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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-08-22 08:56:54 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-08-22 08:59:15 +0300
commitb97950d9f1caf4d22ec95c4daef224fce2d7c10e (patch)
tree173c5492fc334554d717406b7e14c4222a18e793 /src/datavis3d/engine
parent36c9d37fcf876c794c5f15af51bec55d6cab78a3 (diff)
Tweaked slice view lighting
Change-Id: Iaa774c97ed01d34cc3255f42737db7c5c605ab3e Change-Id: Iaa774c97ed01d34cc3255f42737db7c5c605ab3e Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavis3d/engine')
-rw-r--r--src/datavis3d/engine/bars3drenderer.cpp16
1 files changed, 5 insertions, 11 deletions
diff --git a/src/datavis3d/engine/bars3drenderer.cpp b/src/datavis3d/engine/bars3drenderer.cpp
index 2a4e1d05..ec09e5d9 100644
--- a/src/datavis3d/engine/bars3drenderer.cpp
+++ b/src/datavis3d/engine/bars3drenderer.cpp
@@ -240,13 +240,8 @@ void Bars3dRenderer::drawSlicedScene(CameraHelper *camera,
QVector3D(0.0f, 0.0f, zComp),
QVector3D(0.0f, 1.0f, 0.0f));
- // Set light position a bit below the camera to reduce glare (depends on do we have row or column zoom)
- QVector3D sliceLightPos = defaultLightPos;
- sliceLightPos.setY(-15.0f);
- if (QDataVis::ModeSliceColumn == m_cachedSelectionMode)
- lightPos = camera->calculateLightPosition(sliceLightPos, -85.0f);
- else
- lightPos = camera->calculateLightPosition(sliceLightPos, 5.0f);
+ // Set light position
+ lightPos = QVector3D(0.0f, -m_yAdjustment, zComp);
#endif
// Bind bar shader
@@ -284,8 +279,6 @@ void Bars3dRenderer::drawSlicedScene(CameraHelper *camera,
QVector3D barColor = baseColor + heightColor;
- GLfloat lightStrength = m_cachedTheme.m_lightStrength;
-
if (item->height() != 0) {
// Set shader bindings
m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
@@ -295,8 +288,9 @@ void Bars3dRenderer::drawSlicedScene(CameraHelper *camera,
itModelMatrix.inverted().transposed());
m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
m_barShader->setUniformValue(m_barShader->color(), barColor);
- m_barShader->setUniformValue(m_barShader->lightS(), lightStrength);
- m_barShader->setUniformValue(m_barShader->ambientS(), m_cachedTheme.m_ambientStrength);
+ m_barShader->setUniformValue(m_barShader->lightS(), 0.25f);
+ m_barShader->setUniformValue(m_barShader->ambientS(),
+ m_cachedTheme.m_ambientStrength * 1.5f);
// Draw the object
m_drawer->drawObject(m_barShader, m_barObj);