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authorMika Salmela <mika.salmela@digia.com>2013-09-03 10:25:44 +0300
committerMika Salmela <mika.salmela@digia.com>2013-09-03 10:32:31 +0300
commit8426aa1f0b3e969670f7d0de0684a38865dcede2 (patch)
tree81c55550dd661f317199043829f862dde87e572b /src/datavis3d/engine/surface3drenderer_p.h
parent12f78f8ed991d816411b1ba6718a34e8e26e2eb8 (diff)
Added labels to grid lines
Change-Id: Iba1a4f67a3565cc6ed5136e160ee338bda83bb52 Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavis3d/engine/surface3drenderer_p.h')
-rw-r--r--src/datavis3d/engine/surface3drenderer_p.h7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/datavis3d/engine/surface3drenderer_p.h b/src/datavis3d/engine/surface3drenderer_p.h
index 993acf8f..a8d21478 100644
--- a/src/datavis3d/engine/surface3drenderer_p.h
+++ b/src/datavis3d/engine/surface3drenderer_p.h
@@ -39,6 +39,7 @@
#include "datavis3dglobal_p.h"
#include "surface3dcontroller_p.h"
#include "abstract3drenderer_p.h"
+#include "scatterrenderitem_p.h"
class QOpenGLShaderProgram;
@@ -83,6 +84,7 @@ private:
ShaderHelper *m_surfaceShader;
ShaderHelper *m_surfaceGridShader;
ShaderHelper *m_selectionShader;
+ ShaderHelper *m_labelShader;
GLfloat m_yRange; // m_heightNormalizer
GLfloat m_yAdjustment;
GLfloat m_xLength;
@@ -94,6 +96,7 @@ private:
GLfloat m_maxSceneSize;
ObjectHelper *m_backgroundObj;
ObjectHelper *m_gridLineObj;
+ ObjectHelper *m_labelObj;
SurfaceObject *m_surfaceObj;
GLuint m_depthTexture;
GLuint m_depthFrameBuffer;
@@ -111,6 +114,7 @@ private:
bool m_xFlipped;
bool m_zFlipped;
bool m_yFlipped;
+ ScatterRenderItem m_dummyRenderItem; // Let's use scatter for dummy for now
protected:
virtual void loadMeshFile();
@@ -133,18 +137,19 @@ public slots:
void updateSegmentCount(GLint segmentCount, GLfloat step, GLfloat minimum = 0.0f);
virtual void requestSelectionAtPoint(const QPoint &point);
-
private:
virtual void updateShadowQuality(QDataVis::ShadowQuality quality);
virtual void updateTextures();
virtual void initShaders(const QString &vertexShader, const QString &fragmentShader);
void loadBackgroundMesh();
void loadGridLineMesh();
+ void loadLabelMesh();
void loadSurfaceObj();
void drawScene(CameraHelper *camera, const GLuint defaultFboHandle);
void handleResize();
void calculateSceneScalingFactors();
void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initLabelShaders(const QString &vertexShader, const QString &fragmentShader);
void initSelectionShaders();
void initSurfaceShaders();
void initSelectionBuffer();