diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-01-15 11:34:59 +0200 |
---|---|---|
committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-01-15 11:36:17 +0200 |
commit | 64d6b482bfb9dbacd548b72cb9c073513f6aa56f (patch) | |
tree | 6adea7f584f31d2b650379a4dba9ff6d7de527e3 /src/datavisualization/engine/scatter3drenderer.cpp | |
parent | ca8eb71e320d08071f0f43393da3bb3fabf56da7 (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.cpp | 44 |
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 +} |