coordinate mapping in Qt - c++

I've been working on a physics simulation, and I've been having some trouble with coordinates.
I haven't been able to find how the scenes are mapped, and to what objects are mapped to when I don't use mapToScene();
My Code is as follows:
Ball.cpp
Ball::Ball()
{
//random start angle
angle = (qrand() % 360);
setRotation(angle);
//set the speed
speed = 5;
//random start position
int StartX = 0;
int StartY = 0;
if((qrand() % 1))
{
StartX = (qrand() % 200);
StartY = (qrand() % 200);
}
else
{
StartX = (qrand() % 100);
StartY = (qrand() % 100);
}
setPos(mapToScene(StartX,StartY));
qDebug() << "xposition:" << pos().x();
qDebug() << "yposition:" << pos().y();
qDebug() << "xposition mapped:" << mapToScene(pos()).x();
qDebug() << "yposition mapped:" << mapToScene(pos()).y();
}
mainwindow.cpp
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
scene = new QGraphicsScene (this);
ui->graphicsView->setScene (scene);
ui->graphicsView->setRenderHint(QPainter::Antialiasing);
double sceneULx = -400;
double sceneULy = 200;
double scenewidth = 800;
double sceneheight = 400;
scene->setSceneRect(sceneULx, sceneULy,scenewidth,sceneheight);
QPen mypen = QPen(Qt::red);
QLineF TopLine(scene->sceneRect().topLeft(),scene->sceneRect().topRight());
QLineF LeftLine(scene->sceneRect().topLeft(),scene->sceneRect().bottomLeft());
QLineF RightLine(scene->sceneRect().bottomRight(),scene->sceneRect().topRight());
QLineF BottomLine(scene->sceneRect().bottomLeft(),scene->sceneRect().bottomRight());
scene->addLine(TopLine,mypen);
scene->addLine(LeftLine,mypen);
scene->addLine(RightLine,mypen);
scene->addLine(BottomLine,mypen);
int ItemCount = 5;
for(int i = 0; i <ItemCount; i++)
{
Ball *item = new Ball();
scene->addItem(item);
}
timer = new QTimer(this);
connect(timer,SIGNAL(timeout()), scene,SLOT(advance()));
timer->start(10);
}
currently all the objects I generate are not in the area of the scene, which doesn't make any sense to me since I thought that the upper left corner of the scene was 0/0 and it went into the positive when you went down or to the right.
also the qDebugs yield following results:
xposition: 25.6601
yposition: 22.306
xposition mapped: 30.392
yposition mapped: 55.9751
xposition: -56.6299
yposition: 79.0004
xposition mapped: -136.607
yposition mapped: 23.7579
xposition: 31.6448
yposition: 32.3822
xposition mapped: 76.5177
yposition mapped: 38.4172
xposition: 50.017
yposition: -97.4695
xposition mapped: -59.4804
yposition mapped: -93.9612
xposition: -44.0378
yposition: 9.25605
xposition mapped: -33.8154
yposition mapped: -34.5675
I can't really find a correlation between the mapped and the unmapped numbers and it is also very strange the the mapped numbers have decimals altough I define them with an int.
I hope somebody can help me clear my confusion with the coordinate system of this programm.

I think you have the right idea about the coordinate system, but have confused yourself with an oversight in the code.
When a Ball item is created, in the constructor, it creates random coordinates and then calls this:
setPos(mapToScene(StartX,StartY));
As the documentation for mapToScene states: -
Maps the point point, which is in this item's coordinate system, to the scene's coordinate system, and returns the mapped coordinate.
However, the code is executed in the Ball's constructor and has not yet been added to the scene, so it can't successfully map the coordinates as it has no parent item and no scene with which to map to.
You can call setPos in the constructor, but without mapToScene
setPos(StartX,StartY);
With no parent, when the item is added to the scene, it will match its scene coordinates (item->pos() == item->scenePos())
Alternatively, create a Ball item, add it to the scene, and then set its position.
for(int i = 0; i <ItemCount; i++)
{
Ball *item = new Ball();
scene->addItem(item);
// note that mapToScene is irrelevant, since there is no parent item for the Ball.
item->setPos(x, y);
}

Just for an experiment you can do the following trick:
//random start position
int StartX = 100;
int StartY = 100;
setPos(mapToScene(StartX,StartY));
qDebug() << "xposition:" << pos().x();
qDebug() << "yposition:" << pos().y();
qDebug() << "xposition mapped:" << mapToScene(pos()).x();
qDebug() << "yposition mapped:" << mapToScene(pos()).y();
You will see that coordinates are still random. Basically, you are randomizing coordinates 3 times and no wonder there is no correlation.
Also try this:
double sceneULx = 0;
double sceneULy = 0;
double scenewidth = 800;
double sceneheight = 400;

Related

QGroupBox's child restricts shrink the form

I have a multiple screen video player, and I just want to keep 16:9 ratio. There is a qgroupbox as a container of a qwidget which plays video in it. I also use qgroupbox to show selected frame by painting border to green. I can't do this on qwidget because rendered video overlaps that. When I have done with resize, I emit a signal with mouseup event to be able to informed about the resize operation completed. Then I calculate new bounds for qwidget to keep 16:9 ratio and apply this values for qwidget. Here is the image to show you how my app looks like:
And here is the code that I use to resize qwidgets:
void playBack::OnWindowResized()
{
float ratio = 16.0f / 9.0f;
float w = playBackplayer_contList.at(0)->size().width(); //qgroupbox's width
float h = playBackplayer_contList.at(0)->size().height();//qgroupbox's height
float currentRatio = w / h;
float newW = 0;
float newH = 0;
if (currentRatio > ratio)
{
newH = h;
newW = h*ratio;
}
else if (currentRatio < ratio)
{
newW = w;
newH = w / ratio;
}
qDebug() << "NEW WIDGET SIZE: " << (int)newW << " x " << (int)newH;
for (int i = 0; i < playBackplayer_widgtList.count(); i++)
{
playBackplayer_widgtList.at(i)->setMinimumSize(newW, newH);
//playBackplayer_widgtList.at(i)->resize(newW, newH);
}
}
This code works perfectly when I enlarge form, but When I want to shrink, It doesn't allow me to do that. Because I set a minimum value for qwidgets. If I don't use setMinimumSize, use resize(w,h) instead, than orientation problems occur. And here is a example for this issue:
This code below shows ctor and this is where I set the layout:
playBack::playBack()
{
playback_player_1_widget = new QWidget;
playback_player_2_widget = new QWidget;
playback_player_3_widget = new QWidget;
playback_player_4_widget = new QWidget;
playback_player_1_widget_cont = new QGroupBox;
playback_player_2_widget_cont = new QGroupBox;
playback_player_3_widget_cont = new QGroupBox;
playback_player_4_widget_cont = new QGroupBox;
playBackplayer_widgtList.append(playback_player_1_widget);
playBackplayer_widgtList.append(playback_player_2_widget);
playBackplayer_widgtList.append(playback_player_3_widget);
playBackplayer_widgtList.append(playback_player_4_widget);
playBackplayer_contList.append(playback_player_1_widget_cont);
playBackplayer_contList.append(playback_player_2_widget_cont);
playBackplayer_contList.append(playback_player_3_widget_cont);
playBackplayer_contList.append(playback_player_4_widget_cont);
int rowcnt = 0;
int colcnt = 0;
for (int i = 0; i < 4; i++)
{
playBackplayer_contList.at(i)->setStyleSheet(QString("border:1px solid #000;background-color:#000;"));
playBackplayer_widgtList.at(i)->setStyleSheet(QString("background-color:#f00;"));
QGridLayout* layout = new QGridLayout;
layout->setRowStretch(0, 1);
layout->setColumnStretch(0, 1);
layout->setRowStretch(2, 1);
layout->setColumnStretch(2, 1);
playBackplayer_widgtList.at(i)->setMinimumWidth(100);
playBackplayer_widgtList.at(i)->setMinimumHeight(100);
playBackplayer_widgtList.at(i)->setMaximumWidth(10000);
playBackplayer_widgtList.at(i)->setMaximumHeight(10000);
layout->addWidget(playBackplayer_widgtList.at(i),1,1);
layout->setMargin(0);
layout->setSpacing(0);
playBackplayer_contList.at(i)->setLayout(layout);
mainLayout->addWidget(playBackplayer_contList.at(i), colcnt, rowcnt);
rowcnt++;
if (rowcnt % 2 == 0)
{
rowcnt = 0;
colcnt++;
}
playBackplayer_widgtList.at(i)->setAcceptDrops(true);
}
}
I have tried various things, I have tried to set size 0 for qwidget before resize, (in mousedownevent) that didn't work, I have tried deleting layout for qgroupbox, after resize happens, create new layout and set it for groupbox, that didn't work, I have tried layout()->adjustSize(), update(), repaint(), all that stuff didn't work. What am I missing? I need helps from you. Any help would be appreciated. Thank you in advance.
Do away with the grid layout inside the container group boxes. Instead, align and resize the video widget with setGeometry
Here is a simple subclass of QGroupBox I made that keeps your desired ratio and always stays in the center:
class RatioGroupBox : public QGroupBox{
Q_OBJECT
public:
RatioGroupBox(QWidget *parent = nullptr) : QGroupBox (parent){
setFlat(true);
setStyleSheet("border:1px solid #000;background-color:#000;");
setMinimumSize(100, 100);
setMaximumSize(10000, 10000);
ratio = 16.0f/9.0f;
ratioWidget = new QWidget(this);
ratioWidget->setStyleSheet("background: #f00;");
ratioWidget->setAcceptDrops(true);
}
protected:
void resizeEvent(QResizeEvent *){//or you can use your own resize slot
float w = width();
float h = height();
float currentRatio = w/h;
float newW(0);
float newH(0);
if (currentRatio > ratio){
newH = h;
newW = h*ratio;
}
else if (currentRatio < ratio){
newW = w;
newH = w / ratio;
}
ratioWidget->setGeometry((w-newW)/2, (h-newH)/2, newW, newH);
}
private:
QWidget *ratioWidget;
float ratio;
};
Your entire ctor will become something like:
playBack::playBack()
{
for(int r=0; r<2; r++){
for(int c=0; c<2; c++){
RatioGroupBox* playback_player_cont = new RatioGroupBox;
mainLayout->addWidget(playback_player_cont, c, r);
playBackplayer_contList.append(playback_player_cont);
}
}
}
You can of course access your video widgets by exposing ratioWidget any way you like. Either by making it public or creating a getter function.

QtCharts - Background, foreground display

I want to display a QGraphicsRectItem in my QChartView. But the rectangle is displayed behind the lines series in the chart.
I've tried to do a setZValue(10), for example, on my QGraphicsRectItem and setZValue(0) on my QChart but it is still displayed behind.
Obviously I want the informations in the rectangle to be displayed in front of the series of the chart.
Constructor
StatisticsChartView::StatisticsChartView(QWidget *parent, QChart *chart)
: QChartView(chart, parent)
{
/* Create new chart */
_chart = new QChart();
chart = _chart;
_chart->setAnimationOptions(QChart::AllAnimations);
/* Default granularity */
m_iGranularity = DEFAULT_GRANULARITY;
/* Creating ellipse item which will display a circle when the mouse goes over the series */
m_ellipse = new QGraphicsEllipseItem(_chart);
penEllipse.setColor(QColor(0, 0, 0));
penBorder.setWidth(1);
m_ellipse->setPen(penEllipse);
/* Creating text item which will display the x and y value of the mouse position */
m_coordX = new QGraphicsSimpleTextItem(_chart);
m_coordY = new QGraphicsSimpleTextItem(_chart);
penBorder.setColor(QColor(0, 0, 0));
penBorder.setWidth(1);
m_coordX->setPen(penBorder);
m_coordY->setPen(penBorder);
m_rectHovered = new QGraphicsRectItem(_chart);
m_rectHovered->setBrush(QBrush(Qt::yellow));
m_coordHoveredX = new QGraphicsSimpleTextItem(m_rectHovered);
m_coordHoveredY = new QGraphicsSimpleTextItem(m_rectHovered);
penBorder.setColor(QColor(0, 0, 0));
penBorder.setWidth(1);
m_coordHoveredX->setPen(penBorder);
m_coordHoveredY->setPen(penBorder);
m_lineItemX = new QGraphicsLineItem(_chart);
m_lineItemY = new QGraphicsLineItem(_chart);
penLine.setColor(QColor(0, 0, 0));
penLine.setStyle(Qt::DotLine);
m_lineItemX->setPen(penLine);
m_lineItemY->setPen(penLine);
/* Enable zooming in the rectangle drawn with the left click of the mouse, zoom out with right click */
rubberBand = new QRubberBand(QRubberBand::Rectangle, this);
mousePressed = 0;
seriesHovered = false;
setMouseTracking(true);
_chart->setAcceptHoverEvents(true);
_chart->setZValue(50);
m_ellipse->setZValue(10); //so it is displayed over the series
m_coordHoveredX->setZValue(20); //so it is displayed over others
setRenderHint(QPainter::Antialiasing);
setChart(_chart);
}
Creation of series
void StatisticsChartView::drawCurve(bool bDrawScale)
{
int w = WIDTH;
int h = HEIGHT;
/* Creating series */
QLineSeries *lineFalse = new QLineSeries();
QLineSeries *lineAutomatic = new QLineSeries();
QLineSeries *lineOk = new QLineSeries();
QLineSeries *lineFalsePositive = new QLineSeries();
QLineSeries *lineManualTreatement = new QLineSeries();
QLineSeries *lineFalseNegative = new QLineSeries();
QList<QLineSeries*> lineSeriesList;
lineSeriesList << lineFalse << lineAutomatic << lineOk << lineFalsePositive << lineManualTreatement << lineFalseNegative;
QList<QString> nameSeriesList;
nameSeriesList << "False" << "Automatic" << "Ok" << "FalsePositive" << "ManualTreatement" << "FalseNegative";
QList<QVector<GraphPoint>> graphPointList;
graphPointList << gpFalse << gpDetected << gpOk << gpDetectedNotOk << gpManualTreatement << gpFalseNegative;
double graphX = 100.0 / (m_iGranularity);
bool pointsVisible = true;
for (int n = 0; n < lineSeriesList.count(); ++n)
{
/* Adding points to line series */
for (int i = 0; i < m_iGranularity + 1; ++i)
{
lineSeriesList[n]->append(i * graphX, (float)(graphPointList[n][i]).fValue * 100);
lineSeriesList[n]->setPointsVisible(pointsVisible);
lineSeriesList[n]->setName(nameSeriesList[n]);
}
}
_chart->legend()->setVisible(true);
_chart->legend()->setAlignment(Qt::AlignBottom);
/* Setting axis X and Y */
axisX = new QValueAxis();
axisY = new QValueAxis();
axisX->setRange(0, 100);
axisY->setRange(0, 100);
/* Adding line series to the chart and attaching them to the same axis */
for (int j = 0; j < lineSeriesList.count(); ++j)
{
_chart->addSeries(lineSeriesList[j]);
_chart->setAxisX(axisX, lineSeriesList[j]);
_chart->setAxisY(axisY, lineSeriesList[j]);
connect(lineSeriesList[j], SIGNAL(hovered(QPointF, bool)), this, SLOT(onSeriesHovered(QPointF, bool)));
}
_chart->resize(w, h);
return;
}
Drawing rectangle on chart
void StatisticsChartView::onSeriesHovered(QPointF point, bool state)
{
seriesHovered = state;
/* Updating the size of the rectangle */
if (mousePressed == 0 && seriesHovered == true)
{
/* x and y position on the graph */
qreal x = _chart->mapToPosition(point).x();
qreal y = _chart->mapToPosition(point).y();
/* x and y value on the graph from 0 to 100 for ou graph */
qreal xVal = point.x();
qreal yVal = point.y();
qreal maxX = axisX->max();
qreal minX = axisX->min();
qreal maxY = axisY->max();
qreal minY = axisY->min();
/* We don't want to display value outside of the axis range */
if (xVal <= maxX && xVal >= minX && yVal <= maxY && yVal >= minY)
{
m_coordHoveredX->setVisible(true);
m_coordHoveredY->setVisible(true);
m_rectHovered->setVisible(true);
m_ellipse->setVisible(true);
m_rectHovered->setRect(x - 31, y - 31, 30, 30);
qreal rectX = m_rectHovered->rect().x();
qreal rectY = m_rectHovered->rect().y();
qreal rectW = m_rectHovered->rect().width();
qreal rectH = m_rectHovered->rect().height();
/* We're setting the labels and nicely adjusting to chart axis labels (adjusting so the dot lines are centered on the label) */
m_coordHoveredX->setPos(rectX + rectW / 4 - 3, rectY + 1);
m_coordHoveredY->setPos(rectX + rectW / 4 - 3, rectY + rectH / 2 + 1);
/* Setting value to displayed with four digit max, float, 1 decimal */
m_coordHoveredX->setText(QString("%1").arg(xVal, 4, 'f', 1, '0'));
m_coordHoveredY->setText(QString("%1").arg(yVal, 4, 'f', 1, '0'));
m_ellipse->setRect(QRectF::QRectF(x, y, 10, 10));
m_ellipse->setPos(x, y);
m_ellipse->setBrush(QBrush(Qt::red));
}
else
{
/* We're not displaying information if out of the chart */
m_coordHoveredX->setVisible(false);
m_coordHoveredY->setVisible(false);
m_rectHovered->setVisible(false);
m_ellipse->setVisible(false);
}
}
else
{
/* We're not displaying information if series aren't hovered */
m_coordHoveredX->setVisible(false);
m_coordHoveredY->setVisible(false);
m_rectHovered->setVisible(false);
m_ellipse->setVisible(false);
}
}
You should try using a series especially for your rectangle.
Setting it as the last series, on your chart, to be above the other lines. And adding a legend or a callout for the text.

Why ball1.boundingrect.center returns the same value as ball2.boundingrect.center?

I'm programming a physis simulation with circles.
Ball.cpp Code:
Ball::Ball()
{
angle = 0;
setRotation(angle);
//set the speed
speed = 5;
double StartX = 720;
double StartY = 80;
StartX = (qrand() % 800);
StartY = (qrand() % 400);
radius = 40;
setTransformOriginPoint(radius,radius);
setPos (StartX,StartY);
}
QRectF Ball::boundingRect() const
{
return QRect(0,0,2*radius,2*radius);
}
bool Ball:: circCollide(QList <QGraphicsItem *> items) {
QPointF c1 = mapToParent(this->boundingRect().center());
foreach (QGraphicsItem * t, items) {
Ball * CastBall = dynamic_cast<Ball *>(t);
if(CastBall)
{
QPointF t1 = mapToScene(CastBall->boundingRect().center());
double distance = QLineF(c1,t1).length();
double radius1 = this->boundingRect().width() / 2;
double radius2 = CastBall->boundingRect().width() / 2;
double radii = radius1 + radius2;
if ( distance <= radii )
{
// qDebug() << "true collision";
return true;
}
}
}
// qDebug() << "false collision";
return false;
}
I've got the problem that this string of code returns always the same values for the position of the center for both objects, (t1.x == c1.x , t1.y == c1.y) but this == CastBall returns false, so it wasn't the same object, it just has the same coordinates for the centerpoint of the boundingRect.
The coordinates are already equal before this function is called and that for all 3 objects I generate, although the sets always have a different value.
First I thought it was a problem because boundingRect is defined as a const, so I made this function in my class
QRectF Ball:: centerRect()
{
return QRect(0,0,2*radius,2*radius);
}
and just replaced every use of boundingRect with it (was no problem since I already cast it in the method), but it still returned the same value for both centers.
Im really at my wits end with this one and hope to find some help.
The problem was following: the center of the bounding rectangle was not mapped to the coordinates of the ball. Following statement should work:
mapToScene(mapToItem(castBall, castBall->boundingRect().center()));

2D water shader in SFML

I want to implement the algorithm for a 2D water surface described here and here.
But instead of using two int arrays and calculating on the CPU I would like to use SFML's sf::RenderTexture's (FBO's basically) and a GLSL shader to run everything on the GPU. I want to use SFML, because it's so simple and I have worked with it before, so I know my way around it a little.
I've made some good progress so far. I was able to set up 3 sf::RenderTextures and ping-pong between them correctly (because other than int array you can't read and write to the same sf::RenderTexture at the same time). I was also able to adapt the algorithm for the height field creation form being in the range -32.767 to 32.767 to the range 0 to 1 (or to be more precise -0.5 to 0.5 for the calculation). Also adding new ripples works to some extend. So up to this point you can actually see a little of waves going on.
Here comes my problem now: The waves disappear really, really fast and I don't even apply any damping yet. According to the algorithm the ripples are not stopping if there is no damping applied. It's even the other way around. If I apply "amplification" the waves look close to what you would expect them to look like (but they still disappear without any damping applied to them). My first thought was that this is, because I use float's in range 0 - 1 instead of integers, but I only see this being a problem if multiplication is used, but I only use addition and subtraction.
Here is my SFML C++ code :
#include <SFML/Graphics.hpp>
#include <iostream>
int main()
{
sf::RenderWindow window(sf::VideoMode(1000, 1000), "SFML works!");
window.setFramerateLimit(12);
sf::RenderTexture buffers[3];
buffers[0].create(500, 500);
buffers[1].create(500, 500);
buffers[2].create(500, 500);
sf::RenderTexture* firstBuffer = buffers;
sf::RenderTexture* secondBuffer = &buffers[1];
sf::RenderTexture* finalBuffer = &buffers[2];
firstBuffer->clear(sf::Color(128, 128, 128));
secondBuffer->clear(sf::Color(128, 128, 128));
finalBuffer->clear(sf::Color(128, 128, 128));
sf::Shader waterHeightmapShader;
waterHeightmapShader.loadFromFile("waterHeightmapShader.glsl", sf::Shader::Fragment);
sf::Sprite spritefirst;
spritefirst.setPosition(0, 0);
spritefirst.setTexture(firstBuffer->getTexture());
sf::Sprite spritesecond;
spritesecond.setPosition(500, 0);
spritesecond.setTexture(secondBuffer->getTexture());
sf::Sprite spritefinal;
spritefinal.setPosition(0, 500);
spritefinal.setTexture(finalBuffer->getTexture());
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if(event.type == sf::Event::Closed)
window.close();
if(event.type == sf::Event::KeyReleased && event.key.code == sf::Keyboard::Escape)
window.close();
}
waterHeightmapShader.setParameter("mousePosition", sf::Vector2f(-1.f, -1.f));
// if mouse button is pressed add new ripples
if(sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
sf::Vector2i mousePosition = sf::Mouse::getPosition(window);
if(mousePosition.x < 500 && mousePosition.y < 500)
{
sf::Vector2f mouse(mousePosition);
mouse.x /= 500.f;
mouse.y /= 500.f;
mouse.y = 1 - mouse.y;
std::cout << mouse.x << " " << mouse.y << std::endl;
waterHeightmapShader.setParameter("mousePosition", mouse);
}
}
waterHeightmapShader.setParameter("textureTwoFramesAgo", firstBuffer->getTexture());
waterHeightmapShader.setParameter("textureOneFrameAgo", secondBuffer->getTexture());
// create the heightmap
secondBuffer->display();
finalBuffer->clear(sf::Color(128, 128, 128));
finalBuffer->draw(sf::Sprite(secondBuffer->getTexture()), &waterHeightmapShader);
finalBuffer->display();
spritefirst.setTexture(firstBuffer->getTexture());
spritesecond.setTexture(secondBuffer->getTexture());
spritefinal.setTexture(finalBuffer->getTexture());
window.clear();
window.draw(spritefirst);
window.draw(spritesecond);
window.draw(spritefinal);
window.display();
// swap the buffers around, first becomes second, second becomes third and third becomes first
sf::RenderTexture* swapper = firstBuffer;
firstBuffer = secondBuffer;
secondBuffer = finalBuffer;
finalBuffer = swapper;
}
return 0;
}
And here is my GLSL shader code :
uniform sampler2D textureTwoFramesAgo;
uniform sampler2D textureOneFrameAgo;
uniform vec2 mousePosition;
const float textureSize = 500.0;
const float pixelSize = 1.0 / textureSize;
void main()
{
// pixels position
vec2 position = gl_TexCoord[0].st;
vec4 finalColor = ((texture2D(textureOneFrameAgo, vec2(position.x - pixelSize, position.y)) +
texture2D(textureOneFrameAgo, vec2(position.x + pixelSize, position.y)) +
texture2D(textureOneFrameAgo, vec2(position.x, position.y + pixelSize)) +
texture2D(textureOneFrameAgo, vec2(position.x, position.y - pixelSize)) - 2.0) / 2) -
(texture2D(textureTwoFramesAgo, position) - 0.5);
// damping
// finalColor.rgb *= 1.9; // <---- uncomment this for the "amplifiction" ie. to see the waves better
finalColor.rgb += 0.5;
// add new ripples
if(mousePosition.x > 0.0)
{
if(distance(position, mousePosition) < pixelSize * 5)
{
finalColor = vec4(0.9, 0.9, 0.9, 1.0);
}
}
gl_FragColor = finalColor;
}
Please remember that this is all just about the height field creation. There is no shading of the water yet.
Do you know why the waves disappear by them self without damping?
If I am reading the code correctly you sample the previous frame for the texture's colors/height and use four neighboring pixels/texels to determine the color/height of the current pixel.
As you are calculating (scaling) these neighbors you might run into missing the texel that contains the color/height you are looking for. It might not be the heighest texel, just one next to it a little bit lower causing the unexpected damping.
This is where you do not just use addition and subtraction:
const float pixelSize = 1.0 / textureSize;
By using this value you could just miss the texel you are looking for.
EDIT
Also: you are averaging the samples so the result will always be less than the maximum value of the samples. So instead of averaging you could select the maximum value. That might give weird results but also extra insight.
Here are some "Processing" codes which implements the same algorithm you've posted above, and its damping is correct, I hope you can get some points from it :
// codes begin
int Width = 800;
int Height = 600;
int FullSize = 0;
//int Spacing = 10;
int[] source, dest;
PImage bg;
void setup()
{
// if you want to run these codes by "Processing"
// please make a picture named "HelloWorld.png"
bg = loadImage("HelloWorld.png");
Width = bg.width;
Height = bg.height;
FullSize = Width * Height;
size(Width, Height);
source = new int[FullSize];
dest = new int[FullSize];
for (int i=0; i< FullSize; i++)
source[i] = dest[i] = 0;
}
void draw()
{
for (int i=Width; i< FullSize-Width; i++)
{
// check for bounds
int xi = i % Width;
if ((xi==0) || (xi==Width-1)) continue;
dest[i] = (
((source[i-1]+
source[i+1]+
source[i-Width]+
source[i+Width]) >>1) ) -dest[i];
int dampFactor = 1000;
dest[i] -= (dest[i] >> dampFactor); // Damping - Quick divde by 32 (5 bits)
}
//image(bg, 0, 0);
loadPixels();
for (int i=Width; i< FullSize-Width; i++)
{
// check for bounds
int xi = i % Width;
if ((xi==0) || (xi==Width-1)) continue;
int xoffset = dest[i-1] - dest[i+1];
int yoffset = dest[i-Width] - dest[i+Width];
int offset = i+xoffset+yoffset*Width;
if (offset>0 && offset<FullSize)
{
// TODO: make better map
pixels[i] = bg.pixels[offset];
}
}
//bg.updatePixels();
updatePixels();
//swap
int[] temp = source;
source = dest;
dest = temp;
}
void mouseDragged()
{
if (mouseX > 0 && mouseX < Width && mouseY > 0 && mouseY < Height)
source[mouseY*Width+mouseX] = (int)random(50, 100);
}
void mousePressed()
{
// TODO: make a area pulse value, like a radius circle
if (mouseX > 0 && mouseX < Width && mouseY > 0 && mouseY < Height)
source[mouseY*Width+mouseX] = (int)random(50, 100);
}
// codes end

SFML mouse position and collision loading from file

Okay so I have two problems. First off I have made a square that is locked to a grid the same size as my tiles. This is what will be used for changing tiles. It works fine except for when I start scrolling. I know why it is. It's because the mouse position is relative to the window, not the map. I was wondering if there was a way I could code the squares to follow my mouse even when I scroll.
Current code:
if (Event.type == sf::Event::MouseMoved)
{
rect.setFillColor(sf::Color(255, 0, 255));
rect.setSize(sf::Vector2f(BLOCKSIZE, BLOCKSIZE));
int x_offset = (Window.getView().getCenter().x - Window.getSize().x /2);
int y_offset = (Window.getView().getCenter().y - Window.getSize().y /2);
rect.setPosition(((sf::Mouse::getPosition(Window).x/32 *32) + (x_offset/32 *32)), ((sf::Mouse::getPosition(Window).y/32 * 32) + (y_offset/32 * 32)));
std::cout << "Mouse position: x:" << ((sf::Mouse::getPosition(Window).x/32 *32) + (x_offset/32 *32)) << " y:" << ((sf::Mouse::getPosition(Window).y/32 * 32) + (y_offset/32 * 32)) << ")\n\n";
}
Next problem is loading collision.
Code:
for(int i = 0; i < CollisionVector.size(); i++)
{
//Loop through the height of the MapVector
for(int j = 0; j < CollisionVector[i].size(); j++)
{
sf::RectangleShape rect;
//If the stored number is 1
if(CollisionVector[i][j] == 1)
{
rect.setFillColor(sf::Color(255, 0, 255));
rect.setSize(sf::Vector2f(BLOCKSIZE, BLOCKSIZE));
//Set the position of the rectangle
rect.setPosition(j * BLOCKSIZE, i * BLOCKSIZE);
}
//Draw the rectangle
Window.draw(rect);
}
}
I get a blank screen if I add that in. I wanted the rectangles to be transparent but I changed it to pink just in case that was the problem (Which it wasn't)
Screen scrolling code:
void Camera::Update(float x, float y)
{
cameraX = x - (ScreenWidth / 2);
cameraY = y - (ScreenHeight / 2);
if (cameraX < 0)
cameraX = 0.0;
if (cameraY < 0)
cameraY = 0.0;
CameraPosition.reset(sf::FloatRect(cameraX, cameraY, ScreenWidth, ScreenHeight));
CameraPosition.setViewport(sf::FloatRect(0,0,1,1));
}
For the first one: since you are scrolling by changing the sf::View, calculate the view offset and add it to your coordinates:
[...]
float x_offset = Window.getView().getCenter().x - Window.getSize().x * .5f;
float y_offset = Window.getView().getCenter().y - Window.getSize().y * .5f;
rect.setPosition(sf::Mouse::getPosition(Window).x/32 * 32 + x_offset,
sf::Mouse::getPosition(Window).y/32 * 32 + y_offset;
For the second one... uhhh I've got nothing right now. I've checked SFML and a sf::RectangleShape is default-initialized to have a size of (0, 0) so that's not the issue. Maybe the problem is in surrounding code?