mirror of https://github.com/KLayout/klayout.git
Enhancements.
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747184beef
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@ -39,10 +39,8 @@ D25View::D25View (QWidget *parent)
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mp_ui = new Ui::D25View ();
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mp_ui->setupUi (this);
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// @@@ should be an event filter?
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mp_ui->d25_view->setFocusPolicy (Qt::StrongFocus);
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mp_ui->d25_view->setFocus ();
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// @@@
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connect (mp_ui->fit_back, SIGNAL (clicked ()), this, SLOT (fit_button_clicked ()));
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connect (mp_ui->fit_front, SIGNAL (clicked ()), this, SLOT (fit_button_clicked ()));
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@ -103,6 +101,7 @@ D25View::exec_dialog (lay::LayoutView *view)
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mp_ui->d25_view->reset ();
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mp_ui->d25_view->set_cam_azimuth (0.0);
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mp_ui->d25_view->set_cam_elevation (initial_elevation);
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mp_ui->d25_view->fit ();
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int ret = QDialog::exec ();
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@ -731,7 +731,7 @@ D25ViewWidget::initializeGL ()
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" vec4 p2 = gl_in[2].gl_Position;\n"
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" vec3 n = cross(p2.xyz - p0.xyz, p1.xyz - p0.xyz);\n"
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" float dp = dot(normalize(n), illum);\n"
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" vertexColor = color * (dp * 0.5 + 0.5) - (min(0.0, dp) * 0.5 * ambient);\n"
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" vertexColor = color * (dp * 0.5 + 0.5) - (min(0.0, dp) * ambient);\n"
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" vertexColor.a = 1.0;\n"
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" gl_Position = matrix * p0;\n"
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" EmitVertex();\n"
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@ -827,14 +827,13 @@ D25ViewWidget::paintGL ()
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const qreal retinaScale = devicePixelRatio ();
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glViewport (0, 0, width () * retinaScale, height () * retinaScale);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QColor c = mp_view->background_color ();
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float foreground_rgb = (c.green () > 128 ? 0.0f : 1.0f);
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float ambient = (c.green () > 128 ? 1.0f : 0.5f);
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float ambient = (c.green () > 128 ? 0.8f : 0.25f);
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float mist_factor = (c.green () > 128 ? 0.2f : 0.4f);
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float mist_add = (c.green () > 128 ? 0.8f : 0.2f);
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glClearColor (float (c.red ()) / 255.0f, float (c.green ()) / 255.0f, float (c.blue ()) / 255.0f, 1.0);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 scene_trans, scene_trans_wo_y;
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@ -858,7 +857,7 @@ D25ViewWidget::paintGL ()
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// NOTE: z axis of illum points towards the scene because we include the z inversion in the scene transformation matrix
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m_shapes_program->setUniformValue ("illum", QVector3D (-3.0, -4.0, 2.0).normalized ());
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m_shapes_program->setUniformValue ("ambient", QVector4D (ambient, ambient, ambient, 0.5));
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m_shapes_program->setUniformValue ("ambient", QVector4D (ambient, ambient, ambient, 1.0));
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m_shapes_program->setUniformValue ("mist_factor", mist_factor);
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m_shapes_program->setUniformValue ("mist_add", mist_add);
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@ -1,6 +1,6 @@
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TEMPLATE = subdirs
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!equals(HAVE_QT, "0") {
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equals(HAVE_QT5, "1") {
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SUBDIRS = lay_plugin unit_tests
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}
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