Fix rotate,translate,rotate in ogl painters
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0f9cacdde5
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2fcaf2cc40
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@ -63,32 +63,11 @@ void LocalPlayer::draw(const Point& dest, float scaleFactor, bool animate, Light
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// This is a test to rotation, translate and scale transformations.
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// This is a test to rotation, translate and scale transformations.
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/*
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/*
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g_painter->saveAndResetState();
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Point rotateOffset = dest;
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g_painter->rotate(dest.x, dest.y, Fw::pi / 4.);
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rotateOffset += ((animate ? m_walkOffset : Point(0,0)) + Point(16,16)) * scaleFactor;
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g_painter->rotate(rotateOffset, Fw::pi * std::sin(g_clock.millis()/1000.0f));
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Creature::draw(dest, scaleFactor, animate, lightView);
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Creature::draw(dest, scaleFactor, animate, lightView);
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g_painter->restoreSavedState();
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g_painter->resetTransformMatrix();
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*/
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// This depends on rotation to get done.
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// Textured arrow pointing to desired position.
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/*
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Position pos = Position(1029, 997, 7);
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int radius = 8;
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double angle = m_position.getAngleFromPosition(pos);
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if(angle < 0) {
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radius = 0;
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angle = 0;
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}
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Point animationOffset = animate ? m_walkOffset : Point(0,0);
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Point center = Point(dest + (animationOffset - getDisplacement() -8 + Otc::TILE_PIXELS)*scaleFactor);
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g_painter->setColor(Color::red);
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g_painter->drawFilledRect(Rect(center, Size(3, 3)*scaleFactor));
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center.x += radius * cos(angle);
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center.y -= radius * sin(angle);
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g_painter->setColor(Color::white);
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g_painter->drawFilledRect(Rect(center, Size(3, 3)*scaleFactor));
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*/
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*/
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}
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}
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@ -49,6 +49,7 @@ void Painter::resetState()
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resetShaderProgram();
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resetShaderProgram();
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resetTexture();
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resetTexture();
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resetAlphaWriting();
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resetAlphaWriting();
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resetTransformMatrix();
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}
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}
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void Painter::refreshState()
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void Painter::refreshState()
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@ -185,32 +186,44 @@ void Painter::setResolution(const Size& resolution)
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updateGlViewport();
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updateGlViewport();
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}
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}
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void Painter::scale(double x, double y)
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void Painter::scale(float x, float y)
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{
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{
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m_transformMatrix.data()[0] *= x;
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Matrix3 scaleMatrix = {
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m_transformMatrix.data()[4] *= y;
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x, 0.0f, 0.0f,
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0.0f, y, 0.0f,
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0.0f, 0.0f, 1.0f
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};
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setTransformMatrix(m_transformMatrix * scaleMatrix.transposed());
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}
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}
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void Painter::translate(double x, double y)
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void Painter::translate(float x, float y)
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{
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{
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m_transformMatrix.data()[6] += x / m_resolution.width();
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Matrix3 translateMatrix = {
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m_transformMatrix.data()[7] -= y / m_resolution.height();
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1.0f, 0.0f, x,
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0.0f, 1.0f, y,
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0.0f, 0.0f, 1.0f
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};
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setTransformMatrix(m_transformMatrix * translateMatrix.transposed());
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}
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}
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void Painter::rotate(double x, double y, double angle)
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void Painter::rotate(float angle)
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{
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{
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// TODO: use x, y vectors to properly rotate.
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Matrix3 rotationMatrix = {
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if(m_transformMatrix.data()[1] == 0)
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std::cos(angle), -std::sin(angle), 0.0f,
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m_transformMatrix.data()[1] = 1;
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std::sin(angle), std::cos(angle), 0.0f,
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if(m_transformMatrix.data()[3] == 0)
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0.0f, 0.0f, 1.0f
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m_transformMatrix.data()[3] = 1;
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};
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double s = sin(angle);
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setTransformMatrix(m_transformMatrix * rotationMatrix.transposed());
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double c = cos(angle);
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}
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m_transformMatrix.data()[0] *= c;
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m_transformMatrix.data()[1] *= s;
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void Painter::rotate(float x, float y, float angle)
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m_transformMatrix.data()[3] *= -s;
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{
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m_transformMatrix.data()[4] *= c;
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translate(-x, -y);
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rotate(angle);
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translate(x, y);
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}
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}
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void Painter::updateGlTexture()
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void Painter::updateGlTexture()
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@ -98,9 +98,13 @@ public:
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void setTexture(const TexturePtr& texture) { setTexture(texture.get()); }
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void setTexture(const TexturePtr& texture) { setTexture(texture.get()); }
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void setResolution(const Size& resolution);
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void setResolution(const Size& resolution);
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void scale(double x, double y);
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void scale(float x, float y);
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void translate(double x, double y);
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void scale(float factor) { scale(factor, factor); }
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void rotate(double x, double y, double angle);
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void translate(float x, float y);
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void translate(const Point& p) { translate(p.x, p.y); }
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void rotate(float angle);
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void rotate(float x, float y, float angle);
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void rotate(const Point& p, float angle) { rotate(p.x, p.y, angle); }
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Matrix3 getTransformMatrix() { return m_transformMatrix; }
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Matrix3 getTransformMatrix() { return m_transformMatrix; }
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Matrix3 getProjectionMatrix() { return m_projectionMatrix; }
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Matrix3 getProjectionMatrix() { return m_projectionMatrix; }
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@ -120,6 +124,7 @@ public:
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void resetShaderProgram() { setShaderProgram(nullptr); }
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void resetShaderProgram() { setShaderProgram(nullptr); }
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void resetTexture() { setTexture(nullptr); }
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void resetTexture() { setTexture(nullptr); }
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void resetAlphaWriting() { setAlphaWriting(false); }
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void resetAlphaWriting() { setAlphaWriting(false); }
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void resetTransformMatrix() { setTransformMatrix(Matrix3()); }
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virtual bool hasShaders() = 0;
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virtual bool hasShaders() = 0;
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@ -38,6 +38,7 @@ void PainterOGL1::refreshState()
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Painter::refreshState();
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Painter::refreshState();
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updateGlColor();
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updateGlColor();
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updateGlMatrixMode();
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updateGlMatrixMode();
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updateGlTransformMatrix();
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updateGlProjectionMatrix();
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updateGlProjectionMatrix();
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updateGlTextureMatrix();
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updateGlTextureMatrix();
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updateGlTextureState();
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updateGlTextureState();
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@ -217,6 +218,13 @@ void PainterOGL1::setMatrixMode(PainterOGL1::MatrixMode matrixMode)
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updateGlMatrixMode();
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updateGlMatrixMode();
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}
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}
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void PainterOGL1::setTransformMatrix(const Matrix3& transformMatrix)
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{
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m_transformMatrix = transformMatrix;
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if(g_painter == this)
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updateGlTransformMatrix();
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}
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void PainterOGL1::setProjectionMatrix(const Matrix3& projectionMatrix)
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void PainterOGL1::setProjectionMatrix(const Matrix3& projectionMatrix)
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{
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{
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m_projectionMatrix = projectionMatrix;
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m_projectionMatrix = projectionMatrix;
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@ -259,12 +267,25 @@ void PainterOGL1::updateGlMatrixMode()
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glMatrixMode(m_matrixMode);
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glMatrixMode(m_matrixMode);
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}
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}
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void PainterOGL1::updateGlTransformMatrix()
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{
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float glTransformMatrix[] = {
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m_transformMatrix(1,1), m_transformMatrix(1,2), 0.0f, m_transformMatrix(1,3),
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m_transformMatrix(2,1), m_transformMatrix(2,2), 0.0f, m_transformMatrix(2,3),
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0.0f, 0.0f, 1.0f, 0.0f,
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m_transformMatrix(3,1), m_transformMatrix(3,2), 0.0f, m_transformMatrix(3,3),
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};
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setMatrixMode(MatrixTransform);
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glLoadMatrixf(glTransformMatrix);
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}
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void PainterOGL1::updateGlProjectionMatrix()
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void PainterOGL1::updateGlProjectionMatrix()
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{
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{
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float glProjectionMatrix[] = {
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float glProjectionMatrix[] = {
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m_projectionMatrix(1,1), m_projectionMatrix(1,2), 0.0f, m_projectionMatrix(1,3),
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m_projectionMatrix(1,1), m_projectionMatrix(1,2), 0.0f, m_projectionMatrix(1,3),
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m_projectionMatrix(2,1), m_projectionMatrix(2,2), 0.0f, m_projectionMatrix(2,3),
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m_projectionMatrix(2,1), m_projectionMatrix(2,2), 0.0f, m_projectionMatrix(2,3),
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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m_projectionMatrix(3,1), m_projectionMatrix(3,2), 0.0f, m_projectionMatrix(3,3),
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m_projectionMatrix(3,1), m_projectionMatrix(3,2), 0.0f, m_projectionMatrix(3,3),
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};
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};
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@ -39,6 +39,7 @@ public:
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enum MatrixMode {
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enum MatrixMode {
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MatrixProjection = 0x1701, //GL_PROJECTION
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MatrixProjection = 0x1701, //GL_PROJECTION
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MatrixTexture = 0x1702, //GL_TEXTURE
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MatrixTexture = 0x1702, //GL_TEXTURE
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MatrixTransform = 0x1700 // GL_MODELVIEW
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};
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};
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PainterOGL1();
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PainterOGL1();
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@ -58,6 +59,7 @@ public:
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void drawBoundingRect(const Rect& dest, int innerLineWidth);
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void drawBoundingRect(const Rect& dest, int innerLineWidth);
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void setMatrixMode(MatrixMode matrixMode);
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void setMatrixMode(MatrixMode matrixMode);
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void setTransformMatrix(const Matrix3& projectionMatrix);
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void setProjectionMatrix(const Matrix3& projectionMatrix);
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void setProjectionMatrix(const Matrix3& projectionMatrix);
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void setTextureMatrix(const Matrix3& textureMatrix);
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void setTextureMatrix(const Matrix3& textureMatrix);
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void setColor(const Color& color);
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void setColor(const Color& color);
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@ -69,6 +71,7 @@ private:
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void updateGlColor();
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void updateGlColor();
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void updateGlMatrixMode();
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void updateGlMatrixMode();
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void updateGlProjectionMatrix();
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void updateGlProjectionMatrix();
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void updateGlTransformMatrix();
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void updateGlTextureMatrix();
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void updateGlTextureMatrix();
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void updateGlTextureState();
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void updateGlTextureState();
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@ -45,7 +45,7 @@ static std::string glslPositionOnlyVertexShader = "\n\
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uniform highp mat3 u_TransformMatrix;\n\
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uniform highp mat3 u_TransformMatrix;\n\
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uniform highp mat3 u_ProjectionMatrix;\n\
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uniform highp mat3 u_ProjectionMatrix;\n\
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highp vec4 calculatePosition() {\n\
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highp vec4 calculatePosition() {\n\
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return vec4(u_TransformMatrix * u_ProjectionMatrix * vec3(a_Vertex.xy, 1.0), 1.0);\n\
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return vec4(u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0), 1.0);\n\
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}\n";
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}\n";
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static const std::string glslMainFragmentShader = "\n\
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static const std::string glslMainFragmentShader = "\n\
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