Mon, 22 Apr 2013 16:30:33 +0300
Warn for save failures with the save and save as actions, also provide with a button to save the file under a different name.
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 Santeri Piippo * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #include <QtGui> #include <QGLWidget> #include <GL/glu.h> #include "common.h" #include "config.h" #include "file.h" #include "gldraw.h" #include "bbox.h" #include "colors.h" #include "gui.h" static double g_faObjectOffset[3]; static double g_StoredBBoxSize; static short g_dPulseTick = 0; static const short g_dNumPulseTicks = 8; static const short g_dPulseInterval = 65; cfg (str, gl_bgcolor, "#CCCCD9"); cfg (str, gl_maincolor, "#707078"); cfg (float, gl_maincolor_alpha, 1.0); cfg (int, gl_linethickness, 2); cfg (bool, gl_colorbfc, true); cfg (bool, gl_selflash, false); // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // GLRenderer::GLRenderer (QWidget* parent) { parent = parent; // shhh, GCC fRotX = fRotY = fRotZ = 0.0f; fZoom = 1.0f; bPicking = false; qPulseTimer = new QTimer (this); connect (qPulseTimer, SIGNAL (timeout ()), this, SLOT (slot_timerUpdate ())); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::initializeGL () { glLoadIdentity(); glMatrixMode (GL_MODELVIEW); setBackground (); glEnable (GL_POLYGON_OFFSET_FILL); glPolygonOffset (1.0f, 1.0f); glEnable (GL_DEPTH_TEST); glShadeModel (GL_SMOOTH); glEnable (GL_MULTISAMPLE); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable (GL_LINE_SMOOTH); glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); glLineWidth (gl_linethickness); setMouseTracking (true); compileObjects (); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // QColor GLRenderer::getMainColor () { QColor col (gl_maincolor.value.chars()); if (!col.isValid ()) return QColor (0, 0, 0); // shouldn't happen col.setAlpha (gl_maincolor_alpha * 255.f); return col; } // ------------------------------------------------------------------------- // void GLRenderer::setBackground () { QColor col (gl_bgcolor.value.chars()); if (!col.isValid ()) return; glClearColor ( ((double)col.red()) / 255.0f, ((double)col.green()) / 255.0f, ((double)col.blue()) / 255.0f, 1.0f); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= static vector<short> g_daWarnedColors; void GLRenderer::setObjectColor (LDObject* obj) { QColor qCol; if (bPicking) { // Make the color by the object's index color if we're picking, so we can // make the index from the color we get from the picking results. long i = obj->getIndex (g_CurrentFile); // If we couldn't find the index, this object must not be from this file, // therefore it must be an object inlined from another file through a // subfile reference. Use the reference's index. if (i == -1) i = obj->topLevelParent ()->getIndex (g_CurrentFile); // We should have the index now. assert (i != -1); // Calculate a color based from this index. This method caters for // 16777216 objects. I don't think that'll be exceeded anytime soon. :) // ATM biggest is 53588.dat with 12600 lines. double r = i % 256; double g = (i / 256) % 256; double b = (i / (256 * 256)) % 256; glColor3f (r / 255.f, g / 255.f, b / 255.f); return; } if (obj->dColor == -1) return; #if 0 if (gl_colorbfc && obj->getType () != OBJ_Line && obj->getType () != OBJ_CondLine) { if (bBackSide) glColor4f (0.9f, 0.0f, 0.0f, 1.0f); else glColor4f (0.0f, 0.8f, 0.0f, 1.0f); return; } #endif if (obj->dColor == dMainColor) qCol = getMainColor (); else { color* col = getColor (obj->dColor); if (col != null) qCol = col->qColor; else { // The color was unknown. Use main color to make the object at least // not appear pitch-black. qCol = getMainColor (); // Warn about the unknown colors, but only once. for (short i : g_daWarnedColors) if (obj->dColor == i) return; printf ("%s: Unknown color %d!\n", __func__, obj->dColor); g_daWarnedColors.push_back (obj->dColor); return; } } long r = qCol.red (), g = qCol.green (), b = qCol.blue (), a = qCol.alpha (); // If it's selected, brighten it up, also pulse flash it if desired. if (g_ForgeWindow->isSelected (obj)) { short dTick, dNumTicks; if (gl_selflash) { dTick = (g_dPulseTick < (g_dNumPulseTicks / 2)) ? g_dPulseTick : (g_dNumPulseTicks - g_dPulseTick); dNumTicks = g_dNumPulseTicks; } else { dTick = 2; dNumTicks = 5; } const long lAdd = ((dTick * 128) / dNumTicks); r = min (r + lAdd, 255l); g = min (g + lAdd, 255l); b = min (b + lAdd, 255l); // a = 255; } glColor4f ( ((double) r) / 255.0f, ((double) g) / 255.0f, ((double) b) / 255.0f, ((double) a) / 255.0f); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::refresh () { paintGL (); swapBuffers (); } // ========================================================================= // void GLRenderer::hardRefresh () { compileObjects (); refresh (); glLineWidth (gl_linethickness); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::resizeGL (int w, int h) { glViewport (0, 0, w, h); glLoadIdentity (); glMatrixMode (GL_PROJECTION); gluPerspective (45.0f, (double)w / (double)h, 0.1f, 100.0f); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::paintGL () { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode (GL_MODELVIEW); if (g_CurrentFile == null) return; glPushMatrix (); glLoadIdentity (); glTranslatef (0.0f, 0.0f, -5.0f); glTranslatef (0.0f, 0.0f, -fZoom); glRotatef (fRotX, 1.0f, 0.0f, 0.0f); glRotatef (fRotY, 0.0f, 1.0f, 0.0f); glRotatef (fRotZ, 0.0f, 0.0f, 1.0f); for (LDObject* obj : g_CurrentFile->objects) glCallList ((bPicking == false) ? obj->uGLList : obj->uGLPickList); glPopMatrix (); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::compileObjects () { uaObjLists.clear (); g_faObjectOffset[0] = -(g_BBox.v0.x + g_BBox.v1.x) / 2; g_faObjectOffset[1] = -(g_BBox.v0.y + g_BBox.v1.y) / 2; g_faObjectOffset[2] = -(g_BBox.v0.z + g_BBox.v1.z) / 2; g_StoredBBoxSize = g_BBox.size (); if (!g_CurrentFile) { printf ("renderer: no files loaded, cannot compile anything\n"); return; } for (LDObject* obj : g_CurrentFile->objects) { GLuint* upaLists[2] = { &obj->uGLList, &obj->uGLPickList }; for (GLuint* upMemberList : upaLists) { GLuint uList = glGenLists (1); glNewList (uList, GL_COMPILE); bPicking = (upMemberList == &obj->uGLPickList); compileOneObject (obj); bPicking = false; glEndList (); *upMemberList = uList; } uaObjLists.push_back (obj->uGLList); } } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // template<class T> void GLRenderer::compileSubObject (LDObject* obj, const GLenum eGLType, const short dVerts) { T* newobj = static_cast<T*> (obj); glBegin (eGLType); for (short i = 0; i < dVerts; ++i) compileVertex (newobj->vaCoords[i]); glEnd (); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::compileOneObject (LDObject* obj) { setObjectColor (obj); switch (obj->getType ()) { case OBJ_Line: compileSubObject<LDLine> (obj, GL_LINES, 2); break; case OBJ_CondLine: glLineStipple (1, 0x6666); glEnable (GL_LINE_STIPPLE); compileSubObject<LDCondLine> (obj, GL_LINES, 2); glDisable (GL_LINE_STIPPLE); break; case OBJ_Triangle: compileSubObject<LDTriangle> (obj, GL_TRIANGLES, 3); break; case OBJ_Quad: compileSubObject<LDQuad> (obj, GL_QUADS, 4); break; case OBJ_Subfile: { LDSubfile* ref = static_cast<LDSubfile*> (obj); vector<LDObject*> objs = ref->inlineContents (true, true); for (LDObject* obj : objs) { compileOneObject (obj); delete obj; } } break; case OBJ_Radial: { LDRadial* pRadial = static_cast<LDRadial*> (obj); std::vector<LDObject*> objs = pRadial->decompose (true); for (LDObject* obj : objs) { compileOneObject (obj); delete obj; } } break; #if 0 TODO: find a proper way to draw vertices without having them be affected by zoom. case OBJ_Vertex: { LDVertex* pVert = static_cast<LDVertex*> (obj); LDTriangle* pPoly; vertex* vPos = &(pVert->vPosition); const double fPolyScale = max (fZoom, 1.0); #define BIPYRAMID_COORD(N) ((((i + N) % 4) >= 2 ? 1 : -1) * 0.3f * fPolyScale) for (int i = 0; i < 8; ++i) { pPoly = new LDTriangle; pPoly->vaCoords[0] = {vPos->x, vPos->y + ((i >= 4 ? 1 : -1) * 0.4f * fPolyScale), vPos->z}; pPoly->vaCoords[1] = { vPos->x + BIPYRAMID_COORD (0), vPos->y, vPos->z + BIPYRAMID_COORD (1) }; pPoly->vaCoords[2] = { vPos->x + BIPYRAMID_COORD (1), vPos->y, vPos->z + BIPYRAMID_COORD (2) }; pPoly->dColor = pVert->dColor; compileOneObject (pPoly); delete pPoly; } } break; #endif // 0 default: break; } } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::compileVertex (vertex& vrt) { glVertex3d ( (vrt.x + g_faObjectOffset[0]) / g_StoredBBoxSize, -(vrt.y + g_faObjectOffset[1]) / g_StoredBBoxSize, -(vrt.z + g_faObjectOffset[2]) / g_StoredBBoxSize); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::clampAngle (double& fAngle) { while (fAngle < 0) fAngle += 360.0; while (fAngle > 360.0) fAngle -= 360.0; } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::mouseReleaseEvent (QMouseEvent* event) { if ((qMouseButtons & Qt::LeftButton) && !(event->buttons() & Qt::LeftButton)) { if (ulTotalMouseMove < 10) pick (event->x(), event->y(), (qKeyMods & Qt::ControlModifier)); ulTotalMouseMove = 0; } } // ========================================================================= // void GLRenderer::mousePressEvent (QMouseEvent* event) { qMouseButtons = event->buttons(); if (event->buttons() & Qt::LeftButton) ulTotalMouseMove = 0; } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::mouseMoveEvent (QMouseEvent *event) { int dx = event->x () - lastPos.x (); int dy = event->y () - lastPos.y (); ulTotalMouseMove += abs (dx) + abs (dy); if (event->buttons () & Qt::LeftButton) { fRotX = fRotX + (dy); fRotY = fRotY + (dx); clampAngle (fRotX); clampAngle (fRotY); } if (event->buttons () & Qt::RightButton) { fRotX = fRotX + (dy); fRotZ = fRotZ + (dx); clampAngle (fRotX); clampAngle (fRotZ); } if (event->buttons () & Qt::MidButton) { fZoom += (dy / 100.0); fZoom = clamp (fZoom, 0.01, 100.0); } lastPos = event->pos(); updateGL (); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::keyPressEvent (QKeyEvent* qEvent) { qKeyMods = qEvent->modifiers (); } void GLRenderer::keyReleaseEvent (QKeyEvent* qEvent) { qKeyMods = qEvent->modifiers (); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::updateSelFlash () { if (gl_selflash && g_ForgeWindow->paSelection.size() > 0) { qPulseTimer->start (g_dPulseInterval); g_dPulseTick = 0; } else qPulseTimer->stop (); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::pick (uint uMouseX, uint uMouseY, bool bAdd) { if (bAdd == false) { // Clear the selection if we don't wish to add to it. std::vector<LDObject*> paOldSelection = g_ForgeWindow->paSelection; g_ForgeWindow->paSelection.clear (); // Recompile the prior selection to remove the highlight color for (LDObject* obj : paOldSelection) recompileObject (obj); } glDisable (GL_DITHER); glClearColor (1.0f, 1.0f, 1.0f, 1.0f); bPicking = true; paintGL (); GLubyte ucaPixel[3]; GLint daViewport[4]; glGetIntegerv (GL_VIEWPORT, daViewport); glReadPixels (uMouseX, daViewport[3] - uMouseY, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, reinterpret_cast<GLvoid*> (ucaPixel)); // If we hit a white pixel, we selected the background. This no object is selected. const bool bHasSelection = (ucaPixel[0] != 255 || ucaPixel[1] != 255 || ucaPixel[2] != 255); if (bHasSelection) { ulong idx = ucaPixel[0] + (ucaPixel[1] * 256) + (ucaPixel[2] * 256 * 256); LDObject* obj = g_CurrentFile->object (idx); g_ForgeWindow->paSelection.push_back (obj); } g_ForgeWindow->buildObjList (); bPicking = false; glEnable (GL_DITHER); setBackground (); updateSelFlash (); for (LDObject* obj : g_ForgeWindow->selection ()) recompileObject (obj); paintGL (); swapBuffers (); } // ========================================================================= // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // ========================================================================= // void GLRenderer::recompileObject (LDObject* obj) { // Replace the old list with the new one. for (ulong i = 0; i < uaObjLists.size(); ++i) if (uaObjLists[i] == obj->uGLList) uaObjLists.erase (uaObjLists.begin() + i); GLuint uList = glGenLists (1); glNewList (uList, GL_COMPILE); compileOneObject (obj); glEndList (); uaObjLists.push_back (uList); obj->uGLList = uList; } // ========================================================================= // void GLRenderer::slot_timerUpdate () { ++g_dPulseTick %= g_dNumPulseTicks; for (LDObject* obj : g_ForgeWindow->selection ()) recompileObject (obj); paintGL (); swapBuffers (); }