From 1bbbdfe0d9e9e7a4e42241a2eb596b46ac02c65b Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 18 Aug 2024 16:05:05 +0100 Subject: Populate GameState::assets in appropriate tests --- test/test-assetFactory.cpp | 3 +++ test/testRenderOutput.h | 2 ++ 2 files changed, 5 insertions(+) (limited to 'test') diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index 1c2c417..0b5b278 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -97,6 +97,7 @@ BOOST_AUTO_TEST_CASE(brush47xml, *boost::unit_test::timeout(5)) { auto mf = AssetFactory::loadXML(RESDIR "/brush47.xml"); BOOST_REQUIRE(mf); + gameState.assets = mf->assets; BOOST_REQUIRE_GE(mf->shapes.size(), 6); BOOST_CHECK(mf->shapes.at("plane")); BOOST_CHECK(mf->shapes.at("cylinder")); @@ -126,6 +127,7 @@ BOOST_AUTO_TEST_CASE(foliage, *boost::unit_test::timeout(5)) { auto mf = AssetFactory::loadXML(RESDIR "/foliage.xml"); BOOST_REQUIRE(mf); + gameState.assets = mf->assets; auto tree_01_1 = mf->assets.at("Tree-01-1"); BOOST_REQUIRE(tree_01_1); auto tree_01_1_f = std::dynamic_pointer_cast(tree_01_1); @@ -144,6 +146,7 @@ BOOST_AUTO_TEST_CASE(lights, *boost::unit_test::timeout(5)) { auto mf = AssetFactory::loadXML(RESDIR "/lights.xml"); BOOST_REQUIRE(mf); + gameState.assets = mf->assets; auto rlight = mf->assets.at("r-light"); BOOST_REQUIRE(rlight); auto oldlamp = mf->assets.at("old-lamp"); diff --git a/test/testRenderOutput.h b/test/testRenderOutput.h index 056d029..79908b1 100644 --- a/test/testRenderOutput.h +++ b/test/testRenderOutput.h @@ -1,6 +1,7 @@ #pragma once #include "config/types.h" +#include "game/gamestate.h" #include "glArrays.h" #include #include @@ -17,6 +18,7 @@ public: glFrameBuffer output; glRenderBuffer depth; glTexture outImage; + GameState gameState; }; template class TestRenderOutputSize : public TestRenderOutput { -- cgit v1.2.3 From f03e11fb38701f278f3c0f465958932044227830 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 26 Aug 2024 13:34:06 +0100 Subject: test-render loads all assets into gameState --- test/test-render.cpp | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) (limited to 'test') diff --git a/test/test-render.cpp b/test/test-render.cpp index b9a809e..bb5a137 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -7,6 +7,7 @@ #include #include +#include #include #include #include @@ -25,10 +26,8 @@ #include class TestScene : public SceneProvider { - const RailVehicleClassPtr brush47rvc = std::dynamic_pointer_cast( - AssetFactory::loadXML(RESDIR "/brush47.xml")->assets.at("brush-47")); - const std::shared_ptr tree021f - = std::dynamic_pointer_cast(AssetFactory::loadXML(RESDIR "/foliage.xml")->assets.at("Tree-02-1")); + RailVehicleClassPtr brush47rvc; + std::shared_ptr tree021f; std::shared_ptr train1, train2; std::shared_ptr plant1; RailLinks rail; @@ -40,6 +39,9 @@ class TestScene : public SceneProvider { public: TestScene() { + gameState->assets = AssetFactory::loadAll(RESDIR); + brush47rvc = std::dynamic_pointer_cast(gameState->assets.at("brush-47")); + tree021f = std::dynamic_pointer_cast(gameState->assets.at("Tree-02-1")); train1 = std::make_shared(brush47rvc); train1->location.setPosition({52000, 50000, 2000}); train1->bogies.front().setPosition(train1->bogies.front().position() + train1->location.position()); -- cgit v1.2.3 From a9a2a4c8b5aad22d055c670c72eb41fc22b0d812 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 5 Oct 2024 12:17:55 +0100 Subject: Add LightDirection class --- gfx/lightDirection.cpp | 8 ++++++++ gfx/lightDirection.h | 32 ++++++++++++++++++++++++++++++++ test/test-environment.cpp | 27 +++++++++++++++++++++++++++ 3 files changed, 67 insertions(+) create mode 100644 gfx/lightDirection.cpp create mode 100644 gfx/lightDirection.h (limited to 'test') diff --git a/gfx/lightDirection.cpp b/gfx/lightDirection.cpp new file mode 100644 index 0000000..6d7d1ea --- /dev/null +++ b/gfx/lightDirection.cpp @@ -0,0 +1,8 @@ +#include "lightDirection.h" +#include "maths.h" + +LightDirection::LightDirection(const Direction2D sunPos) : + pos {sunPos}, vec {glm::mat3 {rotate_yp(pi + sunPos.x, -sunPos.y)} * north}, + vert {-glm::clamp(-1.F, 0.F, vec.z - 0.1F)} +{ +} diff --git a/gfx/lightDirection.h b/gfx/lightDirection.h new file mode 100644 index 0000000..f1e1cc4 --- /dev/null +++ b/gfx/lightDirection.h @@ -0,0 +1,32 @@ +#pragma once + +#include "config/types.h" + +class LightDirection { +public: + // NOLINTNEXTLINE(hicpp-explicit-conversions) deliberately a helper + LightDirection(Direction2D sunPos); + + [[nodiscard]] Direction2D + position() const noexcept + { + return pos; + } + + [[nodiscard]] Direction3D + vector() const noexcept + { + return vec; + } + + [[nodiscard]] float + vertical() const noexcept + { + return vert; + } + +private: + Direction2D pos; + Direction3D vec; + float vert; +}; diff --git a/test/test-environment.cpp b/test/test-environment.cpp index b6e0e4f..76144a4 100644 --- a/test/test-environment.cpp +++ b/test/test-environment.cpp @@ -1,4 +1,5 @@ #define BOOST_TEST_MODULE environment +#include "testHelpers.h" #include #include #include @@ -7,9 +8,11 @@ #include #include #include +#include #include using sunPosTestData = std::tuple; +using sunDirTestData = std::tuple; constexpr Direction2D Doncaster = {-1.1, 53.5}; constexpr Direction2D NewYork = {74.0, 40.7}; constexpr Direction2D Syndey = {-151.2, -33.9}; @@ -19,6 +22,7 @@ BOOST_DATA_TEST_CASE(sun_position, boost::unit_test::data::make({ {EqGM, "2024-01-02T00:00:00"_time_t, {181.52F, -66.86F}}, {EqGM, "2024-01-02T06:00:00"_time_t, {113.12F, -0.85F}}, + {EqGM, "2024-01-02T06:30:00"_time_t, {113.12F, 6.05F}}, {EqGM, "2024-01-02T12:00:00"_time_t, {177.82F, 66.97F}}, {EqGM, "2024-01-02T18:00:00"_time_t, {246.99F, 0.90F}}, {EqGM, "2024-01-03T00:00:00"_time_t, {181.52F, -67.04F}}, @@ -33,3 +37,26 @@ BOOST_DATA_TEST_CASE(sun_position, BOOST_CHECK_CLOSE(sunPos.x, expSunPos.x, 1.F); BOOST_CHECK_CLOSE(sunPos.y, expSunPos.y, 1.F); } + +BOOST_DATA_TEST_CASE(sun_direction, + boost::unit_test::data::make({ + {{0.F, 0.F}, south, 0.1F}, + {{90.F, 0.F}, west, 0.1F}, + {{-90.F, 0.F}, east, 0.1F}, + // From above + // EqGM midnight, sun below horizon, shining upwards + {{181.52F, -66.86F}, {-0.01F, 0.39F, 0.919F}, 0}, + // EqGM just before sunrise, mostly west, north a bit, up a bit + {{113.12F, -0.85F}, {-0.92F, 0.39F, 0.015F}, 0.085F}, + // EqGM just after sunrise, mostly west, north a bit, down a bit + {{113.12F, 6.05F}, {-0.92F, 0.39F, -0.015F}, 0.205F}, + // Doncaster noon, roughly from south to north, high in the sky, downward + {{176.34F, 59.64F}, {-0.03F, 0.5F, -0.86F}, 0.96F}, + }), + position, direction, vert) +{ + const LightDirection ld {position * degreesToRads}; + BOOST_CHECK_CLOSE_VEC(ld.vector(), direction); + BOOST_CHECK_CLOSE(glm::length(ld.vector()), 1.F, 1); + BOOST_CHECK_CLOSE(ld.vertical(), vert, 5); +} -- cgit v1.2.3 From 10998a8302b3d7651b4afc046311961eb2dea2c8 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 6 Oct 2024 12:48:40 +0100 Subject: Use LightDirection for calculating/passing all light dir components --- game/environment.cpp | 11 +++++------ gfx/gl/sceneProvider.cpp | 2 +- gfx/gl/sceneRenderer.cpp | 8 ++++---- gfx/gl/sceneRenderer.h | 3 ++- gfx/gl/shadowMapper.cpp | 7 ++++--- gfx/gl/shadowMapper.h | 3 ++- gfx/gl/shadowStenciller.cpp | 15 ++++++++------- gfx/gl/shadowStenciller.h | 5 +++-- test/test-assetFactory.cpp | 2 +- test/test-geoData.cpp | 2 +- test/test-render.cpp | 6 +++--- 11 files changed, 34 insertions(+), 30 deletions(-) (limited to 'test') diff --git a/game/environment.cpp b/game/environment.cpp index 19aad84..5aa1f09 100644 --- a/game/environment.cpp +++ b/game/environment.cpp @@ -1,4 +1,5 @@ #include "environment.h" +#include "gfx/lightDirection.h" #include #include @@ -16,14 +17,12 @@ Environment::render(const SceneRenderer & renderer, const SceneProvider & scene) constexpr RGB baseAmbient {0.1F}, baseDirectional {0.0F}; constexpr RGB relativeAmbient {0.3F, 0.3F, 0.4F}, relativeDirectional {0.6F, 0.6F, 0.5F}; - const auto sunPos = getSunPos({}, worldTime); - const auto sunDir = (glm::mat3 {rotate_yp({sunPos.y + pi, sunPos.x})} * north); - const auto vertical = -std::min(0.F, sunDir.z - 0.1F); - const auto ambient = baseAmbient + relativeAmbient * vertical; - const auto directional = baseDirectional + relativeDirectional * vertical; + const LightDirection sunPos = getSunPos({}, worldTime); + const auto ambient = baseAmbient + relativeAmbient * sunPos.vertical(); + const auto directional = baseDirectional + relativeDirectional * sunPos.vertical(); renderer.setAmbientLight(ambient); - renderer.setDirectionalLight(directional, sunDir, scene); + renderer.setDirectionalLight(directional, sunPos, scene); } // Based on the C++ code published at https://www.psa.es/sdg/sunpos.htm diff --git a/gfx/gl/sceneProvider.cpp b/gfx/gl/sceneProvider.cpp index 2e8604c..4e271db 100644 --- a/gfx/gl/sceneProvider.cpp +++ b/gfx/gl/sceneProvider.cpp @@ -5,7 +5,7 @@ void SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer) const { renderer.setAmbientLight({0.5F, 0.5F, 0.5F}); - renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {-1, 1, -1}, *this); + renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {{-quarter_pi, -quarter_pi}}, *this); } void diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 7aace49..b2a7d78 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -114,7 +114,8 @@ SceneRenderer::setAmbientLight(const RGB & colour) const } void -SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider & scene) const +SceneRenderer::setDirectionalLight( + const RGB & colour, const LightDirection & direction, const SceneProvider & scene) const { if (colour.r > 0 || colour.g > 0 || colour.b > 0) { const auto lvp = shadowMapper.update(scene, direction, camera); @@ -128,7 +129,7 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper); glViewport(0, 0, size.x, size.y); dirLight.use(); - dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp); + dirLight.setDirectionalLight(colour, direction.vector(), camera.getPosition(), lvp); renderQuad(); } } @@ -154,8 +155,7 @@ SceneRenderer::DirectionalLightProgram::setDirectionalLight( return toTextureSpaceMat * m; }; glUniform(colourLoc, c); - const auto nd = glm::normalize(d); - glUniform(directionLoc, nd); + glUniform(directionLoc, d); glUniform(lightPointLoc, p); glUniform(lightViewProjectionCountLoc, static_cast(lvp.size())); glUniform(lightViewProjectionLoc, std::span {lvp * toTextureSpace}); diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index 4195bcf..93470f5 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -1,6 +1,7 @@ #pragma once #include "camera.h" +#include "gfx/lightDirection.h" #include "glArrays.h" #include "program.h" #include "sceneProvider.h" @@ -14,7 +15,7 @@ public: void render(const SceneProvider &) const; void setAmbientLight(const RGB & colour) const; - void setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider &) const; + void setDirectionalLight(const RGB & colour, const LightDirection & direction, const SceneProvider &) const; Camera camera; diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index b08538d..4f7eac1 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -13,6 +13,7 @@ #include "gfx/gl/shaders/vs-shadowDynamicPointStencil.h" #include "gfx/gl/shaders/vs-shadowLandmass.h" #include "gfx/gl/shadowStenciller.h" +#include "gfx/lightDirection.h" #include "gfx/renderable.h" #include "gl_traits.h" #include "location.h" @@ -78,12 +79,12 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV } ShadowMapper::Definitions -ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const +ShadowMapper::update(const SceneProvider & scene, const LightDirection & dir, const Camera & camera) const { glCullFace(GL_FRONT); glEnable(GL_DEPTH_TEST); - shadowStenciller.setLightDirection(dir, up); + shadowStenciller.setLightDirection(dir); for (const auto & [id, asset] : gameState->assets) { if (const auto r = std::dynamic_pointer_cast(asset)) { r->updateStencil(shadowStenciller); @@ -94,7 +95,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, size.x, size.y); - const auto lightViewDir = glm::lookAt({}, dir, up); + const auto lightViewDir = glm::lookAt({}, dir.vector(), up); const auto lightViewPoint = camera.getPosition(); const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); Definitions out; diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index 3aa224e..951e29c 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -11,6 +11,7 @@ class SceneProvider; class Camera; +class LightDirection; class ShadowMapper { public: @@ -21,7 +22,7 @@ public: using Definitions = std::vector; using Sizes = std::vector; - [[nodiscard]] Definitions update(const SceneProvider &, const Direction3D & direction, const Camera &) const; + [[nodiscard]] Definitions update(const SceneProvider &, const LightDirection & direction, const Camera &) const; class ShadowProgram : public Program { public: diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index da2b3a0..ae4012a 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -3,6 +3,7 @@ #include "gfx/gl/shaders/fs-shadowStencil.h" #include "gfx/gl/shaders/gs-shadowStencil.h" #include "gfx/gl/shaders/vs-shadowStencil.h" +#include "gfx/lightDirection.h" #include "gfx/models/mesh.h" #include "glArrays.h" #include "gl_traits.h" @@ -26,10 +27,9 @@ ShadowStenciller::ShadowStenciller() : } void -ShadowStenciller::setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp) +ShadowStenciller::setLightDirection(const LightDirection & lightDir) { - lightDirMat = glm::lookAt(-lightDir, {}, lightDirUp); - viewProjections = angles * [this](const auto & a) { + viewProjections = angles * [lightDirMat = rotate_pitch(lightDir.position().y)](const auto & a) { return lightDirMat * a; }; } @@ -68,10 +68,11 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh glViewport(0, 0, 256, 256); const auto & centre = mesh.getDimensions().centre; const auto & size = mesh.getDimensions().size; - const auto extentsMat - = glm::translate(glm::ortho(-size, size, -size, size, -size, size), {-centre.x, -centre.z, -centre.y}); - glUniform(viewProjectionLoc, std::span {viewProjections * [&](const auto & vp) { - return extentsMat * vp; + glUniform(viewProjectionLoc, + std::span {viewProjections * + [extentsMat = glm::translate(glm::ortho(-size, size, -size, size, -size, size), -centre)]( + const auto & vp) { + return vp * extentsMat; }}); mesh.Draw(); } diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 2edb955..03efced 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -5,13 +5,15 @@ #include "gfx/models/texture.h" #include "glArrays.h" +class LightDirection; + class ShadowStenciller { public: ShadowStenciller(); [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); - void setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp); + void setLightDirection(const LightDirection & lightDir); void renderStencil(const glTexture &, const MeshBase &, const Texture::AnyPtr texture) const; private: @@ -19,6 +21,5 @@ private: Program shadowCaster; Program::RequiredUniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; - glm::mat4 lightDirMat {}; std::array viewProjections; }; diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index 0b5b278..6036721 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -54,7 +54,7 @@ public: environment(const SceneShader &, const SceneRenderer & sceneRenderer) const override { sceneRenderer.setAmbientLight({.4, .4, .4}); - sceneRenderer.setDirectionalLight({.6, .6, .6}, east + south + south + down, *this); + sceneRenderer.setDirectionalLight({.6, .6, .6}, {{0.9, 0.5}}, *this); } void diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp index 11d634d..4a7b98d 100644 --- a/test/test-geoData.cpp +++ b/test/test-geoData.cpp @@ -253,7 +253,7 @@ BOOST_DATA_TEST_CASE(deform, loadFixtureJson("geoData/deform/ environment(const SceneShader &, const SceneRenderer & sr) const override { sr.setAmbientLight({0.1, 0.1, 0.1}); - sr.setDirectionalLight({1, 1, 1}, south + down, *this); + sr.setDirectionalLight({1, 1, 1}, {{quarter_pi, -3 * half_pi}}, *this); } void diff --git a/test/test-render.cpp b/test/test-render.cpp index 0a92689..775eb5c 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -1,4 +1,3 @@ -#include "game/environment.h" #define BOOST_TEST_MODULE test_render #include "testHelpers.h" @@ -8,6 +7,7 @@ #include #include +#include #include #include #include @@ -166,7 +166,7 @@ BOOST_AUTO_TEST_CASE(terrain) environment(const SceneShader &, const SceneRenderer & sr) const override { sr.setAmbientLight({0.1, 0.1, 0.1}); - sr.setDirectionalLight({1, 1, 1}, south + down, *this); + sr.setDirectionalLight({1, 1, 1}, {{0, quarter_pi}}, *this); } void @@ -213,7 +213,7 @@ BOOST_AUTO_TEST_CASE(railnet) environment(const SceneShader &, const SceneRenderer & sr) const override { sr.setAmbientLight({0.1, 0.1, 0.1}); - sr.setDirectionalLight({1, 1, 1}, south + down, *this); + sr.setDirectionalLight({1, 1, 1}, {{0, quarter_pi}}, *this); } void -- cgit v1.2.3 From 5b6a6f3b241fea6d19521ddbb705e27d5e4c0268 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 20 Oct 2024 16:24:14 +0100 Subject: Move lots of maths helpers to inline, constexpr, templates Always for working with different dimensions/types --- assetFactory/mutation.cpp | 5 +- game/network/link.cpp | 2 +- game/network/network.cpp | 2 +- game/network/rail.cpp | 4 +- gfx/gl/shadowStenciller.cpp | 4 +- lib/maths.cpp | 97 --------------- lib/maths.h | 287 +++++++++++++++++++++++++++++++------------- test/test-geoData.cpp | 2 +- test/test-maths.cpp | 10 +- 9 files changed, 218 insertions(+), 195 deletions(-) (limited to 'test') diff --git a/assetFactory/mutation.cpp b/assetFactory/mutation.cpp index 6695dff..2ab2a76 100644 --- a/assetFactory/mutation.cpp +++ b/assetFactory/mutation.cpp @@ -1,12 +1,11 @@ #include "mutation.h" -#include #include #include Mutation::Matrix Mutation::getMatrix() const { - return glm::translate(glm::identity(), position) * rotate_ypr(rotation) + return glm::translate(glm::identity(), position) * rotate_ypr<4>(rotation) * glm::scale(glm::identity(), scale); } @@ -19,7 +18,7 @@ Mutation::getDeformationMatrix() const Mutation::Matrix Mutation::getLocationMatrix() const { - return glm::translate(glm::identity(), position) * rotate_ypr(rotation); + return glm::translate(glm::identity(), position) * rotate_ypr<4>(rotation); } bool diff --git a/game/network/link.cpp b/game/network/link.cpp index 248fe7d..745896c 100644 --- a/game/network/link.cpp +++ b/game/network/link.cpp @@ -51,7 +51,7 @@ LinkCurve::positionAt(float dist, unsigned char start) const + RelativePosition3D {0, 0, static_cast(es.first->pos.z - centreBase.z) + (static_cast(es.second->pos.z - es.first->pos.z) * frac)}}; - const auto pitch {vector_pitch({0, 0, static_cast(es.second->pos.z - es.first->pos.z) / length})}; + const auto pitch {vector_pitch(difference(es.second->pos, es.first->pos) / length)}; return Location {GlobalPosition3D(relPos + relClimb) + centreBase, {pitch, normalize(ang + dirOffset[start]), 0}}; } diff --git a/game/network/network.cpp b/game/network/network.cpp index 65b2a62..fa86cb5 100644 --- a/game/network/network.cpp +++ b/game/network/network.cpp @@ -95,7 +95,7 @@ Network::routeFromTo(const Link::End & end, const Node::Ptr & dest) const GenCurveDef Network::genCurveDef(const GlobalPosition3D & start, const GlobalPosition3D & end, float startDir) { - const auto diff {end - start}; + const auto diff = difference(end, start); const auto vy {vector_yaw(diff)}; const auto dir = pi + startDir; const auto flatStart {start.xy()}, flatEnd {end.xy()}; diff --git a/game/network/rail.cpp b/game/network/rail.cpp index fd07ace..c29217a 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -32,7 +32,7 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end) } // Find start link/end - opposite entry dir to existing link; so pi +... const Angle dir = pi + findNodeDirection(node1ins.first); - if (dir == vector_yaw(end - start)) { + if (dir == vector_yaw(difference(end, start))) { return addLink(start, end); } const auto flatStart {start.xy()}, flatEnd {end.xy()}; @@ -62,7 +62,7 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end) return addLink(midh, end, c2); } } - const auto diff {end - start}; + const auto diff = difference(end, start); const auto vy {vector_yaw(diff)}; const auto n2ed {(vy * 2) - dir - pi}; const auto centre {find_arc_centre(flatStart, dir, flatEnd, n2ed)}; diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index eab4797..86b77e4 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -24,8 +24,8 @@ ShadowStenciller::setLightDirection(const LightDirection & lightDir) { viewProjections = [&lightDir](std::integer_sequence) { constexpr float STEP = two_pi / STENCIL_ANGLES; - return std::array { - rotate_pitch(half_pi - lightDir.position().y) * rotate_yaw((Ep * STEP) - lightDir.position().x)...}; + return std::array {rotate_pitch<4>(half_pi - lightDir.position().y) + * rotate_yaw<4>((Ep * STEP) - lightDir.position().x)...}; }(std::make_integer_sequence>()); } diff --git a/lib/maths.cpp b/lib/maths.cpp index f527881..3a9bf9b 100644 --- a/lib/maths.cpp +++ b/lib/maths.cpp @@ -19,103 +19,6 @@ flat_orientation(const Direction3D & diff) return (std::isnan(e[0][0])) ? oneeighty : e; } -// Helper to lookup into a matrix given an xy vector coordinate -template -inline auto & -operator^(M & m, glm::vec<2, I> xy) -{ - return m[xy.x][xy.y]; -} - -// Create a matrix for the angle, given the targets into the matrix -template -inline auto -rotation(typename M::value_type a, glm::vec<2, I> c1, glm::vec<2, I> s1, glm::vec<2, I> c2, glm::vec<2, I> ms2) -{ - M m(1); - sincosf(a, m ^ s1, m ^ c1); - m ^ c2 = m ^ c1; - m ^ ms2 = -(m ^ s1); - return m; -} - -// Create a flat (2D) transformation matrix -glm::mat2 -rotate_flat(float a) -{ - return rotation(a, {0, 0}, {0, 1}, {1, 1}, {1, 0}); -} - -// Create a yaw transformation matrix -glm::mat4 -rotate_yaw(float a) -{ - return rotation(a, {0, 0}, {1, 0}, {1, 1}, {0, 1}); -} - -// Create a roll transformation matrix -glm::mat4 -rotate_roll(float a) -{ - return rotation(a, {0, 0}, {2, 0}, {2, 2}, {0, 2}); -} - -// Create a pitch transformation matrix -glm::mat4 -rotate_pitch(float a) -{ - return rotation(a, {1, 1}, {1, 2}, {2, 2}, {2, 1}); -} - -// Create a combined yaw, pitch, roll transformation matrix -glm::mat4 -rotate_ypr(Rotation3D a) -{ - return rotate_yaw(a.y) * rotate_pitch(a.x) * rotate_roll(a.z); -} - -glm::mat4 -rotate_yp(Rotation2D a) -{ - return rotate_yp(a.y, a.x); -} - -glm::mat4 -rotate_yp(Angle yaw, Angle pitch) -{ - return rotate_yaw(yaw) * rotate_pitch(pitch); -} - -float -vector_yaw(const Direction2D & diff) -{ - return std::atan2(diff.x, diff.y); -} - -float -vector_pitch(const Direction3D & diff) -{ - return std::atan(diff.z); -} - -float -round_frac(const float & v, const float & frac) -{ - return std::round(v / frac) * frac; -} - -float -normalize(float ang) -{ - while (ang > pi) { - ang -= two_pi; - } - while (ang <= -pi) { - ang += two_pi; - } - return ang; -} - static_assert(pow(1, 0) == 1); static_assert(pow(1, 1) == 1); static_assert(pow(1, 2) == 1); diff --git a/lib/maths.h b/lib/maths.h index 97b7ef5..94e357b 100644 --- a/lib/maths.h +++ b/lib/maths.h @@ -17,22 +17,22 @@ struct Arc : public std::pair { } Arc(const RelativePosition2D & dir0, const RelativePosition2D & dir1); - Arc(const Angle angb, const Angle anga); + Arc(Angle anga, Angle angb); auto - operator[](bool i) const + operator[](bool getSecond) const { - return i ? second : first; + return getSecond ? second : first; } - [[nodiscard]] constexpr inline float + [[nodiscard]] constexpr float length() const { return second - first; } }; -constexpr const RelativePosition3D up {0, 0, 1}; +constexpr const RelativePosition3D up {0, 0, 1}; // NOLINT(readability-identifier-length) constexpr const RelativePosition3D down {0, 0, -1}; constexpr const RelativePosition3D north {0, 1, 0}; constexpr const RelativePosition3D south {0, -1, 0}; @@ -40,7 +40,7 @@ constexpr const RelativePosition3D east {1, 0, 0}; constexpr const RelativePosition3D west {-1, 0, 0}; constexpr auto half_pi {glm::half_pi()}; constexpr auto quarter_pi {half_pi / 2}; -constexpr auto pi {glm::pi()}; +constexpr auto pi {glm::pi()}; // NOLINT(readability-identifier-length) constexpr auto two_pi {glm::two_pi()}; constexpr auto degreesToRads = pi / 180.F; @@ -48,153 +48,274 @@ constexpr auto earthMeanRadius = 6371.01F; // In km constexpr auto astronomicalUnit = 149597890.F; // In km template -constexpr inline GlobalPosition -operator+(const GlobalPosition & g, const RelativePosition & r) +constexpr GlobalPosition +operator+(const GlobalPosition & global, const RelativePosition & relative) { - return g + GlobalPosition(glm::round(r)); + return global + GlobalPosition(glm::round(relative)); } template -constexpr inline GlobalPosition -operator+(const GlobalPosition & g, const CalcPosition & r) +constexpr GlobalPosition +operator+(const GlobalPosition & global, const CalcPosition & relative) { - return g + GlobalPosition(r); + return global + GlobalPosition(relative); } template -constexpr inline GlobalPosition -operator-(const GlobalPosition & g, const RelativePosition & r) +constexpr GlobalPosition +operator-(const GlobalPosition & global, const RelativePosition & relative) { - return g - GlobalPosition(glm::round(r)); + return global - GlobalPosition(glm::round(relative)); } template -constexpr inline GlobalPosition -operator-(const GlobalPosition & g, const CalcPosition & r) +constexpr GlobalPosition +operator-(const GlobalPosition & global, const CalcPosition & relative) { - return g - GlobalPosition(r); + return global - GlobalPosition(relative); +} + +template +constexpr RelativePosition +difference(const glm::vec & globalA, const glm::vec & globalB) +{ + return globalA - globalB; } glm::mat4 flat_orientation(const Rotation3D & diff); -// C++ wrapper for C's sincosf, but with references, not pointers -inline auto -sincosf(float a, float & s, float & c) +namespace { + // Helpers + // C++ wrapper for C's sincosf, but with references, not pointers + constexpr auto + sincosf(float angle, float & sinOut, float & cosOut) + { + if consteval { + sinOut = ::sinf(angle); + cosOut = ::cosf(angle); + } + else { + ::sincosf(angle, &sinOut, &cosOut); + } + } + + template + constexpr auto + sincosf(const T angle) + { + Rotation2D sincosOut; + sincosf(angle, sincosOut.x, sincosOut.y); + return sincosOut; + } + + // Helper to lookup into a matrix given an xy vector coordinate + template + constexpr auto & + operator^(M & matrix, glm::vec<2, I> rowCol) + { + return matrix[rowCol.x][rowCol.y]; + } + + // Create a matrix for the angle, given the targets into the matrix + template + constexpr auto + rotation(typename M::value_type angle, glm::vec<2, I> cos1, glm::vec<2, I> sin1, glm::vec<2, I> cos2, + glm::vec<2, I> negSin1) + { + M out(1); + sincosf(angle, out ^ sin1, out ^ cos1); + out ^ cos2 = out ^ cos1; + out ^ negSin1 = -(out ^ sin1); + return out; + } +} + +// Create a flat transformation matrix +template + requires(D >= 2) +constexpr auto +rotate_flat(const T angle) { - return sincosf(a, &s, &c); + return rotation, glm::length_t>(angle, {0, 0}, {0, 1}, {1, 1}, {1, 0}); } -inline Rotation2D -sincosf(float a) +// Create a yaw transformation matrix +template + requires(D >= 2) +constexpr auto +rotate_yaw(const T angle) { - Rotation2D sc; - sincosf(a, sc.x, sc.y); - return sc; + return rotation, glm::length_t>(angle, {0, 0}, {1, 0}, {1, 1}, {0, 1}); } -glm::mat2 rotate_flat(float); -glm::mat4 rotate_roll(float); -glm::mat4 rotate_yaw(float); -glm::mat4 rotate_pitch(float); -glm::mat4 rotate_yp(Rotation2D); -glm::mat4 rotate_yp(Angle yaw, Angle pitch); -glm::mat4 rotate_ypr(Rotation3D); +// Create a roll transformation matrix +template + requires(D >= 3) +constexpr auto +rotate_roll(const T angle) +{ + return rotation, glm::length_t>(angle, {0, 0}, {2, 0}, {2, 2}, {0, 2}); +} -float vector_yaw(const Direction2D & diff); -float vector_pitch(const Direction3D & diff); +// Create a pitch transformation matrix +template + requires(D >= 3) +constexpr auto +rotate_pitch(const T angle) +{ + return rotation, glm::length_t>(angle, {1, 1}, {1, 2}, {2, 2}, {2, 1}); +} + +// Create a combined yaw, pitch, roll transformation matrix +template + requires(D >= 3) +constexpr auto +rotate_ypr(const glm::vec<3, T, Q> & angles) +{ + return rotate_yaw(angles.y) * rotate_pitch(angles.x) * rotate_roll(angles.z); +} + +template + requires(D >= 3) +constexpr auto +rotate_yp(const T yaw, const T pitch) +{ + return rotate_yaw(yaw) * rotate_pitch(pitch); +} + +template + requires(D >= 3) +constexpr auto +rotate_yp(const glm::vec<2, T, Q> & angles) +{ + return rotate_yp(angles.y, angles.x); +} + +template + requires(D >= 2) +constexpr auto +vector_yaw(const glm::vec & diff) +{ + return std::atan2(diff.x, diff.y); +} + +template + requires(D >= 3) +constexpr auto +vector_pitch(const glm::vec & diff) +{ + return std::atan(diff.z); +} template -glm::vec<2, T, Q> -vector_normal(const glm::vec<2, T, Q> & v) +constexpr glm::vec<2, T, Q> +vector_normal(const glm::vec<2, T, Q> & vector) { - return {-v.y, v.x}; + return {-vector.y, vector.x}; }; -float round_frac(const float & v, const float & frac); +template +constexpr auto +round_frac(const T value, const T frac) +{ + return std::round(value / frac) * frac; +} template -inline constexpr auto -sq(T v) + requires requires(T value) { value * value; } +constexpr auto +sq(T value) { - return v * v; + return value * value; } template -inline constexpr glm::vec<3, int64_t, Q> -crossProduct(const glm::vec<3, int64_t, Q> a, const glm::vec<3, int64_t, Q> b) +constexpr glm::vec<3, int64_t, Q> +crossProduct(const glm::vec<3, int64_t, Q> & valueA, const glm::vec<3, int64_t, Q> & valueB) { return { - (a.y * b.z) - (a.z * b.y), - (a.z * b.x) - (a.x * b.z), - (a.x * b.y) - (a.y * b.x), + (valueA.y * valueB.z) - (valueA.z * valueB.y), + (valueA.z * valueB.x) - (valueA.x * valueB.z), + (valueA.x * valueB.y) - (valueA.y * valueB.x), }; } template -inline constexpr glm::vec<3, T, Q> -crossProduct(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b) +constexpr glm::vec<3, T, Q> +crossProduct(const glm::vec<3, T, Q> & valueA, const glm::vec<3, T, Q> & valueB) { - return crossProduct(a, b); + return crossProduct(valueA, valueB); } template -inline constexpr glm::vec<3, T, Q> -crossProduct(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b) +constexpr glm::vec<3, T, Q> +crossProduct(const glm::vec<3, T, Q> & valueA, const glm::vec<3, T, Q> & valueB) { - return glm::cross(a, b); + return glm::cross(valueA, valueB); } template -inline constexpr auto -ratio(Ta a, Tb b) +constexpr auto +ratio(const Ta valueA, const Tb valueB) { - return (static_cast(a) / static_cast(b)); + return (static_cast(valueA) / static_cast(valueB)); } template -inline constexpr auto -ratio(glm::vec<2, T, Q> v) +constexpr auto +ratio(const glm::vec<2, T, Q> & value) { - return ratio(v.x, v.y); + return ratio(value.x, value.y); } -template -inline constexpr glm::vec -perspective_divide(glm::vec<4, T, Q> v) +template +constexpr auto +perspective_divide(const glm::vec<4, T, Q> & value) { - return v / v.w; + return value / value.w; } template -inline constexpr glm::vec -operator||(const glm::vec v1, const glm::vec v2) +constexpr glm::vec +operator||(const glm::vec valueA, const glm::vec valueB) { - return {v1, v2}; + return {valueA, valueB}; } template -inline constexpr glm::vec -operator||(const glm::vec v1, const T v2) +constexpr glm::vec +operator||(const glm::vec valueA, const T valueB) { - return {v1, v2}; + return {valueA, valueB}; } -template -inline constexpr glm::vec -perspectiveMultiply(const glm::vec & p, const glm::mat & mutation) +template +constexpr glm::vec +perspectiveMultiply(const glm::vec & base, const glm::mat & mutation) { - const auto p2 = mutation * (p || T(1)); - return p2 / p2.w; + const auto mutated = mutation * (base || T(1)); + return mutated / mutated.w; } -template -inline constexpr glm::vec -perspectiveApply(glm::vec & p, const glm::mat & mutation) +template +constexpr glm::vec +perspectiveApply(glm::vec & base, const glm::mat & mutation) { - return p = perspectiveMultiply(p, mutation); + return base = perspectiveMultiply(base, mutation); } -float normalize(float ang); +template +constexpr T +normalize(T ang) +{ + while (ang > glm::pi()) { + ang -= glm::two_pi(); + } + while (ang <= -glm::pi()) { + ang += glm::two_pi(); + } + return ang; +} template std::pair, bool> @@ -264,7 +385,7 @@ midpoint(const std::pair & v) // std::pow is not constexpr template requires requires(T n) { n *= n; } -constexpr inline T +constexpr T pow(const T base, std::integral auto exp) { T res {1}; @@ -276,14 +397,14 @@ pow(const T base, std::integral auto exp) // Conversions template -inline constexpr auto +constexpr auto mph_to_ms(T v) { return v / 2.237L; } template -inline constexpr auto +constexpr auto kph_to_ms(T v) { return v / 3.6L; diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp index 4a7b98d..35d6bae 100644 --- a/test/test-geoData.cpp +++ b/test/test-geoData.cpp @@ -168,7 +168,7 @@ BOOST_DATA_TEST_CASE(walkTerrainSetsFromFace, from, to, visits) { GeoData::PointFace pf {from}; - BOOST_CHECK_NO_THROW(fixedTerrtain.walk(pf, to, [](auto) {})); + BOOST_CHECK_NO_THROW(fixedTerrtain.walk(pf, to, [](auto) { })); BOOST_CHECK_EQUAL(pf.face(&fixedTerrtain).idx(), visits.front()); } diff --git a/test/test-maths.cpp b/test/test-maths.cpp index ccfb113..f7f34b3 100644 --- a/test/test-maths.cpp +++ b/test/test-maths.cpp @@ -107,9 +107,9 @@ const auto angs = boost::unit_test::data::make({pi, half_pi, two_pi, quarter_pi, * boost::unit_test::data::make(0); const auto random_angs = boost::unit_test::data::random(-two_pi, two_pi) ^ boost::unit_test::data::xrange(1000); const auto rots = boost::unit_test::data::make>({ - {down, rotate_yaw, "yaw"}, - {east, rotate_pitch, "pitch"}, - {north, rotate_roll, "roll"}, + {down, rotate_yaw<4>, "yaw"}, + {east, rotate_pitch<4>, "pitch"}, + {north, rotate_roll<4>, "roll"}, }); BOOST_DATA_TEST_CASE(test_rotations, (angs + random_angs) * rots, angle, ai, axis, ilt_func, name) @@ -247,13 +247,13 @@ BOOST_DATA_TEST_CASE(curve1, BOOST_CHECK_EQUAL(l.radius, 1.F); { const auto p = l.positionAt(0, 0); - const auto angForReversed = normalize(vector_yaw(-e1) * 2 - angFor); + const auto angForReversed = normalize(vector_yaw(difference({}, e1)) * 2 - angFor); BOOST_CHECK_CLOSE_VECI(p.pos, e1); BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angForReversed, 0)); } { const auto p = l.positionAt(0, 1); - const auto angBackReversed = normalize(vector_yaw(e1) * 2 - angBack); + const auto angBackReversed = normalize(vector_yaw(difference(e1, {})) * 2 - angBack); BOOST_CHECK_CLOSE_VECI(p.pos, GlobalPosition3D {}); BOOST_CHECK_CLOSE_VEC(p.rot, glm::vec3(0, angBackReversed, 0)); } -- cgit v1.2.3 From f84a4771f3efe642c0946ccd94a52ede27f1d997 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 20 Oct 2024 21:55:00 +0100 Subject: Randomise for many trees, positions, rotations --- application/main.cpp | 13 +++++++++++-- test/test-render.cpp | 33 +++++++++++++++++++++++++-------- 2 files changed, 36 insertions(+), 10 deletions(-) (limited to 'test') diff --git a/application/main.cpp b/application/main.cpp index d58cf6d..db42a63 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -24,6 +24,7 @@ #include #include // IWYU pragma: keep #include +#include #include #include #include @@ -79,10 +80,18 @@ public: &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")); + std::random_device randomdev {}; + std::uniform_real_distribution rotationDistribution {0, two_pi}; + std::uniform_int_distribution positionOffsetDistribution {-1500, +1500}; + std::uniform_int_distribution treeDistribution {1, 3}; + std::uniform_int_distribution treeVariantDistribution {1, 4}; for (auto x = 311000000; x < 311830000; x += 5000) { for (auto y = 491100000; y < 491130000; y += 5000) { - world.create(foliage, Location {geoData->positionAt({{x, y}})}); + world.create(std::dynamic_pointer_cast(assets.at(std::format("Tree-{:#02}-{}", + treeDistribution(randomdev), treeVariantDistribution(randomdev)))), + Location {geoData->positionAt({{x + positionOffsetDistribution(randomdev), + y + positionOffsetDistribution(randomdev)}}), + {0, rotationDistribution(randomdev), 0}}); } } } diff --git a/test/test-render.cpp b/test/test-render.cpp index 775eb5c..3966f28 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -28,9 +28,7 @@ class TestScene : public SceneProvider { RailVehicleClassPtr brush47rvc; - std::shared_ptr tree021f; std::shared_ptr train1, train2; - std::shared_ptr plant1; RailLinks rail; std::shared_ptr gd = std::make_shared(GeoData::createFlat({0, 0}, {1000000, 1000000}, 1)); std::shared_ptr env = std::make_shared(); @@ -43,7 +41,11 @@ public: { gameState->assets = AssetFactory::loadAll(RESDIR); brush47rvc = std::dynamic_pointer_cast(gameState->assets.at("brush-47")); - tree021f = std::dynamic_pointer_cast(gameState->assets.at("Tree-02-1")); + std::random_device randomdev {}; + std::uniform_real_distribution rotationDistribution {0, two_pi}; + std::uniform_int_distribution positionOffsetDistribution {-1500, +1500}; + std::uniform_int_distribution treeDistribution {1, 3}; + std::uniform_int_distribution treeVariantDistribution {1, 4}; train1 = std::make_shared(brush47rvc); train1->location.setPosition({52000, 50000, 2000}); train1->bogies.front().setPosition(train1->bogies.front().position() + train1->location.position()); @@ -52,7 +54,16 @@ public: 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()); - plant1 = std::make_shared(tree021f, Location {{40000, 60000, 1}, {}}); + for (auto x = 40000; x < 100000; x += 5000) { + for (auto y = 65000; y < 125000; y += 5000) { + gameState->world.create( + std::dynamic_pointer_cast(gameState->assets.at(std::format( + "Tree-{:#02}-{}", treeDistribution(randomdev), treeVariantDistribution(randomdev)))), + Location {{x + positionOffsetDistribution(randomdev), y + positionOffsetDistribution(randomdev), + 1}, + {0, rotationDistribution(randomdev), 0}}); + } + } rail.addLinksBetween({42000, 50000, 1000}, {65000, 50000, 1000}); rail.addLinksBetween({65000, 50000, 1000}, {75000, 45000, 2000}); } @@ -62,9 +73,12 @@ public: { terrain.render(shader); water.render(shader); - brush47rvc->render(shader); - tree021f->render(shader); rail.render(shader); + std::ranges::for_each(gameState->assets, [&shader](const auto & asset) { + if (const auto renderable = std::dynamic_pointer_cast(asset.second)) { + renderable->render(shader); + } + }); } void @@ -82,8 +96,11 @@ public: shadows(const ShadowMapper & shadowMapper) const override { terrain.shadows(shadowMapper); - brush47rvc->shadows(shadowMapper); - tree021f->shadows(shadowMapper); + std::ranges::for_each(gameState->assets, [&shadowMapper](const auto & asset) { + if (const auto renderable = std::dynamic_pointer_cast(asset.second)) { + renderable->shadows(shadowMapper); + } + }); } }; -- cgit v1.2.3