From 900d19a41bc1886e7a809d99d6119b12235a4f0a Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 20 Jul 2024 10:57:17 +0100 Subject: Initial commit of basic shadow depth map creation --- game/scenary/foliage.cpp | 3 +++ game/scenary/foliage.h | 2 ++ 2 files changed, 5 insertions(+) (limited to 'game') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 73d285f..870adb0 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -17,6 +17,9 @@ Foliage::postLoad() texture = getTexture(); bodyMesh->configureVAO(instanceVAO) .addAttribs(instances.bufferName(), 1); + ShadowStenciller ss; + ss.renderStencil(shadowStencil, *bodyMesh, {-4000, -4000, 0}, {4000, 4000, 8000}); + Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); } void diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index 0a4261c..5367d44 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -2,6 +2,7 @@ #include "assetFactory/asset.h" #include "gfx/gl/instanceVertices.h" +#include "gfx/gl/shadowStenciller.h" #include "gfx/models/texture.h" #include "gfx/renderable.h" @@ -19,6 +20,7 @@ public: mutable InstanceVertices instances; void render(const SceneShader &) const override; void shadows(const ShadowMapper &) const override; + glTexture shadowStencil = ShadowStenciller::createStencilTexture(256, 256); protected: friend Persistence::SelectionPtrBase>; -- cgit v1.2.3 From 4ba67f34eac848e43bad2ccc4b5c09ac65dd7952 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 20 Jul 2024 12:55:15 +0100 Subject: Use mesh extents for shadow stencil extents --- game/scenary/foliage.cpp | 2 +- gfx/gl/shadowStenciller.cpp | 5 +++-- gfx/gl/shadowStenciller.h | 3 +-- 3 files changed, 5 insertions(+), 5 deletions(-) (limited to 'game') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 870adb0..24caeb7 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -18,7 +18,7 @@ Foliage::postLoad() bodyMesh->configureVAO(instanceVAO) .addAttribs(instances.bufferName(), 1); ShadowStenciller ss; - ss.renderStencil(shadowStencil, *bodyMesh, {-4000, -4000, 0}, {4000, 4000, 8000}); + ss.renderStencil(shadowStencil, *bodyMesh); Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); } diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index 6d5fa40..e20eda1 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -32,8 +32,7 @@ ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) } void -ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const RelativePosition3D & mins, - const RelativePosition3D & maxs) const +ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh) const { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0); @@ -44,6 +43,8 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, 256, 256); glEnable(GL_DEPTH_TEST); + const auto & mins = mesh.minExtent(); + const auto & maxs = mesh.maxExtent(); const auto extents = glm::ortho(mins.x, maxs.x, mins.z, maxs.z, mins.y, maxs.y); const auto lightDir = glm::lookAt({}, north, up); glUniform(viewProjectionLoc, extents * lightDir); diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 460fa68..5a22a7e 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -11,8 +11,7 @@ public: [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); - void renderStencil(const glTexture &, const MeshBase &, const RelativePosition3D & mins, - const RelativePosition3D & maxs) const; + void renderStencil(const glTexture &, const MeshBase &) const; private: glFrameBuffer fbo; -- cgit v1.2.3 From f737aada2b7164683303beb3bb490c30a4949fb0 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 21 Jul 2024 02:33:24 +0100 Subject: Use texture alpha in shadow stencil --- game/scenary/foliage.cpp | 2 +- gfx/gl/shaders/shadowStencil.fs | 16 ++++++++++++++++ gfx/gl/shaders/shadowStencil.vs | 7 +++++++ gfx/gl/shadowStenciller.cpp | 8 ++++++-- gfx/gl/shadowStenciller.h | 4 ++-- 5 files changed, 32 insertions(+), 5 deletions(-) (limited to 'game') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 24caeb7..ba1b37e 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -18,7 +18,7 @@ Foliage::postLoad() bodyMesh->configureVAO(instanceVAO) .addAttribs(instances.bufferName(), 1); ShadowStenciller ss; - ss.renderStencil(shadowStencil, *bodyMesh); + ss.renderStencil(shadowStencil, *bodyMesh, texture); Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); } diff --git a/gfx/gl/shaders/shadowStencil.fs b/gfx/gl/shaders/shadowStencil.fs index e69de29..f149c23 100644 --- a/gfx/gl/shaders/shadowStencil.fs +++ b/gfx/gl/shaders/shadowStencil.fs @@ -0,0 +1,16 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +layout(binding = 0) uniform sampler2D textureAlbedo; + +include(`materialInterface.glsl') +include(`materialCommon.glsl') + +void +main() +{ + if (getTextureColour(Material, TexCoords).a < 0.5) { + discard; + } + gl_FragDepth = gl_FragCoord.z; +} diff --git a/gfx/gl/shaders/shadowStencil.vs b/gfx/gl/shaders/shadowStencil.vs index 4f4c250..45a0867 100644 --- a/gfx/gl/shaders/shadowStencil.vs +++ b/gfx/gl/shaders/shadowStencil.vs @@ -1,11 +1,18 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable +layout(binding = 1) uniform usampler2DRect materialData; + include(`meshIn.glsl') +include(`materialInterface.glsl') +include(`getMaterialDetail.glsl') uniform mat4 viewProjection; void main() { + TexCoords = texCoord; + Material = getMaterialDetail(material); + gl_Position = viewProjection * vec4(position, 1); } diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index e20eda1..2ba519f 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -1,6 +1,7 @@ #include "shadowStenciller.h" #include "config/types.h" #include "gfx/gl/program.h" +#include "gfx/gl/shaders/fs-shadowStencil.h" #include "gfx/gl/shaders/vs-shadowStencil.h" #include "gfx/models/mesh.h" #include "glArrays.h" @@ -8,7 +9,7 @@ #include "maths.h" #include -ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs} +ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_fs} { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDrawBuffer(GL_NONE); @@ -32,13 +33,16 @@ ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) } void -ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh) const +ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const Texture::AnyPtr texture) const { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw std::runtime_error("Stencil framebuffer not complete!"); } + if (texture) { + texture->bind(); + } glUseProgram(shadowCaster); glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, 256, 256); diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 5a22a7e..bf6d204 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -1,8 +1,8 @@ #pragma once -#include "config/types.h" #include "gfx/gl/program.h" #include "gfx/models/mesh.h" +#include "gfx/models/texture.h" #include "glArrays.h" class ShadowStenciller { @@ -11,7 +11,7 @@ public: [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); - void renderStencil(const glTexture &, const MeshBase &) const; + void renderStencil(const glTexture &, const MeshBase &, const Texture::AnyPtr texture) const; private: glFrameBuffer fbo; -- cgit v1.2.3 From 172beac34e82c86f8c16b8a1be5fca9d7ccfc0d1 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 18 Aug 2024 16:14:29 +0100 Subject: Update asset stencils from shadow mapper --- game/scenary/foliage.cpp | 13 +++++++++---- game/scenary/foliage.h | 1 + gfx/gl/shadowMapper.cpp | 9 +++++++++ gfx/gl/shadowStenciller.cpp | 15 +++++++-------- gfx/gl/shadowStenciller.h | 3 ++- 5 files changed, 28 insertions(+), 13 deletions(-) (limited to 'game') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index ba1b37e..13d2f3b 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -3,7 +3,6 @@ #include "gfx/gl/shadowMapper.h" #include "gfx/gl/vertexArrayObject.h" #include "gfx/models/texture.h" -#include "location.h" bool Foliage::persist(Persistence::PersistenceStore & store) @@ -17,9 +16,15 @@ Foliage::postLoad() texture = getTexture(); bodyMesh->configureVAO(instanceVAO) .addAttribs(instances.bufferName(), 1); - ShadowStenciller ss; - ss.renderStencil(shadowStencil, *bodyMesh, texture); - Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); +} + +void +Foliage::updateStencil(const ShadowStenciller & ss) const +{ + if (instances.size() > 0) { + ss.renderStencil(shadowStencil, *bodyMesh, texture); + Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); + } } void diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index 5367d44..fa6c63b 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -20,6 +20,7 @@ public: mutable InstanceVertices instances; void render(const SceneShader &) const override; void shadows(const ShadowMapper &) const override; + void updateStencil(const ShadowStenciller &) const override; glTexture shadowStencil = ShadowStenciller::createStencilTexture(256, 256); protected: diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index a846a3d..9b9e404 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -1,6 +1,7 @@ #include "shadowMapper.h" #include "camera.h" #include "collections.h" +#include "game/gamestate.h" #include "gfx/gl/shaders/fs-shadowDynamicPointInstWithTextures.h" #include "gfx/gl/shaders/gs-commonShadowPoint.h" #include "gfx/gl/shaders/gs-shadowDynamicPointInstWithTextures.h" @@ -8,6 +9,8 @@ #include "gfx/gl/shaders/vs-shadowDynamicPointInst.h" #include "gfx/gl/shaders/vs-shadowDynamicPointInstWithTextures.h" #include "gfx/gl/shaders/vs-shadowLandmass.h" +#include "gfx/gl/shadowStenciller.h" +#include "gfx/renderable.h" #include "gl_traits.h" #include "location.h" #include "maths.h" @@ -74,6 +77,12 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV ShadowMapper::Definitions ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const { + ShadowStenciller shadowStenciller {dir, up}; + for (const auto & [id, asset] : gameState->assets) { + if (const auto r = std::dynamic_pointer_cast(asset)) { + r->updateStencil(shadowStenciller); + } + } glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glClear(GL_DEPTH_BUFFER_BIT); glCullFace(GL_FRONT); diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index dc87d76..9f13808 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -1,15 +1,14 @@ #include "shadowStenciller.h" -#include "config/types.h" #include "gfx/gl/program.h" #include "gfx/gl/shaders/fs-shadowStencil.h" #include "gfx/gl/shaders/vs-shadowStencil.h" #include "gfx/models/mesh.h" #include "glArrays.h" #include "gl_traits.h" -#include "maths.h" #include -ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_fs} +ShadowStenciller::ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp) : + shadowCaster {shadowStencil_vs, shadowStencil_fs}, lightDirMat {glm::lookAt(-lightDir, {}, lightDirUp)} { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDrawBuffer(GL_NONE); @@ -47,10 +46,10 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, 256, 256); glEnable(GL_DEPTH_TEST); - const auto & mins = mesh.getDimensions().minExtent; - const auto & maxs = mesh.getDimensions().maxExtent; - const auto extents = glm::ortho(mins.x, maxs.x, mins.z, maxs.z, mins.y, maxs.y); - const auto lightDir = glm::lookAt({}, north, up); - glUniform(viewProjectionLoc, extents * lightDir); + const auto & centre = mesh.getDimensions().centre; + const auto & size = mesh.getDimensions().size; + const auto extentsMat + = glm::translate(glm::ortho(-size, size, -size, size, -size, size), {-centre.x, -centre.z, -centre.y}); + glUniform(viewProjectionLoc, extentsMat * lightDirMat); mesh.Draw(); } diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index bf6d204..87dc044 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -7,7 +7,7 @@ class ShadowStenciller { public: - ShadowStenciller(); + ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp); [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); @@ -16,5 +16,6 @@ public: private: glFrameBuffer fbo; Program shadowCaster; + glm::mat4 lightDirMat; Program::UniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; }; -- cgit v1.2.3 From 362c6952742eb01e32fdeb2ec26a2fe463e5001c Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 26 Aug 2024 13:47:22 +0100 Subject: Add a foliage vertex array for just the location data --- game/scenary/foliage.cpp | 2 ++ game/scenary/foliage.h | 1 + 2 files changed, 3 insertions(+) (limited to 'game') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 13d2f3b..1c03217 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -16,6 +16,8 @@ Foliage::postLoad() texture = getTexture(); bodyMesh->configureVAO(instanceVAO) .addAttribs(instances.bufferName(), 1); + VertexArrayObject {instancePointVAO}.addAttribs( + instances.bufferName()); } void diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index fa6c63b..824a644 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -14,6 +14,7 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs { Mesh::Ptr bodyMesh; Texture::Ptr texture; glVertexArray instanceVAO; + glVertexArray instancePointVAO; public: using LocationVertex = std::pair; -- cgit v1.2.3 From 75905c01b13fd7a1d58494b8aaacb3b4b3cccdaa Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 28 Aug 2024 03:48:43 +0100 Subject: Use billboard shadows for foliage --- game/scenary/foliage.cpp | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) (limited to 'game') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 1c03217..af67ea6 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -45,10 +45,12 @@ void Foliage::shadows(const ShadowMapper & mapper) const { if (const auto count = instances.size()) { - mapper.dynamicPointInstWithTextures.use(); - if (texture) { - texture->bind(GL_TEXTURE3); - } - bodyMesh->DrawInstanced(instanceVAO, static_cast(count)); + const auto dimensions = bodyMesh->getDimensions(); + mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, shadowStencil); + glBindVertexArray(instancePointVAO); + glDrawArrays(GL_POINTS, 0, static_cast(count)); + glBindVertexArray(0); } } -- cgit v1.2.3 From 052b2b49d9bfdaaa7f7c5603fa7c47b881df93c2 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 2 Sep 2024 21:00:41 +0100 Subject: Update stencil texture to 2d array --- game/scenary/foliage.cpp | 2 +- gfx/gl/shaders/shadowDynamicPointStencil.fs | 4 ++-- gfx/gl/shaders/shadowDynamicPointStencil.gs | 4 ++-- gfx/gl/shadowStenciller.cpp | 13 +++++++------ 4 files changed, 12 insertions(+), 11 deletions(-) (limited to 'game') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index af67ea6..1e7424e 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -48,7 +48,7 @@ Foliage::shadows(const ShadowMapper & mapper) const const auto dimensions = bodyMesh->getDimensions(); mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, shadowStencil); + glBindTexture(GL_TEXTURE_2D_ARRAY, shadowStencil); glBindVertexArray(instancePointVAO); glDrawArrays(GL_POINTS, 0, static_cast(count)); glBindVertexArray(0); diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.fs b/gfx/gl/shaders/shadowDynamicPointStencil.fs index 57b8aa3..e612691 100644 --- a/gfx/gl/shaders/shadowDynamicPointStencil.fs +++ b/gfx/gl/shaders/shadowDynamicPointStencil.fs @@ -1,9 +1,9 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable -layout(binding = 0) uniform sampler2D stencilDepth; +layout(binding = 0) uniform sampler2DArray stencilDepth; flat in vec3 scale; -in vec2 texCoord; +in vec3 texCoord; void main() diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.gs b/gfx/gl/shaders/shadowDynamicPointStencil.gs index 2873691..b91937d 100644 --- a/gfx/gl/shaders/shadowDynamicPointStencil.gs +++ b/gfx/gl/shaders/shadowDynamicPointStencil.gs @@ -11,7 +11,7 @@ uniform float size; in ivec3 vworldPos[]; flat out vec3 scale; -out vec2 texCoord; +out vec3 texCoord; layout(points) in; layout(triangle_strip, max_vertices = 16) out; @@ -25,7 +25,7 @@ main() for (int c = 0; c < corners.length(); ++c) { gl_Position = pos + vec4(scale.xy * corners[c], 0, 0); gl_Position.z = max(gl_Position.z, -1); - texCoord = (corners[c] * 0.5) + 0.5; + texCoord = vec3((corners[c] * 0.5) + 0.5, 0); EmitVertex(); } EndPrimitive(); diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index 0c34da5..01248bd 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -25,15 +25,16 @@ glTexture ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) { glTexture stencil; - glBindTexture(GL_TEXTURE_2D, stencil); + glBindTexture(GL_TEXTURE_2D_ARRAY, stencil); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT, width, height, 8, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, + nullptr); return stencil; } -- cgit v1.2.3 From 10998a8302b3d7651b4afc046311961eb2dea2c8 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 6 Oct 2024 12:48:40 +0100 Subject: Use LightDirection for calculating/passing all light dir components --- game/environment.cpp | 11 +++++------ gfx/gl/sceneProvider.cpp | 2 +- gfx/gl/sceneRenderer.cpp | 8 ++++---- gfx/gl/sceneRenderer.h | 3 ++- gfx/gl/shadowMapper.cpp | 7 ++++--- gfx/gl/shadowMapper.h | 3 ++- gfx/gl/shadowStenciller.cpp | 15 ++++++++------- gfx/gl/shadowStenciller.h | 5 +++-- test/test-assetFactory.cpp | 2 +- test/test-geoData.cpp | 2 +- test/test-render.cpp | 6 +++--- 11 files changed, 34 insertions(+), 30 deletions(-) (limited to 'game') diff --git a/game/environment.cpp b/game/environment.cpp index 19aad84..5aa1f09 100644 --- a/game/environment.cpp +++ b/game/environment.cpp @@ -1,4 +1,5 @@ #include "environment.h" +#include "gfx/lightDirection.h" #include #include @@ -16,14 +17,12 @@ Environment::render(const SceneRenderer & renderer, const SceneProvider & scene) constexpr RGB baseAmbient {0.1F}, baseDirectional {0.0F}; constexpr RGB relativeAmbient {0.3F, 0.3F, 0.4F}, relativeDirectional {0.6F, 0.6F, 0.5F}; - const auto sunPos = getSunPos({}, worldTime); - const auto sunDir = (glm::mat3 {rotate_yp({sunPos.y + pi, sunPos.x})} * north); - const auto vertical = -std::min(0.F, sunDir.z - 0.1F); - const auto ambient = baseAmbient + relativeAmbient * vertical; - const auto directional = baseDirectional + relativeDirectional * vertical; + const LightDirection sunPos = getSunPos({}, worldTime); + const auto ambient = baseAmbient + relativeAmbient * sunPos.vertical(); + const auto directional = baseDirectional + relativeDirectional * sunPos.vertical(); renderer.setAmbientLight(ambient); - renderer.setDirectionalLight(directional, sunDir, scene); + renderer.setDirectionalLight(directional, sunPos, scene); } // Based on the C++ code published at https://www.psa.es/sdg/sunpos.htm diff --git a/gfx/gl/sceneProvider.cpp b/gfx/gl/sceneProvider.cpp index 2e8604c..4e271db 100644 --- a/gfx/gl/sceneProvider.cpp +++ b/gfx/gl/sceneProvider.cpp @@ -5,7 +5,7 @@ void SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer) const { renderer.setAmbientLight({0.5F, 0.5F, 0.5F}); - renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {-1, 1, -1}, *this); + renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {{-quarter_pi, -quarter_pi}}, *this); } void diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 7aace49..b2a7d78 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -114,7 +114,8 @@ SceneRenderer::setAmbientLight(const RGB & colour) const } void -SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider & scene) const +SceneRenderer::setDirectionalLight( + const RGB & colour, const LightDirection & direction, const SceneProvider & scene) const { if (colour.r > 0 || colour.g > 0 || colour.b > 0) { const auto lvp = shadowMapper.update(scene, direction, camera); @@ -128,7 +129,7 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper); glViewport(0, 0, size.x, size.y); dirLight.use(); - dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp); + dirLight.setDirectionalLight(colour, direction.vector(), camera.getPosition(), lvp); renderQuad(); } } @@ -154,8 +155,7 @@ SceneRenderer::DirectionalLightProgram::setDirectionalLight( return toTextureSpaceMat * m; }; glUniform(colourLoc, c); - const auto nd = glm::normalize(d); - glUniform(directionLoc, nd); + glUniform(directionLoc, d); glUniform(lightPointLoc, p); glUniform(lightViewProjectionCountLoc, static_cast(lvp.size())); glUniform(lightViewProjectionLoc, std::span {lvp * toTextureSpace}); diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index 4195bcf..93470f5 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -1,6 +1,7 @@ #pragma once #include "camera.h" +#include "gfx/lightDirection.h" #include "glArrays.h" #include "program.h" #include "sceneProvider.h" @@ -14,7 +15,7 @@ public: void render(const SceneProvider &) const; void setAmbientLight(const RGB & colour) const; - void setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider &) const; + void setDirectionalLight(const RGB & colour, const LightDirection & direction, const SceneProvider &) const; Camera camera; diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index b08538d..4f7eac1 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -13,6 +13,7 @@ #include "gfx/gl/shaders/vs-shadowDynamicPointStencil.h" #include "gfx/gl/shaders/vs-shadowLandmass.h" #include "gfx/gl/shadowStenciller.h" +#include "gfx/lightDirection.h" #include "gfx/renderable.h" #include "gl_traits.h" #include "location.h" @@ -78,12 +79,12 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV } ShadowMapper::Definitions -ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const +ShadowMapper::update(const SceneProvider & scene, const LightDirection & dir, const Camera & camera) const { glCullFace(GL_FRONT); glEnable(GL_DEPTH_TEST); - shadowStenciller.setLightDirection(dir, up); + shadowStenciller.setLightDirection(dir); for (const auto & [id, asset] : gameState->assets) { if (const auto r = std::dynamic_pointer_cast(asset)) { r->updateStencil(shadowStenciller); @@ -94,7 +95,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, size.x, size.y); - const auto lightViewDir = glm::lookAt({}, dir, up); + const auto lightViewDir = glm::lookAt({}, dir.vector(), up); const auto lightViewPoint = camera.getPosition(); const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); Definitions out; diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index 3aa224e..951e29c 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -11,6 +11,7 @@ class SceneProvider; class Camera; +class LightDirection; class ShadowMapper { public: @@ -21,7 +22,7 @@ public: using Definitions = std::vector; using Sizes = std::vector; - [[nodiscard]] Definitions update(const SceneProvider &, const Direction3D & direction, const Camera &) const; + [[nodiscard]] Definitions update(const SceneProvider &, const LightDirection & direction, const Camera &) const; class ShadowProgram : public Program { public: diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index da2b3a0..ae4012a 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -3,6 +3,7 @@ #include "gfx/gl/shaders/fs-shadowStencil.h" #include "gfx/gl/shaders/gs-shadowStencil.h" #include "gfx/gl/shaders/vs-shadowStencil.h" +#include "gfx/lightDirection.h" #include "gfx/models/mesh.h" #include "glArrays.h" #include "gl_traits.h" @@ -26,10 +27,9 @@ ShadowStenciller::ShadowStenciller() : } void -ShadowStenciller::setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp) +ShadowStenciller::setLightDirection(const LightDirection & lightDir) { - lightDirMat = glm::lookAt(-lightDir, {}, lightDirUp); - viewProjections = angles * [this](const auto & a) { + viewProjections = angles * [lightDirMat = rotate_pitch(lightDir.position().y)](const auto & a) { return lightDirMat * a; }; } @@ -68,10 +68,11 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh glViewport(0, 0, 256, 256); const auto & centre = mesh.getDimensions().centre; const auto & size = mesh.getDimensions().size; - const auto extentsMat - = glm::translate(glm::ortho(-size, size, -size, size, -size, size), {-centre.x, -centre.z, -centre.y}); - glUniform(viewProjectionLoc, std::span {viewProjections * [&](const auto & vp) { - return extentsMat * vp; + glUniform(viewProjectionLoc, + std::span {viewProjections * + [extentsMat = glm::translate(glm::ortho(-size, size, -size, size, -size, size), -centre)]( + const auto & vp) { + return vp * extentsMat; }}); mesh.Draw(); } diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 2edb955..03efced 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -5,13 +5,15 @@ #include "gfx/models/texture.h" #include "glArrays.h" +class LightDirection; + class ShadowStenciller { public: ShadowStenciller(); [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); - void setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp); + void setLightDirection(const LightDirection & lightDir); void renderStencil(const glTexture &, const MeshBase &, const Texture::AnyPtr texture) const; private: @@ -19,6 +21,5 @@ private: Program shadowCaster; Program::RequiredUniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; - glm::mat4 lightDirMat {}; std::array viewProjections; }; diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index 0b5b278..6036721 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -54,7 +54,7 @@ public: environment(const SceneShader &, const SceneRenderer & sceneRenderer) const override { sceneRenderer.setAmbientLight({.4, .4, .4}); - sceneRenderer.setDirectionalLight({.6, .6, .6}, east + south + south + down, *this); + sceneRenderer.setDirectionalLight({.6, .6, .6}, {{0.9, 0.5}}, *this); } void diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp index 11d634d..4a7b98d 100644 --- a/test/test-geoData.cpp +++ b/test/test-geoData.cpp @@ -253,7 +253,7 @@ BOOST_DATA_TEST_CASE(deform, loadFixtureJson("geoData/deform/ environment(const SceneShader &, const SceneRenderer & sr) const override { sr.setAmbientLight({0.1, 0.1, 0.1}); - sr.setDirectionalLight({1, 1, 1}, south + down, *this); + sr.setDirectionalLight({1, 1, 1}, {{quarter_pi, -3 * half_pi}}, *this); } void diff --git a/test/test-render.cpp b/test/test-render.cpp index 0a92689..775eb5c 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -1,4 +1,3 @@ -#include "game/environment.h" #define BOOST_TEST_MODULE test_render #include "testHelpers.h" @@ -8,6 +7,7 @@ #include #include +#include #include #include #include @@ -166,7 +166,7 @@ BOOST_AUTO_TEST_CASE(terrain) environment(const SceneShader &, const SceneRenderer & sr) const override { sr.setAmbientLight({0.1, 0.1, 0.1}); - sr.setDirectionalLight({1, 1, 1}, south + down, *this); + sr.setDirectionalLight({1, 1, 1}, {{0, quarter_pi}}, *this); } void @@ -213,7 +213,7 @@ BOOST_AUTO_TEST_CASE(railnet) environment(const SceneShader &, const SceneRenderer & sr) const override { sr.setAmbientLight({0.1, 0.1, 0.1}); - sr.setDirectionalLight({1, 1, 1}, south + down, *this); + sr.setDirectionalLight({1, 1, 1}, {{0, quarter_pi}}, *this); } void -- cgit v1.2.3 From 439630ae86b01b714574335d4dd2e583f724dba3 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 10 Oct 2024 00:59:41 +0100 Subject: Include foliage yaw rotation in vertex, pass through instead of whole model rotation matrix --- game/scenary/foliage.cpp | 5 +++-- game/scenary/foliage.h | 7 ++++++- game/scenary/plant.cpp | 3 ++- gfx/gl/shaders/shadowDynamicPointStencil.vs | 8 ++++---- 4 files changed, 15 insertions(+), 8 deletions(-) (limited to 'game') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 1e7424e..c90d5be 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -15,8 +15,9 @@ Foliage::postLoad() { texture = getTexture(); bodyMesh->configureVAO(instanceVAO) - .addAttribs(instances.bufferName(), 1); - VertexArrayObject {instancePointVAO}.addAttribs( + .addAttribs( + instances.bufferName(), 1); + VertexArrayObject {instancePointVAO}.addAttribs( instances.bufferName()); } diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index 824a644..5da63f0 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -17,7 +17,12 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs { glVertexArray instancePointVAO; public: - using LocationVertex = std::pair; + struct LocationVertex { + glm::mat3 rotation; + float yaw; + GlobalPosition3D position; + }; + mutable InstanceVertices 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 b39c28b..2006225 100644 --- a/game/scenary/plant.cpp +++ b/game/scenary/plant.cpp @@ -2,6 +2,7 @@ #include "location.h" Plant::Plant(std::shared_ptr type, const Location & position) : - type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)} + type {std::move(type)}, + location {this->type->instances.acquire(position.getRotationTransform(), position.rot.y, position.pos)} { } diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.vs b/gfx/gl/shaders/shadowDynamicPointStencil.vs index dadf9c2..0dd2d79 100644 --- a/gfx/gl/shaders/shadowDynamicPointStencil.vs +++ b/gfx/gl/shaders/shadowDynamicPointStencil.vs @@ -1,17 +1,17 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable -layout(location = 0) in mat3 model; -layout(location = 3) in ivec3 worldPos; +layout(location = 0) in ivec3 worldPos; +layout(location = 1) in float modelYaw; uniform ivec3 viewPoint; uniform vec3 centre; -out mat3 vmodel; +out float vmodelYaw; out ivec3 vworldPos; void main() { - vmodel = model; + vmodelYaw = modelYaw; vworldPos = worldPos - viewPoint + ivec3(centre); } -- cgit v1.2.3 From a5903c351d9219524cf6440d299e57ac66e7ae35 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 10 Oct 2024 01:13:22 +0100 Subject: Don't dump stencil texture --- game/scenary/foliage.cpp | 2 -- 1 file changed, 2 deletions(-) (limited to 'game') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index c90d5be..a0ec576 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -2,7 +2,6 @@ #include "gfx/gl/sceneShader.h" #include "gfx/gl/shadowMapper.h" #include "gfx/gl/vertexArrayObject.h" -#include "gfx/models/texture.h" bool Foliage::persist(Persistence::PersistenceStore & store) @@ -26,7 +25,6 @@ Foliage::updateStencil(const ShadowStenciller & ss) const { if (instances.size() > 0) { ss.renderStencil(shadowStencil, *bodyMesh, texture); - Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); } } -- cgit v1.2.3 From 5b6a6f3b241fea6d19521ddbb705e27d5e4c0268 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 20 Oct 2024 16:24:14 +0100 Subject: Move lots of maths helpers to inline, constexpr, templates Always for working with different dimensions/types --- assetFactory/mutation.cpp | 5 +- game/network/link.cpp | 2 +- game/network/network.cpp | 2 +- game/network/rail.cpp | 4 +- gfx/gl/shadowStenciller.cpp | 4 +- lib/maths.cpp | 97 --------------- lib/maths.h | 287 +++++++++++++++++++++++++++++++------------- test/test-geoData.cpp | 2 +- test/test-maths.cpp | 10 +- 9 files changed, 218 insertions(+), 195 deletions(-) (limited to 'game') diff --git a/assetFactory/mutation.cpp b/assetFactory/mutation.cpp index 6695dff..2ab2a76 100644 --- a/assetFactory/mutation.cpp +++ b/assetFactory/mutation.cpp @@ -1,12 +1,11 @@ #include "mutation.h" -#include #include #include Mutation::Matrix Mutation::getMatrix() const { - return glm::translate(glm::identity(), position) * rotate_ypr(rotation) + return glm::translate(glm::identity(), position) * rotate_ypr<4>(rotation) * glm::scale(glm::identity(), scale); } @@ -19,7 +18,7 @@ Mutation::getDeformationMatrix() const Mutation::Matrix Mutation::getLocationMatrix() const { - return glm::translate(glm::identity(), position) * rotate_ypr(rotation); + return glm::translate(glm::identity(), position) * rotate_ypr<4>(rotation); } bool diff --git a/game/network/link.cpp b/game/network/link.cpp index 248fe7d..745896c 100644 --- a/game/network/link.cpp +++ b/game/network/link.cpp @@ -51,7 +51,7 @@ LinkCurve::positionAt(float dist, unsigned char start) const + RelativePosition3D {0, 0, static_cast(es.first->pos.z - centreBase.z) + (static_cast(es.second->pos.z - es.first->pos.z) * frac)}}; - const auto pitch {vector_pitch({0, 0, static_cast(es.second->pos.z - es.first->pos.z) / length})}; + const auto pitch {vector_pitch(difference(es.second->pos, es.first->pos) / length)}; return Location {GlobalPosition3D(relPos + relClimb) + centreBase, {pitch, normalize(ang + dirOffset[start]), 0}}; } diff --git a/game/network/network.cpp b/game/network/network.cpp index 65b2a62..fa86cb5 100644 --- a/game/network/network.cpp +++ b/game/network/network.cpp @@ -95,7 +95,7 @@ Network::routeFromTo(const Link::End & end, const Node::Ptr & dest) const GenCurveDef Network::genCurveDef(const GlobalPosition3D & start, const GlobalPosition3D & end, float startDir) { - const auto diff {end - start}; + const auto diff = difference(end, start); const auto vy {vector_yaw(diff)}; const auto dir = pi + startDir; const auto flatStart {start.xy()}, flatEnd {end.xy()}; diff --git a/game/network/rail.cpp b/game/network/rail.cpp index fd07ace..c29217a 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -32,7 +32,7 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end) } // Find start link/end - opposite entry dir to existing link; so pi +... const Angle dir = pi + findNodeDirection(node1ins.first); - if (dir == vector_yaw(end - start)) { + if (dir == vector_yaw(difference(end, start))) { return addLink(start, end); } const auto flatStart {start.xy()}, flatEnd {end.xy()}; @@ -62,7 +62,7 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end) return addLink(midh, end, c2); } } - const auto diff {end - start}; + const auto diff = difference(end, start); const auto vy {vector_yaw(diff)}; const auto n2ed {(vy * 2) - dir - pi}; const auto centre {find_arc_centre(flatStart, dir, flatEnd, n2ed)}; diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index eab4797..86b77e4 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -24,8 +24,8 @@ ShadowStenciller::setLightDirection(const LightDirection & lightDir) { viewProjections = [&lightDir](std::integer_sequence) { constexpr float STEP = two_pi / STENCIL_ANGLES; - return std::array { - rotate_pitch(half_pi - lightDir.position().y) * rotate_yaw((Ep * STEP) - lightDir.position().x)...}; + return std::array {rotate_pitch<4>(half_pi - lightDir.position().y) + * rotate_yaw<4>((Ep * STEP) - lightDir.position().x)...}; }(std::make_integer_sequence>()); } diff --git a/lib/maths.cpp b/lib/maths.cpp index f527881..3a9bf9b 100644 --- a/lib/maths.cpp +++ b/lib/maths.cpp @@ -19,103 +19,6 @@ flat_orientation(const Direction3D & diff) return (std::isnan(e[0][0])) ? oneeighty : e; } -// Helper to lookup into a matrix given an xy vector coordinate -template -inline auto & -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 -inline auto -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); - m ^ c2 = m ^ c1; - m ^ ms2 = -(m ^ s1); - return m; -} - -// Create a flat (2D) transformation matrix -glm::mat2 -rotate_flat(float a) -{ - return rotation(a, {0, 0}, {0, 1}, {1, 1}, {1, 0}); -} - -// Create a yaw transformation matrix -glm::mat4 -rotate_yaw(float a) -{ - return rotation(a, {0, 0}, {1, 0}, {1, 1}, {0, 1}); -} - -// Create a roll transformation matrix -glm::mat4 -rotate_roll(float a) -{ - return rotation(a, {0, 0}, {2, 0}, {2, 2}, {0, 2}); -} - -// Create a pitch transformation matrix -glm::mat4 -rotate_pitch(float a) -{ - return rotation(a, {1, 1}, {1, 2}, {2, 2}, {2, 1}); -} - -// Create a combined yaw, pitch, roll transformation matrix -glm::mat4 -rotate_ypr(Rotation3D a) -{ - return rotate_yaw(a.y) * rotate_pitch(a.x) * rotate_roll(a.z); -} - -glm::mat4 -rotate_yp(Rotation2D a) -{ - return rotate_yp(a.y, a.x); -} - -glm::mat4 -rotate_yp(Angle yaw, Angle pitch) -{ - return rotate_yaw(yaw) * rotate_pitch(pitch); -} - -float -vector_yaw(const Direction2D & diff) -{ - return std::atan2(diff.x, diff.y); -} - -float -vector_pitch(const Direction3D & diff) -{ - return std::atan(diff.z); -} - -float -round_frac(const float & v, const float & frac) -{ - return std::round(v / frac) * frac; -} - -float -normalize(float ang) -{ - while (ang > pi) { - ang -= two_pi; - } - while (ang <= -pi) { - ang += two_pi; - } - return ang; -} - static_assert(pow(1, 0) == 1); static_assert(pow(1, 1) == 1); static_assert(pow(1, 2) == 1); diff --git a/lib/maths.h b/lib/maths.h index 97b7ef5..94e357b 100644 --- a/lib/maths.h +++ b/lib/maths.h @@ -17,22 +17,22 @@ struct Arc : public std::pair { } Arc(const RelativePosition2D & dir0, const RelativePosition2D & dir1); - Arc(const Angle angb, const Angle anga); + Arc(Angle anga, Angle angb); auto - operator[](bool i) const + operator[](bool getSecond) const { - return i ? second : first; + return getSecond ? second : first; } - [[nodiscard]] constexpr inline float + [[nodiscard]] constexpr float length() const { return second - first; } }; -constexpr const RelativePosition3D up {0, 0, 1}; +constexpr const RelativePosition3D up {0, 0, 1}; // NOLINT(readability-identifier-length) constexpr const RelativePosition3D down {0, 0, -1}; constexpr const RelativePosition3D north {0, 1, 0}; constexpr const RelativePosition3D south {0, -1, 0}; @@ -40,7 +40,7 @@ constexpr const RelativePosition3D east {1, 0, 0}; constexpr const RelativePosition3D 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 pi {glm::pi()}; // NOLINT(readability-identifier-length) constexpr auto two_pi {glm::two_pi()}; constexpr auto degreesToRads = pi / 180.F; @@ -48,153 +48,274 @@ constexpr auto earthMeanRadius = 6371.01F; // In km constexpr auto astronomicalUnit = 149597890.F; // In km template -constexpr inline GlobalPosition -operator+(const GlobalPosition & g, const RelativePosition & r) +constexpr GlobalPosition +operator+(const GlobalPosition & global, const RelativePosition & relative) { - return g + GlobalPosition(glm::round(r)); + return global + GlobalPosition(glm::round(relative)); } template -constexpr inline GlobalPosition -operator+(const GlobalPosition & g, const CalcPosition & r) +constexpr GlobalPosition +operator+(const GlobalPosition & global, const CalcPosition & relative) { - return g + GlobalPosition(r); + return global + GlobalPosition(relative); } template -constexpr inline GlobalPosition -operator-(const GlobalPosition & g, const RelativePosition & r) +constexpr GlobalPosition +operator-(const GlobalPosition & global, const RelativePosition & relative) { - return g - GlobalPosition(glm::round(r)); + return global - GlobalPosition(glm::round(relative)); } template -constexpr inline GlobalPosition -operator-(const GlobalPosition & g, const CalcPosition & r) +constexpr GlobalPosition +operator-(const GlobalPosition & global, const CalcPosition & relative) { - return g - GlobalPosition(r); + return global - GlobalPosition(relative); +} + +template +constexpr RelativePosition +difference(const glm::vec & globalA, const glm::vec & globalB) +{ + return globalA - globalB; } glm::mat4 flat_orientation(const Rotation3D & diff); -// C++ wrapper for C's sincosf, but with references, not pointers -inline auto -sincosf(float a, float & s, float & c) +namespace { + // Helpers + // C++ wrapper for C's sincosf, but with references, not pointers + constexpr auto + sincosf(float angle, float & sinOut, float & cosOut) + { + if consteval { + sinOut = ::sinf(angle); + cosOut = ::cosf(angle); + } + else { + ::sincosf(angle, &sinOut, &cosOut); + } + } + + template + constexpr auto + sincosf(const T angle) + { + Rotation2D sincosOut; + sincosf(angle, sincosOut.x, sincosOut.y); + return sincosOut; + } + + // Helper to lookup into a matrix given an xy vector coordinate + template + constexpr auto & + operator^(M & matrix, glm::vec<2, I> rowCol) + { + return matrix[rowCol.x][rowCol.y]; + } + + // Create a matrix for the angle, given the targets into the matrix + template + constexpr auto + rotation(typename M::value_type angle, glm::vec<2, I> cos1, glm::vec<2, I> sin1, glm::vec<2, I> cos2, + glm::vec<2, I> negSin1) + { + M out(1); + sincosf(angle, out ^ sin1, out ^ cos1); + out ^ cos2 = out ^ cos1; + out ^ negSin1 = -(out ^ sin1); + return out; + } +} + +// Create a flat transformation matrix +template + requires(D >= 2) +constexpr auto +rotate_flat(const T angle) { - return sincosf(a, &s, &c); + return rotation, glm::length_t>(angle, {0, 0}, {0, 1}, {1, 1}, {1, 0}); } -inline Rotation2D -sincosf(float a) +// Create a yaw transformation matrix +template + requires(D >= 2) +constexpr auto +rotate_yaw(const T angle) { - Rotation2D sc; - sincosf(a, sc.x, sc.y); - return sc; + return rotation, glm::length_t>(angle, {0, 0}, {1, 0}, {1, 1}, {0, 1}); } -glm::mat2 rotate_flat(float); -glm::mat4 rotate_roll(float); -glm::mat4 rotate_yaw(float); -glm::mat4 rotate_pitch(float); -glm::mat4 rotate_yp(Rotation2D); -glm::mat4 rotate_yp(Angle yaw, Angle pitch); -glm::mat4 rotate_ypr(Rotation3D); +// Create a roll transformation matrix +template + requires(D >= 3) +constexpr auto +rotate_roll(const T angle) +{ + return rotation, glm::length_t>(angle, {0, 0}, {2, 0}, {2, 2}, {0, 2}); +} -float vector_yaw(const Direction2D & diff); -float vector_pitch(const Direction3D & diff); +// Create a pitch transformation matrix +template + requires(D >= 3) +constexpr auto +rotate_pitch(const T angle) +{ + return rotation, glm::length_t>(angle, {1, 1}, {1, 2}, {2, 2}, {2, 1}); +} + +// Create a combined yaw, pitch, roll transformation matrix +template + requires(D >= 3) +constexpr auto +rotate_ypr(const glm::vec<3, T, Q> & angles) +{ + return rotate_yaw(angles.y) * rotate_pitch(angles.x) * rotate_roll(angles.z); +} + +template + requires(D >= 3) +constexpr auto +rotate_yp(const T yaw, const T pitch) +{ + return rotate_yaw(yaw) * rotate_pitch(pitch); +} + +template + requires(D >= 3) +constexpr auto +rotate_yp(const glm::vec<2, T, Q> & angles) +{ + return rotate_yp(angles.y, angles.x); +} + +template + requires(D >= 2) +constexpr auto +vector_yaw(const glm::vec & diff) +{ + return std::atan2(diff.x, diff.y); +} + +template + requires(D >= 3) +constexpr auto +vector_pitch(const glm::vec & diff) +{ + return std::atan(diff.z); +} template -glm::vec<2, T, Q> -vector_normal(const glm::vec<2, T, Q> & v) +constexpr glm::vec<2, T, Q> +vector_normal(const glm::vec<2, T, Q> & vector) { - return {-v.y, v.x}; + return {-vector.y, vector.x}; }; -float round_frac(const float & v, const float & frac); +template +constexpr auto +round_frac(const T value, const T frac) +{ + return std::round(value / frac) * frac; +} template -inline constexpr auto -sq(T v) + requires requires(T value) { value * value; } +constexpr auto +sq(T value) { - return v * v; + return value * value; } template -inline constexpr glm::vec<3, int64_t, Q> -crossProduct(const glm::vec<3, int64_t, Q> a, const glm::vec<3, int64_t, Q> b) +constexpr glm::vec<3, int64_t, Q> +crossProduct(const glm::vec<3, int64_t, Q> & valueA, const glm::vec<3, int64_t, Q> & valueB) { 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), + (valueA.y * valueB.z) - (valueA.z * valueB.y), + (valueA.z * valueB.x) - (valueA.x * valueB.z), + (valueA.x * valueB.y) - (valueA.y * valueB.x), }; } template -inline constexpr glm::vec<3, T, Q> -crossProduct(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b) +constexpr glm::vec<3, T, Q> +crossProduct(const glm::vec<3, T, Q> & valueA, const glm::vec<3, T, Q> & valueB) { - return crossProduct(a, b); + return crossProduct(valueA, valueB); } template -inline constexpr glm::vec<3, T, Q> -crossProduct(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b) +constexpr glm::vec<3, T, Q> +crossProduct(const glm::vec<3, T, Q> & valueA, const glm::vec<3, T, Q> & valueB) { - return glm::cross(a, b); + return glm::cross(valueA, valueB); } template -inline constexpr auto -ratio(Ta a, Tb b) +constexpr auto +ratio(const Ta valueA, const Tb valueB) { - return (static_cast(a) / static_cast(b)); + return (static_cast(valueA) / static_cast(valueB)); } template -inline constexpr auto -ratio(glm::vec<2, T, Q> v) +constexpr auto +ratio(const glm::vec<2, T, Q> & value) { - return ratio(v.x, v.y); + return ratio(value.x, value.y); } -template -inline constexpr glm::vec -perspective_divide(glm::vec<4, T, Q> v) +template +constexpr auto +perspective_divide(const glm::vec<4, T, Q> & value) { - return v / v.w; + return value / value.w; } template -inline constexpr glm::vec -operator||(const glm::vec v1, const glm::vec v2) +constexpr glm::vec +operator||(const glm::vec valueA, const glm::vec valueB) { - return {v1, v2}; + return {valueA, valueB}; } template -inline constexpr glm::vec -operator||(const glm::vec v1, const T v2) +constexpr glm::vec +operator||(const glm::vec valueA, const T valueB) { - return {v1, v2}; + return {valueA, valueB}; } -template -inline constexpr glm::vec -perspectiveMultiply(const glm::vec & p, const glm::mat & mutation) +template +constexpr glm::vec +perspectiveMultiply(const glm::vec & base, const glm::mat & mutation) { - const auto p2 = mutation * (p || T(1)); - return p2 / p2.w; + const auto mutated = mutation * (base || T(1)); + return mutated / mutated.w; } -template -inline constexpr glm::vec -perspectiveApply(glm::vec & p, const glm::mat & mutation) +template +constexpr glm::vec +perspectiveApply(glm::vec & base, const glm::mat & mutation) { - return p = perspectiveMultiply(p, mutation); + return base = perspectiveMultiply(base, mutation); } -float normalize(float ang); +template +constexpr T +normalize(T ang) +{ + while (ang > glm::pi()) { + ang -= glm::two_pi(); + } + while (ang <= -glm::pi()) { + ang += glm::two_pi(); + } + return ang; +} template std::pair, bool> @@ -264,7 +385,7 @@ midpoint(const std::pair & v) // std::pow is not constexpr template requires requires(T n) { n *= n; } -constexpr inline T +constexpr T pow(const T base, std::integral auto exp) { T res {1}; @@ -276,14 +397,14 @@ pow(const T base, std::integral auto exp) // Conversions template -inline constexpr auto +constexpr auto mph_to_ms(T v) { return v / 2.237L; } template -inline constexpr auto +constexpr auto kph_to_ms(T v) { return v / 3.6L; diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp index 4a7b98d..35d6bae 100644 --- a/test/test-geoData.cpp +++ b/test/test-geoData.cpp @@ -168,7 +168,7 @@ BOOST_DATA_TEST_CASE(walkTerrainSetsFromFace, from, to, visits) { GeoData::PointFace pf {from}; - BOOST_CHECK_NO_THROW(fixedTerrtain.walk(pf, to, [](auto) {})); + BOOST_CHECK_NO_THROW(fixedTerrtain.walk(pf, to, [](auto) { })); BOOST_CHECK_EQUAL(pf.face(&fixedTerrtain).idx(), visits.front()); } diff --git a/test/test-maths.cpp b/test/test-maths.cpp index ccfb113..f7f34b3 100644 --- a/test/test-maths.cpp +++ b/test/test-maths.cpp @@ -107,9 +107,9 @@ const auto angs = boost::unit_test::data::make({pi, half_pi, two_pi, quarter_pi, * boost::unit_test::data::make(0); const auto random_angs = boost::unit_test::data::random(-two_pi, two_pi) ^ boost::unit_test::data::xrange(1000); const auto rots = boost::unit_test::data::make>({ - {down, rotate_yaw, "yaw"}, - {east, rotate_pitch, "pitch"}, - {north, rotate_roll, "roll"}, + {down, rotate_yaw<4>, "yaw"}, + {east, rotate_pitch<4>, "pitch"}, + {north, rotate_roll<4>, "roll"}, }); BOOST_DATA_TEST_CASE(test_rotations, (angs + random_angs) * rots, angle, ai, axis, ilt_func, name) @@ -247,13 +247,13 @@ BOOST_DATA_TEST_CASE(curve1, BOOST_CHECK_EQUAL(l.radius, 1.F); { const auto p = l.positionAt(0, 0); - const auto angForReversed = normalize(vector_yaw(-e1) * 2 - angFor); + const auto angForReversed = normalize(vector_yaw(difference({}, e1)) * 2 - angFor); BOOST_CHECK_CLOSE_VECI(p.pos, e1); BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angForReversed, 0)); } { const auto p = l.positionAt(0, 1); - const auto angBackReversed = normalize(vector_yaw(e1) * 2 - angBack); + const auto angBackReversed = normalize(vector_yaw(difference(e1, {})) * 2 - angBack); BOOST_CHECK_CLOSE_VECI(p.pos, GlobalPosition3D {}); BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angBackReversed, 0)); } -- cgit v1.2.3 From 56100b1c4cb02db7608763dddd77f8052a533dae Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 21 Oct 2024 18:30:16 +0100 Subject: Further template maths functions --- assetFactory/cylinder.cpp | 2 +- game/geoData.cpp | 2 +- game/network/link.cpp | 4 ++-- game/network/network.cpp | 8 +++---- game/network/rail.cpp | 8 +++---- gfx/followCameraController.cpp | 2 +- lib/maths.h | 53 ++++++++++++++++++++++++------------------ ui/manualCameraController.cpp | 2 +- 8 files changed, 45 insertions(+), 36 deletions(-) (limited to 'game') diff --git a/assetFactory/cylinder.cpp b/assetFactory/cylinder.cpp index f41bfd4..432fb16 100644 --- a/assetFactory/cylinder.cpp +++ b/assetFactory/cylinder.cpp @@ -12,7 +12,7 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, Scale3D lodf) const // Generate 2D circumference points std::vector circumference(P); std::generate(circumference.begin(), circumference.end(), [a = 0.F, step]() mutable { - return sincosf(a += step) * .5F; + return sincos(a += step) * .5F; }); CreatedFaces surface; diff --git a/game/geoData.cpp b/game/geoData.cpp index 72aa056..d212651 100644 --- a/game/geoData.cpp +++ b/game/geoData.cpp @@ -559,7 +559,7 @@ GeoData::setHeights(const std::span triangleStrip, const const auto limit = std::ceil(arc.length() * 5.F / pi); const auto inc = arc.length() / limit; for (float step = 0; step <= limit; step += 1.F) { - addExtrusionFor(sincosf(arc.first + (step * inc))); + addExtrusionFor(sincos(arc.first + (step * inc))); } } else { diff --git a/game/network/link.cpp b/game/network/link.cpp index 745896c..79af92a 100644 --- a/game/network/link.cpp +++ b/game/network/link.cpp @@ -46,7 +46,7 @@ LinkCurve::positionAt(float dist, unsigned char start) const const auto es {std::make_pair(ends[start].node.get(), ends[1 - start].node.get())}; const auto as {std::make_pair(arc[start], arc[1 - start])}; const auto ang {as.first + ((as.second - as.first) * frac)}; - const auto relPos {(sincosf(ang) || 0.F) * radius}; + const auto relPos {(sincos(ang) || 0.F) * radius}; const auto relClimb {vehiclePositionOffset() + RelativePosition3D {0, 0, static_cast(es.first->pos.z - centreBase.z) @@ -69,7 +69,7 @@ LinkCurve::intersectRay(const Ray & ray) const points.reserve(segCount); for (std::remove_const_t swing = {arc.first, centreBase.z - e0p.z}; segCount; swing += step, --segCount) { - points.emplace_back(centreBase + ((sincosf(swing.x) * radius) || swing.y)); + points.emplace_back(centreBase + ((sincos(swing.x) * radius) || swing.y)); } return ray.passesCloseToEdges(points, 1.F); } diff --git a/game/network/network.cpp b/game/network/network.cpp index fa86cb5..6ba3ed6 100644 --- a/game/network/network.cpp +++ b/game/network/network.cpp @@ -121,16 +121,16 @@ Network::genCurveDef(const GlobalPosition3D & start, const GlobalPosition3D & en }; if (const auto radii = find_arcs_radius(flatStart, startDir, flatEnd, endDir); radii.first < radii.second) { const auto radius {radii.first}; - const auto c1 = flatStart + (sincosf(startDir + half_pi) * radius); - const auto c2 = flatEnd + (sincosf(endDir + half_pi) * radius); + const auto c1 = flatStart + (sincos(startDir + half_pi) * radius); + const auto c2 = flatEnd + (sincos(endDir + half_pi) * radius); const auto mid = (c1 + c2) / 2; const auto midh = mid || midheight(mid); return {{start, midh, c1}, {end, midh, c2}}; } else { const auto radius {radii.second}; - const auto c1 = flatStart + (sincosf(startDir - half_pi) * radius); - const auto c2 = flatEnd + (sincosf(endDir - half_pi) * radius); + const auto c1 = flatStart + (sincos(startDir - half_pi) * radius); + const auto c2 = flatEnd + (sincos(endDir - half_pi) * radius); const auto mid = (c1 + c2) / 2; const auto midh = mid || midheight(mid); return {{midh, start, c1}, {midh, end, c2}}; diff --git a/game/network/rail.cpp b/game/network/rail.cpp index c29217a..6f04070 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -45,8 +45,8 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end) const float dir2 = pi + findNodeDirection(node2ins.first); if (const auto radii = find_arcs_radius(flatStart, dir, flatEnd, dir2); radii.first < radii.second) { const auto radius {radii.first}; - const auto c1 = flatStart + (sincosf(dir + half_pi) * radius); - const auto c2 = flatEnd + (sincosf(dir2 + half_pi) * radius); + const auto c1 = flatStart + (sincos(dir + half_pi) * radius); + const auto c2 = flatEnd + (sincos(dir2 + half_pi) * radius); const auto mid = (c1 + c2) / 2; const auto midh = mid || midheight(mid); addLink(start, midh, c1); @@ -54,8 +54,8 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end) } else { const auto radius {radii.second}; - const auto c1 = flatStart + (sincosf(dir - half_pi) * radius); - const auto c2 = flatEnd + (sincosf(dir2 - half_pi) * radius); + const auto c1 = flatStart + (sincos(dir - half_pi) * radius); + const auto c2 = flatEnd + (sincos(dir2 - half_pi) * radius); const auto mid = (c1 + c2) / 2; const auto midh = mid || midheight(mid); addLink(midh, start, c1); diff --git a/gfx/followCameraController.cpp b/gfx/followCameraController.cpp index 52dfb35..cf6da34 100644 --- a/gfx/followCameraController.cpp +++ b/gfx/followCameraController.cpp @@ -24,7 +24,7 @@ FollowCameraController::updateCamera(Camera * camera) const break; case Mode::Ride: - camera->setView(pos + (up * 4.8F), -sincosf(rot.y) || 0.F); + camera->setView(pos + (up * 4.8F), -sincos(rot.y) || 0.F); break; case Mode::ISO: diff --git a/lib/maths.h b/lib/maths.h index 94e357b..90ddb69 100644 --- a/lib/maths.h +++ b/lib/maths.h @@ -87,43 +87,52 @@ glm::mat4 flat_orientation(const Rotation3D & diff); namespace { // Helpers // C++ wrapper for C's sincosf, but with references, not pointers - constexpr auto - sincosf(float angle, float & sinOut, float & cosOut) + template + constexpr void + sincos(T angle, T & sinOut, T & cosOut) { if consteval { - sinOut = ::sinf(angle); - cosOut = ::cosf(angle); + sinOut = std::sin(angle); + cosOut = std::cos(angle); } else { - ::sincosf(angle, &sinOut, &cosOut); + if constexpr (std::is_same_v) { + ::sincosf(angle, &sinOut, &cosOut); + } + else if constexpr (std::is_same_v) { + ::sincos(angle, &sinOut, &cosOut); + } + else if constexpr (std::is_same_v) { + ::sincosl(angle, &sinOut, &cosOut); + } } } - template + template constexpr auto - sincosf(const T angle) + sincos(const T angle) { - Rotation2D sincosOut; - sincosf(angle, sincosOut.x, sincosOut.y); + glm::vec<2, T, Q> sincosOut {}; + sincos(angle, sincosOut.x, sincosOut.y); return sincosOut; } // Helper to lookup into a matrix given an xy vector coordinate - template + template constexpr auto & - operator^(M & matrix, glm::vec<2, I> rowCol) + operator^(glm::mat & matrix, const glm::vec<2, I> rowCol) { return matrix[rowCol.x][rowCol.y]; } // Create a matrix for the angle, given the targets into the matrix - template + template constexpr auto - rotation(typename M::value_type angle, glm::vec<2, I> cos1, glm::vec<2, I> sin1, glm::vec<2, I> cos2, - glm::vec<2, I> negSin1) + rotation(const T angle, const glm::vec<2, I> cos1, const glm::vec<2, I> sin1, const glm::vec<2, I> cos2, + const glm::vec<2, I> negSin1) { - M out(1); - sincosf(angle, out ^ sin1, out ^ cos1); + glm::mat out(1); + sincos(angle, out ^ sin1, out ^ cos1); out ^ cos2 = out ^ cos1; out ^ negSin1 = -(out ^ sin1); return out; @@ -136,7 +145,7 @@ template, glm::length_t>(angle, {0, 0}, {0, 1}, {1, 1}, {1, 0}); + return rotation(angle, {0, 0}, {0, 1}, {1, 1}, {1, 0}); } // Create a yaw transformation matrix @@ -145,7 +154,7 @@ template, glm::length_t>(angle, {0, 0}, {1, 0}, {1, 1}, {0, 1}); + return rotation(angle, {0, 0}, {1, 0}, {1, 1}, {0, 1}); } // Create a roll transformation matrix @@ -154,7 +163,7 @@ template, glm::length_t>(angle, {0, 0}, {2, 0}, {2, 2}, {0, 2}); + return rotation(angle, {0, 0}, {2, 0}, {2, 2}, {0, 2}); } // Create a pitch transformation matrix @@ -163,7 +172,7 @@ template, glm::length_t>(angle, {1, 1}, {1, 2}, {2, 2}, {2, 1}); + return rotation(angle, {1, 1}, {1, 2}, {2, 2}, {2, 1}); } // Create a combined yaw, pitch, roll transformation matrix @@ -337,7 +346,7 @@ find_arc_centre(glm::vec<2, T, Q> start, Angle entrys, glm::vec<2, T, Q> end, An if (start == end) { return {start, false}; } - return find_arc_centre(start, sincosf(entrys + half_pi), end, sincosf(entrye - half_pi)); + return find_arc_centre(start, sincos(entrys + half_pi), end, sincos(entrye - half_pi)); } template @@ -370,7 +379,7 @@ std::pair 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 find_arcs_radius(start, sincos(entrys + leftOrRight), end, sincos(entrye + leftOrRight)); }; return {getrad(-half_pi), getrad(half_pi)}; } diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp index 065e1d8..53905eb 100644 --- a/ui/manualCameraController.cpp +++ b/ui/manualCameraController.cpp @@ -79,6 +79,6 @@ ManualCameraController::render(const UIShader &, const Position &) const void ManualCameraController::updateCamera(Camera * camera) const { - const auto forward = glm::normalize(sincosf(direction) || -sin(pitch)); + const auto forward = glm::normalize(sincos(direction) || -sin(pitch)); camera->setView((focus || 0) - (forward * 3.F * std::pow(dist, 1.3F)), forward); } -- cgit v1.2.3