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authorTomi Korpipää <tomi.korpipaa@digia.com>2014-05-19 10:16:11 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-05-19 10:17:15 +0300
commit806fd8ab43dd59da89d04651b22c5c0440032b94 (patch)
tree41ff37fcebbe02d6c22209935b758ba7ddd59fd9 /src/datavisualization/engine/abstract3drenderer.cpp
parent92ee7767f81f7a15b8773ed97356f01ecac68d0c (diff)
Added property for disabling shadows on custom items
Task-number: QTRD-3093 Change-Id: Ia24a1bc657af1bb1a528581e1f65fb50277e6874 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/abstract3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/abstract3drenderer.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/datavisualization/engine/abstract3drenderer.cpp b/src/datavisualization/engine/abstract3drenderer.cpp
index a2181271..82952a26 100644
--- a/src/datavisualization/engine/abstract3drenderer.cpp
+++ b/src/datavisualization/engine/abstract3drenderer.cpp
@@ -582,6 +582,7 @@ CustomRenderItem *Abstract3DRenderer::addCustomItem(QCustom3DItem *item)
QVector3D translation = convertPositionToTranslation(item->position());
newItem->setTranslation(translation);
newItem->setVisible(item->isVisible());
+ newItem->setShadowCasting(item->isShadowCasting());
m_customRenderCache.insert(item, newItem);
return newItem;
}
@@ -620,6 +621,10 @@ void Abstract3DRenderer::updateCustomItem(CustomRenderItem *renderItem)
renderItem->setVisible(item->isVisible());
item->d_ptr->m_dirtyBits.visibleDirty = false;
}
+ if (item->d_ptr->m_dirtyBits.shadowCastingDirty) {
+ renderItem->setShadowCasting(item->isShadowCasting());
+ item->d_ptr->m_dirtyBits.shadowCastingDirty = false;
+ }
}
void Abstract3DRenderer::drawCustomItems(RenderingState state,
@@ -700,7 +705,7 @@ void Abstract3DRenderer::drawCustomItems(RenderingState state,
itemColor /= 255.0f;
shader->setUniformValue(shader->color(), itemColor);
m_drawer->drawObject(shader, item->mesh());
- } else {
+ } else if (item->isShadowCasting()) {
// Depth render
shader->setUniformValue(shader->MVP(), depthProjectionViewMatrix * modelMatrix);
m_drawer->drawObject(shader, item->mesh());