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 --- gfx/gl/camera.h | 8 ++++++++ gfx/gl/instanceVertices.h | 13 +++++++++++-- gfx/gl/program.h | 3 +++ gfx/gl/sceneProvider.cpp | 1 + gfx/gl/sceneRenderer.cpp | 1 + gfx/gl/sceneRenderer.h | 2 ++ gfx/gl/shader.h | 1 + gfx/gl/shadowMapper.cpp | 7 +++++++ gfx/gl/shadowMapper.h | 5 +++++ gfx/gl/uiShader.cpp | 2 ++ gfx/gl/vertexArrayObject.h | 5 +++++ gfx/image.h | 2 ++ gfx/models/texture.cpp | 2 ++ gfx/models/tga.h | 1 + gfx/renderable.cpp | 1 + 15 files changed, 52 insertions(+), 2 deletions(-) (limited to 'gfx') diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h index 3f1c3a7..7956ec3 100644 --- a/gfx/gl/camera.h +++ b/gfx/gl/camera.h @@ -13,6 +13,7 @@ public: { return viewProjection; } + [[nodiscard]] Ray unProject(const glm::vec2 &) const; void @@ -21,11 +22,13 @@ public: position = p; updateView(); } + void setForward(const glm::vec3 & f) { setForward(f, upFromForward(f)); } + void setForward(const glm::vec3 & f, const glm::vec3 & u) { @@ -33,28 +36,33 @@ public: up = u; updateView(); } + void setView(const glm::vec3 & p, const glm::vec3 & f) { position = p; setForward(f); } + void setView(const glm::vec3 & p, const glm::vec3 & f, const glm::vec3 & u) { position = p; setView(f, u); } + void lookAt(const glm::vec3 & target) { setForward(glm::normalize(target - position)); } + [[nodiscard]] auto getForward() const { return forward; } + [[nodiscard]] auto getPosition() const { diff --git a/gfx/gl/instanceVertices.h b/gfx/gl/instanceVertices.h index 7b0341b..a89aa78 100644 --- a/gfx/gl/instanceVertices.h +++ b/gfx/gl/instanceVertices.h @@ -13,9 +13,11 @@ public: class [[nodiscard]] InstanceProxy { public: InstanceProxy(InstanceVertices * iv, std::size_t idx) : instances {iv}, index {idx} { } + InstanceProxy(InstanceProxy && other) : instances {std::exchange(other.instances, nullptr)}, index {other.index} { } + NO_COPY(InstanceProxy); ~InstanceProxy() @@ -35,6 +37,7 @@ public: index = other.index; return *this; } + template T & operator=(U && v) @@ -42,40 +45,46 @@ public: return instances->lookup(index) = std::forward(v); } - [[nodiscard]] - operator T &() + [[nodiscard]] operator T &() { return instances->lookup(index); } + [[nodiscard]] operator const T &() const { return instances->lookup(index); } + [[nodiscard]] T * get() { return &instances->lookup(index); } + [[nodiscard]] const T * get() const { return &instances->lookup(index); } + [[nodiscard]] T * operator->() { return get(); } + [[nodiscard]] const T * operator->() const { return get(); } + [[nodiscard]] T & operator*() { return instances->lookup(index); } + [[nodiscard]] const T & operator*() const { diff --git a/gfx/gl/program.h b/gfx/gl/program.h index 76b6742..1a1c306 100644 --- a/gfx/gl/program.h +++ b/gfx/gl/program.h @@ -9,6 +9,7 @@ class Location; using ProgramRef = glRef; + class Program { public: template explicit Program(const S &... srcs) @@ -16,12 +17,14 @@ public: (glAttachShader(m_program, srcs.compile()), ...); linkAndValidate(); } + virtual ~Program() = default; DEFAULT_MOVE_NO_COPY(Program); class UniformLocation { public: UniformLocation(GLuint prog, const char * name); + // NOLINTNEXTLINE(hicpp-explicit-conversions) operator auto() const { diff --git a/gfx/gl/sceneProvider.cpp b/gfx/gl/sceneProvider.cpp index 0163b36..2e8604c 100644 --- a/gfx/gl/sceneProvider.cpp +++ b/gfx/gl/sceneProvider.cpp @@ -7,6 +7,7 @@ SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer) renderer.setAmbientLight({0.5F, 0.5F, 0.5F}); renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {-1, 1, -1}, *this); } + void SceneProvider::shadows(const ShadowMapper &) const { diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index aa9453a..5799daf 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -13,6 +13,7 @@ static constexpr const std::array displayVAOdata {{ {1, 1, 1, 1}, {1, -1, 1, 0}, }}; + SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) : camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o}, lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}} diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index d4af665..55df84d 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -27,11 +27,13 @@ private: glFrameBuffer gBuffer; glTexture gPosition, gNormal, gAlbedoSpec, gIllumination; glRenderBuffer depth; + class DeferredLightProgram : public Program { public: using Program::Program; using Program::use; }; + class DirectionalLightProgram : public Program { public: DirectionalLightProgram(); diff --git a/gfx/gl/shader.h b/gfx/gl/shader.h index 0810e6b..cff2281 100644 --- a/gfx/gl/shader.h +++ b/gfx/gl/shader.h @@ -8,6 +8,7 @@ class Shader { public: using ShaderRef = glRef; + constexpr Shader(const GLchar * text, GLint len, GLuint type) : text {text}, len {len}, type {type} { } [[nodiscard]] ShaderRef compile() const; diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 55d986c..79b39c0 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -94,11 +94,13 @@ struct DefinitionsInserter { { return out.maps++; }; + auto operator*() { return std::tie(out.projections[out.maps], out.regions[out.maps]); } + ShadowMapper::Definitions & out; }; @@ -161,12 +163,14 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C } ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) : Program {vs}, viewProjectionLoc {*this, "viewProjection"} { } + void ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection) const { use(); glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection)); } + void ShadowMapper::FixedPoint::use() const { @@ -177,12 +181,14 @@ ShadowMapper::DynamicPoint::DynamicPoint() : Program {shadowDynamicPoint_vs}, viewProjectionLoc {*this, "viewProjection"}, modelLoc {*this, "model"} { } + void ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection) const { glUseProgram(*this); glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection)); } + void ShadowMapper::DynamicPoint::use(const Location & location) const { @@ -191,6 +197,7 @@ ShadowMapper::DynamicPoint::use(const Location & location) const const auto model = glm::translate(location.pos) * rotate_ypr(location.rot); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); } + void ShadowMapper::DynamicPoint::setModel(const Location & location) const { diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index 36371eb..cd1b975 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -8,16 +8,19 @@ class SceneProvider; class Camera; #include + class ShadowMapper { public: explicit ShadowMapper(const glm::ivec2 & size); static constexpr std::size_t SHADOW_BANDS {4}; + struct Definitions { std::array projections {}; std::array regions {}; size_t maps {}; }; + [[nodiscard]] Definitions update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const; class FixedPoint : public Program { @@ -29,6 +32,7 @@ public: private: RequiredUniformLocation viewProjectionLoc; }; + class DynamicPoint : public Program { public: DynamicPoint(); @@ -40,6 +44,7 @@ public: RequiredUniformLocation viewProjectionLoc; RequiredUniformLocation modelLoc; }; + FixedPoint fixedPoint, dynamicPointInst; DynamicPoint dynamicPoint; diff --git a/gfx/gl/uiShader.cpp b/gfx/gl/uiShader.cpp index 78e0064..0b47211 100644 --- a/gfx/gl/uiShader.cpp +++ b/gfx/gl/uiShader.cpp @@ -9,6 +9,7 @@ #include UIShader::IconProgram::IconProgram(const glm::mat4 & vp) : UIProgram {vp, uiShader_vs, uiShader_fs} { } + UIShader::TextProgram::TextProgram(const glm::mat4 & vp) : UIProgram {vp, uiShader_vs, uiShaderFont_fs}, colorLoc {*this, "colour"} { @@ -18,6 +19,7 @@ UIShader::UIShader(size_t width, size_t height) : UIShader {glm::ortho(0, static_cast(width), 0, static_cast(height))} { } + UIShader::UIShader(const glm::mat4 & viewProjection) : icon {viewProjection}, text {viewProjection} { } void diff --git a/gfx/gl/vertexArrayObject.h b/gfx/gl/vertexArrayObject.h index fa6baa3..57daaf3 100644 --- a/gfx/gl/vertexArrayObject.h +++ b/gfx/gl/vertexArrayObject.h @@ -11,22 +11,27 @@ public: { glBindVertexArray(arrayObject); } + ~VertexArrayObject() { glBindVertexArray(0); } + NO_MOVE(VertexArrayObject); NO_COPY(VertexArrayObject); template struct MP { constexpr MP(m T::*p) : P {p} { } + operator void *() const { return &(static_cast(nullptr)->*P); } + m T::*P; using value_type = m; }; + template MP(m T::*) -> MP; template diff --git a/gfx/image.h b/gfx/image.h index 8bb4067..6fbbdd1 100644 --- a/gfx/image.h +++ b/gfx/image.h @@ -7,7 +7,9 @@ class Image { public: Image(const char * fileName, int flags); + Image(const std::string & fileName, int flags) : Image(fileName.c_str(), flags) { } + Image(std::span data, int flags); ~Image(); diff --git a/gfx/models/texture.cpp b/gfx/models/texture.cpp index 380f2e0..b7f1bee 100644 --- a/gfx/models/texture.cpp +++ b/gfx/models/texture.cpp @@ -139,11 +139,13 @@ GLuint TextureAtlas::add(glm::ivec2 position, glm::ivec2 size, void * data, TextureOptions to) { glTextureSubImage2D(m_texture, 0, position.x, position.y, size.x, size.y, GL_RGBA, GL_UNSIGNED_BYTE, data); + struct Material { glm::vec<2, uint16_t> position, size; TextureOptions::MapMode wrapU; TextureOptions::MapMode wrapV; } material {position, size, to.wrapU, to.wrapV}; + static_assert(sizeof(Material) <= 32); glTextureSubImage2D(m_atlas, 0, 0, static_cast(used), 2, 1, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, &material); return ++used; diff --git a/gfx/models/tga.h b/gfx/models/tga.h index 1f400ef..52db220 100644 --- a/gfx/models/tga.h +++ b/gfx/models/tga.h @@ -11,4 +11,5 @@ struct TGAHead { uint8_t pixelDepth {}; uint8_t descriptor {}; }; + static_assert(sizeof(TGAHead) == 18); diff --git a/gfx/renderable.cpp b/gfx/renderable.cpp index 539efb1..0340189 100644 --- a/gfx/renderable.cpp +++ b/gfx/renderable.cpp @@ -4,6 +4,7 @@ void Renderable::lights(const SceneShader &) const { } + void Renderable::shadows(const ShadowMapper &) const { -- 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 'gfx') 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 9c2c3f71065c94a18c02440111b6ff8ca977b90e Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 9 Nov 2023 00:40:40 +0000 Subject: WIP typedefing all the things - sources --- assetFactory/cuboid.cpp | 2 +- assetFactory/cylinder.cpp | 6 +++--- assetFactory/plane.cpp | 2 +- assetFactory/shape.cpp | 4 +--- game/network/link.cpp | 14 +++++++------- game/network/network.cpp | 18 +++++++++--------- game/network/rail.cpp | 30 +++++++++++++++--------------- game/vehicles/railVehicle.cpp | 12 ++++++------ game/vehicles/train.cpp | 2 +- gfx/gl/bufferedLocation.cpp | 12 ++++++------ gfx/gl/camera.cpp | 11 ++++++----- gfx/gl/sceneRenderer.cpp | 7 +++---- gfx/gl/sceneShader.cpp | 14 +++++++------- gfx/gl/shadowMapper.cpp | 10 +++++----- gfx/gl/uiShader.cpp | 2 +- gfx/models/texture.cpp | 6 +++--- lib/geometricPlane.cpp | 4 ++-- lib/maths.cpp | 40 ++++++++++++++++++++-------------------- lib/ray.cpp | 8 ++++---- test/test-assetFactory.cpp | 2 +- test/testRenderOutput.cpp | 2 +- ui/builders/straight.cpp | 2 +- ui/gameMainSelector.cpp | 9 +++++---- ui/gameMainWindow.cpp | 4 ++-- ui/manualCameraController.cpp | 2 +- 25 files changed, 112 insertions(+), 113 deletions(-) (limited to 'gfx') diff --git a/assetFactory/cuboid.cpp b/assetFactory/cuboid.cpp index a8ddcd9..cfb6cfb 100644 --- a/assetFactory/cuboid.cpp +++ b/assetFactory/cuboid.cpp @@ -4,7 +4,7 @@ Cuboid::CreatedFaces Cuboid::createMesh(ModelFactoryMesh & mesh, float) const { - static constexpr std::array VERTICES {{ + static constexpr std::array VERTICES {{ // bottom {n, n, z}, {n, y, z}, diff --git a/assetFactory/cylinder.cpp b/assetFactory/cylinder.cpp index 7d22e36..ed034fd 100644 --- a/assetFactory/cylinder.cpp +++ b/assetFactory/cylinder.cpp @@ -9,8 +9,8 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, float lodf) const const auto step = two_pi / static_cast(P); // Generate 2D circumference points - std::vector circumference(P); - std::generate(circumference.begin(), circumference.end(), [a = 0.f, step]() mutable { + std::vector circumference(P); + std::generate(circumference.begin(), circumference.end(), [a = 0.F, step]() mutable { return sincosf(a += step) * .5F; }); @@ -19,7 +19,7 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, float lodf) const // Generate bottom face vertices std::vector bottom(P); std::transform(circumference.begin(), circumference.end(), bottom.begin(), [&mesh](const auto & xy) { - return mesh.add_vertex(xy ^ 0.f); + return mesh.add_vertex(xy ^ 0.F); }); surface.insert(mesh.add_namedFace("bottom", bottom)); } diff --git a/assetFactory/plane.cpp b/assetFactory/plane.cpp index c6e1b5a..28fb690 100644 --- a/assetFactory/plane.cpp +++ b/assetFactory/plane.cpp @@ -4,7 +4,7 @@ Plane::CreatedFaces Plane::createMesh(ModelFactoryMesh & mesh, float) const { - static constexpr std::array VERTICES {{ + static constexpr std::array VERTICES {{ {n, n, z}, {y, n, z}, {y, y, z}, diff --git a/assetFactory/shape.cpp b/assetFactory/shape.cpp index 1bfbdbb..0f83ee5 100644 --- a/assetFactory/shape.cpp +++ b/assetFactory/shape.cpp @@ -1,11 +1,9 @@ #include "shape.h" -#include "gfx/models/vertex.h" -#include "maths.h" #include "modelFactoryMesh.h" #include "shape.h" std::vector -Shape::addToMesh(ModelFactoryMesh & mesh, const std::span vertices) +Shape::addToMesh(ModelFactoryMesh & mesh, const std::span vertices) { std::vector vhs; std::transform(vertices.begin(), vertices.end(), std::back_inserter(vhs), [&mesh](const auto & p) { diff --git a/game/network/link.cpp b/game/network/link.cpp index bb27a52..498afe4 100644 --- a/game/network/link.cpp +++ b/game/network/link.cpp @@ -8,10 +8,10 @@ Link::Link(End a, End b, float l) : ends {{std::move(a), std::move(b)}}, length {l} { } -LinkCurve::LinkCurve(glm::vec3 c, float r, Arc a) : centreBase {c}, radius {r}, arc {std::move(a)} { } +LinkCurve::LinkCurve(Position3D c, float r, Arc a) : centreBase {c}, radius {r}, arc {std::move(a)} { } bool -operator<(const glm::vec3 & a, const glm::vec3 & b) +operator<(const Position3D & a, const Position3D & b) { // NOLINTNEXTLINE(hicpp-use-nullptr,modernize-use-nullptr) return std::tie(a.x, a.y, a.z) < std::tie(b.x, b.y, b.z); @@ -48,7 +48,7 @@ LinkCurve::positionAt(float dist, unsigned char start) const const auto ang {as.first + ((as.second - as.first) * frac)}; const auto relPos {!sincosf(ang) * radius}; const auto relClimb {vehiclePositionOffset() - + glm::vec3 {0, 0, es.first->pos.z - centreBase.z + ((es.second->pos.z - es.first->pos.z) * frac)}}; + + Position3D {0, 0, es.first->pos.z - centreBase.z + ((es.second->pos.z - es.first->pos.z) * frac)}}; const auto pitch {vector_pitch({0, 0, (es.second->pos.z - es.first->pos.z) / length})}; return Location {relPos + relClimb + centreBase, {pitch, normalize(ang + dirOffset[start]), 0}}; } @@ -60,14 +60,14 @@ LinkCurve::intersectRay(const Ray & ray) const const auto & e1p {ends[1].node->pos}; const auto slength = round_frac(length / 2.F, 5.F); const auto segs = std::round(15.F * slength / std::pow(radius, 0.7F)); - const auto step {glm::vec3 {arc_length(arc), e1p.z - e0p.z, slength} / segs}; + const auto step {Position3D {arc_length(arc), e1p.z - e0p.z, slength} / segs}; const auto trans {glm::translate(centreBase)}; auto segCount = static_cast(std::lround(segs)) + 1; - std::vector points; + std::vector points; points.reserve(segCount); - for (glm::vec3 swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) { - const auto t {trans * glm::rotate(half_pi - swing.x, up) * glm::translate(glm::vec3 {radius, 0.F, swing.y})}; + for (Position3D swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) { + const auto t {trans * glm::rotate(half_pi - swing.x, up) * glm::translate(Position3D {radius, 0.F, swing.y})}; points.emplace_back(t * glm::vec4 {0, 0, 0, 1}); } return ray.passesCloseToEdges(points, 1.F); diff --git a/game/network/network.cpp b/game/network/network.cpp index 083b08e..d18345c 100644 --- a/game/network/network.cpp +++ b/game/network/network.cpp @@ -14,13 +14,13 @@ Network::Network(const std::string & tn) : texture {Texture::cachedTexture.get(tn)} { } Node::Ptr -Network::nodeAt(glm::vec3 pos) +Network::nodeAt(Position3D pos) { return newNodeAt(pos).first; } Network::NodeInsertion -Network::newNodeAt(glm::vec3 pos) +Network::newNodeAt(Position3D pos) { if (auto [n, i] = candidateNodeAt(pos); i == NodeIs::NotInNetwork) { return {*nodes.insert(std::move(n)).first, i}; @@ -31,7 +31,7 @@ Network::newNodeAt(glm::vec3 pos) } Node::Ptr -Network::findNodeAt(glm::vec3 pos) const +Network::findNodeAt(Position3D pos) const { if (const auto n = nodes.find(pos); n != nodes.end()) { return *n; @@ -40,7 +40,7 @@ Network::findNodeAt(glm::vec3 pos) const } Network::NodeInsertion -Network::candidateNodeAt(glm::vec3 pos) const +Network::candidateNodeAt(Position3D pos) const { if (const auto n = nodes.find(pos); n != nodes.end()) { return {*n, NodeIs::InNetwork}; @@ -54,7 +54,7 @@ Network::intersectRayNodes(const Ray & ray) const // Click within 2m of a node if (const auto node = std::find_if(nodes.begin(), nodes.end(), [&ray](const Node::Ptr & node) { - glm::vec3 ipos, inorm; + Position3D ipos, inorm; return glm::intersectRaySphere(ray.start, ray.direction, node->pos, 2.F, ipos, inorm); }); node != nodes.end()) { @@ -79,7 +79,7 @@ Network::joinLinks(const Link::Ptr & l, const Link::Ptr & ol) } Link::Nexts -Network::routeFromTo(const Link::End & start, glm::vec3 dest) const +Network::routeFromTo(const Link::End & start, Position3D dest) const { auto destNode {findNodeAt(dest)}; if (!destNode) { @@ -95,7 +95,7 @@ Network::routeFromTo(const Link::End & end, const Node::Ptr & dest) const } GenCurveDef -Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float startDir) +Network::genCurveDef(const Position3D & start, const Position3D & end, float startDir) { const auto diff {end - start}; const auto vy {vector_yaw(diff)}; @@ -111,11 +111,11 @@ Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float start } std::pair -Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float startDir, float endDir) +Network::genCurveDef(const Position3D & start, const Position3D & end, float startDir, float endDir) { startDir += pi; endDir += pi; - const glm::vec2 flatStart {!start}, flatEnd {!end}; + const Position2D flatStart {!start}, flatEnd {!end}; auto midheight = [&](auto mid) { const auto sm = glm::distance(flatStart, mid), em = glm::distance(flatEnd, mid); return start.z + ((end.z - start.z) * (sm / (sm + em))); diff --git a/game/network/rail.cpp b/game/network/rail.cpp index 5a4f1e1..f46504b 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 glm::vec3 RAIL_HEIGHT {0, 0, .25F}; +constexpr Size3D RAIL_HEIGHT {0, 0, .25F}; RailLinks::RailLinks() : NetworkOf {"rails.jpg"} { } @@ -28,7 +28,7 @@ RailLinks::tick(TickDuration) } std::shared_ptr -RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end) +RailLinks::addLinksBetween(Position3D start, Position3D end) { auto node1ins = newNodeAt(start), node2ins = newNodeAt(end); if (node1ins.second == NodeIs::NotInNetwork && node2ins.second == NodeIs::NotInNetwork) { @@ -45,7 +45,7 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end) if (dir == vector_yaw(end - start)) { return addLink(start, end); } - const glm::vec2 flatStart {!start}, flatEnd {!end}; + const Position2D flatStart {!start}, flatEnd {!end}; if (node2ins.second == NodeIs::InNetwork) { auto midheight = [&](auto mid) { const auto sm = glm::distance(flatStart, mid), em = glm::distance(flatEnd, mid); @@ -100,7 +100,7 @@ RailLink::render(const SceneShader &) const mesh->Draw(); } -constexpr const std::array, RAIL_CROSSSECTION_VERTICES> railCrossSection {{ +constexpr const std::array, RAIL_CROSSSECTION_VERTICES> railCrossSection {{ // ___________ // _/ \_ // left to right @@ -122,7 +122,7 @@ RailLinkStraight::RailLinkStraight(const Node::Ptr & a, const Node::Ptr & b) : R { } -RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const glm::vec3 & diff) : +RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & diff) : Link({std::move(a), vector_yaw(diff)}, {std::move(b), vector_yaw(-diff)}, glm::length(diff)) { if (glGenVertexArrays) { @@ -133,20 +133,20 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const glm::vec3 & d for (auto ei : {1U, 0U}) { const auto trans {glm::translate(ends[ei].node->pos) * e}; for (const auto & rcs : railCrossSection) { - const glm::vec3 m {(trans * glm::vec4 {rcs.first, 1})}; - vertices.emplace_back(m, glm::vec2 {rcs.second, len * static_cast(ei)}, up); + const Position3D m {(trans * glm::vec4 {rcs.first, 1})}; + vertices.emplace_back(m, Position2D {rcs.second, len * static_cast(ei)}, up); } } mesh = defaultMesh(vertices); } } -RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec2 c) : +RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position2D c) : RailLinkCurve(a, b, c ^ a->pos.z, {!c, a->pos, b->pos}) { } -RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec3 c, const Arc arc) : +RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3D c, const Arc arc) : Link({a, normalize(arc.first + half_pi)}, {b, normalize(arc.second - half_pi)}, (glm::length(a->pos - c)) * arc_length(arc)), LinkCurve {c, glm::length(ends[0].node->pos - c), arc} @@ -156,25 +156,25 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec3 const auto & e1p {ends[1].node->pos}; const auto slength = round_sleepers(length / 2.F); const auto segs = std::round(15.F * slength / std::pow(radius, 0.7F)); - const auto step {glm::vec3 {arc_length(arc), e1p.z - e0p.z, slength} / segs}; + const auto step {Position3D {arc_length(arc), e1p.z - e0p.z, slength} / segs}; const auto trans {glm::translate(centreBase)}; auto segCount = static_cast(std::lround(segs)) + 1; std::vector vertices; vertices.reserve(segCount * railCrossSection.size()); - for (glm::vec3 swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) { + for (Position3D swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) { const auto t { - trans * glm::rotate(half_pi - swing.x, up) * glm::translate(glm::vec3 {radius, 0.F, swing.y})}; + trans * glm::rotate(half_pi - swing.x, up) * glm::translate(Position3D {radius, 0.F, swing.y})}; for (const auto & rcs : railCrossSection) { - const glm::vec3 m {(t * glm::vec4 {rcs.first, 1})}; - vertices.emplace_back(m, glm::vec2 {rcs.second, swing.z}, up); + const Position3D m {(t * glm::vec4 {rcs.first, 1})}; + vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up); } } mesh = defaultMesh(vertices); } } -glm::vec3 +Position3D RailLink::vehiclePositionOffset() const { return RAIL_HEIGHT; diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index 2d820b6..fc43995 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -14,8 +14,8 @@ RailVehicle::RailVehicle(RailVehicleClassPtr rvc) : RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)}, location {&LV::body, *this}, bogies {{ - {&LV::front, *this, glm::vec3 {0, rvClass->wheelBase / 2.F, 0}}, - {&LV::back, *this, glm::vec3 {0, -rvClass->wheelBase / 2.F, 0}}, + {&LV::front, *this, Position3D {0, rvClass->wheelBase / 2.F, 0}}, + {&LV::back, *this, Position3D {0, -rvClass->wheelBase / 2.F, 0}}, }} { } @@ -32,13 +32,13 @@ RailVehicle::move(const Train * t, float & trailBy) } bool -RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const +RailVehicle::intersectRay(const Ray & ray, Position2D * baryPos, float * distance) const { constexpr const auto X = 1.35F; const auto Y = this->rvClass->length / 2.F; constexpr const auto Z = 3.9F; const auto moveBy = location.getTransform(); - const std::array cornerVertices {{ + 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 @@ -48,7 +48,7 @@ RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance moveBy * glm::vec4 {-X, -Y, Z, 1}, // LBT moveBy * glm::vec4 {X, -Y, Z, 1}, // RBT }}; - static constexpr const std::array triangles {{ + static constexpr const std::array, 10> triangles {{ // Front {0, 1, 2}, {1, 2, 3}, @@ -66,7 +66,7 @@ RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance {3, 6, 7}, }}; return std::any_of( - triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const glm::uvec3 idx) { + triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const auto & idx) { return glm::intersectRayTriangle(ray.start, ray.direction, cornerVertices[idx[0]], cornerVertices[idx[1]], cornerVertices[idx[2]], *baryPos, *distance); }); diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp index 6f3b036..4aa24dc 100644 --- a/game/vehicles/train.cpp +++ b/game/vehicles/train.cpp @@ -20,7 +20,7 @@ Train::getBogiePosition(float linkDist, float dist) const } bool -Train::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const +Train::intersectRay(const Ray & ray, Position2D * baryPos, float * distance) const { return applyOne(&RailVehicle::intersectRay, ray, baryPos, distance) != end(); } diff --git a/gfx/gl/bufferedLocation.cpp b/gfx/gl/bufferedLocation.cpp index eb3dac3..62cadef 100644 --- a/gfx/gl/bufferedLocation.cpp +++ b/gfx/gl/bufferedLocation.cpp @@ -3,7 +3,7 @@ #include "maths.h" #include -BufferedLocation::BufferedLocation(glm::vec3 p, glm::vec3 r) : BufferedLocation {Location {p, r}} { } +BufferedLocation::BufferedLocation(Position3D p, Rotation3D r) : BufferedLocation {Location {p, r}} { } BufferedLocation::BufferedLocation(const Location & l) : loc {l} { } @@ -20,20 +20,20 @@ BufferedLocation::operator=(const Location & l) return *this; } -glm::vec3 +Position3D BufferedLocation::position() const { return loc.pos; } -glm::vec3 +Position3D BufferedLocation::rotation() const { return loc.rot; } void -BufferedLocation::setPosition(glm::vec3 p, bool update) +BufferedLocation::setPosition(Position3D p, bool update) { loc.pos = p; if (update) { @@ -42,7 +42,7 @@ BufferedLocation::setPosition(glm::vec3 p, bool update) } void -BufferedLocation::setRotation(glm::vec3 r, bool update) +BufferedLocation::setRotation(Position3D r, bool update) { loc.rot = r; if (update) { @@ -51,7 +51,7 @@ BufferedLocation::setRotation(glm::vec3 r, bool update) } void -BufferedLocation::setLocation(glm::vec3 p, glm::vec3 r) +BufferedLocation::setLocation(Position3D p, Rotation3D r) { loc.pos = p; loc.rot = r; diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index 80feab4..6a0359c 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -2,6 +2,7 @@ #include #include // IWYU pragma: keep #include // IWYU pragma: keep +#include #include #include @@ -28,8 +29,8 @@ Camera::updateView() inverseViewProjection = glm::inverse(viewProjection); } -glm::vec3 -Camera::upFromForward(const glm::vec3 & forward) +Direction3D +Camera::upFromForward(const Direction3D & forward) { const auto right = glm::cross(forward, ::down); return glm::cross(forward, right); @@ -38,11 +39,11 @@ Camera::upFromForward(const glm::vec3 & forward) std::array Camera::extentsAtDist(const float dist) const { - const auto clampToSeaFloor = [this, dist](const glm::vec3 & target) { + const auto clampToSeaFloor = [this, dist](const Position3D & target) { if (target.z < -1.5F) { const auto vec = glm::normalize(target - position); - constexpr glm::vec3 seafloor {0, 0, -1.5F}; - float outdist; + constexpr Position3D seafloor {0, 0, -1.5F}; + float outdist {}; if (glm::intersectRayPlane(position, vec, seafloor, ::up, outdist)) { return (vec * outdist + position) ^ outdist; } diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 218cf6d..6965175 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -97,7 +97,7 @@ SceneRenderer::render(const SceneProvider & scene) const } void -SceneRenderer::setAmbientLight(const glm::vec3 & colour) const +SceneRenderer::setAmbientLight(const RGB & colour) const { glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); glClearColor(colour.r, colour.g, colour.b, 1.0F); @@ -105,8 +105,7 @@ SceneRenderer::setAmbientLight(const glm::vec3 & colour) const } void -SceneRenderer::setDirectionalLight( - const glm::vec3 & colour, const glm::vec3 & direction, const SceneProvider & scene) const +SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider & scene) const { if (colour.r > 0 || colour.g > 0 || colour.b > 0) { const auto lvp = shadowMapper.update(scene, direction, camera); @@ -135,7 +134,7 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : } void -SceneRenderer::DirectionalLightProgram::setDirectionalLight(const glm::vec3 & c, const glm::vec3 & d, +SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d, const std::span lvp, const std::span shadowMapRegions, std::size_t maps) const { diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 1354611..04b6d9e 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -81,25 +81,25 @@ void SceneShader::WaterProgram::use(float waveCycle) const { Program::use(); - glm::vec3 waves {waveCycle, 0.F, 0.F}; + Position3D waves {waveCycle, 0.F, 0.F}; glUniform3fv(waveLoc, 1, glm::value_ptr(waves)); } SceneShader::PointLightShader::PointLightShader() : SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"} { - VertexArrayObject {va}.addAttribs(b); + VertexArrayObject {va}.addAttribs(b); } void -SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const +SceneShader::PointLightShader::add(const Position3D & position, const RGB & colour, const float kq) const { Program::use(); glBindVertexArray(va); glBindBuffer(GL_ARRAY_BUFFER, b); glUniform3fv(colourLoc, 1, glm::value_ptr(colour)); glUniform1f(kqLoc, kq); - glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW); glDrawArrays(GL_POINTS, 0, 1); } @@ -107,12 +107,12 @@ SceneShader::SpotLightShader::SpotLightShader() : SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, directionLoc {*this, "v_direction"}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"} { - using v3pair = std::pair; + using v3pair = std::pair; VertexArrayObject {va}.addAttribs(b); } void -SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 & direction, const glm::vec3 & colour, +SceneShader::SpotLightShader::add(const Position3D & position, const Direction3D & direction, const RGB & colour, const float kq, const float arc) const { Program::use(); @@ -122,6 +122,6 @@ SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 & glUniform3fv(directionLoc, 1, glm::value_ptr(direction)); glUniform1f(kqLoc, kq); glUniform1f(arcLoc, arc); - glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW); glDrawArrays(GL_POINTS, 0, 1); } diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 58f65c4..aea5af3 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -104,14 +104,14 @@ struct DefinitionsInserter { ShadowMapper::Definitions & out; }; -std::vector> +std::vector> ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightView) { - std::vector> bandViewExtents; + std::vector> bandViewExtents; for (const auto dist : shadowBands) { const auto extents = camera.extentsAtDist(dist); - bandViewExtents.emplace_back(extents * [&lightView](const auto & e) -> glm::vec3 { - return lightView * glm::vec4(glm::vec3 {e}, 1); + bandViewExtents.emplace_back(extents * [&lightView](const auto & e) -> Position3D { + return lightView * glm::vec4(Position3D {e}, 1); }); if (std::none_of(extents.begin(), extents.end(), [targetDist = dist * 0.99F](const glm::vec4 & e) { return e.w > targetDist; @@ -123,7 +123,7 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV } ShadowMapper::Definitions -ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const Camera & camera) const +ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const { glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glClear(GL_DEPTH_BUFFER_BIT); diff --git a/gfx/gl/uiShader.cpp b/gfx/gl/uiShader.cpp index 0b47211..dc4f4dc 100644 --- a/gfx/gl/uiShader.cpp +++ b/gfx/gl/uiShader.cpp @@ -23,7 +23,7 @@ UIShader::UIShader(size_t width, size_t height) : UIShader::UIShader(const glm::mat4 & viewProjection) : icon {viewProjection}, text {viewProjection} { } void -UIShader::TextProgram::use(const glm::vec3 & colour) const +UIShader::TextProgram::use(const RGB & colour) const { Program::use(); glUniform3fv(colorLoc, 1, glm::value_ptr(colour)); diff --git a/gfx/models/texture.cpp b/gfx/models/texture.cpp index f60d158..1685d34 100644 --- a/gfx/models/texture.cpp +++ b/gfx/models/texture.cpp @@ -61,10 +61,10 @@ Texture::bind(GLenum unit) const glBindTexture(type, m_texture); } -glm::ivec2 +TextureAbsCoord Texture::getSize(const glTexture & texture) { - glm::ivec2 size; + TextureAbsCoord size; glGetTextureLevelParameteriv(texture, 0, GL_TEXTURE_WIDTH, &size.x); glGetTextureLevelParameteriv(texture, 0, GL_TEXTURE_HEIGHT, &size.y); return size; @@ -137,7 +137,7 @@ TextureAtlas::bind(GLenum unit) const } GLuint -TextureAtlas::add(glm::ivec2 position, glm::ivec2 size, void * data, TextureOptions to) +TextureAtlas::add(TextureAbsCoord position, TextureAbsCoord size, void * data, TextureOptions to) { glTextureSubImage2D(m_texture, 0, position.x, position.y, size.x, size.y, GL_RGBA, GL_UNSIGNED_BYTE, data); diff --git a/lib/geometricPlane.cpp b/lib/geometricPlane.cpp index ea4f02d..567f98a 100644 --- a/lib/geometricPlane.cpp +++ b/lib/geometricPlane.cpp @@ -4,10 +4,10 @@ #include GeometricPlane::PlaneRelation -GeometricPlane::getRelation(glm::vec3 p) const +GeometricPlane::getRelation(Position3D p) const { const auto d = glm::dot(normal, p - origin); - return d < 0.f ? PlaneRelation::Below : d > 0.f ? PlaneRelation::Above : PlaneRelation::On; + return d < 0.F ? PlaneRelation::Below : d > 0.F ? PlaneRelation::Above : PlaneRelation::On; } bool diff --git a/lib/maths.cpp b/lib/maths.cpp index 7594b59..5430ef6 100644 --- a/lib/maths.cpp +++ b/lib/maths.cpp @@ -6,7 +6,7 @@ #include glm::mat4 -flat_orientation(const glm::vec3 & diff) +flat_orientation(const Direction3D & diff) { static const auto oneeighty {glm::rotate(pi, up)}; const auto flatdiff {glm::normalize(!!diff)}; @@ -16,17 +16,17 @@ flat_orientation(const glm::vec3 & diff) } // Helper to lookup into a matrix given an xy vector coordinate -template +template inline auto & -operator^(M & m, glm::ivec2 xy) +operator^(M & m, glm::vec<2, I> xy) { return m[xy.x][xy.y]; } // Create a matrix for the angle, given the targets into the matrix -template +template inline auto -rotation(typename M::value_type a, glm::ivec2 c1, glm::ivec2 s1, glm::ivec2 c2, glm::ivec2 ms2) +rotation(typename M::value_type a, glm::vec<2, I> c1, glm::vec<2, I> s1, glm::vec<2, I> c2, glm::vec<2, I> ms2) { M m(1); sincosf(a, m ^ s1, m ^ c1); @@ -39,51 +39,51 @@ rotation(typename M::value_type a, glm::ivec2 c1, glm::ivec2 s1, glm::ivec2 c2, glm::mat2 rotate_flat(float a) { - return rotation(a, {0, 0}, {0, 1}, {1, 1}, {1, 0}); + 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}); + 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}); + 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}); + return rotation(a, {1, 1}, {1, 2}, {2, 2}, {2, 1}); } // Create a combined yaw, pitch, roll transformation matrix glm::mat4 -rotate_ypr(glm::vec3 a) +rotate_ypr(Rotation3D a) { return rotate_yaw(a.y) * rotate_pitch(a.x) * rotate_roll(a.z); } glm::mat4 -rotate_yp(glm::vec2 a) +rotate_yp(Rotation2D a) { return rotate_yaw(a.y) * rotate_pitch(a.x); } float -vector_yaw(const glm::vec3 & diff) +vector_yaw(const Direction3D & diff) { return std::atan2(diff.x, diff.y); } float -vector_pitch(const glm::vec3 & diff) +vector_pitch(const Direction3D & diff) { return std::atan(diff.z); } @@ -106,7 +106,7 @@ normalize(float ang) return ang; } -Arc::Arc(const glm::vec3 & centre3, const glm::vec3 & e0p, const glm::vec3 & e1p) : +Arc::Arc(const Position3D & centre3, const Position3D & e0p, const Position3D & e1p) : Arc([&]() -> Arc { const auto diffa = e0p - centre3; const auto diffb = e1p - centre3; @@ -120,8 +120,8 @@ Arc::Arc(const glm::vec3 & centre3, const glm::vec3 & e0p, const glm::vec3 & e1p { } -std::pair -find_arc_centre(glm::vec2 as, float entrys, glm::vec2 bs, float entrye) +std::pair +find_arc_centre(Position2D as, float entrys, Position2D bs, float entrye) { if (as == bs) { return {as, false}; @@ -129,8 +129,8 @@ find_arc_centre(glm::vec2 as, float entrys, glm::vec2 bs, float entrye) return find_arc_centre(as, sincosf(entrys + half_pi), bs, sincosf(entrye - half_pi)); } -std::pair -find_arc_centre(glm::vec2 as, glm::vec2 ad, glm::vec2 bs, glm::vec2 bd) +std::pair +find_arc_centre(Position2D as, Position2D ad, Position2D bs, Position2D bd) { const auto det = bd.x * ad.y - bd.y * ad.x; if (det != 0) { // near parallel line will yield noisy results @@ -142,7 +142,7 @@ find_arc_centre(glm::vec2 as, glm::vec2 ad, glm::vec2 bs, glm::vec2 bd) } std::pair -find_arcs_radius(glm::vec2 start, float entrys, glm::vec2 end, float entrye) +find_arcs_radius(Position2D start, float entrys, Position2D end, float entrye) { const auto getrad = [&](float leftOrRight) { return find_arcs_radius(start, sincosf(entrys + leftOrRight), end, sincosf(entrye + leftOrRight)); @@ -151,7 +151,7 @@ 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) +find_arcs_radius(Position2D start, Position2D ad, Position2D end, Position2D bd) { // Short name functions for big forula auto sqrt = [](float v) { diff --git a/lib/ray.cpp b/lib/ray.cpp index c4e0d8c..9fb3648 100644 --- a/lib/ray.cpp +++ b/lib/ray.cpp @@ -2,13 +2,13 @@ #include Ray -Ray::fromPoints(glm::vec3 start, glm::vec3 p) +Ray::fromPoints(Position3D start, Position3D p) { return {start, glm::normalize(p - start)}; } float -Ray::distanceToLine(const glm::vec3 & p1, const glm::vec3 & e1) const +Ray::distanceToLine(const Position3D & p1, const Position3D & e1) const { // https://en.wikipedia.org/wiki/Skew_lines const auto diff = p1 - e1; @@ -25,10 +25,10 @@ Ray::distanceToLine(const glm::vec3 & p1, const glm::vec3 & e1) const } bool -Ray::passesCloseToEdges(const std::span positions, float distance) const +Ray::passesCloseToEdges(const std::span positions, float distance) const { return std::adjacent_find(positions.begin(), positions.end(), - [this, distance](const glm::vec3 & a, const glm::vec3 & b) { + [this, distance](const Position3D & a, const Position3D & b) { return distanceToLine(a, b) <= distance; }) != positions.end(); diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index 177ab6a..9af08cb 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -25,7 +25,7 @@ BOOST_GLOBAL_FIXTURE(TestMainWindow); const std::filesystem::path TMP {"/tmp"}; -class FactoryFixture : public TestRenderOutputSize, public SceneProvider { +class FactoryFixture : public TestRenderOutputSize, public SceneProvider { public: FactoryFixture() : sceneRenderer {size, output} { } diff --git a/test/testRenderOutput.cpp b/test/testRenderOutput.cpp index 464b0b3..9af4451 100644 --- a/test/testRenderOutput.cpp +++ b/test/testRenderOutput.cpp @@ -1,7 +1,7 @@ #include "testRenderOutput.h" #include -TestRenderOutput::TestRenderOutput(glm::ivec2 s) : size {s} +TestRenderOutput::TestRenderOutput(TextureAbsCoord s) : size {s} { glBindFramebuffer(GL_FRAMEBUFFER, output); const auto configuregdata diff --git a/ui/builders/straight.cpp b/ui/builders/straight.cpp index 4fa9585..9b262bb 100644 --- a/ui/builders/straight.cpp +++ b/ui/builders/straight.cpp @@ -47,7 +47,7 @@ BuilderStraight::click(Network * network, const GeoData * geoData, const SDL_Mou } void -BuilderStraight::create(Network * network, glm::vec3 p1, glm::vec3 p2) const +BuilderStraight::create(Network * network, Position3D p1, Position3D p2) const { network->addStraight(p1, p2); } diff --git a/ui/gameMainSelector.cpp b/ui/gameMainSelector.cpp index 808e0e4..a451ee1 100644 --- a/ui/gameMainSelector.cpp +++ b/ui/gameMainSelector.cpp @@ -8,6 +8,7 @@ #include #include // IWYU pragma: keep #include +#include #include #include #include @@ -16,7 +17,7 @@ GameMainSelector::GameMainSelector(const Camera * c, ScreenAbsCoord size) : UIComponent {{{}, size}}, camera {c} { } -constexpr glm::vec2 TargetPos {5, 45}; +constexpr ScreenAbsCoord TargetPos {5, 45}; void GameMainSelector::render(const UIShader & shader, const Position & parentPos) const @@ -41,7 +42,7 @@ bool GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos) { const auto getRay = [this](const auto & e) { - const auto mouse = glm::vec2 {e.x, e.y} / position.size; + const auto mouse = ScreenRelCoord {e.x, e.y} / position.size; return camera->unProject(mouse); }; if (target) { @@ -72,8 +73,8 @@ GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos) void GameMainSelector::defaultClick(const Ray & ray) { - glm::vec2 baryPos {}; - float distance; + Position2D baryPos {}; + float distance {}; if (const auto selected = gameState->world.applyOne(&Selectable::intersectRay, ray, &baryPos, &distance); diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index b94accd..15f1e07 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -31,8 +31,8 @@ public: GameMainWindow::GameMainWindow(size_t w, size_t h) : Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {Window::size, 0} { - uiComponents.create(glm::vec2 {-1150, -1150}); - auto gms = uiComponents.create(&camera, glm::vec2 {w, h}); + uiComponents.create(Position2D {-1150, -1150}); + auto gms = uiComponents.create(&camera, ScreenAbsCoord {w, h}); uiComponents.create(gms.get()); } diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp index 8e52b0e..05c1fc5 100644 --- a/ui/manualCameraController.cpp +++ b/ui/manualCameraController.cpp @@ -59,7 +59,7 @@ 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) * glm::vec2 {-e.motion.xrel, e.motion.yrel}; + focus += rotate_flat(-direction) * Position2D {-e.motion.xrel, e.motion.yrel}; } } return true; -- cgit v1.2.3 From d771fbda2c171cfbc36cc0eb3122c1a02ffbb081 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 9 Nov 2023 01:57:27 +0000 Subject: WIP typedefing just about everything else --- assetFactory/assetFactory.h | 5 ++--- assetFactory/modelFactoryMesh.h | 9 ++++---- assetFactory/style.cpp | 14 ++++++------ assetFactory/style.h | 6 ++---- config/types.h | 3 +++ game/network/network.h | 2 +- game/network/rail.cpp | 4 ++-- gfx/gl/sceneRenderer.cpp | 2 +- gfx/gl/sceneRenderer.h | 2 +- gfx/gl/sceneShader.cpp | 4 ++-- gfx/gl/sceneShader.h | 4 ++-- gfx/gl/shadowMapper.cpp | 47 +++++++++++++++++++++-------------------- gfx/gl/shadowMapper.h | 2 +- ui/editNetwork.h | 2 +- 14 files changed, 54 insertions(+), 52 deletions(-) (limited to 'gfx') diff --git a/assetFactory/assetFactory.h b/assetFactory/assetFactory.h index e449ce2..787f0a4 100644 --- a/assetFactory/assetFactory.h +++ b/assetFactory/assetFactory.h @@ -15,10 +15,9 @@ public: using Assets = std::map>; using AssImps = std::map>; using TextureFragments = std::map>; - using Colour = glm::vec3; - using ColourAlpha = glm::vec4; + using Colour = RGB; + using ColourAlpha = RGBA; using Colours = std::map>; - using TextureFragmentCoords = std::array; AssetFactory(); [[nodiscard]] static std::shared_ptr loadXML(const std::filesystem::path &); diff --git a/assetFactory/modelFactoryMesh.h b/assetFactory/modelFactoryMesh.h index 32e7ab5..480bf7f 100644 --- a/assetFactory/modelFactoryMesh.h +++ b/assetFactory/modelFactoryMesh.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include "modelFactoryMesh_fwd.h" #include #include @@ -38,10 +39,10 @@ struct ModelFactoryTraits : public OpenMesh::DefaultTraits { EdgeAttributes(OpenMesh::Attributes::Status); VertexAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status); HalfedgeAttributes(OpenMesh::Attributes::TexCoord2D); - using Point = glm::vec3; - using Normal = glm::vec3; - using Color = glm::vec4; - using TexCoord2D = glm::vec2; + using Point = Position3D; + using Normal = Normal3D; + using Color = RGBA; + using TexCoord2D = TextureRelCoord; }; struct ModelFactoryMesh : public OpenMesh::PolyMesh_ArrayKernelT { diff --git a/assetFactory/style.cpp b/assetFactory/style.cpp index 81a5441..265becb 100644 --- a/assetFactory/style.cpp +++ b/assetFactory/style.cpp @@ -33,10 +33,10 @@ Style::applyStyle( const auto material = mf->getMaterialIndex(texture); mesh.property(mesh.materialFaceProperty, face) = material; static constexpr std::array coords {{ - {0.f, 0.f}, - {1.f, 0.f}, - {1.f, 1.f}, - {0.f, 1.f}, + {0.F, 0.F}, + {1.F, 0.F}, + {1.F, 1.F}, + {0.F, 1.F}, }}; auto coord = coords.begin(); // Wild assumption that face is a quad and the texture should apply linearly @@ -58,9 +58,9 @@ Style::getColour(const StyleStack & parents) bool Style::persist(Persistence::PersistenceStore & store) { - struct ColourParser : public Persistence::SelectionV { - using Persistence::SelectionV::SelectionV; - using Persistence::SelectionV::setValue; + struct ColourParser : public Persistence::SelectionV { + using Persistence::SelectionV::SelectionV; + using Persistence::SelectionV::setValue; void setValue(std::string && str) override diff --git a/assetFactory/style.h b/assetFactory/style.h index d931f98..2a437aa 100644 --- a/assetFactory/style.h +++ b/assetFactory/style.h @@ -10,9 +10,7 @@ class Style { public: using StyleStack = std::vector; - using Colour = glm::vec3; - using ColourAlpha = glm::vec4; - using EffectiveColour = std::optional>; + using EffectiveColour = std::optional>; void applyStyle(ModelFactoryMesh &, const StyleStack & parents, const Shape::CreatedFaces &) const; void applyStyle(ModelFactoryMesh &, const StyleStack & parents, const ModelFactoryMesh::FaceHandle &) const; @@ -30,7 +28,7 @@ public: static EffectiveColour getColour(const StyleStack & parents); - ColourAlpha colour {}; + RGBA colour {}; std::optional smooth; std::string texture; std::string textureRotation; // Multiples of 90deg, no int/enum support diff --git a/config/types.h b/config/types.h index a84be90..d99735e 100644 --- a/config/types.h +++ b/config/types.h @@ -27,8 +27,11 @@ using Normal3D = Normal<3>; using Rotation2D = Rotation<2>; using Rotation3D = Rotation<3>; using TextureRelCoord = glm::vec<2, float>; +using TextureRelRegion = glm::vec<4, float>; using TextureAbsCoord = glm::vec<2, GLsizei>; +using TextureAbsRegion = glm::vec<4, GLsizei>; using RGB = Colour<3>; using RGBA = Colour<4>; using ScreenRelCoord = glm::vec<2, float>; using ScreenAbsCoord = glm::vec<2, uint16_t>; +using ViewPort = glm::vec<4, GLsizei>; diff --git a/game/network/network.h b/game/network/network.h index 02f8c30..8af06a9 100644 --- a/game/network/network.h +++ b/game/network/network.h @@ -16,7 +16,7 @@ class Texture; class SceneShader; class Ray; -template using GenDef = std::tuple...>; +template using GenDef = std::tuple...>; using GenCurveDef = GenDef<3, 3, 2>; class Network { diff --git a/game/network/rail.cpp b/game/network/rail.cpp index f46504b..cc61db9 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -133,7 +133,7 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & for (auto ei : {1U, 0U}) { const auto trans {glm::translate(ends[ei].node->pos) * e}; for (const auto & rcs : railCrossSection) { - const Position3D m {(trans * glm::vec4 {rcs.first, 1})}; + const Position3D m {(trans * (rcs.first ^ 1))}; vertices.emplace_back(m, Position2D {rcs.second, len * static_cast(ei)}, up); } } @@ -166,7 +166,7 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3 const auto t { trans * glm::rotate(half_pi - swing.x, up) * glm::translate(Position3D {radius, 0.F, swing.y})}; for (const auto & rcs : railCrossSection) { - const Position3D m {(t * glm::vec4 {rcs.first, 1})}; + const Position3D m {(t * (rcs.first ^ 1))}; vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up); } } diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 6965175..4a3fec9 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -135,7 +135,7 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : void SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d, - const std::span lvp, const std::span shadowMapRegions, + const std::span lvp, const std::span shadowMapRegions, std::size_t maps) const { glUniform3fv(colourLoc, 1, glm::value_ptr(c)); diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index 87f474b..30fd8d3 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -40,7 +40,7 @@ private: using Program::use; void setDirectionalLight(const RGB &, const Direction3D &, const std::span, - const std::span, std::size_t maps) const; + const std::span, std::size_t maps) const; private: RequiredUniformLocation directionLoc, colourLoc, lightViewProjectionLoc, lightViewProjectionCountLoc, diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 04b6d9e..2dc2e70 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -35,7 +35,7 @@ SceneShader::setViewProjection(const glm::mat4 & viewProjection) const } void -SceneShader::setViewPort(const glm::ivec4 & viewPort) const +SceneShader::setViewPort(const ViewPort & viewPort) const { for (const auto & prog : std::array { &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { @@ -51,7 +51,7 @@ SceneShader::SceneProgram::setViewProjection(const glm::mat4 & viewProjection) c } void -SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const +SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const { if (viewPortLoc >= 0) { glUseProgram(*this); diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index d1c6ef2..f46b842 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -16,7 +16,7 @@ class SceneShader { } void setViewProjection(const glm::mat4 &) const; - void setViewPort(const glm::ivec4 &) const; + void setViewPort(const ViewPort &) const; private: RequiredUniformLocation viewProjectionLoc; @@ -88,5 +88,5 @@ public: SpotLightShader spotLight; void setViewProjection(const glm::mat4 & viewProjection) const; - void setViewPort(const glm::ivec4 & viewPort) const; + void setViewPort(const ViewPort & viewPort) const; }; diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index aea5af3..94a0791 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -24,7 +24,7 @@ ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); - static constexpr glm::vec4 border {std::numeric_limits::infinity()}; + static constexpr RGBA border {std::numeric_limits::infinity()}; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::value_ptr(border)); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); @@ -37,7 +37,7 @@ ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : glBindFramebuffer(GL_FRAMEBUFFER, 0); } -constexpr std::array, ShadowMapper::SHADOW_BANDS> viewports {{ +constexpr std::array, ShadowMapper::SHADOW_BANDS> viewports {{ {{ {31, 31, 0, 0}, // full }}, @@ -57,27 +57,28 @@ constexpr std::array, ShadowM {1, 1, 1, 1}, // upper right }}, }}; -constexpr std::array, ShadowMapper::SHADOW_BANDS> shadowMapRegions {{ - {{ - {0.5F, 0.5F, 0.5F, 0.5F}, // full - }}, - {{ - {0.5F, 0.25F, 0.5F, 0.25F}, // lower half - {0.5F, 0.25F, 0.5F, 0.75F}, // upper half - }}, - {{ - {0.5F, 0.25F, 0.5F, 0.25F}, // lower half - {0.25F, 0.25F, 0.25F, 0.75F}, // upper left - {0.25F, 0.25F, 0.75F, 0.75F}, // upper right - }}, - - {{ - {0.25F, 0.25F, 0.25F, 0.25F}, // lower left - {0.25F, 0.25F, 0.75F, 0.25F}, // lower right - {0.25F, 0.25F, 0.25F, 0.75F}, // upper left - {0.25F, 0.25F, 0.75F, 0.75F}, // upper right - }}, -}}; +constexpr std::array, ShadowMapper::SHADOW_BANDS> + shadowMapRegions {{ + {{ + {0.5F, 0.5F, 0.5F, 0.5F}, // full + }}, + {{ + {0.5F, 0.25F, 0.5F, 0.25F}, // lower half + {0.5F, 0.25F, 0.5F, 0.75F}, // upper half + }}, + {{ + {0.5F, 0.25F, 0.5F, 0.25F}, // lower half + {0.25F, 0.25F, 0.25F, 0.75F}, // upper left + {0.25F, 0.25F, 0.75F, 0.75F}, // upper right + }}, + + {{ + {0.25F, 0.25F, 0.25F, 0.25F}, // lower left + {0.25F, 0.25F, 0.75F, 0.25F}, // lower right + {0.25F, 0.25F, 0.25F, 0.75F}, // upper left + {0.25F, 0.25F, 0.75F, 0.75F}, // upper right + }}, + }}; constexpr std::array shadowBands { 1.F, 250.F, diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index e5272a3..d54734c 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -18,7 +18,7 @@ public: struct Definitions { std::array projections {}; - std::array regions {}; + std::array regions {}; size_t maps {}; }; diff --git a/ui/editNetwork.h b/ui/editNetwork.h index eb1677e..e1aaa61 100644 --- a/ui/editNetwork.h +++ b/ui/editNetwork.h @@ -21,7 +21,7 @@ public: void render(const SceneShader &) const override; void render(const UIShader & shader, const UIComponent::Position & pos) const override; - using NetworkClickPos = std::variant; + using NetworkClickPos = std::variant; class Builder { public: -- cgit v1.2.3 From b44d10c03299953104266f01f6415b945e6520b9 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 9 Nov 2023 17:38:39 +0000 Subject: Fix definition of shadowMapRegions --- gfx/gl/shadowMapper.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'gfx') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 94a0791..e4ee47a 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -57,7 +57,7 @@ constexpr std::array, S {1, 1, 1, 1}, // upper right }}, }}; -constexpr std::array, ShadowMapper::SHADOW_BANDS> +constexpr std::array, ShadowMapper::SHADOW_BANDS> shadowMapRegions {{ {{ {0.5F, 0.5F, 0.5F, 0.5F}, // full -- 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') 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') 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 356e874050e5ad5af87b04a2bb01ce34a86640bb Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 13 Nov 2023 00:17:11 +0000 Subject: Send position and rotation matrix to GPU separately --- game/scenary/foliage.cpp | 3 ++- game/scenary/foliage.h | 3 ++- game/scenary/plant.cpp | 2 +- game/scenary/plant.h | 2 +- game/vehicles/railVehicle.cpp | 9 ++++++--- game/vehicles/railVehicleClass.cpp | 8 +++++--- game/vehicles/railVehicleClass.h | 1 + gfx/gl/camera.cpp | 9 ++++----- gfx/gl/sceneRenderer.cpp | 2 +- gfx/gl/sceneShader.cpp | 13 ++++++++----- gfx/gl/sceneShader.h | 11 +++++++---- gfx/gl/shaders/commonPoint.glsl | 2 +- gfx/gl/shaders/commonShadowPoint.glsl | 3 ++- gfx/gl/shaders/dynamicPoint.vs | 2 ++ gfx/gl/shaders/dynamicPointInst.vs | 2 ++ gfx/gl/shaders/fixedPoint.vs | 2 ++ gfx/gl/shaders/pointLight.gs | 1 + gfx/gl/shaders/pointLight.vs | 3 ++- gfx/gl/shaders/shadowDynamicPoint.vs | 2 ++ gfx/gl/shaders/shadowDynamicPointInst.vs | 2 ++ gfx/gl/shaders/shadowFixedPoint.vs | 2 ++ gfx/gl/shaders/spotLight.gs | 1 + gfx/gl/shaders/spotLight.vs | 3 ++- gfx/gl/shaders/water.vs | 7 ++++--- 24 files changed, 63 insertions(+), 32 deletions(-) (limited to 'gfx') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 702a52c..c258b77 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -15,7 +15,8 @@ void Foliage::postLoad() { texture = getTexture(); - bodyMesh->configureVAO(instanceVAO).addAttribs(instances.bufferName(), 1); + bodyMesh->configureVAO(instanceVAO) + .addAttribs(instances.bufferName(), 1); } void diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index b72a9c2..5a9d2de 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -15,7 +15,8 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs { glVertexArray instanceVAO; public: - mutable InstanceVertices instances; + using LocationVertex = std::pair; + 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 4fb3cb5..b39c28b 100644 --- a/game/scenary/plant.cpp +++ b/game/scenary/plant.cpp @@ -2,6 +2,6 @@ #include "location.h" Plant::Plant(std::shared_ptr type, const Location & position) : - type {std::move(type)}, location {this->type->instances.acquire(position.getTransform())} + type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)} { } diff --git a/game/scenary/plant.h b/game/scenary/plant.h index 82ab0e5..77c9ff7 100644 --- a/game/scenary/plant.h +++ b/game/scenary/plant.h @@ -7,7 +7,7 @@ class Location; class Plant : public WorldObject { std::shared_ptr type; - InstanceVertices::InstanceProxy location; + InstanceVertices::InstanceProxy location; void tick(TickDuration) override diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index 1ed904d..6e6e18f 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -14,15 +14,18 @@ RailVehicle::RailVehicle(RailVehicleClassPtr rvc) : RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)}, location {[this](const BufferedLocation * l) { - this->get()->body = l->getTransform(); + this->get()->body = l->getRotationTransform(); + this->get()->bodyPos = l->position(); }}, bogies {{ {[this](const BufferedLocation * l) { - this->get()->front = l->getTransform(); + this->get()->front = l->getRotationTransform(); + this->get()->frontPos = l->position(); }, Position3D {0, rvClass->wheelBase / 2.F, 0}}, {[this](const BufferedLocation * l) { - this->get()->back = l->getTransform(); + this->get()->back = l->getRotationTransform(); + this->get()->backPos = l->position(); }, Position3D {0, -rvClass->wheelBase / 2.F, 0}}, }} diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index 324148c..7a6a9fe 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -35,13 +35,15 @@ void RailVehicleClass::postLoad() { texture = getTexture(); - bodyMesh->configureVAO(instanceVAO).addAttribs(instances.bufferName(), 1); + bodyMesh->configureVAO(instanceVAO) + .addAttribs(instances.bufferName(), 1); bogies.front() ->configureVAO(instancesBogiesVAO.front()) - .addAttribs(instances.bufferName(), 1); + .addAttribs(instances.bufferName(), 1); bogies.back() ->configureVAO(instancesBogiesVAO.back()) - .addAttribs(instances.bufferName(), 1); + .addAttribs(instances.bufferName(), 1); + static_assert(sizeof(LocationVertex) == 228UL); } void diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h index 4668d7d..16dce01 100644 --- a/game/vehicles/railVehicleClass.h +++ b/game/vehicles/railVehicleClass.h @@ -20,6 +20,7 @@ public: struct LocationVertex { glm::mat4 body, front, back; + Position3D bodyPos, frontPos, backPos; }; std::array bogies; diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index 6a0359c..15f76c4 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -8,10 +8,9 @@ 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)}, - inverseViewProjection {glm::inverse(viewProjection)} + projection {glm::perspective(fov, aspect, zNear, zFar)}, viewProjection {}, inverseViewProjection {} { + updateView(); } Ray @@ -25,8 +24,8 @@ Camera::unProject(const ScreenRelCoord & mouse) const void Camera::updateView() { - viewProjection = projection * glm::lookAt(position, position + forward, up); - inverseViewProjection = glm::inverse(viewProjection); + viewProjection = projection * glm::lookAt(origin, forward, up); + inverseViewProjection = glm::inverse(projection * glm::lookAt(position, position + forward, up)); } Direction3D diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 4a3fec9..9b5510e 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -52,7 +52,7 @@ SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : void SceneRenderer::render(const SceneProvider & scene) const { - shader.setViewProjection(camera.getViewProjection()); + shader.setViewProjection(camera.getPosition(), camera.getViewProjection()); glViewport(0, 0, size.x, size.y); // Geometry pass diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 2dc2e70..2f391fd 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -26,11 +26,11 @@ SceneShader::SceneShader() : } void -SceneShader::setViewProjection(const glm::mat4 & viewProjection) const +SceneShader::setViewProjection(const Position3D & viewPoint, const glm::mat4 & viewProjection) const { for (const auto & prog : std::array { &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { - prog->setViewProjection(viewProjection); + prog->setViewProjection(viewPoint, viewProjection); } } @@ -44,10 +44,11 @@ SceneShader::setViewPort(const ViewPort & viewPort) const } void -SceneShader::SceneProgram::setViewProjection(const glm::mat4 & viewProjection) const +SceneShader::SceneProgram::setViewProjection(const Position3D & viewPoint, const glm::mat4 & viewProjection) const { glUseProgram(*this); glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection)); + glUniform3fv(viewPointLoc, 1, glm::value_ptr(viewPoint)); } void @@ -86,7 +87,8 @@ SceneShader::WaterProgram::use(float waveCycle) const } SceneShader::PointLightShader::PointLightShader() : - SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"} + SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, + viewPointLoc {*this, "viewPoint"} { VertexArrayObject {va}.addAttribs(b); } @@ -105,7 +107,8 @@ SceneShader::PointLightShader::add(const Position3D & position, const RGB & colo SceneShader::SpotLightShader::SpotLightShader() : SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, directionLoc {*this, "v_direction"}, - colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"} + colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"}, viewPointLoc {*this, "viewPoint"} + { using v3pair = std::pair; VertexArrayObject {va}.addAttribs(b); diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index f46b842..154dc17 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -11,15 +11,16 @@ class SceneShader { public: template inline explicit SceneProgram(const S &... srcs) : - Program {srcs...}, viewProjectionLoc {*this, "viewProjection"}, viewPortLoc {*this, "viewPort"} + Program {srcs...}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"}, + viewPortLoc {*this, "viewPort"} { } - void setViewProjection(const glm::mat4 &) const; + void setViewProjection(const Position3D &, const glm::mat4 &) const; void setViewPort(const ViewPort &) const; private: - RequiredUniformLocation viewProjectionLoc; + RequiredUniformLocation viewProjectionLoc, viewPointLoc; UniformLocation viewPortLoc; }; @@ -58,6 +59,7 @@ class SceneShader { private: UniformLocation colourLoc; UniformLocation kqLoc; + UniformLocation viewPointLoc; glVertexArray va; glBuffer b; }; @@ -74,6 +76,7 @@ class SceneShader { UniformLocation colourLoc; UniformLocation kqLoc; UniformLocation arcLoc; + UniformLocation viewPointLoc; glVertexArray va; glBuffer b; }; @@ -87,6 +90,6 @@ public: PointLightShader pointLight; SpotLightShader spotLight; - void setViewProjection(const glm::mat4 & viewProjection) const; + void setViewProjection(const Position3D & viewPoint, const glm::mat4 & viewProjection) const; void setViewPort(const ViewPort & viewPort) const; }; diff --git a/gfx/gl/shaders/commonPoint.glsl b/gfx/gl/shaders/commonPoint.glsl index 35510e1..046da27 100644 --- a/gfx/gl/shaders/commonPoint.glsl +++ b/gfx/gl/shaders/commonPoint.glsl @@ -24,5 +24,5 @@ main() Colour = colour; Material = getMaterialDetail(material); - gl_Position = viewProjection * worldPos; + gl_Position = viewProjection * vec4(FragPos - viewPoint + modelPos, 1); } diff --git a/gfx/gl/shaders/commonShadowPoint.glsl b/gfx/gl/shaders/commonShadowPoint.glsl index c7cbd3e..216642e 100644 --- a/gfx/gl/shaders/commonShadowPoint.glsl +++ b/gfx/gl/shaders/commonShadowPoint.glsl @@ -1,6 +1,7 @@ void main() { - gl_Position = viewProjection * model * vec4(position, 1.0); + vec4 worldPos = model * vec4(position, 1.0); + gl_Position = viewProjection * vec4(worldPos.xyz - viewPoint + modelPos, 1); gl_Position.z = max(gl_Position.z, -1); } diff --git a/gfx/gl/shaders/dynamicPoint.vs b/gfx/gl/shaders/dynamicPoint.vs index 961535c..9dd6a47 100644 --- a/gfx/gl/shaders/dynamicPoint.vs +++ b/gfx/gl/shaders/dynamicPoint.vs @@ -5,6 +5,8 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; uniform mat4 model; +uniform vec3 modelPos; include(`commonPoint.glsl') diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vs index 2d6cee5..4ae6813 100644 --- a/gfx/gl/shaders/dynamicPointInst.vs +++ b/gfx/gl/shaders/dynamicPointInst.vs @@ -5,6 +5,8 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; layout(location = 5) in mat4 model; +layout(location = 9) in vec3 modelPos; include(`commonPoint.glsl') diff --git a/gfx/gl/shaders/fixedPoint.vs b/gfx/gl/shaders/fixedPoint.vs index ed78c96..0adbb02 100644 --- a/gfx/gl/shaders/fixedPoint.vs +++ b/gfx/gl/shaders/fixedPoint.vs @@ -5,6 +5,8 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; const mat4 model = mat4(1); +const vec3 modelPos = vec3(0); include(`commonPoint.glsl') diff --git a/gfx/gl/shaders/pointLight.gs b/gfx/gl/shaders/pointLight.gs index 03d131d..ec089f5 100644 --- a/gfx/gl/shaders/pointLight.gs +++ b/gfx/gl/shaders/pointLight.gs @@ -19,6 +19,7 @@ const vec3[] cube = vec3[]( // http://www.cs.umd.edu/gvil/papers/av_ts.pdf vec3(1, 1, -1) // Back-top-right ); uniform mat4 viewProjection; +uniform vec3 viewPoint; in vec3 centre[]; in float size[]; diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs index 35682fa..b3fe7b9 100644 --- a/gfx/gl/shaders/pointLight.vs +++ b/gfx/gl/shaders/pointLight.vs @@ -4,6 +4,7 @@ layout(location = 0) in vec3 position; uniform vec3 colour; uniform float kq; +uniform vec3 viewPoint; out vec3 centre; out float size; @@ -13,5 +14,5 @@ main() { centre = position; size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); - gl_Position = vec4(centre, 0); + gl_Position = vec4(centre - viewPoint, 0); } diff --git a/gfx/gl/shaders/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vs index f3ed533..eb25423 100644 --- a/gfx/gl/shaders/shadowDynamicPoint.vs +++ b/gfx/gl/shaders/shadowDynamicPoint.vs @@ -3,6 +3,8 @@ include(`meshIn.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; uniform mat4 model; +uniform vec3 modelPos; include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs index 1bf74ef..a0f51c3 100644 --- a/gfx/gl/shaders/shadowDynamicPointInst.vs +++ b/gfx/gl/shaders/shadowDynamicPointInst.vs @@ -3,6 +3,8 @@ include(`meshIn.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; layout(location = 5) in mat4 model; +layout(location = 9) in vec3 modelPos; include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs index 8921707..dfc5c42 100644 --- a/gfx/gl/shaders/shadowFixedPoint.vs +++ b/gfx/gl/shaders/shadowFixedPoint.vs @@ -3,6 +3,8 @@ include(`meshIn.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; const mat4 model = mat4(1); +const vec3 modelPos = vec3(0); include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs index ad65675..0529614 100644 --- a/gfx/gl/shaders/spotLight.gs +++ b/gfx/gl/shaders/spotLight.gs @@ -10,6 +10,7 @@ const vec3[] pyramid = vec3[]( // four-sided vec3(1, -1, 1) // Front-right ); uniform mat4 viewProjection; +uniform vec3 viewPoint; uniform float arc; in vec3 position[]; diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs index dca0854..e61b641 100644 --- a/gfx/gl/shaders/spotLight.vs +++ b/gfx/gl/shaders/spotLight.vs @@ -6,6 +6,7 @@ uniform vec3 v_direction; uniform vec3 colour; uniform float kq; uniform float arc; +uniform vec3 viewPoint; out vec3 position; out vec3 direction; @@ -19,5 +20,5 @@ main() direction = normalize(v_direction); size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); cosarc = cos(arc / 2); - gl_Position = vec4(position, 0); + gl_Position = vec4(position - viewPoint, 0); } diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index a21b49f..014499f 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -4,17 +4,18 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; +uniform vec3 viewPoint; uniform vec3 waves; void main() { - vec4 wpos = vec4(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2), - cos(waves.x + position.x + (position.y / 8)) * .3, 1.0); + vec3 wpos = vec3(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2), + cos(waves.x + position.x + (position.y / 8)) * .3); FragPos = vec3(wpos.xy, position.z); TexCoords = texCoord; Normal = normal; - gl_Position = viewProjection * wpos; + gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0); } -- 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 'gfx') 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 9bbaa4df842bf350a5d05233140bb4d631212a11 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 25 Nov 2023 13:57:33 +0000 Subject: Send position and rotation matrix to GPU separately in basic program Missed from earlier commit --- gfx/gl/sceneShader.cpp | 9 ++++++--- gfx/gl/sceneShader.h | 1 + 2 files changed, 7 insertions(+), 3 deletions(-) (limited to 'gfx') diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 2f391fd..de75814 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -60,13 +60,16 @@ SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const } } -SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"} { } +SceneShader::BasicProgram::BasicProgram() : + SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"} +{ +} void SceneShader::BasicProgram::setModel(Location const & location) const { - const auto model {glm::translate(location.pos) * rotate_ypr(location.rot)}; - glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(rotate_ypr(location.rot))); + glUniform3fv(modelPosLoc, 1, glm::value_ptr(location.pos)); } void diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index 154dc17..83c234c 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -32,6 +32,7 @@ class SceneShader { private: RequiredUniformLocation modelLoc; + RequiredUniformLocation modelPosLoc; }; class AbsolutePosProgram : public SceneProgram { -- cgit v1.2.3 From 916fafa028b0bc8c8b0abec8c072722907d85f43 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 25 Nov 2023 14:08:45 +0000 Subject: Send position and rotation matrix to GPU separately in shadowmapper dynamic --- gfx/gl/shadowMapper.cpp | 9 ++++----- gfx/gl/shadowMapper.h | 1 + 2 files changed, 5 insertions(+), 5 deletions(-) (limited to 'gfx') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 190f20e..4a8d7ec 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -179,7 +179,8 @@ ShadowMapper::FixedPoint::use() const } ShadowMapper::DynamicPoint::DynamicPoint() : - Program {shadowDynamicPoint_vs}, viewProjectionLoc {*this, "viewProjection"}, modelLoc {*this, "model"} + Program {shadowDynamicPoint_vs}, viewProjectionLoc {*this, "viewProjection"}, modelLoc {*this, "model"}, + modelPosLoc {*this, "modelPos"} { } @@ -195,13 +196,11 @@ ShadowMapper::DynamicPoint::use(const Location & location) const { glUseProgram(*this); setModel(location); - const auto model = glm::translate(location.pos) * rotate_ypr(location.rot); - glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); } void ShadowMapper::DynamicPoint::setModel(const Location & location) const { - const auto model = glm::translate(location.pos) * rotate_ypr(location.rot); - glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(rotate_ypr(location.rot))); + glUniform3fv(modelPosLoc, 1, glm::value_ptr(location.pos)); } diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index d54734c..b53a7f1 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -44,6 +44,7 @@ public: private: RequiredUniformLocation viewProjectionLoc; RequiredUniformLocation modelLoc; + RequiredUniformLocation modelPosLoc; }; FixedPoint fixedPoint, dynamicPointInst; -- 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') 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') 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