moved Mat4 definition

This commit is contained in:
2023-06-03 19:40:50 +02:00
parent f2fcc348d7
commit 0365902971
9 changed files with 44 additions and 43 deletions

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@@ -1,5 +1,7 @@
#pragma once #pragma once
#include <cstdint>
namespace td { namespace td {
template<typename T> template<typename T>
@@ -95,4 +97,34 @@ using Vec4d = Vec4<double>;
using Color = Vec3<unsigned char>; using Color = Vec3<unsigned char>;
template<typename T>
struct Mat4 {
static const std::size_t MATRIX_SIZE = 4;
T x0, x1, x2, x3;
T y0, y1, y2, y3;
T z0, z1, z2, z3;
T w0, w1, w2, w3;
T operator[] (std::size_t offset) const {
return reinterpret_cast<const T*>(this)[offset];
}
T& operator[] (std::size_t offset) {
return reinterpret_cast<T*>(this)[offset];
}
T at(std::size_t row, std::size_t column) const {
return operator[](row * MATRIX_SIZE + column);
}
T& at(std::size_t row, std::size_t column) {
return operator[](row * MATRIX_SIZE + column);
}
};
typedef Mat4<float> Mat4f;
typedef Mat4<int> Mat4i;
typedef Mat4<double> Mat4d;
} // namespace td } // namespace td

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@@ -55,36 +55,6 @@ T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
// Matricies // // Matricies //
////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////
template<typename T>
struct Mat4 {
static const std::size_t MATRIX_SIZE = 4;
T x0, x1, x2, x3;
T y0, y1, y2, y3;
T z0, z1, z2, z3;
T w0, w1, w2, w3;
T operator[] (std::size_t offset) const {
return reinterpret_cast<const T*>(this)[offset];
}
T& operator[] (std::size_t offset) {
return reinterpret_cast<T*>(this)[offset];
}
T at(std::size_t row, std::size_t column) const {
return operator[](row * MATRIX_SIZE + column);
}
T& at(std::size_t row, std::size_t column) {
return operator[](row * MATRIX_SIZE + column);
}
};
typedef Mat4<float> Mat4f;
typedef Mat4<int> Mat4i;
typedef Mat4<double> Mat4d;
template<typename T> template<typename T>
Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) { Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
return { return {

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@@ -19,8 +19,8 @@ public:
void LoadShader(); void LoadShader();
void SetColorEffect(const Vec3f& color); void SetColorEffect(const Vec3f& color);
void SetProjectionMatrix(const maths::Mat4f& proj) const; void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const maths::Mat4f& view) const; void SetViewMatrix(const Mat4f& view) const;
void SetModelPos(const Vec3f& pos) const; void SetModelPos(const Vec3f& pos) const;
}; };

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@@ -3,7 +3,6 @@
#include <string> #include <string>
#include "Defines.h" #include "Defines.h"
#include "render/GL.h" #include "render/GL.h"
#include "misc/Maths.h"
namespace td { namespace td {
namespace shader { namespace shader {
@@ -28,7 +27,7 @@ protected:
void LoadVector(unsigned int location, const Vec2f& vector) const; void LoadVector(unsigned int location, const Vec2f& vector) const;
void LoadVector(unsigned int location, const Vec3f& vector) const; void LoadVector(unsigned int location, const Vec3f& vector) const;
void LoadBoolean(unsigned int location, bool value) const; void LoadBoolean(unsigned int location, bool value) const;
void LoadMat4(unsigned int location, const maths::Mat4f& mat) const; void LoadMat4(unsigned int location, const Mat4f& mat) const;
void CleanUp() const; void CleanUp() const;
private: private:

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@@ -14,8 +14,8 @@ public:
WorldShader(); WorldShader();
void LoadShader(); void LoadShader();
void SetProjectionMatrix(const maths::Mat4f& proj) const; void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const maths::Mat4f& view) const; void SetViewMatrix(const Mat4f& view) const;
}; };
} // namespace shader } // namespace shader

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@@ -98,7 +98,7 @@ void Renderer::Prepare() {
} }
void Renderer::Resize(int width, int height) { void Renderer::Resize(int width, int height) {
maths::Mat4f projectionMatrix = maths::Perspective(80.0f / 180.0f * M_PI, static_cast<float>(width) / height, 0.1f, 160.0f); Mat4f projectionMatrix = maths::Perspective(80.0f / 180.0f * M_PI, static_cast<float>(width) / height, 0.1f, 160.0f);
m_WorldShader->Start(); m_WorldShader->Start();
m_WorldShader->SetProjectionMatrix(projectionMatrix); m_WorldShader->SetProjectionMatrix(projectionMatrix);
m_EntityShader->Start(); m_EntityShader->Start();
@@ -121,7 +121,7 @@ void Renderer::SetCamMovement(const Vec2f& mov) {
void Renderer::SetCamPos(const Vec2f& newPos) { void Renderer::SetCamPos(const Vec2f& newPos) {
m_CamPos = newPos; m_CamPos = newPos;
maths::Mat4f viewMatrix = maths::Look({m_CamPos.x, 50, m_CamPos.y}, {0, -1, -0.0001}, {0, 1, 0}); Mat4f viewMatrix = maths::Look({m_CamPos.x, 50, m_CamPos.y}, {0, -1, -0.0001}, {0, 1, 0});
m_WorldShader->Start(); m_WorldShader->Start();
m_WorldShader->SetViewMatrix(viewMatrix); m_WorldShader->SetViewMatrix(viewMatrix);
m_EntityShader->Start(); m_EntityShader->Start();

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@@ -104,11 +104,11 @@ void EntityShader::SetColorEffect(const Vec3f& color) {
LoadVector(m_LocationColorEffect, color); LoadVector(m_LocationColorEffect, color);
} }
void EntityShader::SetProjectionMatrix(const maths::Mat4f& proj) const { void EntityShader::SetProjectionMatrix(const Mat4f& proj) const {
LoadMat4(m_LocationProjectionMatrix, proj); LoadMat4(m_LocationProjectionMatrix, proj);
} }
void EntityShader::SetViewMatrix(const maths::Mat4f& view) const { void EntityShader::SetViewMatrix(const Mat4f& view) const {
LoadMat4(m_LocationViewMatrix, view); LoadMat4(m_LocationViewMatrix, view);
} }

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@@ -67,7 +67,7 @@ void ShaderProgram::LoadBoolean(unsigned int location, bool value) const {
glUniform1i(static_cast<GLint>(location), value); glUniform1i(static_cast<GLint>(location), value);
} }
void ShaderProgram::LoadMat4(unsigned int location, const maths::Mat4f& mat) const { void ShaderProgram::LoadMat4(unsigned int location, const Mat4f& mat) const {
glUniformMatrix4fv(static_cast<GLint>(location), 1, false, reinterpret_cast<const float*>(&mat)); glUniformMatrix4fv(static_cast<GLint>(location), 1, false, reinterpret_cast<const float*>(&mat));
} }

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@@ -92,11 +92,11 @@ void WorldShader::GetAllUniformLocation() {
m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix")); m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
} }
void WorldShader::SetProjectionMatrix(const maths::Mat4f& proj) const { void WorldShader::SetProjectionMatrix(const Mat4f& proj) const {
LoadMat4(m_LocationProjection, proj); LoadMat4(m_LocationProjection, proj);
} }
void WorldShader::SetViewMatrix(const maths::Mat4f& view) const { void WorldShader::SetViewMatrix(const Mat4f& view) const {
LoadMat4(m_LocationView, view); LoadMat4(m_LocationView, view);
} }