From 2f8d7643d03f39fa848576692264d0fe3a37ed91 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 6 Nov 2023 20:48:33 +0000 Subject: Reformat with new clang-format --- application/main.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'application') diff --git a/application/main.cpp b/application/main.cpp index 532c23d..0e880c0 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -34,6 +34,7 @@ static const int DISPLAY_HEIGHT = 1024; class MainApplication : public GameState, public ApplicationBase { public: using Windows = Collection; + int run() { -- cgit v1.2.3 From d6e99a696aa582b81018078b68f6600c8030d643 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Tue, 7 Nov 2023 02:51:42 +0000 Subject: WIP typedefing all the things - headers --- application/main.cpp | 5 ++-- assetFactory/factoryMesh.h | 3 ++- assetFactory/mutation.h | 7 ++--- assetFactory/shape.h | 3 ++- assetFactory/texturePacker.cpp | 4 +-- assetFactory/texturePacker.h | 7 ++--- config/types.h | 34 +++++++++++++++++++++++ game/geoData.h | 33 ++++++++++++----------- game/network/link.h | 12 ++++----- game/network/network.h | 42 ++++++++++++++--------------- game/network/network.impl.h | 12 ++++----- game/network/rail.h | 10 +++---- game/selectable.h | 3 ++- game/vehicles/railVehicle.h | 2 +- game/vehicles/train.h | 2 +- gfx/gl/bufferedLocation.h | 14 +++++----- gfx/gl/camera.cpp | 4 +-- gfx/gl/camera.h | 25 ++++++++--------- gfx/gl/sceneRenderer.cpp | 2 +- gfx/gl/sceneRenderer.h | 10 +++---- gfx/gl/sceneShader.h | 5 ++-- gfx/gl/shadowMapper.cpp | 2 +- gfx/gl/shadowMapper.h | 9 ++++--- gfx/gl/uiShader.h | 3 ++- gfx/models/texture.cpp | 1 + gfx/models/texture.h | 5 ++-- gfx/models/tga.h | 3 ++- gfx/models/vertex.h | 12 ++++----- lib/geometricPlane.h | 10 ++++--- lib/location.h | 12 +++++---- lib/maths.h | 61 +++++++++++++++++++++--------------------- lib/ray.h | 15 ++++++----- test/test-assetFactory.cpp | 5 ++-- test/testRenderOutput.h | 7 ++--- test/testStructures.h | 5 ++-- ui/builders/freeExtend.h | 2 +- ui/builders/straight.h | 4 +-- ui/gameMainSelector.cpp | 2 +- ui/gameMainSelector.h | 3 ++- ui/manualCameraController.h | 4 +-- ui/window.h | 2 +- 41 files changed, 231 insertions(+), 175 deletions(-) create mode 100644 config/types.h (limited to 'application') diff --git a/application/main.cpp b/application/main.cpp index 0e880c0..ffdaf63 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -26,7 +26,6 @@ #include #include #include -#include static const int DISPLAY_WIDTH = 1280; static const int DISPLAY_HEIGHT = 1024; @@ -49,10 +48,10 @@ public: { auto rl = world.create(); - const glm::vec3 j {-1120, -1100, 3}, k {-1100, -1000, 15}, l {-1000, -800, 20}, m {-900, -600, 30}, + const Position3D 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 Position3D s {-1100, -500, 15}, t {-1100, -450, 15}, u {-1000, -400, 15}; auto l3 = rl->addLinksBetween(j, k); rl->addLinksBetween(k, l); rl->addLinksBetween(l, m); 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/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 #include @@ -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/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 @@ -21,5 +22,5 @@ public: virtual CreatedFaces createMesh(ModelFactoryMesh &, float levelOfDetailFactor) const = 0; static std::vector addToMesh( - ModelFactoryMesh & mesh, const std::span vertices); + ModelFactoryMesh & mesh, const std::span vertices); }; 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 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(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 #include #include 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 inputImages; std::vector sortedIndexes; - unsigned int maxTextureSize; + GLsizei maxTextureSize; }; diff --git a/config/types.h b/config/types.h new file mode 100644 index 0000000..a84be90 --- /dev/null +++ b/config/types.h @@ -0,0 +1,34 @@ +#pragma once + +#include "glad/gl.h" +#include + +using Distance = float; +using Angle = float; + +template using Position = glm::vec; +template using Size = glm::vec; +template using Scale = glm::vec; +template using Direction = glm::vec; +template using Normal = Direction; +template using Rotation = glm::vec; +template using Colour = glm::vec; + +using Position2D = Position<2>; +using Position3D = Position<3>; +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 TextureAbsCoord = glm::vec<2, GLsizei>; +using RGB = Colour<3>; +using RGBA = Colour<4>; +using ScreenRelCoord = glm::vec<2, float>; +using ScreenAbsCoord = glm::vec<2, uint16_t>; diff --git a/game/geoData.h b/game/geoData.h index f9a7d7b..b3ec51d 100644 --- a/game/geoData.h +++ b/game/geoData.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include #include #include @@ -16,47 +17,47 @@ public: float height {-1.5F}; }; - using Quad = std::array; + using Quad = std::array; - using Limits = std::pair; + using Limits = std::pair, glm::vec<2, int>>; explicit GeoData(Limits limit, float scale = 10.F); void generateRandom(); void loadFromImages(const std::filesystem::path &, float scale); - [[nodiscard]] glm::vec3 positionAt(glm::vec2) const; - [[nodiscard]] std::optional intersectRay(const Ray &) const; + [[nodiscard]] Position3D positionAt(Position2D) const; + [[nodiscard]] std::optional intersectRay(const Ray &) const; - [[nodiscard]] unsigned int at(glm::ivec2) const; + [[nodiscard]] unsigned int at(glm::vec<2, int>) const; [[nodiscard]] unsigned int at(int x, int y) const; - [[nodiscard]] Quad quad(glm::vec2) const; + [[nodiscard]] Quad quad(Position2D) const; [[nodiscard]] Limits getLimit() const; - [[nodiscard]] glm::uvec2 getSize() const; + [[nodiscard]] glm::vec<2, unsigned int> getSize() const; [[nodiscard]] float getScale() const; [[nodiscard]] std::span getNodes() const; class RayTracer { public: - RayTracer(glm::vec2 p0, glm::vec2 p1); + RayTracer(Position2D p0, Position2D p1); - glm::vec2 next(); + Position2D next(); private: - RayTracer(glm::vec2 p0, glm::vec2 p1, glm::vec2 d); - RayTracer(glm::vec2 p0, glm::vec2 d, std::pair, std::pair); - static std::pair byAxis(glm::vec2 p0, glm::vec2 p1, glm::vec2 d, glm::length_t); + RayTracer(Position2D p0, Position2D p1, Position2D d); + RayTracer(Position2D p0, Position2D d, std::pair, std::pair); + static std::pair byAxis(Position2D p0, Position2D p1, Position2D d, glm::length_t); - glm::vec2 p; - const glm::vec2 d; + Position2D p; + const Position2D d; float error; - glm::vec2 inc; + Position2D inc; }; protected: Limits limit {}; // Base grid limits first(x,y) -> second(x,y) - glm::uvec2 size {}; + glm::vec<2, unsigned> size {}; float scale {1}; std::vector nodes; }; 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 { 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.h b/game/network/network.h index b9316eb..02f8c30 100644 --- a/game/network/network.h +++ b/game/network/network.h @@ -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; - [[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( - 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>; Nodes nodes; @@ -71,7 +71,7 @@ protected: public: template std::shared_ptr - candidateLink(glm::vec3 a, glm::vec3 b, Params &&... params) + candidateLink(Position3D a, Position3D b, Params &&... params) requires std::is_base_of_v { const auto node1 = candidateNodeAt(a).first, node2 = candidateNodeAt(b).first; @@ -80,7 +80,7 @@ public: template std::shared_ptr - addLink(glm::vec3 a, glm::vec3 b, Params &&... params) + addLink(Position3D a, Position3D b, Params &&... params) requires std::is_base_of_v { 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::findNodeDirection(Node::AnyCPtr n) const template Link::CCollection -NetworkOf::candidateStraight(glm::vec3 n1, glm::vec3 n2) +NetworkOf::candidateStraight(Position3D n1, Position3D n2) { return {candidateLink(n1, n2)}; } template Link::CCollection -NetworkOf::candidateJoins(glm::vec3 start, glm::vec3 end) +NetworkOf::candidateJoins(Position3D start, Position3D end) { if (glm::distance(start, end) < 2.F) { return {}; @@ -75,7 +75,7 @@ NetworkOf::candidateJoins(glm::vec3 start, glm::vec3 end) template Link::CCollection -NetworkOf::candidateExtend(glm::vec3 start, glm::vec3 end) +NetworkOf::candidateExtend(Position3D start, Position3D end) { const auto [cstart, cend, centre] = genCurveDef(start, end, findNodeDirection(candidateNodeAt(start).first)); return {candidateLink(cstart, cend, centre)}; @@ -83,14 +83,14 @@ NetworkOf::candidateExtend(glm::vec3 start, glm::vec3 end) template Link::CCollection -NetworkOf::addStraight(glm::vec3 n1, glm::vec3 n2) +NetworkOf::addStraight(Position3D n1, Position3D n2) { return {addLink(n1, n2)}; } template Link::CCollection -NetworkOf::addJoins(glm::vec3 start, glm::vec3 end) +NetworkOf::addJoins(Position3D start, Position3D end) { if (glm::distance(start, end) < 2.F) { return {}; @@ -103,7 +103,7 @@ NetworkOf::addJoins(glm::vec3 start, glm::vec3 end) template Link::CCollection -NetworkOf::addExtend(glm::vec3 start, glm::vec3 end) +NetworkOf::addExtend(Position3D start, Position3D end) { const auto [cstart, cend, centre] = genCurveDef(start, end, findNodeDirection(nodeAt(start))); return {addLink(cstart, cend, centre)}; 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 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, public WorldObject { public: RailLinks(); - std::shared_ptr addLinksBetween(glm::vec3 start, glm::vec3 end); + std::shared_ptr addLinksBetween(Position3D start, Position3D end); private: void tick(TickDuration elapsed) 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 #include @@ -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/vehicles/railVehicle.h b/game/vehicles/railVehicle.h index be88142..e034852 100644 --- a/game/vehicles/railVehicle.h +++ b/game/vehicles/railVehicle.h @@ -17,7 +17,7 @@ public: void move(const Train *, float & trailBy); - [[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override; + [[nodiscard]] bool intersectRay(const Ray &, Position2D *, float *) const override; RailVehicleClassPtr rvClass; using LV = RailVehicleClass::LocationVertex; diff --git a/game/vehicles/train.h b/game/vehicles/train.h index 20c3bc4..7f0bb99 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 &, Position2D *, float *) const override; void tick(TickDuration elapsed) override; void doActivity(Go *, TickDuration) override; diff --git a/gfx/gl/bufferedLocation.h b/gfx/gl/bufferedLocation.h index 8096489..39d3139 100644 --- a/gfx/gl/bufferedLocation.h +++ b/gfx/gl/bufferedLocation.h @@ -8,7 +8,7 @@ class BufferedLocation { public: - BufferedLocation(glm::vec3 = {}, glm::vec3 = {}); + BufferedLocation(Position3D = {}, Rotation3D = {}); BufferedLocation(const Location &); virtual ~BufferedLocation() = default; @@ -16,13 +16,13 @@ public: operator const Location &() const; - glm::vec3 position() const; - glm::vec3 rotation() const; - void setPosition(glm::vec3, bool update = true); - void setRotation(glm::vec3, bool update = true); - void setLocation(glm::vec3, glm::vec3); + [[nodiscard]] Position3D position() const; + [[nodiscard]] Rotation3D rotation() const; + void setPosition(Position3D, bool update = true); + void setRotation(Rotation3D, bool update = true); + void setLocation(Position3D, Rotation3D); - glm::mat4 getTransform() const; + [[nodiscard]] glm::mat4 getTransform() const; private: virtual void updateBuffer() = 0; diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index c4c9544..80feab4 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -5,7 +5,7 @@ #include #include -Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) : +Camera::Camera(Position3D pos, Angle fov, Angle aspect, Distance zNear, Distance zFar) : position {pos}, forward {::north}, up {::up}, near {zNear}, far {zFar}, projection {glm::perspective(fov, aspect, zNear, zFar)}, viewProjection {projection * glm::lookAt(position, position + forward, up)}, @@ -14,7 +14,7 @@ Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) } Ray -Camera::unProject(const glm::vec2 & mouse) const +Camera::unProject(const ScreenRelCoord & mouse) const { static constexpr const glm::vec4 screen {0, 0, 1, 1}; const auto mouseProjection = glm::lookAt(::origin, forward, up); diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h index 7956ec3..469df0d 100644 --- a/gfx/gl/camera.h +++ b/gfx/gl/camera.h @@ -1,12 +1,13 @@ #pragma once +#include "config/types.h" #include #include #include class Camera { public: - Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar); + Camera(Position3D, Angle fov, Angle aspect, Distance zNear, Distance zFar); [[nodiscard]] glm::mat4 getViewProjection() const @@ -14,23 +15,23 @@ public: return viewProjection; } - [[nodiscard]] Ray unProject(const glm::vec2 &) const; + [[nodiscard]] Ray unProject(const ScreenRelCoord &) const; void - setPosition(const glm::vec3 & p) + setPosition(const Position3D & p) { position = p; updateView(); } void - setForward(const glm::vec3 & f) + setForward(const Direction3D & f) { setForward(f, upFromForward(f)); } void - setForward(const glm::vec3 & f, const glm::vec3 & u) + setForward(const Direction3D & f, const Direction3D & u) { forward = f; up = u; @@ -38,21 +39,21 @@ public: } void - setView(const glm::vec3 & p, const glm::vec3 & f) + setView(const Position3D & p, const Direction3D & f) { position = p; setForward(f); } void - setView(const glm::vec3 & p, const glm::vec3 & f, const glm::vec3 & u) + setView(const Position3D & p, const Direction3D & f, const Direction3D & u) { position = p; setView(f, u); } void - lookAt(const glm::vec3 & target) + lookAt(const Position3D & target) { setForward(glm::normalize(target - position)); } @@ -71,14 +72,14 @@ public: [[nodiscard]] std::array extentsAtDist(float) const; - [[nodiscard]] static glm::vec3 upFromForward(const glm::vec3 & forward); + [[nodiscard]] static Direction3D upFromForward(const Direction3D & forward); private: void updateView(); - glm::vec3 position; - glm::vec3 forward; - glm::vec3 up; + Position3D position; + Direction3D forward; + Direction3D up; float near, far; glm::mat4 projection; diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 5799daf..218cf6d 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -14,7 +14,7 @@ static constexpr const std::array displayVAOdata {{ {1, -1, 1, 0}, }}; -SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) : +SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o}, lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}} { diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index 55df84d..87f474b 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -11,18 +11,18 @@ class SceneRenderer { public: - explicit SceneRenderer(glm::ivec2 size, GLuint output); + explicit SceneRenderer(ScreenAbsCoord size, GLuint output); void render(const SceneProvider &) const; - void setAmbientLight(const glm::vec3 & colour) const; - void setDirectionalLight(const glm::vec3 & colour, const glm::vec3 & direction, const SceneProvider &) const; + void setAmbientLight(const RGB & colour) const; + void setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider &) const; Camera camera; private: void renderQuad() const; - glm::ivec2 size; + ScreenAbsCoord size; GLuint output; glFrameBuffer gBuffer; glTexture gPosition, gNormal, gAlbedoSpec, gIllumination; @@ -39,7 +39,7 @@ private: DirectionalLightProgram(); using Program::use; - void setDirectionalLight(const glm::vec3 &, const glm::vec3 &, const std::span, + void setDirectionalLight(const RGB &, const Direction3D &, const std::span, const std::span, std::size_t maps) const; private: diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index ead184e..d1c6ef2 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include "program.h" #include @@ -52,7 +53,7 @@ class SceneShader { public: PointLightShader(); - void add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const; + void add(const Position3D & position, const RGB & colour, const float kq) const; private: UniformLocation colourLoc; @@ -65,7 +66,7 @@ class SceneShader { public: SpotLightShader(); - void add(const glm::vec3 & position, const glm::vec3 & direction, const glm::vec3 & colour, const float kq, + void add(const Position3D & position, const Direction3D & direction, const RGB & colour, const float kq, const float arc) const; private: diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 79b39c0..58f65c4 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -15,7 +15,7 @@ #include #include -ShadowMapper::ShadowMapper(const glm::ivec2 & s) : +ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : fixedPoint {shadowFixedPoint_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s} { glBindTexture(GL_TEXTURE_2D, depthMap); diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index cd1b975..e5272a3 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include "lib/glArrays.h" #include "program.h" #include @@ -11,7 +12,7 @@ class Camera; class ShadowMapper { public: - explicit ShadowMapper(const glm::ivec2 & size); + explicit ShadowMapper(const TextureAbsCoord & size); static constexpr std::size_t SHADOW_BANDS {4}; @@ -21,7 +22,7 @@ public: size_t maps {}; }; - [[nodiscard]] Definitions update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const; + [[nodiscard]] Definitions update(const SceneProvider &, const Direction3D & direction, const Camera &) const; class FixedPoint : public Program { public: @@ -55,9 +56,9 @@ public: } private: - [[nodiscard]] static std::vector> getBandViewExtents( + [[nodiscard]] static std::vector> getBandViewExtents( const Camera &, const glm::mat4 & lightView); glFrameBuffer depthMapFBO; glTexture depthMap; - glm::ivec2 size; + TextureAbsCoord size; }; diff --git a/gfx/gl/uiShader.h b/gfx/gl/uiShader.h index 2766af8..362e90c 100644 --- a/gfx/gl/uiShader.h +++ b/gfx/gl/uiShader.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include "program.h" #include #include @@ -33,7 +34,7 @@ private: class TextProgram : public UIProgram { public: explicit TextProgram(const glm::mat4 & vp); - void use(const glm::vec3 & colour) const; + void use(const RGB & colour) const; private: RequiredUniformLocation colorLoc; diff --git a/gfx/models/texture.cpp b/gfx/models/texture.cpp index b7f1bee..f60d158 100644 --- a/gfx/models/texture.cpp +++ b/gfx/models/texture.cpp @@ -1,4 +1,5 @@ #include "texture.h" +#include "config/types.h" #include "glArrays.h" #include "tga.h" #include diff --git a/gfx/models/texture.h b/gfx/models/texture.h index 1b66c64..5e1b440 100644 --- a/gfx/models/texture.h +++ b/gfx/models/texture.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include #include #include @@ -42,7 +43,7 @@ public: protected: static void save(const glTexture &, GLenum, GLenum, uint8_t channels, const char * path, uint8_t tgaFormat); - static glm::ivec2 getSize(const glTexture &); + static TextureAbsCoord getSize(const glTexture &); glTexture m_texture; GLenum type; @@ -53,7 +54,7 @@ public: TextureAtlas(GLsizei width, GLsizei height, GLuint count); void bind(GLenum unit = GL_TEXTURE0) const override; - GLuint add(glm::ivec2 position, glm::ivec2 size, void * data, TextureOptions = {}); + GLuint add(TextureAbsCoord position, TextureAbsCoord size, void * data, TextureOptions = {}); private: glTexture m_atlas; diff --git a/gfx/models/tga.h b/gfx/models/tga.h index 52db220..3d072fb 100644 --- a/gfx/models/tga.h +++ b/gfx/models/tga.h @@ -4,10 +4,11 @@ #include struct TGAHead { + using XY = glm::vec<2, uint16_t>; uint8_t idLength {}, colorMapType {}, format {}; uint16_t __attribute__((packed)) colorMapFirst {}, colorMapLength {}; uint8_t colorMapEntrySize {}; - glm::vec<2, uint16_t> origin {}, size {}; + XY origin {}, size {}; uint8_t pixelDepth {}; uint8_t descriptor {}; }; diff --git a/gfx/models/vertex.h b/gfx/models/vertex.h index 0464ea7..5635fa1 100644 --- a/gfx/models/vertex.h +++ b/gfx/models/vertex.h @@ -1,12 +1,12 @@ #pragma once +#include "config/types.h" #include -#include class Vertex { public: #ifndef __cpp_aggregate_paren_init - constexpr Vertex(glm::vec3 pos, glm::vec2 texCoord, glm::vec3 normal, glm::vec4 colour = {}, GLuint material = 0) : + constexpr Vertex(Position3D pos, TextureRelCoord texCoord, Normal3D normal, RGBA colour = {}, GLuint material = 0) : pos {std::move(pos)}, texCoord {std::move(texCoord)}, normal {std::move(normal)}, colour {std::move(colour)}, material {material} { @@ -15,9 +15,9 @@ public: bool operator==(const Vertex &) const = default; - glm::vec3 pos; - glm::vec2 texCoord; - glm::vec3 normal; - glm::vec4 colour {}; + Position3D pos {}; + TextureRelCoord texCoord {}; + Normal3D normal {}; + RGBA colour {}; GLuint material {}; }; 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 #include @@ -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 getRayIntersectPosition(const Ray &) const; + [[nodiscard]] PlaneRelation getRelation(Position3D point) const; + [[nodiscard]] std::optional getRayIntersectPosition(const Ray &) const; static bool isIntersect(PlaneRelation a, PlaneRelation b); }; diff --git a/lib/location.h b/lib/location.h index 078f5d3..7f2b44d 100644 --- a/lib/location.h +++ b/lib/location.h @@ -1,14 +1,16 @@ #pragma once +#include "config/types.h" #include -#include class Location { public: - explicit Location(glm::vec3 pos = {}, glm::vec3 rot = {}) : pos {pos}, rot {rot} { } +#ifndef __cpp_aggregate_paren_init + explicit Location(Position3D pos = {}, Rotation3D rot = {}) : pos {pos}, rot {rot} { } +#endif - glm::mat4 getTransform() const; + [[nodiscard]] glm::mat4 getTransform() const; - glm::vec3 pos; - glm::vec3 rot; + Position3D pos; + Rotation3D rot; }; diff --git a/lib/maths.h b/lib/maths.h index b95b706..67b2a15 100644 --- a/lib/maths.h +++ b/lib/maths.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include #include #include @@ -9,7 +10,7 @@ struct Arc : public std::pair { using std::pair::pair; - Arc(const glm::vec3 & centre3, const glm::vec3 & e0p, const glm::vec3 & e1p); + Arc(const Position3D & centre3, const Position3D & e0p, const Position3D & e1p); float operator[](unsigned int i) const @@ -18,19 +19,19 @@ struct Arc : public std::pair { } }; -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 Position3D origin {0, 0, 0}; +constexpr const Position3D up {0, 0, 1}; +constexpr const Position3D down {0, 0, -1}; +constexpr const Position3D north {0, 1, 0}; +constexpr const Position3D south {0, -1, 0}; +constexpr const Position3D east {1, 0, 0}; +constexpr const Position3D west {-1, 0, 0}; constexpr auto half_pi {glm::half_pi()}; constexpr auto quarter_pi {half_pi / 2}; constexpr auto pi {glm::pi()}; constexpr auto two_pi {glm::two_pi()}; -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 +40,10 @@ 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 +52,11 @@ 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); @@ -87,26 +88,26 @@ perspective_divide(glm::vec<4, T, Q> v) return v / v.w; } -constexpr inline glm::vec2 -operator!(const glm::vec3 & v) +constexpr inline Position2D +operator!(const Position3D & v) { return {v.x, v.y}; } -constexpr inline glm::vec3 -operator^(const glm::vec2 & v, float z) +constexpr inline Position3D +operator^(const Position2D & v, float z) { return {v.x, v.y, z}; } constexpr inline glm::vec4 -operator^(const glm::vec3 & v, float w) +operator^(const Position3D & v, float w) { return {v.x, v.y, v.z, w}; } -constexpr inline glm::vec3 -operator!(const glm::vec2 & v) +constexpr inline Position3D +operator!(const Position2D & v) { return v ^ 0.F; } @@ -125,15 +126,15 @@ operator||(const glm::vec v1, const T v2) return {v1, v2}; } -inline glm::vec3 -operator%(const glm::vec3 & p, const glm::mat4 & mutation) +inline Position3D +operator%(const Position3D & p, const glm::mat4 & mutation) { const auto p2 = mutation * (p ^ 1); return p2 / p2.w; } -inline glm::vec3 -operator%=(glm::vec3 & p, const glm::mat4 & mutation) +inline Position3D +operator%=(Position3D & p, const glm::mat4 & mutation) { return p = p % mutation; } @@ -146,10 +147,10 @@ arc_length(const Arc & arc) float normalize(float ang); -std::pair find_arc_centre(glm::vec2 start, float entrys, glm::vec2 end, float entrye); -std::pair find_arc_centre(glm::vec2 start, glm::vec2 ad, glm::vec2 end, glm::vec2 bd); -std::pair 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); +std::pair find_arc_centre(Position2D start, float entrys, Position2D end, float entrye); +std::pair find_arc_centre(Position2D start, Position2D ad, Position2D end, Position2D bd); +std::pair find_arcs_radius(Position2D start, float entrys, Position2D end, float entrye); +float find_arcs_radius(Position2D start, Position2D ad, Position2D end, Position2D bd); template auto 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 #include 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 positions, float distance) const; + [[nodiscard]] float distanceToLine(const Position3D & a, const Position3D & b) const; + [[nodiscard]] bool passesCloseToEdges(const std::span positions, float distance) const; }; diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index 145481e..177ab6a 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -183,14 +183,15 @@ BOOST_AUTO_TEST_CASE(texturePacker_many, *boost::unit_test::timeout(5)) { std::vector 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(images.size())); BOOST_CHECK_EQUAL(totalSize, TexturePacker::area(result.second)); } 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 #include 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 class TestRenderOutputSize : public TestRenderOutput { +template 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 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 flts; - std::vector poss; + std::vector poss; std::vector>> nest; std::unique_ptr ptr; std::unique_ptr aptr; 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 p1; + std::optional p1; }; 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 p1; + std::optional p1; }; diff --git a/ui/gameMainSelector.cpp b/ui/gameMainSelector.cpp index 6c6935c..808e0e4 100644 --- a/ui/gameMainSelector.cpp +++ b/ui/gameMainSelector.cpp @@ -14,7 +14,7 @@ #include #include -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}; 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/manualCameraController.h b/ui/manualCameraController.h index d15fa76..46655bc 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}; }; 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; -- cgit v1.2.3 From 685b33980cc7a346574b24732464f0cbe3115a1f Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 15 Nov 2023 01:29:24 +0000 Subject: Switch to millimeters for spatial units Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres. --- application/main.cpp | 17 +++++++++-------- assetFactory/factoryMesh.cpp | 2 +- game/geoData.cpp | 2 +- game/geoData.h | 2 +- game/network/rail.cpp | 18 +++++++++--------- game/vehicles/linkHistory.cpp | 2 +- game/vehicles/railVehicle.cpp | 4 ++-- gfx/gl/sceneRenderer.cpp | 2 +- gfx/gl/shaders/landmass.fs | 6 +++--- gfx/gl/shaders/pointLight.fs | 2 +- gfx/gl/shaders/pointLight.vs | 2 +- gfx/gl/shaders/spotLight.fs | 2 +- gfx/gl/shaders/spotLight.vs | 2 +- gfx/gl/shaders/water.fs | 2 +- gfx/gl/shaders/water.vs | 4 ++-- gfx/gl/shadowMapper.cpp | 10 +++++----- res/brush47.xml | 2 +- test/test-assetFactory.cpp | 14 +++++++------- test/test-geo.cpp | 10 +++++----- test/test-render.cpp | 26 +++++++++++++------------- ui/gameMainWindow.cpp | 2 +- ui/manualCameraController.cpp | 4 ++-- ui/manualCameraController.h | 2 +- 23 files changed, 70 insertions(+), 69 deletions(-) (limited to 'application') diff --git a/application/main.cpp b/application/main.cpp index ffdaf63..01e6561 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -37,7 +37,7 @@ public: int run() { - geoData = std::make_shared(GeoData::Limits {{-120, -120}, {120, 120}}, 10.F); + geoData = std::make_shared(GeoData::Limits {{-120, -120}, {120, 120}}, 10000.F); geoData->generateRandom(); Windows windows; @@ -48,10 +48,10 @@ public: { auto rl = world.create(); - const Position3D 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 Position3D s {-1100, -500, 15}, t {-1100, -450, 15}, u {-1000, -400, 15}; + const Position3D 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}; + const Position3D 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); @@ -75,12 +75,13 @@ public: train->create(b47); } train->orders.removeAll(); - train->orders.create(&train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100, -450, 15})); + train->orders.create( + &train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100000, -450000, 15000})); train->currentActivity = train->orders.current()->createActivity(); auto foliage = std::dynamic_pointer_cast(assets.at("Tree-01-1")); - for (float x = 900; x < 1100; x += 3) { - for (float y = 900; y < 1100; y += 3) { + for (float x = 900000; x < 1100000; x += 3000) { + for (float y = 900000; y < 1100000; y += 3000) { world.create(foliage, Location {geoData->positionAt({-x, -y})}); } } 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(std::distance(existingItr, vertices.rend()) - 1)); diff --git a/game/geoData.cpp b/game/geoData.cpp index 76550cc..da067f7 100644 --- a/game/geoData.cpp +++ b/game/geoData.cpp @@ -31,7 +31,7 @@ GeoData::generateRandom() 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 rheight(1, 3); + std::uniform_real_distribution rheight(1000, 3000); for (int h = 0; h < 500;) { const glm::ivec2 hpos {rxpos(gen), rypos(gen)}; const glm::ivec2 hsize {rsize(gen), rsize(gen)}; diff --git a/game/geoData.h b/game/geoData.h index b3ec51d..3bceb9c 100644 --- a/game/geoData.h +++ b/game/geoData.h @@ -14,7 +14,7 @@ class Ray; class GeoData { public: struct Node { - float height {-1.5F}; + float height {-1500.F}; }; using Quad = std::array; diff --git a/game/network/rail.cpp b/game/network/rail.cpp index cc61db9..ff101d4 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -18,7 +18,7 @@ template class NetworkOf; constexpr auto RAIL_CROSSSECTION_VERTICES {5U}; -constexpr Size3D RAIL_HEIGHT {0, 0, .25F}; +constexpr Size3D RAIL_HEIGHT {0, 0, 250.F}; RailLinks::RailLinks() : NetworkOf {"rails.jpg"} { } @@ -104,11 +104,11 @@ constexpr const std::array, RAIL_CROSSSECTION_VERTI // ___________ // _/ \_ // 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 @@ -128,7 +128,7 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & if (glGenVertexArrays) { std::vector 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}; @@ -155,8 +155,8 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3 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 {Position3D {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::lround(segs)) + 1; 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 6e6e18f..26536f5 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -46,9 +46,9 @@ RailVehicle::move(const Train * t, float & trailBy) bool RailVehicle::intersectRay(const Ray & ray, Position2D * 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; + constexpr const auto Z = 3900.F; const auto moveBy = location.getTransform(); const std::array cornerVertices {{ moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 9b5510e..53178e5 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -15,7 +15,7 @@ static constexpr const std::array displayVAOdata {{ }}; SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : - camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o}, + camera {{-1250000.0F, -1250000.0F, 35.0F}, quarter_pi, ratio(s), 100.F, 10000000.0F}, size {s}, output {o}, lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}} { shader.setViewPort({0, 0, size.x, size.y}); diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.fs index 4dc92bb..9865d11 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; diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs index bd32c05..1a68df8 100644 --- a/gfx/gl/shaders/pointLight.fs +++ b/gfx/gl/shaders/pointLight.fs @@ -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.vs b/gfx/gl/shaders/pointLight.vs index b3fe7b9..7694a25 100644 --- a/gfx/gl/shaders/pointLight.vs +++ b/gfx/gl/shaders/pointLight.vs @@ -13,6 +13,6 @@ void main() { centre = position; - 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); gl_Position = vec4(centre - viewPoint, 0); } diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs index add86fd..78b8f72 100644 --- a/gfx/gl/shaders/spotLight.fs +++ b/gfx/gl/shaders/spotLight.fs @@ -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.vs b/gfx/gl/shaders/spotLight.vs index e61b641..08197a4 100644 --- a/gfx/gl/shaders/spotLight.vs +++ b/gfx/gl/shaders/spotLight.vs @@ -18,7 +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 - viewPoint, 0); } diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs index 04aa94c..2ccc924 100644 --- a/gfx/gl/shaders/water.fs +++ b/gfx/gl/shaders/water.fs @@ -13,5 +13,5 @@ main() gPosition = vec4(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 014499f..03eabb2 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -10,8 +10,8 @@ uniform vec3 waves; void main() { - vec3 wpos = vec3(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2), - cos(waves.x + position.x + (position.y / 8)) * .3); + vec3 wpos = vec3(position.x + (cos(waves.x) * 1000.0), position.y + (cos(waves.x * waves.y / 2) * 1000.0), + cos(waves.x + (position.x / 1000.0) + (position.y * 125.0)) * 300.0); FragPos = vec3(wpos.xy, position.z); TexCoords = texCoord; diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index e4ee47a..190f20e 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -80,11 +80,11 @@ constexpr std::array, S }}, }}; constexpr std::array shadowBands { - 1.F, - 250.F, - 750.F, - 2500.F, - 10000.F, + 1000.F, + 250000.F, + 750000.F, + 2500000.F, + 10000000.F, }; static_assert(viewports.size() == shadowMapRegions.size()); static_assert(shadowBands.size() == shadowMapRegions.size() + 1); 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 @@ - + diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index 9af08cb..c8183df 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -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(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(tree_01_1); BOOST_REQUIRE(tree_01_1_f); - auto plant1 = std::make_shared(tree_01_1_f, Location {{-2, 2, 0}, {0, 0, 0}}); - auto plant2 = std::make_shared(tree_01_1_f, Location {{3, -4, 0}, {0, 1, 0}}); - auto plant3 = std::make_shared(tree_01_1_f, Location {{-2, -4, 0}, {0, 2, 0}}); - auto plant4 = std::make_shared(tree_01_1_f, Location {{3, 2, 0}, {0, 3, 0}}); + auto plant1 = std::make_shared(tree_01_1_f, Location {{-2000, 2000, 0}, {0, 0, 0}}); + auto plant2 = std::make_shared(tree_01_1_f, Location {{3000, -4000, 0}, {0, 1, 0}}); + auto plant3 = std::make_shared(tree_01_1_f, Location {{-2000, -4000, 0}, {0, 2, 0}}); + auto plant4 = std::make_shared(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(); diff --git a/test/test-geo.cpp b/test/test-geo.cpp index 9874fb7..7404d32 100644 --- a/test/test-geo.cpp +++ b/test/test-geo.cpp @@ -30,7 +30,7 @@ BOOST_AUTO_TEST_CASE(initialize) 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; + return n.height == -1500.F; })); } @@ -63,12 +63,12 @@ BOOST_AUTO_TEST_CASE(gen_random) })); // 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); + BOOST_CHECK_EQUAL(nodes[at(x, limit.first.y)].height, -1500.F); + BOOST_CHECK_EQUAL(nodes[at(x, limit.second.y)].height, -1500.F); } 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_CHECK_EQUAL(nodes[at(limit.first.x, y)].height, -1500.F); + BOOST_CHECK_EQUAL(nodes[at(limit.second.x, y)].height, -1500.F); } } diff --git a/test/test-render.cpp b/test/test-render.cpp index b16f241..766bb74 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -26,7 +26,7 @@ class TestScene : public SceneProvider { std::shared_ptr train1, train2; Terrain terrain {[]() { - auto gd = std::make_shared(GeoData::Limits {{0, 0}, {100, 100}}); + auto gd = std::make_shared(GeoData::Limits {{0, 0}, {100, 100}}, 10000); gd->generateRandom(); return gd; }()}; @@ -35,11 +35,11 @@ public: TestScene() { train1 = std::make_shared(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(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()); } @@ -88,7 +88,7 @@ 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})); + 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"); @@ -97,7 +97,7 @@ BOOST_AUTO_TEST_CASE(basic) 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 +111,9 @@ 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 +127,7 @@ 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 +141,10 @@ 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/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index 15f1e07..7cf143a 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -31,7 +31,7 @@ public: GameMainWindow::GameMainWindow(size_t w, size_t h) : Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {Window::size, 0} { - uiComponents.create(Position2D {-1150, -1150}); + uiComponents.create(Position2D {-1150000, -1150000}); auto gms = uiComponents.create(&camera, ScreenAbsCoord {w, h}); uiComponents.create(gms.get()); } diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp index 05c1fc5..f6993a8 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(e.motion.yrel), 0.1F, half_pi); } else { - focus += rotate_flat(-direction) * Position2D {-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(e.wheel.y) * 4.F, 5.F, 200.F); + dist = std::clamp(dist - static_cast(e.wheel.y) * 400.F, 5.F, 200000.F); break; } return false; diff --git a/ui/manualCameraController.h b/ui/manualCameraController.h index 46655bc..1efaee1 100644 --- a/ui/manualCameraController.h +++ b/ui/manualCameraController.h @@ -22,5 +22,5 @@ private: bool ctrl {false}, mrb {false}; Position2D focus; float direction {quarter_pi}; - float dist {40}, pitch {quarter_pi}; + float dist {4000}, pitch {quarter_pi}; }; -- cgit v1.2.3 From 4c4328d6091ff467fd590c1cc1dc9435c920f6a7 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 25 Nov 2023 14:08:02 +0000 Subject: Spread the trees out --- application/main.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'application') diff --git a/application/main.cpp b/application/main.cpp index 01e6561..e4e71c7 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -80,8 +80,8 @@ public: train->currentActivity = train->orders.current()->createActivity(); auto foliage = std::dynamic_pointer_cast(assets.at("Tree-01-1")); - for (float x = 900000; x < 1100000; x += 3000) { - for (float y = 900000; y < 1100000; y += 3000) { + for (float x = 900000; x < 1100000; x += 5000) { + for (float y = 900000; y < 1100000; y += 5000) { world.create(foliage, Location {geoData->positionAt({-x, -y})}); } } -- cgit v1.2.3