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 --- gfx/gl/bufferedLocation.h | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'gfx/gl/bufferedLocation.h') 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; -- cgit v1.2.3 From ba4bca84808bebfc81be7df2cb536d1f73451bc6 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 11 Nov 2023 17:35:07 +0000 Subject: Add BufferedLocation method for getting the rotation only transform --- gfx/gl/bufferedLocation.cpp | 6 ++++++ gfx/gl/bufferedLocation.h | 1 + 2 files changed, 7 insertions(+) (limited to 'gfx/gl/bufferedLocation.h') diff --git a/gfx/gl/bufferedLocation.cpp b/gfx/gl/bufferedLocation.cpp index 62cadef..6ba8812 100644 --- a/gfx/gl/bufferedLocation.cpp +++ b/gfx/gl/bufferedLocation.cpp @@ -63,3 +63,9 @@ BufferedLocation::getTransform() const { return loc.getTransform(); } + +glm::mat4 +BufferedLocation::getRotationTransform() const +{ + return loc.getRotationTransform(); +} diff --git a/gfx/gl/bufferedLocation.h b/gfx/gl/bufferedLocation.h index 39d3139..8302b3c 100644 --- a/gfx/gl/bufferedLocation.h +++ b/gfx/gl/bufferedLocation.h @@ -23,6 +23,7 @@ public: void setLocation(Position3D, Rotation3D); [[nodiscard]] glm::mat4 getTransform() const; + [[nodiscard]] glm::mat4 getRotationTransform() const; private: virtual void updateBuffer() = 0; -- cgit v1.2.3 From 5e25d79beef19c39537b0f15982a175fec45bb3e Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 11 Nov 2023 17:37:57 +0000 Subject: Refactor BufferedLocationT to use a callback Simplifies customisation in the face of multiple fields --- game/vehicles/railVehicle.cpp | 15 ++++++++++++--- game/vehicles/railVehicle.h | 5 ++--- gfx/gl/bufferedLocation.cpp | 7 ++++++- gfx/gl/bufferedLocation.h | 18 +++++++----------- 4 files changed, 27 insertions(+), 18 deletions(-) (limited to 'gfx/gl/bufferedLocation.h') diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index fc43995..1ed904d 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -12,10 +12,19 @@ #include RailVehicle::RailVehicle(RailVehicleClassPtr rvc) : - RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)}, location {&LV::body, *this}, + RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)}, + location {[this](const BufferedLocation * l) { + this->get()->body = l->getTransform(); + }}, bogies {{ - {&LV::front, *this, Position3D {0, rvClass->wheelBase / 2.F, 0}}, - {&LV::back, *this, Position3D {0, -rvClass->wheelBase / 2.F, 0}}, + {[this](const BufferedLocation * l) { + this->get()->front = l->getTransform(); + }, + Position3D {0, rvClass->wheelBase / 2.F, 0}}, + {[this](const BufferedLocation * l) { + this->get()->back = l->getTransform(); + }, + Position3D {0, -rvClass->wheelBase / 2.F, 0}}, }} { } diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h index e034852..20d1ea1 100644 --- a/game/vehicles/railVehicle.h +++ b/game/vehicles/railVehicle.h @@ -21,9 +21,8 @@ public: RailVehicleClassPtr rvClass; using LV = RailVehicleClass::LocationVertex; - using BLocation = BufferedLocationT; - BLocation location; - std::array bogies; + BufferedLocationUpdater location; + std::array bogies; }; using RailVehiclePtr = std::unique_ptr; diff --git a/gfx/gl/bufferedLocation.cpp b/gfx/gl/bufferedLocation.cpp index 6ba8812..412e3ab 100644 --- a/gfx/gl/bufferedLocation.cpp +++ b/gfx/gl/bufferedLocation.cpp @@ -1,6 +1,5 @@ #include "bufferedLocation.h" #include "location.h" -#include "maths.h" #include BufferedLocation::BufferedLocation(Position3D p, Rotation3D r) : BufferedLocation {Location {p, r}} { } @@ -69,3 +68,9 @@ BufferedLocation::getRotationTransform() const { return loc.getRotationTransform(); } + +void +BufferedLocationUpdater::updateBuffer() const +{ + onUpdate(this); +} diff --git a/gfx/gl/bufferedLocation.h b/gfx/gl/bufferedLocation.h index 8302b3c..a5cd23e 100644 --- a/gfx/gl/bufferedLocation.h +++ b/gfx/gl/bufferedLocation.h @@ -4,7 +4,7 @@ #include #include #include -#include +#include class BufferedLocation { public: @@ -26,16 +26,16 @@ public: [[nodiscard]] glm::mat4 getRotationTransform() const; private: - virtual void updateBuffer() = 0; + virtual void updateBuffer() const = 0; Location loc; }; -template class BufferedLocationT : public BufferedLocation { +class BufferedLocationUpdater : public BufferedLocation { public: template - BufferedLocationT(Target &&... target, LocationArgs &&... t) : - BufferedLocation {std::forward(t)...}, target {std::forward(target)...} + BufferedLocationUpdater(std::function onUpdate, LocationArgs &&... t) : + BufferedLocation {std::forward(t)...}, onUpdate {std::move(onUpdate)} { updateBuffer(); } @@ -43,11 +43,7 @@ public: using BufferedLocation::operator=; private: - void - updateBuffer() override - { - std::apply(std::invoke, target) = getTransform(); - } + void updateBuffer() const override; - std::tuple target; + std::function onUpdate; }; -- cgit v1.2.3 From 3200eb41d60595813dca751fe15193ba0b44dddf Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 25 Nov 2023 14:32:56 +0000 Subject: Remove getTransform --- game/vehicles/railVehicle.cpp | 18 +++++++++--------- gfx/gl/bufferedLocation.cpp | 6 ------ gfx/gl/bufferedLocation.h | 1 - lib/location.cpp | 6 ------ lib/location.h | 1 - 5 files changed, 9 insertions(+), 23 deletions(-) (limited to 'gfx/gl/bufferedLocation.h') diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index 26536f5..bee0dd0 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -49,16 +49,16 @@ RailVehicle::intersectRay(const Ray & ray, Position2D * baryPos, float * distanc constexpr const auto X = 1350.F; const auto Y = this->rvClass->length / 2.F; constexpr const auto Z = 3900.F; - const auto moveBy = location.getTransform(); + const auto moveBy = location.getRotationTransform(); const std::array cornerVertices {{ - moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB - moveBy * glm::vec4 {X, Y, 0, 1}, // RFB - moveBy * glm::vec4 {-X, Y, Z, 1}, // LFT - moveBy * glm::vec4 {X, Y, Z, 1}, // RFT - moveBy * glm::vec4 {-X, -Y, 0, 1}, // LBB - moveBy * glm::vec4 {X, -Y, 0, 1}, // RBB - moveBy * glm::vec4 {-X, -Y, Z, 1}, // LBT - moveBy * glm::vec4 {X, -Y, Z, 1}, // RBT + location.position() + (moveBy * glm::vec4 {-X, Y, 0, 1}).xyz(), // LFB + location.position() + (moveBy * glm::vec4 {X, Y, 0, 1}).xyz(), // RFB + location.position() + (moveBy * glm::vec4 {-X, Y, Z, 1}).xyz(), // LFT + location.position() + (moveBy * glm::vec4 {X, Y, Z, 1}).xyz(), // RFT + location.position() + (moveBy * glm::vec4 {-X, -Y, 0, 1}).xyz(), // LBB + location.position() + (moveBy * glm::vec4 {X, -Y, 0, 1}).xyz(), // RBB + location.position() + (moveBy * glm::vec4 {-X, -Y, Z, 1}).xyz(), // LBT + location.position() + (moveBy * glm::vec4 {X, -Y, Z, 1}).xyz(), // RBT }}; static constexpr const std::array, 10> triangles {{ // Front diff --git a/gfx/gl/bufferedLocation.cpp b/gfx/gl/bufferedLocation.cpp index 412e3ab..2a2e723 100644 --- a/gfx/gl/bufferedLocation.cpp +++ b/gfx/gl/bufferedLocation.cpp @@ -57,12 +57,6 @@ BufferedLocation::setLocation(Position3D p, Rotation3D r) updateBuffer(); } -glm::mat4 -BufferedLocation::getTransform() const -{ - return loc.getTransform(); -} - glm::mat4 BufferedLocation::getRotationTransform() const { diff --git a/gfx/gl/bufferedLocation.h b/gfx/gl/bufferedLocation.h index a5cd23e..30967e3 100644 --- a/gfx/gl/bufferedLocation.h +++ b/gfx/gl/bufferedLocation.h @@ -22,7 +22,6 @@ public: void setRotation(Rotation3D, bool update = true); void setLocation(Position3D, Rotation3D); - [[nodiscard]] glm::mat4 getTransform() const; [[nodiscard]] glm::mat4 getRotationTransform() const; private: diff --git a/lib/location.cpp b/lib/location.cpp index 9a31402..ff7cfa6 100644 --- a/lib/location.cpp +++ b/lib/location.cpp @@ -2,12 +2,6 @@ #include "maths.h" #include -glm::mat4 -Location::getTransform() const -{ - return glm::translate(pos) * rotate_ypr(rot); -} - glm::mat4 Location::getRotationTransform() const { diff --git a/lib/location.h b/lib/location.h index 55737ae..85834a0 100644 --- a/lib/location.h +++ b/lib/location.h @@ -9,7 +9,6 @@ public: explicit Location(Position3D pos = {}, Rotation3D rot = {}) : pos {pos}, rot {rot} { } #endif - [[nodiscard]] glm::mat4 getTransform() const; [[nodiscard]] glm::mat4 getRotationTransform() const; Position3D pos; -- cgit v1.2.3 From 0aa665c3648d788755b00c9e431c872d57fddbb8 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 25 Nov 2023 16:28:39 +0000 Subject: Model positions as integers Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow --- config/types.h | 19 +++++++++++++++---- game/geoData.cpp | 4 ++-- game/scenary/foliage.h | 2 +- game/vehicles/railVehicle.cpp | 22 +++++++++++----------- game/vehicles/railVehicleClass.h | 2 +- gfx/followCameraController.cpp | 4 ++-- gfx/gl/bufferedLocation.cpp | 8 ++++---- gfx/gl/bufferedLocation.h | 8 ++++---- gfx/gl/sceneShader.cpp | 2 +- gfx/gl/shaders/dynamicPoint.vs | 2 +- gfx/gl/shaders/dynamicPointInst.vs | 2 +- gfx/gl/shaders/fixedPoint.vs | 2 +- gfx/gl/shaders/shadowDynamicPoint.vs | 2 +- gfx/gl/shaders/shadowDynamicPointInst.vs | 2 +- gfx/gl/shaders/shadowFixedPoint.vs | 2 +- gfx/gl/shadowMapper.cpp | 2 +- lib/location.h | 4 ++-- test/test-maths.cpp | 12 ++++++------ 18 files changed, 56 insertions(+), 45 deletions(-) (limited to 'gfx/gl/bufferedLocation.h') diff --git a/config/types.h b/config/types.h index d99735e..6fc7b61 100644 --- a/config/types.h +++ b/config/types.h @@ -3,10 +3,14 @@ #include "glad/gl.h" #include -using Distance = float; +using Distance = float; // deprecate +using RelativeDistance = float; +using GlobalDistance = int32_t; using Angle = float; -template using Position = glm::vec; +template using Position = glm::vec; // deprecate +template using RelativePosition = glm::vec; +template using GlobalPosition = glm::vec; template using Size = glm::vec; template using Scale = glm::vec; template using Direction = glm::vec; @@ -14,8 +18,15 @@ template using Normal = Direction; template using Rotation = glm::vec; template using Colour = glm::vec; -using Position2D = Position<2>; -using Position3D = Position<3>; +using Position2D = Position<2>; // deprecate +using Position3D = Position<3>; // deprecate +using BaryPosition = glm::vec<2, float>; +using RelativePosition2D = RelativePosition<2>; +using RelativePosition3D = RelativePosition<3>; +using RelativePosition4D = RelativePosition<4>; +using GlobalPosition2D = GlobalPosition<2>; +using GlobalPosition3D = GlobalPosition<3>; +using GlobalPosition4D = GlobalPosition<4>; using Size2D = Size<2>; using Size3D = Size<3>; using Scale2D = Scale<2>; diff --git a/game/geoData.cpp b/game/geoData.cpp index da067f7..ec990ea 100644 --- a/game/geoData.cpp +++ b/game/geoData.cpp @@ -73,7 +73,7 @@ GeoData::loadFromImages(const std::filesystem::path & fileName, float scale_) } GeoData::Quad -GeoData::quad(glm::vec2 wcoord) const +GeoData::quad(Position2D wcoord) const { constexpr static const std::array corners {{{0, 0}, {0, 1}, {1, 0}, {1, 1}}}; return transform_array(transform_array(corners, @@ -154,7 +154,7 @@ GeoData::intersectRay(const Ray & ray) const try { const auto point = quad(n); for (auto offset : {0U, 1U}) { - glm::vec2 bary; + BaryPosition bary; float distance; if (glm::intersectRayTriangle(ray.start, ray.direction, point[offset], point[offset + 1], point[offset + 2], bary, distance)) { diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index 5a9d2de..bbb6200 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -15,7 +15,7 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs { glVertexArray instanceVAO; public: - using LocationVertex = std::pair; + using LocationVertex = std::pair; mutable InstanceVertices instances; void render(const SceneShader &) const override; void shadows(const ShadowMapper &) const override; diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index bee0dd0..30b615c 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -38,9 +38,9 @@ RailVehicle::move(const Train * t, float & trailBy) const auto overhang {(rvClass->length - rvClass->wheelBase) / 2}; const auto & b1Pos = bogies[0] = t->getBogiePosition(t->linkDist, trailBy += overhang); const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase); - const auto diff = glm::normalize(b2Pos.position() - b1Pos.position()); - location.setLocation((b1Pos.position() + b2Pos.position()) / 2.F, {vector_pitch(diff), vector_yaw(diff), 0}); - trailBy += 0.6F + overhang; + const auto diff = glm::normalize(RelativePosition3D(b2Pos.position() - b1Pos.position())); + location.setLocation((b1Pos.position() + b2Pos.position()) / 2, {vector_pitch(diff), vector_yaw(diff), 0}); + trailBy += 600.F + overhang; } bool @@ -51,14 +51,14 @@ RailVehicle::intersectRay(const Ray & ray, Position2D * baryPos, float * distanc constexpr const auto Z = 3900.F; const auto moveBy = location.getRotationTransform(); const std::array cornerVertices {{ - location.position() + (moveBy * glm::vec4 {-X, Y, 0, 1}).xyz(), // LFB - location.position() + (moveBy * glm::vec4 {X, Y, 0, 1}).xyz(), // RFB - location.position() + (moveBy * glm::vec4 {-X, Y, Z, 1}).xyz(), // LFT - location.position() + (moveBy * glm::vec4 {X, Y, Z, 1}).xyz(), // RFT - location.position() + (moveBy * glm::vec4 {-X, -Y, 0, 1}).xyz(), // LBB - location.position() + (moveBy * glm::vec4 {X, -Y, 0, 1}).xyz(), // RBB - location.position() + (moveBy * glm::vec4 {-X, -Y, Z, 1}).xyz(), // LBT - location.position() + (moveBy * glm::vec4 {X, -Y, Z, 1}).xyz(), // RBT + location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, 0, 1}).xyz(), // LFB + location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, 0, 1}).xyz(), // RFB + location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, Z, 1}).xyz(), // LFT + location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, Z, 1}).xyz(), // RFT + location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, 0, 1}).xyz(), // LBB + location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, 0, 1}).xyz(), // RBB + location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, Z, 1}).xyz(), // LBT + location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, Z, 1}).xyz(), // RBT }}; static constexpr const std::array, 10> triangles {{ // Front diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h index 16dce01..913feea 100644 --- a/game/vehicles/railVehicleClass.h +++ b/game/vehicles/railVehicleClass.h @@ -20,7 +20,7 @@ public: struct LocationVertex { glm::mat4 body, front, back; - Position3D bodyPos, frontPos, backPos; + GlobalPosition3D bodyPos, frontPos, backPos; }; std::array bogies; diff --git a/gfx/followCameraController.cpp b/gfx/followCameraController.cpp index 5b08483..aee2187 100644 --- a/gfx/followCameraController.cpp +++ b/gfx/followCameraController.cpp @@ -24,11 +24,11 @@ FollowCameraController::updateCamera(Camera * camera) const break; case Mode::Ride: - camera->setView(pos + (up * 4.8F), !-sincosf(rot.y)); + camera->setView(pos + GlobalPosition3D(up * 4.8F), !-sincosf(rot.y)); break; case Mode::ISO: - camera->setView(pos + ((up + north + east) * 40.F), glm::normalize(down + south + west), + camera->setView(pos + GlobalPosition3D((up + north + east) * 40.F), glm::normalize(down + south + west), glm::normalize(up - north - east)); break; } diff --git a/gfx/gl/bufferedLocation.cpp b/gfx/gl/bufferedLocation.cpp index 2a2e723..d6a63b9 100644 --- a/gfx/gl/bufferedLocation.cpp +++ b/gfx/gl/bufferedLocation.cpp @@ -2,7 +2,7 @@ #include "location.h" #include -BufferedLocation::BufferedLocation(Position3D p, Rotation3D r) : BufferedLocation {Location {p, r}} { } +BufferedLocation::BufferedLocation(GlobalPosition3D p, Rotation3D r) : BufferedLocation {Location {p, r}} { } BufferedLocation::BufferedLocation(const Location & l) : loc {l} { } @@ -19,7 +19,7 @@ BufferedLocation::operator=(const Location & l) return *this; } -Position3D +GlobalPosition3D BufferedLocation::position() const { return loc.pos; @@ -32,7 +32,7 @@ BufferedLocation::rotation() const } void -BufferedLocation::setPosition(Position3D p, bool update) +BufferedLocation::setPosition(GlobalPosition3D p, bool update) { loc.pos = p; if (update) { @@ -50,7 +50,7 @@ BufferedLocation::setRotation(Position3D r, bool update) } void -BufferedLocation::setLocation(Position3D p, Rotation3D r) +BufferedLocation::setLocation(GlobalPosition3D p, Rotation3D r) { loc.pos = p; loc.rot = r; diff --git a/gfx/gl/bufferedLocation.h b/gfx/gl/bufferedLocation.h index 30967e3..87b957f 100644 --- a/gfx/gl/bufferedLocation.h +++ b/gfx/gl/bufferedLocation.h @@ -8,7 +8,7 @@ class BufferedLocation { public: - BufferedLocation(Position3D = {}, Rotation3D = {}); + BufferedLocation(GlobalPosition3D = {}, Rotation3D = {}); BufferedLocation(const Location &); virtual ~BufferedLocation() = default; @@ -16,11 +16,11 @@ public: operator const Location &() const; - [[nodiscard]] Position3D position() const; + [[nodiscard]] GlobalPosition3D position() const; [[nodiscard]] Rotation3D rotation() const; - void setPosition(Position3D, bool update = true); + void setPosition(GlobalPosition3D, bool update = true); void setRotation(Rotation3D, bool update = true); - void setLocation(Position3D, Rotation3D); + void setLocation(GlobalPosition3D, Rotation3D); [[nodiscard]] glm::mat4 getRotationTransform() const; diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index de75814..59a9748 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -69,7 +69,7 @@ void SceneShader::BasicProgram::setModel(Location const & location) const { glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(rotate_ypr(location.rot))); - glUniform3fv(modelPosLoc, 1, glm::value_ptr(location.pos)); + glUniform3iv(modelPosLoc, 1, glm::value_ptr(location.pos)); } void diff --git a/gfx/gl/shaders/dynamicPoint.vs b/gfx/gl/shaders/dynamicPoint.vs index 9dd6a47..667f247 100644 --- a/gfx/gl/shaders/dynamicPoint.vs +++ b/gfx/gl/shaders/dynamicPoint.vs @@ -7,6 +7,6 @@ include(`materialInterface.glsl') uniform mat4 viewProjection; uniform vec3 viewPoint; uniform mat4 model; -uniform vec3 modelPos; +uniform ivec3 modelPos; include(`commonPoint.glsl') diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vs index 4ae6813..adf39bd 100644 --- a/gfx/gl/shaders/dynamicPointInst.vs +++ b/gfx/gl/shaders/dynamicPointInst.vs @@ -7,6 +7,6 @@ include(`materialInterface.glsl') uniform mat4 viewProjection; uniform vec3 viewPoint; layout(location = 5) in mat4 model; -layout(location = 9) in vec3 modelPos; +layout(location = 9) in ivec3 modelPos; include(`commonPoint.glsl') diff --git a/gfx/gl/shaders/fixedPoint.vs b/gfx/gl/shaders/fixedPoint.vs index 0adbb02..6e1ab49 100644 --- a/gfx/gl/shaders/fixedPoint.vs +++ b/gfx/gl/shaders/fixedPoint.vs @@ -7,6 +7,6 @@ include(`materialInterface.glsl') uniform mat4 viewProjection; uniform vec3 viewPoint; const mat4 model = mat4(1); -const vec3 modelPos = vec3(0); +const vec3 modelPos = ivec3(0); include(`commonPoint.glsl') diff --git a/gfx/gl/shaders/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vs index eb25423..e20d31a 100644 --- a/gfx/gl/shaders/shadowDynamicPoint.vs +++ b/gfx/gl/shaders/shadowDynamicPoint.vs @@ -5,6 +5,6 @@ include(`meshIn.glsl') uniform mat4 viewProjection; uniform vec3 viewPoint; uniform mat4 model; -uniform vec3 modelPos; +uniform ivec3 modelPos; include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs index a0f51c3..ab3e976 100644 --- a/gfx/gl/shaders/shadowDynamicPointInst.vs +++ b/gfx/gl/shaders/shadowDynamicPointInst.vs @@ -5,6 +5,6 @@ include(`meshIn.glsl') uniform mat4 viewProjection; uniform vec3 viewPoint; layout(location = 5) in mat4 model; -layout(location = 9) in vec3 modelPos; +layout(location = 9) in ivec3 modelPos; include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs index dfc5c42..a9fb4a3 100644 --- a/gfx/gl/shaders/shadowFixedPoint.vs +++ b/gfx/gl/shaders/shadowFixedPoint.vs @@ -5,6 +5,6 @@ include(`meshIn.glsl') uniform mat4 viewProjection; uniform vec3 viewPoint; const mat4 model = mat4(1); -const vec3 modelPos = vec3(0); +const ivec3 modelPos = ivec3(0); include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 4a8d7ec..07db6a1 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -202,5 +202,5 @@ void ShadowMapper::DynamicPoint::setModel(const Location & location) const { glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(rotate_ypr(location.rot))); - glUniform3fv(modelPosLoc, 1, glm::value_ptr(location.pos)); + glUniform3iv(modelPosLoc, 1, glm::value_ptr(location.pos)); } diff --git a/lib/location.h b/lib/location.h index 85834a0..8570fc2 100644 --- a/lib/location.h +++ b/lib/location.h @@ -6,11 +6,11 @@ class Location { public: #ifndef __cpp_aggregate_paren_init - explicit Location(Position3D pos = {}, Rotation3D rot = {}) : pos {pos}, rot {rot} { } + explicit Location(GlobalPosition3D pos = {}, Rotation3D rot = {}) : pos {pos}, rot {rot} { } #endif [[nodiscard]] glm::mat4 getRotationTransform() const; - Position3D pos; + GlobalPosition3D pos; Rotation3D rot; }; diff --git a/test/test-maths.cpp b/test/test-maths.cpp index 2560319..9eae918 100644 --- a/test/test-maths.cpp +++ b/test/test-maths.cpp @@ -196,12 +196,12 @@ BOOST_DATA_TEST_CASE(straight1, const TestLinkStraight l(v); { const auto p = l.positionAt(0, 0); - BOOST_CHECK_EQUAL(p.pos, origin); + BOOST_CHECK_EQUAL(p.pos, GlobalPosition3D {origin}); BOOST_CHECK_EQUAL(p.rot, glm::vec3(0, angFor, 0)); } { const auto p = l.positionAt(0, 1); - BOOST_CHECK_EQUAL(p.pos, v); + BOOST_CHECK_EQUAL(p.pos, GlobalPosition3D {v}); BOOST_CHECK_EQUAL(p.rot, glm::vec3(0, angBack, 0)); } } @@ -231,12 +231,12 @@ BOOST_DATA_TEST_CASE(curve1, BOOST_CHECK_EQUAL(l.radius, 1.F); { const auto p = l.positionAt(0, 0); - BOOST_CHECK_CLOSE_VEC(p.pos, origin); + BOOST_CHECK_CLOSE_VEC(RelativePosition3D {p.pos}, origin); BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angFor, 0)); } { const auto p = l.positionAt(0, 1); - BOOST_CHECK_CLOSE_VEC(p.pos, e1); + BOOST_CHECK_CLOSE_VEC(RelativePosition3D {p.pos}, e1); BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angBack, 0)); } } @@ -247,13 +247,13 @@ BOOST_DATA_TEST_CASE(curve1, { const auto p = l.positionAt(0, 0); const auto angForReversed = normalize(vector_yaw(origin - e1) * 2 - angFor); - BOOST_CHECK_CLOSE_VEC(p.pos, e1); + BOOST_CHECK_CLOSE_VEC(RelativePosition3D {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 - origin) * 2 - angBack); - BOOST_CHECK_CLOSE_VEC(p.pos, origin); + BOOST_CHECK_CLOSE_VEC(RelativePosition3D {p.pos}, origin); BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angBackReversed, 0)); } } -- cgit v1.2.3