Refactored opengl parts
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7d4989b670
commit
9cece93ec1
9 changed files with 65 additions and 45 deletions
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@ -4,7 +4,7 @@
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#include "OpenGLShaderProgram.h"
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#include "OpenGLShaderProgram.h"
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#include "OpenGLVertexArray.h"
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#include "OpenGLVertexArray.h"
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OpenGLPart::OpenGLPart(OpenGLRenderer *renderer) : renderer(renderer) {
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OpenGLPart::OpenGLPart(OpenGLRenderer *renderer, const string &name) : renderer(renderer), name(name) {
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}
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}
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OpenGLPart::~OpenGLPart() {
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OpenGLPart::~OpenGLPart() {
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@ -30,6 +30,12 @@ void OpenGLPart::destroy() {
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void OpenGLPart::interrupt() {
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void OpenGLPart::interrupt() {
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}
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}
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void OpenGLPart::pause() {
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}
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void OpenGLPart::resume() {
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}
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OpenGLShaderProgram *OpenGLPart::createShader(const string &name) {
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OpenGLShaderProgram *OpenGLPart::createShader(const string &name) {
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OpenGLShaderProgram *program = new OpenGLShaderProgram(name, renderer);
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OpenGLShaderProgram *program = new OpenGLShaderProgram(name, renderer);
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@ -14,7 +14,7 @@ namespace opengl {
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*/
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*/
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class OPENGLSHARED_EXPORT OpenGLPart {
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class OPENGLSHARED_EXPORT OpenGLPart {
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public:
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public:
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OpenGLPart(OpenGLRenderer *renderer);
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OpenGLPart(OpenGLRenderer *renderer, const string &name);
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virtual ~OpenGLPart();
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virtual ~OpenGLPart();
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// Initialize the part rendering (create shaders, prepare static textures...)
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// Initialize the part rendering (create shaders, prepare static textures...)
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@ -32,8 +32,18 @@ class OPENGLSHARED_EXPORT OpenGLPart {
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// Interrupt the rendering
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// Interrupt the rendering
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virtual void interrupt();
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virtual void interrupt();
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// Temporarily pause the background working
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virtual void pause();
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// Resume the background working
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virtual void resume();
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void updateScenery(bool onlyCommon = false);
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void updateScenery(bool onlyCommon = false);
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inline const string &getName() const {
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return name;
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}
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protected:
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protected:
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/**
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/**
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* Create a shader program.
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* Create a shader program.
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@ -55,6 +65,7 @@ class OPENGLSHARED_EXPORT OpenGLPart {
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OpenGLRenderer *renderer;
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OpenGLRenderer *renderer;
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private:
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private:
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string name;
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map<string, OpenGLShaderProgram *> shaders;
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map<string, OpenGLShaderProgram *> shaders;
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vector<OpenGLVertexArray *> arrays;
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vector<OpenGLVertexArray *> arrays;
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};
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};
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@ -38,23 +38,22 @@ OpenGLRenderer::OpenGLRenderer(Scenery *scenery) : SoftwareRenderer(scenery) {
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shared_state->set("viewDistance", 300.0);
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shared_state->set("viewDistance", 300.0);
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shared_state->set("exposure", 1.2);
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shared_state->set("exposure", 1.2);
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skybox = new OpenGLSkybox(this);
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parts.push_back(skybox = new OpenGLSkybox(this));
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water = new OpenGLWater(this);
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parts.push_back(water = new OpenGLWater(this));
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terrain = new OpenGLTerrain(this);
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parts.push_back(terrain = new OpenGLTerrain(this));
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}
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}
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OpenGLRenderer::~OpenGLRenderer() {
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OpenGLRenderer::~OpenGLRenderer() {
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terrain->interrupt();
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for (auto part : parts) {
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water->interrupt();
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part->interrupt();
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skybox->interrupt();
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}
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delete mouse_projected;
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delete mouse_projected;
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delete view_matrix;
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delete view_matrix;
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delete skybox;
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for (auto part : parts) {
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delete water;
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delete part;
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delete terrain;
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}
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delete functions;
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delete functions;
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delete shared_state;
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delete shared_state;
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@ -70,11 +69,11 @@ void OpenGLRenderer::checkForErrors(const string &domain) {
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void OpenGLRenderer::destroy() {
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void OpenGLRenderer::destroy() {
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shared_state->destroy(functions);
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shared_state->destroy(functions);
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skybox->destroy();
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for (auto part : parts) {
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terrain->destroy();
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part->destroy();
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water->destroy();
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}
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checkForErrors("stopping");
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checkForErrors("destroy");
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}
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}
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void OpenGLRenderer::initialize() {
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void OpenGLRenderer::initialize() {
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@ -92,14 +91,10 @@ void OpenGLRenderer::initialize() {
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getLightingManager()->setSpecularity(false);
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getLightingManager()->setSpecularity(false);
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getGodRaysSampler()->setEnabled(false);
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getGodRaysSampler()->setEnabled(false);
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skybox->initialize();
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for (auto part : parts) {
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skybox->updateScenery();
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part->initialize();
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part->updateScenery();
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water->initialize();
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}
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water->updateScenery();
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terrain->initialize();
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terrain->updateScenery();
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cameraChangeEvent(render_camera);
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cameraChangeEvent(render_camera);
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@ -168,14 +163,10 @@ void OpenGLRenderer::paint(bool clear) {
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functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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}
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skybox->render();
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for (auto part : parts) {
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checkForErrors("skybox");
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part->render();
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checkForErrors(part->getName());
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terrain->render();
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}
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checkForErrors("terrain");
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water->render();
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checkForErrors("water");
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if (mouse_tracking) {
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if (mouse_tracking) {
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updateMouseProjection();
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updateMouseProjection();
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@ -193,22 +184,30 @@ bool OpenGLRenderer::stop() {
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void OpenGLRenderer::reset() {
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void OpenGLRenderer::reset() {
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if (ready) {
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if (ready) {
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skybox->updateScenery();
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for (auto part : parts) {
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water->updateScenery();
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part->updateScenery();
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terrain->updateScenery();
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}
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cameraChangeEvent(render_camera);
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cameraChangeEvent(render_camera);
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}
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}
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}
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}
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void OpenGLRenderer::pause() {
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void OpenGLRenderer::pause() {
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paused = true;
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if (not paused) {
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terrain->pause();
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paused = true;
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for (auto part : parts) {
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part->pause();
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}
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}
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}
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}
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void OpenGLRenderer::resume() {
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void OpenGLRenderer::resume() {
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paused = false;
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if (paused) {
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terrain->resume();
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for (auto part : parts) {
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part->resume();
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}
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paused = false;
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}
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}
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}
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void OpenGLRenderer::setMouseLocation(int x, int y) {
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void OpenGLRenderer::setMouseLocation(int x, int y) {
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@ -5,6 +5,8 @@
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#include "SoftwareRenderer.h"
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#include "SoftwareRenderer.h"
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#include <vector>
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class QMatrix4x4;
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class QMatrix4x4;
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namespace paysages {
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namespace paysages {
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@ -135,6 +137,8 @@ class OPENGLSHARED_EXPORT OpenGLRenderer : public SoftwareRenderer {
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OpenGLSkybox *skybox;
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OpenGLSkybox *skybox;
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OpenGLWater *water;
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OpenGLWater *water;
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OpenGLTerrain *terrain;
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OpenGLTerrain *terrain;
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vector<OpenGLPart *> parts;
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};
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};
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}
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}
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}
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}
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@ -11,7 +11,7 @@
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#include "AtmosphereModelBruneton.h"
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#include "AtmosphereModelBruneton.h"
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#include "FloatNode.h"
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#include "FloatNode.h"
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OpenGLSkybox::OpenGLSkybox(OpenGLRenderer *renderer) : OpenGLPart(renderer) {
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OpenGLSkybox::OpenGLSkybox(OpenGLRenderer *renderer) : OpenGLPart(renderer, "skybox") {
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program = createShader("skybox");
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program = createShader("skybox");
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program->addVertexSource("skybox");
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program->addVertexSource("skybox");
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program->addFragmentSource("atmosphere");
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program->addFragmentSource("atmosphere");
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@ -32,7 +32,7 @@ class ChunkMaintenanceThreads : public ParallelPool {
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OpenGLTerrain *terrain;
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OpenGLTerrain *terrain;
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};
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};
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OpenGLTerrain::OpenGLTerrain(OpenGLRenderer *renderer) : OpenGLPart(renderer) {
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OpenGLTerrain::OpenGLTerrain(OpenGLRenderer *renderer) : OpenGLPart(renderer, "terrain") {
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work = new ChunkMaintenanceThreads(this);
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work = new ChunkMaintenanceThreads(this);
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paused = false;
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paused = false;
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@ -24,8 +24,8 @@ class OPENGLSHARED_EXPORT OpenGLTerrain : public OpenGLPart, public DefinitionWa
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virtual void interrupt() override;
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virtual void interrupt() override;
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virtual void destroy() override;
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virtual void destroy() override;
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void pause();
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virtual void pause() override;
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void resume();
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virtual void resume() override;
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inline bool isPaused() const {
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inline bool isPaused() const {
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return paused;
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return paused;
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}
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}
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@ -13,7 +13,7 @@
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#include "FloatDiff.h"
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#include "FloatDiff.h"
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#include "IntNode.h"
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#include "IntNode.h"
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OpenGLWater::OpenGLWater(OpenGLRenderer *renderer) : OpenGLPart(renderer) {
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OpenGLWater::OpenGLWater(OpenGLRenderer *renderer) : OpenGLPart(renderer, "water") {
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enabled = true;
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enabled = true;
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program = createShader("water");
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program = createShader("water");
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@ -11,8 +11,8 @@
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namespace paysages {
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namespace paysages {
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namespace opengl {
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namespace opengl {
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class WidgetExplorer;
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class OpenGLRenderer;
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class OpenGLRenderer;
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class OpenGLPart;
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class OpenGLShaderProgram;
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class OpenGLShaderProgram;
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class OpenGLSharedState;
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class OpenGLSharedState;
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class OpenGLVariable;
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class OpenGLVariable;
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