Sat, 24 Mar 2018 15:54:41 +0200
MainWindow now stores its state in the config file so its state and geometry is preserved across instances
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1 | /* |
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2 | * LDForge: LDraw parts authoring CAD |
1326 | 3 | * Copyright (C) 2013 - 2018 Teemu Piippo |
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4 | * |
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5 | * This program is free software: you can redistribute it and/or modify |
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6 | * it under the terms of the GNU General Public License as published by |
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7 | * the Free Software Foundation, either version 3 of the License, or |
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8 | * (at your option) any later version. |
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9 | * |
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10 | * This program is distributed in the hope that it will be useful, |
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11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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13 | * GNU General Public License for more details. |
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14 | * |
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15 | * You should have received a copy of the GNU General Public License |
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16 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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17 | */ |
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18 | |
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19 | #define GL_GLEXT_PROTOTYPES |
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20 | #include <GL/glu.h> |
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21 | #include <GL/glext.h> |
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22 | #include "glcompiler.h" |
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23 | #include "guiutilities.h" |
1012 | 24 | #include "documentmanager.h" |
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25 | #include "grid.h" |
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26 | #include "algorithms/invert.h" |
1319 | 27 | #include "generics/ring.h" |
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28 | |
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29 | void checkGLError(HierarchyElement* element, QString file, int line) |
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30 | { |
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31 | struct ErrorInfo |
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32 | { |
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33 | GLenum value; |
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34 | QString text; |
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35 | }; |
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36 | |
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37 | static const ErrorInfo knownErrors[] = |
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38 | { |
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39 | { GL_NO_ERROR, "No error" }, |
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40 | { GL_INVALID_ENUM, "Unacceptable enumerator passed" }, |
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41 | { GL_INVALID_VALUE, "Numeric argument out of range" }, |
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42 | { GL_INVALID_OPERATION, "The operation is not allowed to be done in this state" }, |
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43 | { GL_INVALID_FRAMEBUFFER_OPERATION, "Framebuffer object is not complete"}, |
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44 | { GL_OUT_OF_MEMORY, "Out of memory" }, |
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45 | { GL_STACK_UNDERFLOW, "The operation would have caused an underflow" }, |
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46 | { GL_STACK_OVERFLOW, "The operation would have caused an overflow" }, |
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47 | }; |
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48 | |
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49 | GLenum errorNumber = glGetError(); |
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50 | |
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51 | if (errorNumber != GL_NO_ERROR) |
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52 | { |
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53 | QString errorMessage; |
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54 | |
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55 | for (const ErrorInfo& error : knownErrors) |
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56 | { |
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57 | if (error.value == errorNumber) |
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58 | { |
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59 | errorMessage = error.text; |
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60 | break; |
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61 | } |
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62 | } |
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63 | |
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64 | element->print("OpenGL ERROR: at %1:%2: %3", file, line, errorMessage); |
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65 | } |
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66 | } |
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67 | |
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68 | /* |
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69 | * Constructs a GL compiler. |
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70 | */ |
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71 | GLCompiler::GLCompiler (GLRenderer* renderer) : |
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72 | HierarchyElement (renderer), |
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73 | m_renderer (renderer) |
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74 | { |
1245 | 75 | connect( |
76 | renderer->model(), | |
77 | SIGNAL(rowsInserted(QModelIndex, int, int)), | |
78 | this, | |
79 | SLOT(handleRowInsertion(QModelIndex, int, int)) | |
80 | ); | |
81 | connect( | |
82 | renderer->model(), | |
83 | SIGNAL(rowsRemoved(QModelIndex, int, int)), | |
84 | this, | |
85 | SLOT(handleRowRemoval(QModelIndex, int, int)) | |
86 | ); | |
87 | connect( | |
88 | renderer->model(), | |
89 | SIGNAL(dataChanged(QModelIndex, QModelIndex, QVector<int>)), | |
90 | this, | |
91 | SLOT(handleDataChange(QModelIndex, QModelIndex)) | |
92 | ); | |
1247 | 93 | connect( |
94 | renderer, | |
95 | SIGNAL(objectHighlightingChanged(QModelIndex, QModelIndex)), | |
96 | this, | |
97 | SLOT(handleObjectHighlightingChanged(QModelIndex, QModelIndex)) | |
98 | ); | |
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99 | connect(m_window, SIGNAL(gridChanged()), this, SLOT(recompile())); |
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100 | |
1244 | 101 | for (QModelIndex index : renderer->model()->indices()) |
102 | { | |
103 | print("%1", index); | |
104 | stageForCompilation(index); | |
105 | } | |
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106 | } |
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107 | |
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108 | /* |
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109 | * Initializes the VBOs after OpenGL is initialized. |
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110 | */ |
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111 | void GLCompiler::initialize() |
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112 | { |
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113 | initializeOpenGLFunctions(); |
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114 | glGenBuffers(countof(m_vbo), &m_vbo[0]); |
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115 | CHECK_GL_ERROR(); |
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116 | } |
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117 | |
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118 | /* |
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119 | * Destructs the VBOs when the compiler is deleted. |
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120 | */ |
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121 | GLCompiler::~GLCompiler() |
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122 | { |
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123 | glDeleteBuffers(countof(m_vbo), &m_vbo[0]); |
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124 | CHECK_GL_ERROR(); |
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125 | } |
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126 | |
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127 | /* |
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128 | * Returns an index color for the LDObject ID given. This color represents the object in the picking scene. |
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129 | */ |
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130 | QColor GLCompiler::indexColorForID (qint32 id) const |
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131 | { |
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132 | // Calculate a color based from this index. This method caters for |
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133 | // 16777216 objects. I don't think that will be exceeded anytime soon. :) |
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134 | int r = (id / 0x10000) % 0x100; |
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135 | int g = (id / 0x100) % 0x100; |
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136 | int b = id % 0x100; |
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137 | return {r, g, b}; |
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138 | } |
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139 | |
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140 | /* |
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141 | * Returns the suitable color for the polygon. |
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142 | * - polygon is the polygon to colorise. |
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143 | * - polygonOwner is the LDObject from which the polygon originated. |
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144 | * - subclass provides context for the polygon. |
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145 | */ |
1246 | 146 | QColor GLCompiler::getColorForPolygon( |
147 | LDPolygon& polygon, | |
148 | const QModelIndex& polygonOwnerIndex, | |
149 | VboSubclass subclass | |
150 | ) { | |
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151 | QColor color; |
1246 | 152 | LDObject* polygonOwner = m_renderer->model()->lookup(polygonOwnerIndex); |
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153 | |
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154 | switch (subclass) |
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155 | { |
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156 | case VboSubclass::Surfaces: |
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157 | case VboSubclass::Normals: |
1239 | 158 | case VboSubclass::InvertedNormals: |
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159 | case VboSubclass::_End: |
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160 | // Surface and normal VBOs contain vertex data, not colors. So we can't return anything meaningful. |
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161 | return {}; |
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162 | |
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163 | case VboSubclass::BfcFrontColors: |
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164 | // Use the constant green color for BFC front colors |
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165 | return {64, 192, 80}; |
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166 | |
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167 | case VboSubclass::BfcBackColors: |
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168 | // Use the constant red color for BFC back colors |
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169 | return {208, 64, 64}; |
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170 | |
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171 | case VboSubclass::PickColors: |
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172 | // For the picking scene, use unique picking colors provided by the model. |
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173 | return m_renderer->model()->pickingColorForObject(polygonOwnerIndex); |
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174 | |
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175 | case VboSubclass::RandomColors: |
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176 | // For the random color scene, the owner object has rolled up a random color. Use that. |
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177 | color = polygonOwner->randomColor(); |
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178 | break; |
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179 | |
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180 | case VboSubclass::RegularColors: |
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181 | // For normal colors, use the polygon's color. |
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182 | if (polygon.color == MainColor) |
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183 | { |
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184 | // If it's the main color, use the polygon owner's color. |
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185 | if (polygonOwner->color() == MainColor) |
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186 | { |
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187 | // If that also is the main color, then we whatever the user has configured the main color to look like. |
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188 | color = guiUtilities()->mainColorRepresentation(); |
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189 | } |
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190 | else |
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191 | { |
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192 | color = polygonOwner->color().faceColor(); |
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193 | } |
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194 | } |
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195 | else if (polygon.color == EdgeColor) |
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196 | { |
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197 | // Edge color is black, unless we have a dark background, in which case lines need to be bright. |
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198 | color = luma(config::backgroundColor()) > 40 ? Qt::black : Qt::white; |
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199 | } |
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200 | else |
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201 | { |
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202 | // Not main or edge color, use the polygon's color as is. |
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203 | color = LDColor {polygon.color}.faceColor(); |
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204 | } |
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205 | break; |
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206 | } |
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207 | |
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208 | if (color.isValid()) |
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209 | { |
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210 | // We may wish to apply blending on the color to indicate selection or highlight. |
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211 | double blendAlpha = 0.0; |
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212 | |
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213 | if (this->_selectionModel and this->_selectionModel->isSelected(polygonOwnerIndex)) |
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214 | blendAlpha = 1.0; |
1247 | 215 | else if (polygonOwnerIndex == m_renderer->objectAtCursor()) |
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216 | blendAlpha = 0.5; |
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217 | |
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218 | if (blendAlpha != 0.0) |
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219 | { |
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220 | QColor selectedColor = config::selectColorBlend(); |
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221 | double denominator = blendAlpha + 1.0; |
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222 | color.setRed((color.red() + (selectedColor.red() * blendAlpha)) / denominator); |
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223 | color.setGreen((color.green() + (selectedColor.green() * blendAlpha)) / denominator); |
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224 | color.setBlue((color.blue() + (selectedColor.blue() * blendAlpha)) / denominator); |
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225 | } |
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226 | } |
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227 | else |
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228 | { |
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229 | // The color was unknown. Use main color to make the polygon at least not appear pitch-black. |
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230 | if (polygon.num != 2 and polygon.num != 5) |
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231 | color = guiUtilities()->mainColorRepresentation(); |
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232 | else |
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233 | color = Qt::black; |
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234 | |
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235 | // Warn about the unknown color, but only once. |
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236 | static QSet<int> warnedColors; |
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237 | if (not warnedColors.contains(polygon.color)) |
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238 | { |
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239 | print(tr("Unknown color %1!\n"), polygon.color); |
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240 | warnedColors.insert(polygon.color); |
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241 | } |
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242 | } |
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243 | |
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244 | return color; |
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245 | } |
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246 | |
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247 | /* |
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248 | * Tells the compiler that a merge of VBOs is required. |
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249 | */ |
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250 | void GLCompiler::needMerge() |
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251 | { |
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252 | for (int i = 0; i < countof (m_vboChanged); ++i) |
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253 | m_vboChanged[i] = true; |
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254 | } |
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255 | |
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256 | /* |
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257 | * Stages the given object for compilation. |
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258 | */ |
1245 | 259 | void GLCompiler::stageForCompilation(const QModelIndex& index) |
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260 | { |
1244 | 261 | m_staged.insert(index); |
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262 | } |
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263 | |
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264 | /* |
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265 | * Removes an object from the set of objects to be compiled. |
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266 | */ |
1245 | 267 | void GLCompiler::unstage(const QModelIndex& index) |
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268 | { |
1244 | 269 | m_staged.remove(index); |
270 | } | |
271 | ||
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272 | /* |
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273 | * Compiles all staged objects. |
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274 | */ |
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275 | void GLCompiler::compileStaged() |
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276 | { |
1244 | 277 | for (const QModelIndex& index : m_staged) |
278 | compileObject(index); | |
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279 | |
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280 | m_staged.clear(); |
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281 | } |
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282 | |
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283 | /* |
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284 | * Prepares a VBO for rendering. The VBO is merged if needed. |
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285 | */ |
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286 | void GLCompiler::prepareVBO (int vbonum) |
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287 | { |
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288 | // Compile anything that still awaits it |
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289 | compileStaged(); |
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290 | |
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291 | if (m_vboChanged[vbonum]) |
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292 | { |
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293 | // Merge the VBO into a vector of floats. |
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294 | QVector<GLfloat> vbodata; |
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295 | |
1244 | 296 | for ( |
297 | auto iterator = m_objectInfo.begin(); | |
298 | iterator != m_objectInfo.end(); | |
299 | ) { | |
300 | if (not iterator.key().isValid()) | |
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301 | { |
1244 | 302 | iterator = m_objectInfo.erase(iterator); |
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303 | } |
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304 | else |
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305 | { |
1245 | 306 | LDObject* object = m_renderer->model()->lookup(iterator.key()); |
1244 | 307 | if (not object->isHidden()) |
308 | vbodata += iterator->data[vbonum]; | |
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309 | |
1244 | 310 | ++iterator; |
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311 | } |
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312 | } |
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313 | |
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314 | // Transfer the VBO to the graphics processor. |
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315 | glBindBuffer (GL_ARRAY_BUFFER, m_vbo[vbonum]); |
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316 | glBufferData (GL_ARRAY_BUFFER, countof(vbodata) * sizeof(GLfloat), vbodata.constData(), GL_STATIC_DRAW); |
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317 | glBindBuffer (GL_ARRAY_BUFFER, 0); |
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318 | CHECK_GL_ERROR(); |
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319 | m_vboChanged[vbonum] = false; |
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320 | m_vboSizes[vbonum] = countof(vbodata); |
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321 | } |
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322 | } |
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323 | |
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324 | /* |
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325 | * Removes the data related to the given object. |
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326 | */ |
1244 | 327 | void GLCompiler::dropObjectInfo(const QModelIndex& index) |
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328 | { |
1244 | 329 | if (m_objectInfo.contains(index)) |
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330 | { |
1244 | 331 | // If we have data relating to this object, remove it. |
332 | // The VBOs have changed now and need to be merged. | |
333 | m_objectInfo.remove(index); | |
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334 | needMerge(); |
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335 | } |
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336 | } |
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337 | |
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338 | /* |
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339 | * Makes the compiler forget about the given object completely. |
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340 | */ |
1244 | 341 | void GLCompiler::forgetObject(QModelIndex index) |
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342 | { |
1244 | 343 | dropObjectInfo(index); |
344 | unstage(index); | |
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345 | } |
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346 | |
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347 | /* |
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348 | * Compiles a single object. |
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349 | */ |
1246 | 350 | void GLCompiler::compileObject(const QModelIndex& index) |
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351 | { |
1245 | 352 | LDObject* object = m_renderer->model()->lookup(index); |
1244 | 353 | |
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354 | if (object == nullptr) |
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355 | return; |
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356 | |
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357 | ObjectVboData info; |
1244 | 358 | dropObjectInfo(index); |
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359 | |
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360 | switch (object->type()) |
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361 | { |
1244 | 362 | // Note: We cannot split quads into triangles here, it would mess up the |
363 | // wireframe view. Quads must go into separate vbos. | |
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364 | case LDObjectType::Triangle: |
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365 | case LDObjectType::Quadrilateral: |
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366 | case LDObjectType::EdgeLine: |
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367 | case LDObjectType::ConditionalEdge: |
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368 | { |
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369 | LDPolygon* poly = object->getPolygon(); |
1246 | 370 | compilePolygon (*poly, index, info); |
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371 | delete poly; |
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372 | break; |
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373 | } |
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374 | |
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375 | // TODO: try use interfaces to remove these special treatments? |
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376 | case LDObjectType::SubfileReference: |
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377 | { |
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378 | LDSubfileReference* subfileReference = static_cast<LDSubfileReference*>(object); |
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379 | auto data = subfileReference->inlinePolygons( |
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380 | m_documents, |
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381 | m_renderer->model()->winding() |
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382 | ); |
726
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383 | |
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384 | for (LDPolygon& poly : data) |
1246 | 385 | compilePolygon (poly, index, info); |
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386 | break; |
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387 | } |
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388 | |
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389 | case LDObjectType::BezierCurve: |
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390 | { |
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391 | LDBezierCurve* curve = static_cast<LDBezierCurve*>(object); |
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392 | for (LDPolygon& polygon : curve->rasterizePolygons(grid()->bezierCurveSegments())) |
1246 | 393 | compilePolygon (polygon, index, info); |
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394 | } |
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395 | break; |
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396 | |
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397 | default: |
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398 | break; |
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399 | } |
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400 | |
1244 | 401 | m_objectInfo[index] = info; |
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402 | needMerge(); |
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403 | } |
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|
404 | |
1173
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Cleanup ColorSelector::colorButtonClicked()
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405 | /* |
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Cleanup ColorSelector::colorButtonClicked()
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406 | * Inserts a single polygon into VBOs. |
6cd85b28f43b
Cleanup ColorSelector::colorButtonClicked()
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407 | */ |
1246 | 408 | void GLCompiler::compilePolygon( |
409 | LDPolygon& poly, | |
410 | const QModelIndex& polygonOwnerIndex, | |
411 | ObjectVboData& objectInfo | |
412 | ) { | |
1306
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413 | if (m_renderer->model()->winding() == Clockwise) |
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414 | ::invertPolygon(poly); |
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415 | |
1123
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|
416 | VboClass surface; |
1122
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Added the RingAdapter class and interfacing ring() function and simplified some math in GLCompiler with it
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417 | int vertexCount; |
706
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418 | |
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419 | switch (poly.num) |
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420 | { |
1123
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421 | case 2: surface = VboClass::Lines; vertexCount = 2; break; |
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422 | case 3: surface = VboClass::Triangles; vertexCount = 3; break; |
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423 | case 4: surface = VboClass::Quads; vertexCount = 4; break; |
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424 | case 5: surface = VboClass::ConditionalLines; vertexCount = 2; break; |
1011
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425 | default: return; |
706
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426 | } |
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|
427 | |
1119
749fdf61b5cd
Implemented lighting. Yay! Unfortunately, faces that show up the wrong way around in BFC red/green mode also show up with inverted lighting here.
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428 | // Determine the normals for the polygon. |
1313
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429 | QVector3D normals[4]; |
1122
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430 | auto vertexRing = ring(poly.vertices, vertexCount); |
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431 | |
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432 | for (int i = 0; i < vertexCount; ++i) |
1119
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433 | { |
1122
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Added the RingAdapter class and interfacing ring() function and simplified some math in GLCompiler with it
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434 | const Vertex& v1 = vertexRing[i - 1]; |
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435 | const Vertex& v2 = vertexRing[i]; |
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436 | const Vertex& v3 = vertexRing[i + 1]; |
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437 | normals[i] = QVector3D::crossProduct(v3 - v2, v1 - v2).normalized(); |
1119
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438 | } |
749fdf61b5cd
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|
439 | |
1123
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Reworked iterable enums: they all are enum classes now and the end value is marked with "_End"
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440 | for (VboSubclass complement : iterateEnum<VboSubclass>()) |
706
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441 | { |
1011
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|
442 | const int vbonum = vboNumber (surface, complement); |
1173
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Cleanup ColorSelector::colorButtonClicked()
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443 | QVector<GLfloat>& vbodata = objectInfo.data[vbonum]; |
1246 | 444 | const QColor color = getColorForPolygon (poly, polygonOwnerIndex, complement); |
706
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445 | |
1122
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Added the RingAdapter class and interfacing ring() function and simplified some math in GLCompiler with it
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|
446 | for (int vert = 0; vert < vertexCount; ++vert) |
706
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447 | { |
1123
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|
448 | if (complement == VboSubclass::Surfaces) |
706
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449 | { |
726
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- refactored the gl compiler a tad, made selection blend work with BFC/random colors
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|
450 | // Write coordinates. Apparently Z must be flipped too? |
1313
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reworked Vertex, no longer a QVector3D subclass
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451 | vbodata << poly.vertices[vert].x |
4baed9f54de3
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452 | << -poly.vertices[vert].y |
4baed9f54de3
reworked Vertex, no longer a QVector3D subclass
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453 | << -poly.vertices[vert].z; |
726
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454 | } |
1123
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455 | else if (complement == VboSubclass::Normals) |
1119
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Implemented lighting. Yay! Unfortunately, faces that show up the wrong way around in BFC red/green mode also show up with inverted lighting here.
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|
456 | { |
749fdf61b5cd
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457 | vbodata << normals[vert].x() |
749fdf61b5cd
Implemented lighting. Yay! Unfortunately, faces that show up the wrong way around in BFC red/green mode also show up with inverted lighting here.
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|
458 | << -normals[vert].y() |
749fdf61b5cd
Implemented lighting. Yay! Unfortunately, faces that show up the wrong way around in BFC red/green mode also show up with inverted lighting here.
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|
459 | << -normals[vert].z(); |
749fdf61b5cd
Implemented lighting. Yay! Unfortunately, faces that show up the wrong way around in BFC red/green mode also show up with inverted lighting here.
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|
460 | } |
1237
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moved matrix calculations, added inverted normals for BFC back sides
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461 | else if (complement == VboSubclass::InvertedNormals) |
40bb00d82e2b
moved matrix calculations, added inverted normals for BFC back sides
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462 | { |
40bb00d82e2b
moved matrix calculations, added inverted normals for BFC back sides
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|
463 | vbodata << -normals[vert].x(); |
40bb00d82e2b
moved matrix calculations, added inverted normals for BFC back sides
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|
464 | vbodata << +normals[vert].y(); |
40bb00d82e2b
moved matrix calculations, added inverted normals for BFC back sides
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|
465 | vbodata << +normals[vert].z(); |
40bb00d82e2b
moved matrix calculations, added inverted normals for BFC back sides
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|
466 | } |
726
9a53d9a379de
- refactored the gl compiler a tad, made selection blend work with BFC/random colors
Santeri Piippo <crimsondusk64@gmail.com>
parents:
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|
467 | else |
9a53d9a379de
- refactored the gl compiler a tad, made selection blend work with BFC/random colors
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|
468 | { |
9a53d9a379de
- refactored the gl compiler a tad, made selection blend work with BFC/random colors
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469 | vbodata << ((GLfloat) color.red()) / 255.0f |
9a53d9a379de
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|
470 | << ((GLfloat) color.green()) / 255.0f |
9a53d9a379de
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Santeri Piippo <crimsondusk64@gmail.com>
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|
471 | << ((GLfloat) color.blue()) / 255.0f |
9a53d9a379de
- refactored the gl compiler a tad, made selection blend work with BFC/random colors
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|
472 | << ((GLfloat) color.alpha()) / 255.0f; |
706
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|
473 | } |
d79083b9f74d
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|
474 | } |
d79083b9f74d
Merge ../ldforge into gl
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|
475 | } |
d79083b9f74d
Merge ../ldforge into gl
Santeri Piippo <crimsondusk64@gmail.com>
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diff
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|
476 | } |
857
e62983881460
- fixed crash-on-exit (simply by not running full destruction processing during program termination)
Teemu Piippo <crimsondusk64@gmail.com>
parents:
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diff
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|
477 | |
1123
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|
478 | int GLCompiler::vboNumber (VboClass surface, VboSubclass complement) |
986
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Refactor GLRenderer and GLCompiler
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|
479 | { |
1123
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Reworked iterable enums: they all are enum classes now and the end value is marked with "_End"
Teemu Piippo <teemu@hecknology.net>
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|
480 | return (static_cast<int>(surface) * EnumLimits<VboSubclass>::Count) + static_cast<int>(complement); |
986
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Refactor GLRenderer and GLCompiler
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|
481 | } |
525921eae58c
Refactor GLRenderer and GLCompiler
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|
482 | |
1011
4fdd74a04790
Rename LDSubfile to LDSubfileReference
Teemu Piippo <crimsondusk64@gmail.com>
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|
483 | |
986
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Refactor GLRenderer and GLCompiler
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|
484 | GLuint GLCompiler::vbo (int vbonum) const |
525921eae58c
Refactor GLRenderer and GLCompiler
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|
485 | { |
525921eae58c
Refactor GLRenderer and GLCompiler
Teemu Piippo <crimsondusk64@gmail.com>
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|
486 | return m_vbo[vbonum]; |
525921eae58c
Refactor GLRenderer and GLCompiler
Teemu Piippo <crimsondusk64@gmail.com>
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|
487 | } |
525921eae58c
Refactor GLRenderer and GLCompiler
Teemu Piippo <crimsondusk64@gmail.com>
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|
488 | |
1011
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Rename LDSubfile to LDSubfileReference
Teemu Piippo <crimsondusk64@gmail.com>
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|
489 | |
986
525921eae58c
Refactor GLRenderer and GLCompiler
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|
490 | int GLCompiler::vboSize (int vbonum) const |
525921eae58c
Refactor GLRenderer and GLCompiler
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|
491 | { |
525921eae58c
Refactor GLRenderer and GLCompiler
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|
492 | return m_vboSizes[vbonum]; |
1113
5f3139c802bf
Cleaned up GLCompiler. Among other changes, the compiler no longer has to be told what to compile.
Teemu Piippo <teemu@hecknology.net>
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|
493 | } |
5f3139c802bf
Cleaned up GLCompiler. Among other changes, the compiler no longer has to be told what to compile.
Teemu Piippo <teemu@hecknology.net>
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|
494 | |
1306
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red/green view rework complete
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|
495 | void GLCompiler::fullUpdate() |
be85306198a2
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|
496 | { |
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|
497 | m_objectInfo.clear(); |
be85306198a2
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|
498 | recompile(); |
be85306198a2
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|
499 | } |
be85306198a2
red/green view rework complete
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|
500 | |
1173
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Cleanup ColorSelector::colorButtonClicked()
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|
501 | /* |
6cd85b28f43b
Cleanup ColorSelector::colorButtonClicked()
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|
502 | * Recompiles the entire model. |
6cd85b28f43b
Cleanup ColorSelector::colorButtonClicked()
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parents:
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|
503 | */ |
1113
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Cleaned up GLCompiler. Among other changes, the compiler no longer has to be told what to compile.
Teemu Piippo <teemu@hecknology.net>
parents:
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|
504 | void GLCompiler::recompile() |
5f3139c802bf
Cleaned up GLCompiler. Among other changes, the compiler no longer has to be told what to compile.
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|
505 | { |
1244 | 506 | for (QModelIndex index : m_renderer->model()->indices()) |
507 | compileObject(index); | |
1113
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Cleaned up GLCompiler. Among other changes, the compiler no longer has to be told what to compile.
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|
508 | } |
1245 | 509 | |
510 | void GLCompiler::handleRowInsertion(const QModelIndex&, int first, int last) | |
511 | { | |
512 | for (int row = first; row <= last; row += 1) | |
1247 | 513 | m_staged.insert(m_renderer->model()->index(row)); |
1245 | 514 | } |
515 | ||
1282
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fixed removing objects causing some other objects to disappear
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|
516 | void GLCompiler::handleRowRemoval(const QModelIndex&, int, int) |
1245 | 517 | { |
1282
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fixed removing objects causing some other objects to disappear
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|
518 | // It looks like removing rows causes some key invalidation. Until I can figure that out, |
c6bc95cbf4a3
fixed removing objects causing some other objects to disappear
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|
519 | // we're going scorched earth. |
c6bc95cbf4a3
fixed removing objects causing some other objects to disappear
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|
520 | m_objectInfo.clear(); |
c6bc95cbf4a3
fixed removing objects causing some other objects to disappear
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|
521 | recompile(); |
c6bc95cbf4a3
fixed removing objects causing some other objects to disappear
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|
522 | /* |
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fixed removing objects causing some other objects to disappear
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|
523 | for (int row = last; row >= first; row -= 1) |
1245 | 524 | forgetObject(m_renderer->model()->index(row)); |
1282
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fixed removing objects causing some other objects to disappear
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525 | */ |
1245 | 526 | } |
527 | ||
528 | void GLCompiler::handleDataChange(const QModelIndex& topLeft, const QModelIndex& bottomRight) | |
529 | { | |
530 | for (int row = topLeft.row(); row <= bottomRight.row(); row += 1) | |
1247 | 531 | m_staged.insert(m_renderer->model()->index(row)); |
532 | } | |
533 | ||
534 | void GLCompiler::handleObjectHighlightingChanged( | |
535 | const QModelIndex& oldIndex, | |
536 | const QModelIndex& newIndex | |
537 | ) { | |
538 | m_staged.insert(oldIndex); | |
539 | m_staged.insert(newIndex); | |
1245 | 540 | } |
1246 | 541 | |
542 | void GLCompiler::selectionChanged(const QItemSelection& selected, const QItemSelection& deselected) | |
543 | { | |
544 | for (const QModelIndex& index : selected.indexes()) | |
545 | m_staged.insert(index); | |
546 | ||
547 | for (const QModelIndex& index : deselected.indexes()) | |
548 | m_staged.insert(index); | |
549 | ||
550 | m_renderer->update(); | |
551 | } | |
552 | ||
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553 | QItemSelectionModel* GLCompiler::selectionModel() const |
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554 | { |
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555 | return _selectionModel; |
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556 | } |
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557 | |
1246 | 558 | void GLCompiler::setSelectionModel(QItemSelectionModel* selectionModel) |
559 | { | |
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560 | if (this->_selectionModel) |
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561 | disconnect(this->_selectionModel, 0, 0, 0); |
1246 | 562 | |
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563 | this->_selectionModel = selectionModel; |
1246 | 564 | |
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565 | if (this->_selectionModel) |
1246 | 566 | { |
567 | connect( | |
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568 | this->_selectionModel, |
1246 | 569 | SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)), |
570 | this, | |
571 | SLOT(selectionChanged(const QItemSelection&, const QItemSelection&)) | |
572 | ); | |
573 | connect( | |
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574 | this->_selectionModel, |
1246 | 575 | SIGNAL(destroyed(QObject*)), |
576 | this, | |
577 | SLOT(clearSelectionModel()) | |
578 | ); | |
579 | } | |
580 | } | |
581 | ||
582 | void GLCompiler::clearSelectionModel() | |
583 | { | |
584 | this->setSelectionModel(nullptr); | |
585 | } |