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authorTomi Korpipää <tomi.korpipaa@digia.com>2014-04-24 07:37:58 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-04-24 09:22:01 +0300
commit2b19a3ae8b8c34ea674058c7b82de44397e29df2 (patch)
treec910d61096b99cf2271b61ac3050644b302cf299 /src/datavisualization/engine/bars3drenderer.cpp
parent555acef736a72cdc92113a268826a6bba77fbe40 (diff)
Color problem fixed
Task-number: QTRD-3001 Changed all colors to QVector4Ds to avoid mixups with vec4 and vec3 colors in shaders. Change-Id: I8b44b4d711befca900dd35b3386881f7c31d7dd5 Change-Id: I8b44b4d711befca900dd35b3386881f7c31d7dd5 Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavisualization/engine/bars3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/bars3drenderer.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/datavisualization/engine/bars3drenderer.cpp b/src/datavisualization/engine/bars3drenderer.cpp
index e2feefac..e41d35b0 100644
--- a/src/datavisualization/engine/bars3drenderer.cpp
+++ b/src/datavisualization/engine/bars3drenderer.cpp
@@ -341,7 +341,7 @@ void Bars3DRenderer::drawSlicedScene()
{
GLfloat barPosX = 0;
QVector3D lightPos;
- QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor());
+ QVector4D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor());
static QQuaternion ninetyDegreeRotation = QQuaternion::fromAxisAndAngle(upVector, 90.0f);
// Specify viewport
@@ -399,7 +399,7 @@ void Bars3DRenderer::drawSlicedScene()
lineShader->bind();
// Set unchanging shader bindings
- QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor());
+ QVector4D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor());
lineShader->setUniformValue(lineShader->lightP(), lightPos);
lineShader->setUniformValue(lineShader->view(), viewMatrix);
lineShader->setUniformValue(lineShader->color(), lineColor);
@@ -532,8 +532,8 @@ void Bars3DRenderer::drawSlicedScene()
Q3DTheme::ColorStyle previousColorStyle = Q3DTheme::ColorStyleUniform;
Q3DTheme::ColorStyle colorStyle = Q3DTheme::ColorStyleUniform;
ObjectHelper *barObj = 0;
- QVector3D highlightColor;
- QVector3D baseColor;
+ QVector4D highlightColor;
+ QVector4D baseColor;
GLuint highlightGradientTexture = 0;
GLuint baseGradientTexture = 0;
bool colorStyleIsUniform = true;
@@ -625,7 +625,7 @@ void Bars3DRenderer::drawSlicedScene()
MVPMatrix = projectionViewMatrix * modelMatrix;
- QVector3D barColor;
+ QVector4D barColor;
GLuint gradientTexture = 0;
if (itemMode && m_visualSelectedBarPos.x() == item.position().x()
@@ -809,7 +809,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
GLfloat colPos = 0;
GLfloat rowPos = 0;
- QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor());
+ QVector4D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor());
const Q3DCamera *activeCamera = m_cachedScene->activeCamera();
@@ -1150,8 +1150,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
bool barSelectionFound = false;
- QVector3D baseColor;
- QVector3D barColor;
+ QVector4D baseColor;
+ QVector4D barColor;
QVector3D modelScaler(m_scaleX * m_seriesScaleX, 0.0f, m_scaleZ * m_seriesScaleZ);
bool somethingSelected = (m_visualSelectedBarPos != Bars3DController::invalidSelectionPosition());
foreach (SeriesRenderCache *baseCache, m_renderCacheList) {
@@ -1399,7 +1399,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
#else
MVPMatrix = projectionViewMatrix * modelMatrix;
#endif
- QVector3D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor());
+ QVector4D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor());
// Set shader bindings
m_backgroundShader->setUniformValue(m_backgroundShader->lightP(), lightPos);
@@ -1493,7 +1493,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
lineShader->bind();
// Set unchanging shader bindings
- QVector3D barColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor());
+ QVector4D barColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor());
lineShader->setUniformValue(lineShader->lightP(), lightPos);
lineShader->setUniformValue(lineShader->view(), viewMatrix);
lineShader->setUniformValue(lineShader->color(), barColor);