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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2014-08-13 15:09:36 +0300
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2014-08-18 09:11:30 +0300
commit169a4d638c6c1b6634ffcfd19c4fe3cb94cf27d5 (patch)
tree454810f2e9cc418bae9f1c6716c51c3fae38a968 /src/datavisualization/engine/surface3drenderer.cpp
parentbe7bdaa8930caf15fcc58a480d223e0c2b8af6ed (diff)
Implement volume rendering support
New subclass of QCustom3DItem, QCustom3DVolume is provided. The documentation for the example will be done in a separate commit. Change-Id: Idb3fdb0654c6bec7606ca012b75852a5a8412397 Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization/engine/surface3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp23
1 files changed, 15 insertions, 8 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 1607f66a..17be3278 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -1196,9 +1196,11 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
- Abstract3DRenderer::drawCustomItems(RenderingDepth, m_depthShader, viewMatrix,
- projectionViewMatrix, depthProjectionViewMatrix,
- m_depthTexture, m_shadowQualityToShader);
+ Abstract3DRenderer::drawCustomItems(RenderingDepth, m_depthShader, m_volumeTextureShader,
+ m_volumeTextureSliceShader, viewMatrix,
+ projectionViewMatrix,
+ depthProjectionViewMatrix, m_depthTexture,
+ m_shadowQualityToShader);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
m_depthModelTexture, 0);
@@ -1232,9 +1234,11 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
glDisableVertexAttribArray(m_depthShader->posAtt());
- Abstract3DRenderer::drawCustomItems(RenderingDepth, m_depthShader, viewMatrix,
- projectionViewMatrix, depthProjectionViewMatrix,
- m_depthTexture, m_shadowQualityToShader);
+ Abstract3DRenderer::drawCustomItems(RenderingDepth, m_depthShader, m_volumeTextureShader,
+ m_volumeTextureSliceShader, viewMatrix,
+ projectionViewMatrix,
+ depthProjectionViewMatrix, m_depthTexture,
+ m_shadowQualityToShader);
// Disable drawing to depth framebuffer (= enable drawing to screen)
glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
@@ -1287,7 +1291,9 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
}
}
m_surfaceGridShader->bind();
- Abstract3DRenderer::drawCustomItems(RenderingSelection, m_surfaceGridShader, viewMatrix,
+ Abstract3DRenderer::drawCustomItems(RenderingSelection, m_surfaceGridShader,
+ m_volumeTextureShader, m_volumeTextureSliceShader,
+ viewMatrix,
projectionViewMatrix, depthProjectionViewMatrix,
m_depthTexture, m_shadowQualityToShader);
drawLabels(true, activeCamera, viewMatrix, projectionMatrix);
@@ -1858,7 +1864,8 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
}
}
- Abstract3DRenderer::drawCustomItems(RenderingNormal, m_customItemShader, viewMatrix,
+ Abstract3DRenderer::drawCustomItems(RenderingNormal, m_customItemShader, m_volumeTextureShader,
+ m_volumeTextureSliceShader, viewMatrix,
projectionViewMatrix, depthProjectionViewMatrix,
m_depthTexture, m_shadowQualityToShader);