From 18a44d0ead4ab4630cb5644c11e0a3bae8a90102 Mon Sep 17 00:00:00 2001 From: cinnaboot Date: Sun, 13 Mar 2022 12:27:10 -0400 Subject: [PATCH] add more using directives for glm types --- examples/main.cpp | 63 +++++++++++++++++++++++++---------------------- 1 file changed, 33 insertions(+), 30 deletions(-) diff --git a/examples/main.cpp b/examples/main.cpp index f174bcf..cad867f 100644 --- a/examples/main.cpp +++ b/examples/main.cpp @@ -6,6 +6,11 @@ #include "tangerine.h" +using glm::vec3; +using glm::vec4; +using glm::uvec4; +using glm::mat4; + bool loadLights(RenderState* rs) @@ -16,15 +21,15 @@ loadLights(RenderState* rs) #if 0 // NOTE: add a directional light idx = (*lb->active_d_lights)++; - lb->dl_directions[idx] = glm::vec4(-2, 1, 3, 1); - lb->dl_colors[idx] = glm::vec4(0.5, 0.5, 0.3, 1); - lb->dl_intensities[idx] = glm::uvec4(1, 0, 0, 0); + lb->dl_directions[idx] = vec4(-2, 1, 3, 1); + lb->dl_colors[idx] = vec4(0.5, 0.5, 0.3, 1); + lb->dl_intensities[idx] = uvec4(1, 0, 0, 0); #endif // NOTE: add a point light idx = (*lb->active_p_lights)++; - lb->pl_positions[idx] = glm::vec4(-10, 0, -10, 1); - lb->pl_colors[idx] = glm::vec4(1, 1, 0.8, 1); - lb->pl_intensities[idx] = glm::vec4(3, 0, 0, 0); + lb->pl_positions[idx] = vec4(-10, 0, -10, 1); + lb->pl_colors[idx] = vec4(1, 1, 0.8, 1); + lb->pl_intensities[idx] = vec4(3, 0, 0, 0); GLBuffer* lights_ubo = getUBOByName(rs->gl_ctx, "lights"); assert(lights_ubo != nullptr); @@ -50,7 +55,7 @@ loadLights(RenderState* rs) return false; } - setEntityPosition(e, glm::vec3(lb->pl_positions[idx])); + setEntityPosition(e, vec3(lb->pl_positions[idx])); return true; } @@ -77,12 +82,12 @@ loadCubes(RenderState* rs) // NOTE: init entities const u32 NUM_CUBES = 5; - glm::vec3 cube_locs[NUM_CUBES] = { - glm::vec3( 0, 0, 0), - glm::vec3(-10, 10, 0), - glm::vec3(-10, -10, 0), - glm::vec3( 10, 10, 0), - glm::vec3( 10, -10, 0), + vec3 cube_locs[NUM_CUBES] = { + vec3( 0, 0, 0), + vec3(-10, 10, 0), + vec3(-10, -10, 0), + vec3( 10, 10, 0), + vec3( 10, -10, 0), }; for (u32 i = 0; i < NUM_CUBES; i++) { @@ -135,7 +140,7 @@ loadSpaceShip(RenderState* rs) shader_lit->attrib_mappings, "ship 01")) { - setEntityPosition(e, glm::vec3(0, -10, -15)); + setEntityPosition(e, vec3(0, -10, -15)); } else { return false; } @@ -150,7 +155,7 @@ testColoredVertices(RenderState* rs) m.num_vertices = 5; m.num_indices = 12; - glm::vec3 vertices[m.num_vertices] = { + vec3 vertices[m.num_vertices] = { { 0, 1, 0 }, { -1, -1, -1 }, { -1, -1, 1 }, @@ -164,7 +169,7 @@ testColoredVertices(RenderState* rs) 1, 2, 3 }; - glm::vec3 colors[m.num_vertices] = { + vec3 colors[m.num_vertices] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, @@ -174,7 +179,7 @@ testColoredVertices(RenderState* rs) m.vertices = vertices; m.colors = colors; m.indices = indices; - glm::mat4 xform = glm::mat4(1); + mat4 xform = mat4(1); m.xform = &xform; Model mdl = {0}; mdl.num_meshes = 1; @@ -194,7 +199,7 @@ testColoredVertices(RenderState* rs) shader->attrib_mappings, "colored pyramid 01")) { - setEntityPosition(e, glm::vec3(0, -10, 15)); + setEntityPosition(e, vec3(0, -10, 15)); } else { return false; } @@ -206,9 +211,9 @@ bool loadCamera(RenderState* rs) { Camera* cam = rs->camera; - glm::vec3 cam_pos = { 0, 15, 40 }; - glm::vec3 look_pos = { 0, 0, 0 }; - glm::vec3 up = { 0, 1, 0 }; + vec3 cam_pos = { 0, 15, 40 }; + vec3 look_pos = { 0, 0, 0 }; + vec3 up = { 0, 1, 0 }; cameraInitPerspective(cam, cam_pos, look_pos, up); GLBuffer* xforms_ubo = getUBOByName(rs->gl_ctx, "matrices"); @@ -247,7 +252,7 @@ loadScene(RenderState* rs) } void -orbitPositionZ0(glm::vec4* pos, float angle) +orbitPositionZ0(vec4* pos, float angle) { // get radius length float r = sqrt(pow(abs(pos->x), 2) + pow(abs(pos->z), 2)); @@ -279,16 +284,16 @@ render_cb_pre(RenderState* rs) orbitPositionZ0(&lb->pl_positions[0], 2 * M_PI / 180); RenderGroup* rg = getRenderGroupByName(rs, "debug_lights"); Entity* ent = &rg->entities[0]; - setEntityPosition(ent, glm::vec3(lb->pl_positions[0])); + setEntityPosition(ent, vec3(lb->pl_positions[0])); GLBuffer* lights_ubo = getUBOByName(rs->gl_ctx, "lights"); assert(lights_ubo); updateGLBuffer(lights_ubo, lb->buffer); // NOTE: orbit camera - static glm::vec4 cam_pos; - static glm::vec3 look_pos; - static glm::vec3 up; + static vec4 cam_pos; + static vec3 look_pos; + static vec3 up; static bool initialized = false; if (!initialized) { @@ -300,7 +305,7 @@ render_cb_pre(RenderState* rs) orbitPositionZ0(&cam_pos, 0.5 * M_PI / 180); rs->camera->xforms.view = - glm::lookAt(glm::vec3(cam_pos), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); + glm::lookAt(vec3(cam_pos), vec3(0, 0, 0), vec3(0, 1, 0)); static GLBuffer* xform_ubo = nullptr; @@ -317,9 +322,7 @@ render_cb_pre(RenderState* rs) for (u32 j = 0; j < rg2->num_entities; j++) { Entity& e = rg2->entities[j]; float direction = (j % 2 == 0) ? 1 : -1; - rotateEntity(&e, - glm::vec3(0, 1, 0), - direction * (float) M_PI / (3 * 60)); + rotateEntity(&e, vec3(0, 1, 0), direction * (float) M_PI / (3 * 60)); } }