/camera.cpp
+++ b/gfx/gl/camera.cpp
@@ -2,6 +2,7 @@
#include <collections.h>
#include <glm/gtx/intersect.hpp> // IWYU pragma: keep
#include <glm/gtx/transform.hpp> // IWYU pragma: keep
+#include <math.h>
#include <maths.h>
#include <ray.h>
@@ -28,8 +29,8 @@ Camera::updateView()
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);
@@ -38,11 +39,11 @@ Camera::upFromForward(const glm::vec3 & forward)
std::array<glm::vec4, 4>
Camera::extentsAtDist(const float dist) const
{
- const auto clampToSeaFloor = [this, dist](const glm::vec3 & target) {
+ const auto clampToSeaFloor = [this, dist](const Position3D & target) {
if (target.z < -1.5F) {
const auto vec = glm::normalize(target - position);
- constexpr glm::vec3 seafloor {0, 0, -1.5F};
- float outdist;
+ constexpr Position3D seafloor {0, 0, -1.5F};
+ float outdist {};
if (glm::intersectRayPlane(position, vec, seafloor, ::up, outdist)) {
return (vec * outdist + position) ^ outdist;
}
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 218cf6d..6965175 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -97,7 +97,7 @@ SceneRenderer::render(const SceneProvider & scene) const
}
void
-SceneRenderer::setAmbientLight(const glm::vec3 & colour) const
+SceneRenderer::setAmbientLight(const RGB & colour) const
{
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
glClearColor(colour.r, colour.g, colour.b, 1.0F);
@@ -105,8 +105,7 @@ SceneRenderer::setAmbientLight(const glm::vec3 & colour) const
}
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);
@@ -135,7 +134,7 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
}
void
-SceneRenderer::DirectionalLightProgram::setDirectionalLight(const glm::vec3 & c, const glm::vec3 & d,
+SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d,
const std::span<const glm::mat4x4> lvp, const std::span<const glm::vec4> shadowMapRegions,
std::size_t maps) const
{
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index 1354611..04b6d9e 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -81,25 +81,25 @@ void
SceneShader::WaterProgram::use(float waveCycle) const
{
Program::use();
- glm::vec3 waves {waveCycle, 0.F, 0.F};
+ Position3D waves {waveCycle, 0.F, 0.F};
glUniform3fv(waveLoc, 1, glm::value_ptr(waves));
}
SceneShader::PointLightShader::PointLightShader() :
SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}
{
- 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);
}
@@ -107,12 +107,12 @@ SceneShader::SpotLightShader::SpotLightShader() :
SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, directionLoc {*this, "v_direction"},
colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"}
{
- 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 +122,6 @@ 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/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 58f65c4..aea5af3 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -104,14 +104,14 @@ struct DefinitionsInserter {
ShadowMapper::Definitions & out;
};
-std::vector<std::array<glm::vec3, 4>>
+std::vector<std::array<Position3D, 4>>
ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightView)
{
- std::vector<std::array<glm::vec3, 4>> bandViewExtents;
+ std::vector<std::array<Position3D, 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 * [&lightView](const auto & e) -> Position3D {
+ return lightView * glm::vec4(Position3D {e}, 1);
});
if (std::none_of(extents.begin(), extents.end(), [targetDist = dist * 0.99F](const glm::vec4 & e) {
return e.w > targetDist;
@@ -123,7 +123,7 @@ 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);
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/models/texture.cpp b/gfx/models/texture.cpp
index f60d158..1685d34 100644
--- a/gfx/models/texture.cpp
+++ b/gfx/models/texture.cpp
@@ -61,10 +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;
@@ -137,7 +137,7 @@ 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);