Mon, 20 Jun 2022 21:14:17 +0300
Fix pick scene rendering: we cannot use glReadPixels when using multisampling, so we need to render the pick scene to a separate frame buffer
#include "colorindexinput.h" #include "ui_colorindexinput.h" #include "colorselectdialog.h" #include "uiutilities.h" ColorIndexInput::ColorIndexInput(ColorTable *colorTable, ColorIndex color, QWidget *parent) : QWidget{parent}, colorTable{colorTable}, ui{*new Ui_ColorIndexInput} { this->ui.setupUi(this); connect(this->ui.button, &QPushButton::clicked, [this]() { ColorSelectDialog dialog{*this->colorTable, this}; const int result = dialog.exec(); if (result == QDialog::Accepted) { this->ui.index->setValue(dialog.currentColor().index); } }); connect(this->ui.index, qOverload<int>(&QSpinBox::valueChanged), [this](int value) { const opt<QString> displayName = colorDisplayName({value}, *this->colorTable); const opt<QColor> face = colorFace({value}, *this->colorTable); this->ui.button->setText(displayName.value_or(tr("???"))); if (face.has_value()) { uiutilities::colorizeWidget(this->ui.button, *face); } Q_EMIT this->colorChanged({value}); }); this->ui.index->setValue(color.index); } ColorIndexInput::~ColorIndexInput() { delete &this->ui; } ldraw::Color ColorIndexInput::selectedColor() const { return {this->ui.index->value()}; } void ColorIndexInput::setSelectedColor(ldraw::Color color) { this->ui.index->setValue(color.index); }