Cosmetics, temporarily disabled preferences in GLView

stl_dim
Marius Kintel 2010-11-07 22:54:08 -05:00
parent 4dbae0e7f2
commit 10b411f2a1
4 changed files with 80 additions and 73 deletions

View File

@ -38,7 +38,7 @@
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<widget class="GLView" name="screen" native="true"/>
<widget class="GLView" name="glview" native="true"/>
<widget class="QTextEdit" name="console"/>
</widget>
</item>

View File

@ -24,7 +24,8 @@
*/
#include "GLView.h"
#include "Preferences.h"
// FIXME: Reenable/rewrite - don't be dependant on GUI
//#include "Preferences.h"
#include <QApplication>
#include <QWheelEvent>
@ -215,7 +216,9 @@ void GLView::resizeGL(int w, int h)
void GLView::paintGL()
{
const QColor &bgcol = Preferences::inst()->color(Preferences::BACKGROUND_COLOR);
// FIXME: Reenable/rewrite - don't be dependant on GUI
// const QColor &bgcol = Preferences::inst()->color(Preferences::BACKGROUND_COLOR);
const QColor &bgcol = QColor(0xff, 0xff, 0xe5);
glClearColor(bgcol.redF(), bgcol.greenF(), bgcol.blueF(), 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
@ -258,7 +261,8 @@ void GLView::paintGL()
if (showcrosshairs)
{
glLineWidth(3);
const QColor &col = Preferences::inst()->color(Preferences::CROSSHAIR_COLOR);
// const QColor &col = Preferences::inst()->color(Preferences::CROSSHAIR_COLOR);
const QColor &col = QColor(0x80, 0x00, 0x00);
glColor3f(col.redF(), col.greenF(), col.blueF());
glBegin(GL_LINES);
for (double xf = -1; xf <= +1; xf += 2)

View File

@ -187,8 +187,8 @@ MainWindow::MainWindow(const QString &filename)
editor->setLineWrapping(true); // Not designable
setFont("", 0); // Init default font
screen->statusLabel = new QLabel(this);
statusBar()->addWidget(screen->statusLabel);
this->glview->statusLabel = new QLabel(this);
statusBar()->addWidget(this->glview->statusLabel);
animate_timer = new QTimer(this);
connect(animate_timer, SIGNAL(timeout()), this, SLOT(updateTVal()));
@ -282,7 +282,7 @@ MainWindow::MainWindow(const QString &filename)
this->viewActionOpenCSG->setVisible(false);
#else
connect(this->viewActionOpenCSG, SIGNAL(triggered()), this, SLOT(viewModeOpenCSG()));
if (!screen->hasOpenCSGSupport()) {
if (!this->glview->hasOpenCSGSupport()) {
this->viewActionOpenCSG->setEnabled(false);
}
#endif
@ -343,9 +343,9 @@ MainWindow::MainWindow(const QString &filename)
connect(editor->document(), SIGNAL(modificationChanged(bool)), this, SLOT(setWindowModified(bool)));
connect(editor->document(), SIGNAL(modificationChanged(bool)), fileActionSave, SLOT(setEnabled(bool)));
#endif
connect(screen, SIGNAL(doAnimateUpdate()), this, SLOT(animateUpdate()));
connect(this->glview, SIGNAL(doAnimateUpdate()), this, SLOT(animateUpdate()));
connect(Preferences::inst(), SIGNAL(requestRedraw()), this->screen, SLOT(updateGL()));
connect(Preferences::inst(), SIGNAL(requestRedraw()), this->glview, SLOT(updateGL()));
connect(Preferences::inst(), SIGNAL(fontChanged(const QString&,uint)),
this, SLOT(setFont(const QString&,uint)));
Preferences::inst()->apply();
@ -603,16 +603,16 @@ void MainWindow::compile(bool procevents)
Value vpt;
vpt.type = Value::VECTOR;
vpt.append(new Value(-screen->object_trans_x));
vpt.append(new Value(-screen->object_trans_y));
vpt.append(new Value(-screen->object_trans_z));
vpt.append(new Value(-this->glview->object_trans_x));
vpt.append(new Value(-this->glview->object_trans_y));
vpt.append(new Value(-this->glview->object_trans_z));
this->root_ctx.set_variable("$vpt", vpt);
Value vpr;
vpr.type = Value::VECTOR;
vpr.append(new Value(fmodf(360 - screen->object_rot_x + 90, 360)));
vpr.append(new Value(fmodf(360 - screen->object_rot_y, 360)));
vpr.append(new Value(fmodf(360 - screen->object_rot_z, 360)));
vpr.append(new Value(fmodf(360 - this->glview->object_rot_x + 90, 360)));
vpr.append(new Value(fmodf(360 - this->glview->object_rot_y, 360)));
vpr.append(new Value(fmodf(360 - this->glview->object_rot_z, 360)));
root_ctx.set_variable("$vpr", vpr);
// Parse
@ -987,7 +987,7 @@ void MainWindow::pasteViewportTranslation()
QTextCursor cursor = editor->textCursor();
#endif
QString txt;
txt.sprintf("[ %.2f, %.2f, %.2f ]", -screen->object_trans_x, -screen->object_trans_y, -screen->object_trans_z);
txt.sprintf("[ %.2f, %.2f, %.2f ]", -this->glview->object_trans_x, -this->glview->object_trans_y, -this->glview->object_trans_z);
cursor.insertText(txt);
}
@ -1000,7 +1000,7 @@ void MainWindow::pasteViewportRotation()
#endif
QString txt;
txt.sprintf("[ %.2f, %.2f, %.2f ]",
fmodf(360 - screen->object_rot_x + 90, 360), fmodf(360 - screen->object_rot_y, 360), fmodf(360 - screen->object_rot_z, 360));
fmodf(360 - this->glview->object_rot_x + 90, 360), fmodf(360 - this->glview->object_rot_y, 360), fmodf(360 - this->glview->object_rot_z, 360));
cursor.insertText(txt);
}
@ -1065,7 +1065,7 @@ void MainWindow::actionReloadCompile()
else
#endif
{
screen->updateGL();
this->glview->updateGL();
}
clearCurrentOutput();
}
@ -1090,11 +1090,11 @@ void MainWindow::actionCompile()
#endif
}
else {
screen->updateGL();
this->glview->updateGL();
}
if (viewActionAnimate->isChecked() && e_dump->isChecked()) {
QImage img = screen->grabFrameBuffer();
QImage img = this->glview->grabFrameBuffer();
QString filename;
double s = e_fsteps->text().toDouble();
double t = e_tval->text().toDouble();
@ -1215,7 +1215,7 @@ void MainWindow::actionRenderCGAL()
if (!viewActionCGALSurfaces->isChecked() && !viewActionCGALGrid->isChecked()) {
viewModeCGALSurface();
} else {
screen->updateGL();
this->glview->updateGL();
}
PRINT("Rendering finished.");
@ -1434,10 +1434,10 @@ static void renderGLviaOpenCSG(void *vp)
glewInit();
}
#ifdef ENABLE_MDI
OpenCSG::setContext(mainwin->screen->opencsg_id);
OpenCSG::setContext(mainwin->glview->opencsg_id);
#endif
if (mainwin->root_chain) {
GLint *shaderinfo = mainwin->screen->shaderinfo;
GLint *shaderinfo = mainwin->glview->shaderinfo;
if (!shaderinfo[0])
shaderinfo = NULL;
renderCSGChainviaOpenCSG(mainwin->root_chain, mainwin->viewActionShowEdges->isChecked() ? shaderinfo : NULL, false, false);
@ -1456,11 +1456,11 @@ static void renderGLviaOpenCSG(void *vp)
*/
void MainWindow::viewModeOpenCSG()
{
if (screen->hasOpenCSGSupport()) {
if (this->glview->hasOpenCSGSupport()) {
viewModeActionsUncheck();
viewActionOpenCSG->setChecked(true);
screen->setRenderFunc(renderGLviaOpenCSG, this);
screen->updateGL();
this->glview->setRenderFunc(renderGLviaOpenCSG, this);
this->glview->updateGL();
} else {
viewModeThrownTogether();
}
@ -1588,16 +1588,16 @@ void MainWindow::viewModeCGALSurface()
{
viewModeActionsUncheck();
viewActionCGALSurfaces->setChecked(true);
screen->setRenderFunc(renderGLviaCGAL, this);
screen->updateGL();
this->glview->setRenderFunc(renderGLviaCGAL, this);
this->glview->updateGL();
}
void MainWindow::viewModeCGALGrid()
{
viewModeActionsUncheck();
viewActionCGALGrid->setChecked(true);
screen->setRenderFunc(renderGLviaCGAL, this);
screen->updateGL();
this->glview->setRenderFunc(renderGLviaCGAL, this);
this->glview->updateGL();
}
#endif /* ENABLE_CGAL */
@ -1686,25 +1686,25 @@ void MainWindow::viewModeThrownTogether()
{
viewModeActionsUncheck();
viewActionThrownTogether->setChecked(true);
screen->setRenderFunc(renderGLThrownTogether, this);
screen->updateGL();
this->glview->setRenderFunc(renderGLThrownTogether, this);
this->glview->updateGL();
}
void MainWindow::viewModeShowEdges()
{
screen->updateGL();
this->glview->updateGL();
}
void MainWindow::viewModeShowAxes()
{
screen->setShowAxes(viewActionShowAxes->isChecked());
screen->updateGL();
this->glview->setShowAxes(viewActionShowAxes->isChecked());
this->glview->updateGL();
}
void MainWindow::viewModeShowCrosshairs()
{
screen->setShowCrosshairs(viewActionShowCrosshairs->isChecked());
screen->updateGL();
this->glview->setShowCrosshairs(viewActionShowCrosshairs->isChecked());
this->glview->updateGL();
}
void MainWindow::viewModeAnimate()
@ -1742,82 +1742,82 @@ void MainWindow::animateUpdate()
void MainWindow::viewAngleTop()
{
screen->object_rot_x = 90;
screen->object_rot_y = 0;
screen->object_rot_z = 0;
screen->updateGL();
this->glview->object_rot_x = 90;
this->glview->object_rot_y = 0;
this->glview->object_rot_z = 0;
this->glview->updateGL();
}
void MainWindow::viewAngleBottom()
{
screen->object_rot_x = 270;
screen->object_rot_y = 0;
screen->object_rot_z = 0;
screen->updateGL();
this->glview->object_rot_x = 270;
this->glview->object_rot_y = 0;
this->glview->object_rot_z = 0;
this->glview->updateGL();
}
void MainWindow::viewAngleLeft()
{
screen->object_rot_x = 0;
screen->object_rot_y = 0;
screen->object_rot_z = 90;
screen->updateGL();
this->glview->object_rot_x = 0;
this->glview->object_rot_y = 0;
this->glview->object_rot_z = 90;
this->glview->updateGL();
}
void MainWindow::viewAngleRight()
{
screen->object_rot_x = 0;
screen->object_rot_y = 0;
screen->object_rot_z = 270;
screen->updateGL();
this->glview->object_rot_x = 0;
this->glview->object_rot_y = 0;
this->glview->object_rot_z = 270;
this->glview->updateGL();
}
void MainWindow::viewAngleFront()
{
screen->object_rot_x = 0;
screen->object_rot_y = 0;
screen->object_rot_z = 0;
screen->updateGL();
this->glview->object_rot_x = 0;
this->glview->object_rot_y = 0;
this->glview->object_rot_z = 0;
this->glview->updateGL();
}
void MainWindow::viewAngleBack()
{
screen->object_rot_x = 0;
screen->object_rot_y = 0;
screen->object_rot_z = 180;
screen->updateGL();
this->glview->object_rot_x = 0;
this->glview->object_rot_y = 0;
this->glview->object_rot_z = 180;
this->glview->updateGL();
}
void MainWindow::viewAngleDiagonal()
{
screen->object_rot_x = 35;
screen->object_rot_y = 0;
screen->object_rot_z = 25;
screen->updateGL();
this->glview->object_rot_x = 35;
this->glview->object_rot_y = 0;
this->glview->object_rot_z = 25;
this->glview->updateGL();
}
void MainWindow::viewCenter()
{
screen->object_trans_x = 0;
screen->object_trans_y = 0;
screen->object_trans_z = 0;
screen->updateGL();
this->glview->object_trans_x = 0;
this->glview->object_trans_y = 0;
this->glview->object_trans_z = 0;
this->glview->updateGL();
}
void MainWindow::viewPerspective()
{
viewActionPerspective->setChecked(true);
viewActionOrthogonal->setChecked(false);
screen->setOrthoMode(false);
screen->updateGL();
this->glview->setOrthoMode(false);
this->glview->updateGL();
}
void MainWindow::viewOrthogonal()
{
viewActionPerspective->setChecked(false);
viewActionOrthogonal->setChecked(true);
screen->setOrthoMode(true);
screen->updateGL();
this->glview->setOrthoMode(true);
this->glview->updateGL();
}
void MainWindow::hideConsole()

View File

@ -1,6 +1,9 @@
#include "render-opencsg.h"
#include "polyset.h"
#include "csgterm.h"
#ifdef ENABLE_OPENCSG
# include <opencsg.h>
#endif
class OpenCSGPrim : public OpenCSG::Primitive
{