diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-08-22 08:56:54 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-08-22 08:59:15 +0300 |
commit | b97950d9f1caf4d22ec95c4daef224fce2d7c10e (patch) | |
tree | 173c5492fc334554d717406b7e14c4222a18e793 /src/datavis3d/engine | |
parent | 36c9d37fcf876c794c5f15af51bec55d6cab78a3 (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.cpp | 16 |
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); |