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| author | Adrian Kummerlaender | 2019-02-24 14:07:16 +0100 | 
|---|---|---|
| committer | Adrian Kummerlaender | 2019-02-24 14:07:16 +0100 | 
| commit | 1f2b1cb037a202cafe25167c071a2615341dafdb (patch) | |
| tree | 783eaadf2e88235d4f0b4714cfb6e3965df4101f /src/shader/code | |
| parent | ecaa33e25b42f945fa09dc21b6db53ef330f2cc2 (diff) | |
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Further abstract mouse handling
Diffstat (limited to 'src/shader/code')
| -rw-r--r-- | src/shader/code/interact.glsl | 51 | 
1 files changed, 22 insertions, 29 deletions
| diff --git a/src/shader/code/interact.glsl b/src/shader/code/interact.glsl index a65d96a..cb69333 100644 --- a/src/shader/code/interact.glsl +++ b/src/shader/code/interact.glsl @@ -10,10 +10,11 @@ uniform uint nY;  /// External influence -uniform int  prevMouseState; -uniform vec2 prevMousePos; -uniform int  currMouseState; -uniform vec2 currMousePos; +uniform bool influxRequested; +uniform bool wallRequested; + +uniform vec2 startOfLine; +uniform vec2 endOfLine;  /// Vector utilities @@ -37,6 +38,14 @@ float distanceToLineSegment(vec2 a, vec2 b, vec2 p) {  	return norm(pa - ab * (dot(ab, pa) / dot(ab, ab)));  } +bool isNearLine(uint x, uint y, float eps) { +	if ( startOfLine == endOfLine ) { +		return norm(vec2(x,y) - endOfLine) < eps; +	} else { +		return distanceToLineSegment(startOfLine, endOfLine, vec2(x,y)) < eps; +	} +} +  /// Array indexing  uint indexOfFluidVertex(uint x, uint y) { @@ -74,24 +83,6 @@ void disableWallInterior(uint x, uint y) {  	}  } -/// Determine external influence - -bool isNearMouse(uint x, uint y, float eps) { -	if ( prevMouseState == currMouseState ) { -		return distanceToLineSegment(prevMousePos, currMousePos, vec2(x,y)) < eps; -	} else { -		return norm(vec2(x,y) - currMousePos) < eps; -	} -} - -bool isInfluxRequestedAt(uint x, uint y) { -	return currMouseState == 1 && isNearMouse(x, y, 3); -} - -bool isWallRequestedAt(uint x, uint y) { -	return currMouseState == 2 && isNearMouse(x, y, 3); -} -  /// Actual interaction kernel  void main() { @@ -105,13 +96,15 @@ void main() {  	const int material = getMaterial(x,y);  	if ( material == 1 ) { -		if ( isInfluxRequestedAt(x,y) ) { -			setMaterial(x,y,4); -			return; -		} -		if ( isWallRequestedAt(x,y) ) { -			setMaterial(x,y,3); -			return; +		if ( isNearLine(x, y, 3) ) { +			if ( influxRequested ) { +				setMaterial(x,y,4); +				return; +			} +			if ( wallRequested ) { +				setMaterial(x,y,3); +				return; +			}  		}  	} | 
