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authorTomi Korpipää <tomi.korpipaa@digia.com>2014-01-15 11:34:59 +0200
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-01-15 11:36:17 +0200
commit64d6b482bfb9dbacd548b72cb9c073513f6aa56f (patch)
tree6adea7f584f31d2b650379a4dba9ff6d7de527e3 /src/datavisualization/engine/scatter3drenderer.cpp
parentca8eb71e320d08071f0f43393da3bb3fabf56da7 (diff)
Removed QDataVis and namespace macros
- docs will be fixed in QTRD-2594 Task-number: QTRD-2699 Task-number: QTRD-2700 Change-Id: Ia89d365c2de5d9254b165feb4f0a54ec099084be Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp44
1 files changed, 22 insertions, 22 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index 3eee8ff0..606f1379 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -41,7 +41,7 @@
// You should see the scene from where the light is
//#define SHOW_DEPTH_TEXTURE_SCENE
-QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+namespace QtDataVisualization {
//#define USE_UNIFORM_SCALING // Scale x and z uniformly, or based on autoscaled values
@@ -324,7 +324,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
glEnable(GL_PROGRAM_POINT_SIZE);
}
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
// Render scene into a depth texture for using with shadow mapping
// Bind depth shader
m_depthShader->bind();
@@ -455,7 +455,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
ShaderHelper *selectionShader = m_selectionShader;
// Skip selection mode drawing if we have no selection mode
- if (m_cachedSelectionMode > QDataVis::SelectionNone
+ if (m_cachedSelectionMode > QAbstract3DGraph::SelectionNone
&& SelectOnScene == m_selectionState && seriesCount > 0) {
// Draw dots to selection buffer
glBindFramebuffer(GL_FRAMEBUFFER, m_selectionFrameBuffer);
@@ -704,7 +704,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
gradientTexture = currentSeries.baseGradientTexture();
GLfloat lightStrength = m_cachedTheme->lightStrength();
- if (m_cachedSelectionMode > QDataVis::SelectionNone && (m_selectedItemTotalIndex == dotNo)) {
+ if (m_cachedSelectionMode > QAbstract3DGraph::SelectionNone && (m_selectedItemTotalIndex == dotNo)) {
if (useColor)
dotColor = currentSeries.singleHighlightColor();
else
@@ -730,7 +730,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
(item.position().y() + 1.0f) / 2.0f);
}
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
if (!drawingPoints) {
// Set shadow shader bindings
QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
@@ -821,7 +821,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
m_cachedTheme->ambientLightStrength() * 2.0f);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
// Set shadow shader bindings
QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
m_backgroundShader->setUniformValue(m_backgroundShader->shadowQ(),
@@ -869,7 +869,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->color(), lineColor);
lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme->ambientLightStrength());
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
// Set shadowed shader bindings
lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
lineShader->setUniformValue(lineShader->lightS(),
@@ -943,7 +943,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
// Set shadow shader bindings
lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
@@ -995,7 +995,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
// Set shadow shader bindings
QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
@@ -1052,7 +1052,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
// Set shadow shader bindings
QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
@@ -1107,7 +1107,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
// Set shadow shader bindings
QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
@@ -1171,7 +1171,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
// Set shadow shader bindings
QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
@@ -1229,7 +1229,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
// Set shadow shader bindings
QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
@@ -1561,31 +1561,31 @@ void Scatter3DRenderer::updateSelectedItem(int index, const QScatter3DSeries *se
}
}
-void Scatter3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality)
+void Scatter3DRenderer::updateShadowQuality(QAbstract3DGraph::ShadowQuality quality)
{
m_cachedShadowQuality = quality;
switch (quality) {
- case QDataVis::ShadowQualityLow:
+ case QAbstract3DGraph::ShadowQualityLow:
m_shadowQualityToShader = 33.3f;
m_shadowQualityMultiplier = 1;
break;
- case QDataVis::ShadowQualityMedium:
+ case QAbstract3DGraph::ShadowQualityMedium:
m_shadowQualityToShader = 100.0f;
m_shadowQualityMultiplier = 3;
break;
- case QDataVis::ShadowQualityHigh:
+ case QAbstract3DGraph::ShadowQualityHigh:
m_shadowQualityToShader = 200.0f;
m_shadowQualityMultiplier = 5;
break;
- case QDataVis::ShadowQualitySoftLow:
+ case QAbstract3DGraph::ShadowQualitySoftLow:
m_shadowQualityToShader = 5.0f;
m_shadowQualityMultiplier = 1;
break;
- case QDataVis::ShadowQualitySoftMedium:
+ case QAbstract3DGraph::ShadowQualitySoftMedium:
m_shadowQualityToShader = 10.0f;
m_shadowQualityMultiplier = 3;
break;
- case QDataVis::ShadowQualitySoftHigh:
+ case QAbstract3DGraph::ShadowQualitySoftHigh:
m_shadowQualityToShader = 15.0f;
m_shadowQualityMultiplier = 4;
break;
@@ -1733,7 +1733,7 @@ void Scatter3DRenderer::updateDepthBuffer()
if (m_primarySubViewport.size().isEmpty())
return;
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
m_depthTexture = m_textureHelper->createDepthTextureFrameBuffer(m_primarySubViewport.size(),
m_depthFrameBuffer,
m_shadowQualityMultiplier);
@@ -1800,4 +1800,4 @@ void Scatter3DRenderer::selectionColorToSeriesAndIndex(const QVector3D &color, i
series = 0;
}
-QT_DATAVISUALIZATION_END_NAMESPACE
+}