diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-01-15 11:34:59 +0200 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-01-15 11:36:17 +0200 |
commit | 64d6b482bfb9dbacd548b72cb9c073513f6aa56f (patch) | |
tree | 6adea7f584f31d2b650379a4dba9ff6d7de527e3 /src/datavisualization/engine/surface3drenderer.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/surface3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/surface3drenderer.cpp | 64 |
1 files changed, 32 insertions, 32 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp index aac74d0f..5f54ed79 100644 --- a/src/datavisualization/engine/surface3drenderer.cpp +++ b/src/datavisualization/engine/surface3drenderer.cpp @@ -38,7 +38,7 @@ static const int ID_TO_RGBA_MASK = 0xff; -QT_DATAVISUALIZATION_BEGIN_NAMESPACE +namespace QtDataVisualization { //#define SHOW_DEPTH_TEXTURE_SCENE @@ -399,7 +399,7 @@ void Surface3DRenderer::updateSliceDataModel(const QPoint &point) float adjust = (0.025f * m_heightNormalizer) / 2.0f; float stepDown = 2.0f * adjust; - if (m_cachedSelectionMode.testFlag(QDataVis::SelectionRow)) { + if (m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionRow)) { QSurfaceDataRow *src = m_dataArray.at(row); sliceRow = new QSurfaceDataRow(src->size()); for (int i = 0; i < sliceRow->size(); i++) @@ -539,7 +539,7 @@ void Surface3DRenderer::updateScene(Q3DScene *scene) Abstract3DRenderer::updateScene(scene); if (m_selectionPointer && m_selectionActive - && m_cachedSelectionMode.testFlag(QDataVis::SelectionItem)) { + && m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionItem)) { m_selectionDirty = true; // Ball may need repositioning if scene changes } @@ -557,7 +557,7 @@ void Surface3DRenderer::render(GLuint defaultFboHandle) // Render selection ball if (m_selectionPointer && m_selectionActive - && m_cachedSelectionMode.testFlag(QDataVis::SelectionItem)) { + && m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionItem)) { m_selectionPointer->render(defaultFboHandle); } } @@ -588,7 +588,7 @@ void Surface3DRenderer::drawSlicedScene() QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix; - bool rowMode = m_cachedSelectionMode.testFlag(QDataVis::SelectionRow); + bool rowMode = m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionRow); GLfloat scaleX = 0.0f; GLfloat scaleXBackground = 0.0f; @@ -812,7 +812,7 @@ void Surface3DRenderer::drawSlicedScene() axisLabelItem = m_axisCacheZ.labelItems().at(labelNbr); m_drawer->drawLabel(m_dummyRenderItem, *axisLabelItem, viewMatrix, projectionMatrix, - positionComp, rotation, 0, QDataVis::SelectionRow, + positionComp, rotation, 0, QAbstract3DGraph::SelectionRow, m_labelShader, m_labelObj, m_cachedScene->activeCamera(), false, false, Drawer::LabelBelow, Qt::AlignBottom, true); } @@ -880,7 +880,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) // Draw depth buffer #if !defined(QT_OPENGL_ES_2) GLfloat adjustedLightStrength = m_cachedTheme->lightStrength() / 10.0f; - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone && m_surfaceObj && m_cachedSurfaceVisible) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && m_surfaceObj && m_cachedSurfaceVisible) { // Render scene into a depth texture for using with shadow mapping // Enable drawing to depth framebuffer glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer); @@ -994,7 +994,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) // Draw selection buffer if (!m_cachedIsSlicingActivated && m_surfaceObj && m_selectionState == SelectOnScene - && m_cachedSelectionMode > QDataVis::SelectionNone + && m_cachedSelectionMode > QAbstract3DGraph::SelectionNone && (m_cachedSurfaceVisible || m_cachedSurfaceGridOn) && m_visibleSeriesList.size() > 0) { m_selectionShader->bind(); @@ -1091,7 +1091,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) gradientTexture = m_visibleSeriesList.at(0).baseGradientTexture(); #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_surfaceShader->setUniformValue(m_surfaceShader->shadowQ(), m_shadowQualityToShader); @@ -1168,7 +1168,7 @@ void Surface3DRenderer::drawScene(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(), @@ -1209,7 +1209,7 @@ void Surface3DRenderer::drawScene(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(), @@ -1267,7 +1267,7 @@ void Surface3DRenderer::drawScene(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); @@ -1311,7 +1311,7 @@ void Surface3DRenderer::drawScene(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); @@ -1356,7 +1356,7 @@ void Surface3DRenderer::drawScene(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); @@ -1402,7 +1402,7 @@ void Surface3DRenderer::drawScene(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); @@ -1454,7 +1454,7 @@ void Surface3DRenderer::drawScene(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); @@ -1499,7 +1499,7 @@ void Surface3DRenderer::drawScene(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); @@ -1703,14 +1703,14 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) } } - if (m_cachedSelectionMode == QDataVis::SelectionNone + if (m_cachedSelectionMode == QAbstract3DGraph::SelectionNone || visiblePoint == Surface3DController::invalidSelectionPosition()) { m_selectionActive = false; } else { // TODO: Need separate selection ball for slice and main surface view QTRD-2515 if (m_cachedIsSlicingActivated) updateSliceDataModel(visiblePoint); - if (m_cachedSelectionMode.testFlag(QDataVis::SelectionItem)) + if (m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionItem)) surfacePointSelected(visiblePoint); m_selectionActive = true; } @@ -1909,13 +1909,13 @@ void Surface3DRenderer::surfacePointSelected(const QPoint &point) QVector3D pos; if (m_cachedIsSlicingActivated) { - if (m_cachedSelectionMode.testFlag(QDataVis::SelectionRow)) { + if (m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionRow)) { pos = m_sliceSurfaceObj->vertexAt(column, 0); pos *= QVector3D(m_surfaceScaleX, 1.0f, 0.0f); pos += QVector3D(m_surfaceOffsetX, 0.0f, 0.0f); m_selectionPointer->updateBoundingRect(m_secondarySubViewport); m_selectionPointer->updateSliceData(true, m_autoScaleAdjustment); - } else if (m_cachedSelectionMode.testFlag(QDataVis::SelectionColumn)) { + } else if (m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionColumn)) { pos = m_sliceSurfaceObj->vertexAt(row, 0); pos *= QVector3D(m_surfaceScaleZ, 1.0f, 0.0f); pos += QVector3D(-m_surfaceOffsetZ, 0.0f, 0.0f); @@ -1994,32 +1994,32 @@ QString Surface3DRenderer::createSelectionLabel(float value, int column, int row return labelText; } -void Surface3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality) +void Surface3DRenderer::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; @@ -2076,7 +2076,7 @@ void Surface3DRenderer::initShaders(const QString &vertexShader, const QString & delete m_surfaceShader; #if !defined(QT_OPENGL_ES_2) if (!m_cachedFlatShading) { - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { m_surfaceShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexShadow"), QStringLiteral(":/shaders/fragmentSurfaceShadowNoTex")); } else { @@ -2084,7 +2084,7 @@ void Surface3DRenderer::initShaders(const QString &vertexShader, const QString & QStringLiteral(":/shaders/fragmentSurface")); } } else { - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { m_surfaceShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSurfaceShadowFlat"), QStringLiteral(":/shaders/fragmentSurfaceShadowFlat")); } else { @@ -2162,7 +2162,7 @@ void Surface3DRenderer::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); @@ -2188,4 +2188,4 @@ void Surface3DRenderer::generateUniformGradient(const QVector3D newColor) } } -QT_DATAVISUALIZATION_END_NAMESPACE +} |