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@ -16,6 +16,7 @@
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#include "shader_widget.h"
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#include "shader_widget.h"
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#include "shader_editor.h"
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#include "shader_editor.h"
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#include "nel3d_interface.h"
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#include <QFileDialog>
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#include <QFileDialog>
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#include <QInputDialog>
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#include <QInputDialog>
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#include <QMessageBox>
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#include <QMessageBox>
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@ -29,6 +30,7 @@ namespace MaterialEditor
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setupConnections();
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setupConnections();
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shaderEditorWidget = new ShaderEditorWidget();
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shaderEditorWidget = new ShaderEditorWidget();
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nl3dIface = NULL;
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}
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}
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ShaderWidget::~ShaderWidget()
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ShaderWidget::~ShaderWidget()
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@ -37,6 +39,22 @@ namespace MaterialEditor
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shaderEditorWidget = NULL;
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shaderEditorWidget = NULL;
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}
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}
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void ShaderWidget::load()
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{
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std::vector< std::string > v;
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nl3dIface->getShaderList( v );
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shaderList->clear();
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std::vector< std::string >::const_iterator itr = v.begin();
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while( itr != v.end() )
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{
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shaderList->addItem( itr->c_str() );
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++itr;
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}
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}
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void ShaderWidget::setupConnections()
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void ShaderWidget::setupConnections()
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{
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{
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connect( okButton, SIGNAL( clicked( bool ) ), this, SLOT( onOKClicked() ) );
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connect( okButton, SIGNAL( clicked( bool ) ), this, SLOT( onOKClicked() ) );
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@ -44,6 +62,8 @@ namespace MaterialEditor
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connect( addButton, SIGNAL( clicked( bool ) ), this, SLOT( onAddClicked() ) );
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connect( addButton, SIGNAL( clicked( bool ) ), this, SLOT( onAddClicked() ) );
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connect( removeButton, SIGNAL( clicked( bool ) ), this, SLOT( onRemoveClicked() ) );
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connect( removeButton, SIGNAL( clicked( bool ) ), this, SLOT( onRemoveClicked() ) );
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connect( editButton, SIGNAL( clicked( bool ) ), this, SLOT( onEditClicked() ) );
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connect( editButton, SIGNAL( clicked( bool ) ), this, SLOT( onEditClicked() ) );
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connect( shaderList, SIGNAL( currentRowChanged( int ) ), this, SLOT( onRowChanged( int ) ) );
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}
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}
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void ShaderWidget::onOKClicked()
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void ShaderWidget::onOKClicked()
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@ -98,6 +118,20 @@ namespace MaterialEditor
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return;
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return;
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}
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}
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SShaderInfo info;
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info.name = name.toUtf8().data();
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bool ok = nl3dIface->addShader( info );
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if( !ok )
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{
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QMessageBox::critical(
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this,
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tr( "Error adding shader" ),
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tr( "There was an error while trying to add the shader" )
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);
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return;
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}
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shaderList->addItem( name );
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shaderList->addItem( name );
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}
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}
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@ -119,8 +153,11 @@ namespace MaterialEditor
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if( selection == QMessageBox::Yes )
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if( selection == QMessageBox::Yes )
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{
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{
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QListWidgetItem *item = shaderList->takeItem( i );
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QListWidgetItem *item = shaderList->takeItem( i );
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std::string n = item->text().toUtf8().data();
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delete item;
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delete item;
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nl3dIface->removeShader( n );
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}
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}
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}
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}
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void ShaderWidget::onEditClicked()
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void ShaderWidget::onEditClicked()
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@ -132,34 +169,66 @@ namespace MaterialEditor
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QString name = shaderList->item( i )->text();
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QString name = shaderList->item( i )->text();
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shaderEditorWidget->reset();
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shaderEditorWidget->reset();
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shaderEditorWidget->setName( name );
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QString sname;
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bool ok;
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int res;
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do{
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ok = true;
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res = shaderEditorWidget->exec();
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if( res == QDialog::Rejected )
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return;
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shaderEditorWidget->getName( sname );
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SShaderInfo info;
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std::string n = name.toUtf8().data();
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bool ok = nl3dIface->getShaderInfo( n, info );
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if( !ok )
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{
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QMessageBox::critical(
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this,
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tr( "Error retrieving shader data" ),
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tr( "There was an error while trying to retrieve shader data!" )
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);
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if( sname != name )
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return;
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{
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}
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if( nameExists( sname ) )
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{
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ok = false;
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nameExistsMessage();
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}
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}
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}while( !ok );
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shaderEditorWidget->setName( info.name.c_str() );
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shaderEditorWidget->setDescription( info.description.c_str() );
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shaderEditorWidget->setVertexShader( info.vp.c_str() );
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shaderEditorWidget->setFragmentShader( info.fp.c_str() );
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shaderList->item( i )->setText( sname );
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int res = shaderEditorWidget->exec();
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if( res == QDialog::Rejected )
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return;
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// save
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// save
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QString s;
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shaderEditorWidget->getDescription( s );
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info.description = s.toUtf8().data();
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shaderEditorWidget->getVertexShader( s );
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info.vp = s.toUtf8().data();
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shaderEditorWidget->getFragmentShader( s );
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info.fp = s.toUtf8().data();
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ok = nl3dIface->updateShaderInfo( info );
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if( !ok )
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{
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QMessageBox::critical(
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this,
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tr( "Error saving shader data" ),
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tr( "There was an error while trying to save shader data!" )
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);
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}
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}
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void ShaderWidget::onRowChanged( int i )
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{
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if( i < 0 )
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return;
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std::string s = shaderList->item( i )->text().toUtf8().data();
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SShaderInfo info;
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bool ok = nl3dIface->getShaderInfo( s, info );
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if( !ok )
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return;
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description->setPlainText( info.description.c_str() );
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}
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}
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}
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}
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