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https://bitbucket.org/mfeemster/fractorium.git
synced 2025-02-01 10:30:08 -05:00
--Code changes
-Attempt to fix OpenGL drawing changes on Mac. -Allow toggling of color speed spinner to zero.
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@ -184,7 +184,7 @@ size_t OpenCLInfo::TotalDeviceIndex(size_t platform, size_t device) const
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}
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/// <summary>
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/// Create a context that is optionally shared with OpenGL and plact it in the
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/// Create a context that is optionally shared with OpenGL and place it in the
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/// passed in context ref parameter.
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/// </summary>
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/// <param name="platform">The platform object to create the context on</param>
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@ -20,10 +20,10 @@ void Fractorium::InitXformsColorUI()
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connect(ui.ToggleColorIndicesButton, SIGNAL(clicked(bool)), this, SLOT(OnToggleColorIndicesButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.RandomColorSpeedButton, SIGNAL(clicked(bool)), this, SLOT(OnRandomColorSpeedButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.ToggleColorSpeedButton, SIGNAL(clicked(bool)), this, SLOT(OnToggleColorSpeedButtonClicked(bool)), Qt::QueuedConnection);
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SetupSpinner<DoubleSpinBox, double>(ui.XformColorIndexTable, this, row, 1, m_XformColorIndexSpin, spinHeight, 0, 1, 0.01, SIGNAL(valueChanged(double)), SLOT(OnXformColorIndexChanged(double)), false, 0, 1, 0);
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SetupSpinner<DoubleSpinBox, double>(ui.XformColorValuesTable, this, row, 1, m_XformColorSpeedSpin, spinHeight, -1, 1, 0.1, SIGNAL(valueChanged(double)), SLOT(OnXformColorSpeedChanged(double)), true, 0.5, 0.5, 0.5);
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SetupSpinner<DoubleSpinBox, double>(ui.XformColorValuesTable, this, row, 1, m_XformOpacitySpin, spinHeight, 0, 1, 0.1, SIGNAL(valueChanged(double)), SLOT(OnXformOpacityChanged(double)), true, 1, 1, 0);
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SetupSpinner<DoubleSpinBox, double>(ui.XformColorValuesTable, this, row, 1, m_XformDirectColorSpin, spinHeight, 0, 1, 0.1, SIGNAL(valueChanged(double)), SLOT(OnXformDirectColorChanged(double)), true, 1, 1, 0);
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SetupSpinner<DoubleSpinBox, double>(ui.XformColorIndexTable, this, row, 1, m_XformColorIndexSpin, spinHeight, 0, 1, 0.01, SIGNAL(valueChanged(double)), SLOT(OnXformColorIndexChanged(double)), false, 0, 1, 0);
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SetupSpinner<DoubleSpinBox, double>(ui.XformColorValuesTable, this, row, 1, m_XformColorSpeedSpin, spinHeight, -1, 1, 0.1, SIGNAL(valueChanged(double)), SLOT(OnXformColorSpeedChanged(double)), true, 0.5, 0.5, 0);
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SetupSpinner<DoubleSpinBox, double>(ui.XformColorValuesTable, this, row, 1, m_XformOpacitySpin, spinHeight, 0, 1, 0.1, SIGNAL(valueChanged(double)), SLOT(OnXformOpacityChanged(double)), true, 1, 1, 0);
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SetupSpinner<DoubleSpinBox, double>(ui.XformColorValuesTable, this, row, 1, m_XformDirectColorSpin, spinHeight, 0, 1, 0.1, SIGNAL(valueChanged(double)), SLOT(OnXformDirectColorChanged(double)), true, 1, 1, 0);
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m_XformColorIndexSpin->setDecimals(3);
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m_XformColorSpeedSpin->setDecimals(3);
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m_XformOpacitySpin->setDecimals(3);
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@ -254,7 +254,11 @@ void GLWidget::paintGL()
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glEnable(GL_BLEND);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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#if defined (__APPLE__) || defined(MACOSX)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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#else
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
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#endif
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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@ -788,7 +792,11 @@ bool GLWidget::Allocate(bool force)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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#if defined (__APPLE__) || defined(MACOSX)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_TexWidth, m_TexHeight, 0, GL_RGB, GL_FLOAT, nullptr);
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_TexWidth, m_TexHeight, 0, GL_RGBA, GL_FLOAT, nullptr);
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#endif
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alloc = true;
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}
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@ -929,6 +937,7 @@ void GLEmberController<T>::DrawGrid()
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m_GL->glColor4f(0.0f, 0.5f, 0.0f, alpha);
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m_GL->glVertex2f(0.0f, 0.0f);
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m_GL->glVertex2f(0.0f, yLow);
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m_GL->glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
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m_GL->glEnd();
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m_GL->glPopMatrix();
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}
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@ -980,6 +989,7 @@ void GLEmberController<T>::DrawAffine(Xform<T>* xform, bool pre, bool selected)
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m_GL->glVertex2f(0.0f, 0.0f);
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m_GL->glVertex2f(1.0f, 0.0f);
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m_GL->glVertex2f(0.0f, 1.0f);
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m_GL->glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
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m_GL->glEnd();
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m_GL->glPopMatrix();
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}
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