Added mouse tracking on 3d view for future operations
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1361c5c654
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a96699dece
11 changed files with 100 additions and 1 deletions
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@ -39,6 +39,8 @@ public:
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inline const Matrix4 &getTransformationMatrix() const {return projector;}
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inline const Matrix4 &getTransformationMatrix() const {return projector;}
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inline VectorSpherical getDirectionSpherical() const {return direction;}
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inline VectorSpherical getDirectionSpherical() const {return direction;}
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inline CameraPerspective getPerspective() const {return perspective;}
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inline CameraPerspective getPerspective() const {return perspective;}
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inline double getWidth() const {return width;}
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inline double getHeight() const {return height;}
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double getRealDepth(const Vector3 &projected) const;
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double getRealDepth(const Vector3 &projected) const;
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@ -14,6 +14,7 @@ OpenGLView::OpenGLView(QQuickItem *parent) :
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renderer = NULL;
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renderer = NULL;
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setAcceptedMouseButtons(Qt::AllButtons);
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setAcceptedMouseButtons(Qt::AllButtons);
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setAcceptHoverEvents(true);
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mouse_button = Qt::NoButton;
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mouse_button = Qt::NoButton;
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@ -120,6 +121,13 @@ void OpenGLView::mouseMoveEvent(QMouseEvent *event)
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window->getCamera()->processScroll(-0.02 * factor * diff.x(), 0.02 * factor * diff.y());
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window->getCamera()->processScroll(-0.02 * factor * diff.x(), 0.02 * factor * diff.y());
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}
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}
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mouse_pos = event->windowPos();
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mouse_pos = event->windowPos();
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renderer->setMouseLocation(event->pos().x(), height() - event->pos().y());
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}
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void OpenGLView::hoverMoveEvent(QHoverEvent *event)
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{
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renderer->setMouseLocation(event->pos().x(), height() - event->pos().y());
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}
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}
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void OpenGLView::timerEvent(QTimerEvent *)
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void OpenGLView::timerEvent(QTimerEvent *)
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@ -24,6 +24,7 @@ protected:
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virtual void mousePressEvent(QMouseEvent *event) override;
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virtual void mousePressEvent(QMouseEvent *event) override;
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virtual void mouseReleaseEvent(QMouseEvent *event) override;
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virtual void mouseReleaseEvent(QMouseEvent *event) override;
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virtual void mouseMoveEvent(QMouseEvent *event) override;
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virtual void mouseMoveEvent(QMouseEvent *event) override;
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virtual void hoverMoveEvent(QHoverEvent *event) override;
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virtual void timerEvent(QTimerEvent *event) override;
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virtual void timerEvent(QTimerEvent *event) override;
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private:
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private:
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@ -10,6 +10,7 @@
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#include "Scenery.h"
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#include "Scenery.h"
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#include "LightingManager.h"
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#include "LightingManager.h"
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#include "Logs.h"
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#include "Logs.h"
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#include "Vector3.h"
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#include "GL/glu.h" // TEMP
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#include "GL/glu.h" // TEMP
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@ -21,6 +22,13 @@ OpenGLRenderer::OpenGLRenderer(Scenery* scenery):
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vp_width = 1;
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vp_width = 1;
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vp_height = 1;
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vp_height = 1;
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mouse_tracking = true;
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mouse_x = 0;
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mouse_y = 0;
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mouse_projected = new Vector3();
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view_matrix = new QMatrix4x4;
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render_quality = 3;
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render_quality = 3;
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functions = new OpenGLFunctions();
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functions = new OpenGLFunctions();
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@ -40,6 +48,10 @@ OpenGLRenderer::~OpenGLRenderer()
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water->interrupt();
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water->interrupt();
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skybox->interrupt();
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skybox->interrupt();
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delete mouse_projected;
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delete view_matrix;
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delete skybox;
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delete skybox;
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delete water;
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delete water;
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delete terrain;
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delete terrain;
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@ -140,6 +152,11 @@ void OpenGLRenderer::paint()
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terrain->render();
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terrain->render();
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water->render();
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water->render();
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if (mouse_tracking)
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{
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updateMouseProjection();
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}
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int error_code;
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int error_code;
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while ((error_code = glGetError()) != GL_NO_ERROR)
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while ((error_code = glGetError()) != GL_NO_ERROR)
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{
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{
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@ -172,6 +189,17 @@ void OpenGLRenderer::resume()
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terrain->resume();
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terrain->resume();
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}
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}
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void OpenGLRenderer::setMouseLocation(int x, int y)
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{
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mouse_x = x;
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mouse_y = y;
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}
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const Vector3 &OpenGLRenderer::getMouseProjection()
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{
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return *mouse_projected;
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}
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void OpenGLRenderer::cameraChangeEvent(CameraDefinition *camera)
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void OpenGLRenderer::cameraChangeEvent(CameraDefinition *camera)
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{
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{
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// Get camera info
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// Get camera info
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@ -191,9 +219,11 @@ void OpenGLRenderer::cameraChangeEvent(CameraDefinition *camera)
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projection.setToIdentity();
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projection.setToIdentity();
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projection.perspective(perspective.yfov * 180.0 / M_PI, perspective.xratio, perspective.znear, perspective.zfar);
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projection.perspective(perspective.yfov * 180.0 / M_PI, perspective.xratio, perspective.znear, perspective.zfar);
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*view_matrix = projection * transform;
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// Set in shaders
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// Set in shaders
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shared_state->set("cameraLocation", location);
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shared_state->set("cameraLocation", location);
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shared_state->set("viewMatrix", projection * transform);
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shared_state->set("viewMatrix", *view_matrix);
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}
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}
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double OpenGLRenderer::getPrecision(const Vector3 &)
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double OpenGLRenderer::getPrecision(const Vector3 &)
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@ -205,3 +235,15 @@ Color OpenGLRenderer::applyMediumTraversal(Vector3, Color color)
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{
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{
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return color;
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return color;
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}
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}
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void OpenGLRenderer::updateMouseProjection()
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{
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GLfloat z;
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functions->glReadPixels(mouse_x, mouse_y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
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QVector4D located(mouse_x / render_camera->getWidth(), mouse_y / render_camera->getHeight(), z, 1.0);
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QVector4D unprojected = view_matrix->inverted() * 2.0 * (located - QVector4D(0.5, 0.5, 0.5, 0.5));
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*mouse_projected = Vector3(unprojected.x() / unprojected.w(), unprojected.y() / unprojected.w(), unprojected.z() / unprojected.w());
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shared_state->set("mouseProjection", *mouse_projected);
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}
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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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class QMatrix4x4;
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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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@ -42,6 +44,16 @@ public:
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*/
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*/
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void resume();
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void resume();
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/**
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* Set the current mouse location, for use by getMouseProjection().
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*/
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void setMouseLocation(int x, int y);
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/**
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* Get the coordinates of the mouse, projected in world space.
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*/
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const Vector3 &getMouseProjection();
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/**
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/**
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* Change the camera location.
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* Change the camera location.
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*/
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*/
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@ -54,12 +66,25 @@ public:
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virtual double getPrecision(const Vector3 &location) override;
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virtual double getPrecision(const Vector3 &location) override;
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virtual Color applyMediumTraversal(Vector3 location, Color color) override;
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virtual Color applyMediumTraversal(Vector3 location, Color color) override;
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private:
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/**
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* Update the mouse_projected member.
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*/
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void updateMouseProjection();
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private:
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private:
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bool ready;
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bool ready;
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bool paused;
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bool paused;
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int vp_width;
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int vp_width;
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int vp_height;
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int vp_height;
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bool mouse_tracking;
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int mouse_x;
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int mouse_y;
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Vector3 *mouse_projected;
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QMatrix4x4 *view_matrix;
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OpenGLFunctions* functions;
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OpenGLFunctions* functions;
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OpenGLSharedState* shared_state;
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OpenGLSharedState* shared_state;
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@ -63,6 +63,7 @@ void OpenGLTerrain::initialize()
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program->addFragmentSource("atmosphere");
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program->addFragmentSource("atmosphere");
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program->addFragmentSource("tonemapping");
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program->addFragmentSource("tonemapping");
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program->addFragmentSource("fadeout");
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program->addFragmentSource("fadeout");
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program->addFragmentSource("ui");
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program->addFragmentSource("terrain");
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program->addFragmentSource("terrain");
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// Add terrain chunks
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// Add terrain chunks
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@ -30,6 +30,7 @@ void OpenGLWater::initialize()
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program->addFragmentSource("atmosphere");
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program->addFragmentSource("atmosphere");
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program->addFragmentSource("tonemapping");
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program->addFragmentSource("tonemapping");
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program->addFragmentSource("fadeout");
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program->addFragmentSource("fadeout");
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program->addFragmentSource("ui");
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program->addFragmentSource("noise");
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program->addFragmentSource("noise");
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program->addFragmentSource("water");
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program->addFragmentSource("water");
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@ -10,5 +10,6 @@
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<file>terrain.vert</file>
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<file>terrain.vert</file>
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<file>fadeout.frag</file>
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<file>fadeout.frag</file>
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<file>noise.frag</file>
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<file>noise.frag</file>
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<file>ui.frag</file>
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</qresource>
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</qresource>
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</RCC>
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</RCC>
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@ -9,5 +9,7 @@ void main(void)
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gl_FragColor = applyToneMapping(gl_FragColor);
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gl_FragColor = applyToneMapping(gl_FragColor);
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gl_FragColor = applyMouseTracking(unprojected, gl_FragColor);
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gl_FragColor.a = distanceFadeout();
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gl_FragColor.a = distanceFadeout();
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}
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}
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14
src/render/opengl/shaders/ui.frag
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14
src/render/opengl/shaders/ui.frag
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@ -0,0 +1,14 @@
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uniform vec3 mouseProjection;
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vec4 applyMouseTracking(vec3 location, vec4 color)
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{
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float dist = length(location - mouseProjection);
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if (dist > 2.0)
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{
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return color;
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}
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else
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{
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return mix(color, vec4(1.0, 0.0, 0.0, 1.0), 1.0 - dist / 2.0);
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}
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}
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@ -15,5 +15,7 @@ void main(void)
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gl_FragColor = applyToneMapping(gl_FragColor);
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gl_FragColor = applyToneMapping(gl_FragColor);
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gl_FragColor = applyMouseTracking(unprojected, gl_FragColor);
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gl_FragColor.a = distanceFadeout();
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gl_FragColor.a = distanceFadeout();
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}
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}
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