mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-02-01 18:40:12 -05:00
--User changes
-Change how the PositiveYUp option is actually handled to make things more compatible with Apophysis. depending on the value of that option: --Moving an affine up or down will mean a positive or negative value. --Locally, the display of the affine will be flipped. --Bug fixes -Fix waffle.
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@ -1792,8 +1792,8 @@ public:
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virtual void Precalc() override
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virtual void Precalc() override
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{
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{
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m_SinR = std::sin(m_Rotation);
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m_SinR = m_Weight * std::sin(m_Rotation);
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m_CosR = std::cos(m_Rotation);
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m_CosR = m_Weight * std::cos(m_Rotation);
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}
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}
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protected:
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protected:
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@ -456,7 +456,7 @@ void Fractorium::OnMoveUpButtonClicked(bool checked)
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double d = ToDouble(combo->currentText(), &ok);
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double d = ToDouble(combo->currentText(), &ok);
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if (ok)
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if (ok)
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m_Controller->MoveXforms(0, d, pre);
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m_Controller->MoveXforms(0, m_Settings->YAxisUp() ? d : -d, pre);
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}
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}
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/// <summary>
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/// <summary>
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@ -473,7 +473,7 @@ void Fractorium::OnMoveDownButtonClicked(bool checked)
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double d = ToDouble(combo->currentText(), &ok);
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double d = ToDouble(combo->currentText(), &ok);
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if (ok)
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if (ok)
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m_Controller->MoveXforms(0, -d, pre);
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m_Controller->MoveXforms(0, m_Settings->YAxisUp() ? -d : d, pre);
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}
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}
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/// <summary>
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/// <summary>
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@ -34,42 +34,6 @@
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"void main() {\n"
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"void main() {\n"
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" gl_FragColor = texture2D(quadtex, texcoord.st);\n"
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" gl_FragColor = texture2D(quadtex, texcoord.st);\n"
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"}\n";
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"}\n";
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/*
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static const char* vertexShaderSource =
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"#version 120\n"
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"in vec4 posattr;\n"
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"uniform mat4 matrix;\n"
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"void main() {\n"
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" gl_Position = matrix * posattr;\n"
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"}\n";
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static const char* fragmentShaderSource =
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"#version 120\n"
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"uniform vec4 mycolor;\n"
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"out vec4 fragout;"
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"void main() {\n"
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" fragout = mycolor;\n"
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"}\n";
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static const char* quadVertexShaderSource =
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"#version 120\n"
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"in vec4 posattr;\n"
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"uniform mat4 matrix;\n"
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"out vec4 texcoord;\n"
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"void main() {\n"
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" gl_Position = matrix * posattr;\n"
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" texcoord = posattr;\n"
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"}\n";
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static const char* quadFragmentShaderSource =
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"#version 120\n"
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"uniform sampler2D quadtex;\n"
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"in vec4 texcoord;\n"
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"out vec4 fragout;"
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"void main() {\n"
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" fragout = texture(quadtex, texcoord.st);\n"
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"}\n"; */
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#endif
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#endif
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/// <summary>
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/// <summary>
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@ -585,7 +549,12 @@ void GLWidget::paintGL()
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#else
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#else
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m_Program->bind();
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m_Program->bind();
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m_ProjMatrix.setToIdentity();
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m_ProjMatrix.setToIdentity();
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m_ProjMatrix.ortho(-unitX, unitX, -unitY, unitY, -1, 1);//Projection matrix: OpenGL camera is always centered, just move the ember internally inside the renderer.
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if (!controller->Renderer()->YAxisUp())
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m_ProjMatrix.ortho(-unitX, unitX, unitY, -unitY, -1, 1);//Projection matrix: OpenGL camera is always centered, just move the ember internally inside the renderer.
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else
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m_ProjMatrix.ortho(-unitX, unitX, -unitY, unitY, -1, 1);
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m_ModelViewMatrix.setToIdentity();
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m_ModelViewMatrix.setToIdentity();
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//this->DrawUnitSquare();
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//this->DrawUnitSquare();
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controller->GLController()->DrawAffines(pre, post);
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controller->GLController()->DrawAffines(pre, post);
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