Gui: Read material colors from settings
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@@ -21,6 +21,7 @@
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#include "PreCompiled.h"
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#ifndef _PreComp_
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#include <random>
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#endif
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#include <QDirIterator>
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@@ -116,30 +117,52 @@ std::shared_ptr<Material> MaterialManager::defaultMaterial()
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ParameterGrp::handle hGrp =
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App::GetApplication().GetParameterGroupByPath("User parameter:BaseApp/Preferences/View");
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auto getColor = [hGrp](const char* parameter, App::Color& color) {
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uint32_t packed = color.getPackedRGB();
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packed = hGrp->GetUnsigned(parameter, packed);
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color.setPackedRGB(packed);
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};
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auto intRandom = [] (int min, int max) -> int {
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static std::mt19937 generator;
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std::uniform_int_distribution<int> distribution(min, max);
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return distribution(generator);
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};
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App::Material mat(App::Material::DEFAULT);
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bool randomColor = hGrp->GetBool("RandomColor", false);
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float r, g, b;
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if (randomColor) {
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auto fMax = (float)RAND_MAX;
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r = (float)rand() / fMax;
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g = (float)rand() / fMax;
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b = (float)rand() / fMax;
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float red = static_cast<float>(intRandom(0, 255)) / 255.0F;
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float green = static_cast<float>(intRandom(0, 255)) / 255.0F;
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float blue = static_cast<float>(intRandom(0, 255)) / 255.0F;
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mat.diffuseColor = App::Color(red, green, blue);
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}
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else {
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unsigned long shcol = hGrp->GetUnsigned("DefaultShapeColor", 3435980543UL);
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r = ((shcol >> 24) & 0xff) / 255.0;
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g = ((shcol >> 16) & 0xff) / 255.0;
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b = ((shcol >> 8) & 0xff) / 255.0;
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getColor("DefaultShapeColor", mat.diffuseColor);
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}
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int initialTransparency = hGrp->GetInt("DefaultShapeTransparency", 0);
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getColor("DefaultAmbientColor", mat.ambientColor);
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getColor("DefaultEmissiveColor", mat.emissiveColor);
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getColor("DefaultSpecularColor", mat.specularColor);
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long initialTransparency = hGrp->GetInt("DefaultShapeTransparency", 0);
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long initialShininess = hGrp->GetInt("DefaultShapeShininess", 90);
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auto material = manager.getMaterial(defaultMaterialUUID());
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if (material->hasAppearanceModel(ModelUUIDs::ModelUUID_Rendering_Basic)) {
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material->getAppearanceProperty(QString::fromLatin1("DiffuseColor"))
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->setColor(App::Color(r, g, b));
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->setColor(mat.diffuseColor);
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material->getAppearanceProperty(QString::fromLatin1("AmbientColor"))
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->setColor(mat.ambientColor);
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material->getAppearanceProperty(QString::fromLatin1("EmissiveColor"))
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->setColor(mat.emissiveColor);
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material->getAppearanceProperty(QString::fromLatin1("SpecularColor"))
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->setColor(mat.specularColor);
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material->getAppearanceProperty(QString::fromLatin1("Transparency"))
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->setFloat((float)initialTransparency / 100.0f);
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->setFloat((float)initialTransparency / 100.0F);
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material->getAppearanceProperty(QString::fromLatin1("Shininess"))
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->setFloat((float)initialShininess / 100.0F);
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}
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return material;
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