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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/surface3drenderer.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/surface3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp64
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
+}