diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-04-24 07:37:58 +0300 |
---|---|---|
committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-04-24 09:22:01 +0300 |
commit | 2b19a3ae8b8c34ea674058c7b82de44397e29df2 (patch) | |
tree | c910d61096b99cf2271b61ac3050644b302cf299 /src/datavisualization/engine | |
parent | 555acef736a72cdc92113a268826a6bba77fbe40 (diff) |
Color problem fixed
Task-number: QTRD-3001
Changed all colors to QVector4Ds to avoid mixups with vec4 and vec3 colors
in shaders.
Change-Id: I8b44b4d711befca900dd35b3386881f7c31d7dd5
Change-Id: I8b44b4d711befca900dd35b3386881f7c31d7dd5
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavisualization/engine')
21 files changed, 76 insertions, 76 deletions
diff --git a/src/datavisualization/engine/abstract3drenderer.cpp b/src/datavisualization/engine/abstract3drenderer.cpp index d18a1fc3..af92c691 100644 --- a/src/datavisualization/engine/abstract3drenderer.cpp +++ b/src/datavisualization/engine/abstract3drenderer.cpp @@ -119,7 +119,7 @@ void Abstract3DRenderer::render(const GLuint defaultFboHandle) m_viewport.width(), m_viewport.height()); glEnable(GL_SCISSOR_TEST); - QVector3D clearColor = Utils::vectorFromColor(m_cachedTheme->windowColor()); + QVector4D clearColor = Utils::vectorFromColor(m_cachedTheme->windowColor()); glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); diff --git a/src/datavisualization/engine/bars3drenderer.cpp b/src/datavisualization/engine/bars3drenderer.cpp index e2feefac..e41d35b0 100644 --- a/src/datavisualization/engine/bars3drenderer.cpp +++ b/src/datavisualization/engine/bars3drenderer.cpp @@ -341,7 +341,7 @@ void Bars3DRenderer::drawSlicedScene() { GLfloat barPosX = 0; QVector3D lightPos; - QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); + QVector4D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); static QQuaternion ninetyDegreeRotation = QQuaternion::fromAxisAndAngle(upVector, 90.0f); // Specify viewport @@ -399,7 +399,7 @@ void Bars3DRenderer::drawSlicedScene() lineShader->bind(); // Set unchanging shader bindings - QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor()); + QVector4D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor()); lineShader->setUniformValue(lineShader->lightP(), lightPos); lineShader->setUniformValue(lineShader->view(), viewMatrix); lineShader->setUniformValue(lineShader->color(), lineColor); @@ -532,8 +532,8 @@ void Bars3DRenderer::drawSlicedScene() Q3DTheme::ColorStyle previousColorStyle = Q3DTheme::ColorStyleUniform; Q3DTheme::ColorStyle colorStyle = Q3DTheme::ColorStyleUniform; ObjectHelper *barObj = 0; - QVector3D highlightColor; - QVector3D baseColor; + QVector4D highlightColor; + QVector4D baseColor; GLuint highlightGradientTexture = 0; GLuint baseGradientTexture = 0; bool colorStyleIsUniform = true; @@ -625,7 +625,7 @@ void Bars3DRenderer::drawSlicedScene() MVPMatrix = projectionViewMatrix * modelMatrix; - QVector3D barColor; + QVector4D barColor; GLuint gradientTexture = 0; if (itemMode && m_visualSelectedBarPos.x() == item.position().x() @@ -809,7 +809,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) GLfloat colPos = 0; GLfloat rowPos = 0; - QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); + QVector4D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); const Q3DCamera *activeCamera = m_cachedScene->activeCamera(); @@ -1150,8 +1150,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) bool barSelectionFound = false; - QVector3D baseColor; - QVector3D barColor; + QVector4D baseColor; + QVector4D barColor; QVector3D modelScaler(m_scaleX * m_seriesScaleX, 0.0f, m_scaleZ * m_seriesScaleZ); bool somethingSelected = (m_visualSelectedBarPos != Bars3DController::invalidSelectionPosition()); foreach (SeriesRenderCache *baseCache, m_renderCacheList) { @@ -1399,7 +1399,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) #else MVPMatrix = projectionViewMatrix * modelMatrix; #endif - QVector3D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor()); + QVector4D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor()); // Set shader bindings m_backgroundShader->setUniformValue(m_backgroundShader->lightP(), lightPos); @@ -1493,7 +1493,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) lineShader->bind(); // Set unchanging shader bindings - QVector3D barColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor()); + QVector4D barColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor()); lineShader->setUniformValue(lineShader->lightP(), lightPos); lineShader->setUniformValue(lineShader->view(), viewMatrix); lineShader->setUniformValue(lineShader->color(), barColor); diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp index 9d5696a0..adda3b9f 100644 --- a/src/datavisualization/engine/scatter3drenderer.cpp +++ b/src/datavisualization/engine/scatter3drenderer.cpp @@ -314,7 +314,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) const Q3DCamera *activeCamera = m_cachedScene->activeCamera(); - QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); + QVector4D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); // Specify viewport glViewport(m_primarySubViewport.x(), @@ -599,8 +599,8 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) GLuint gradientTexture = 0; bool dotSelectionFound = false; ScatterRenderItem *selectedItem(0); - QVector3D baseColor; - QVector3D dotColor; + QVector4D baseColor; + QVector4D dotColor; bool previousDrawingPoints = false; Q3DTheme::ColorStyle previousMeshColorStyle = Q3DTheme::ColorStyleUniform; @@ -846,7 +846,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) #else MVPMatrix = projectionViewMatrix * modelMatrix; #endif - QVector3D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor()); + QVector4D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor()); // Set shader bindings m_backgroundShader->setUniformValue(m_backgroundShader->lightP(), lightPos); @@ -899,7 +899,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) lineShader->bind(); // Set unchanging shader bindings - QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor()); + QVector4D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor()); lineShader->setUniformValue(lineShader->lightP(), lightPos); lineShader->setUniformValue(lineShader->view(), viewMatrix); lineShader->setUniformValue(lineShader->color(), lineColor); diff --git a/src/datavisualization/engine/selectionpointer.cpp b/src/datavisualization/engine/selectionpointer.cpp index d4e635bc..e3708095 100644 --- a/src/datavisualization/engine/selectionpointer.cpp +++ b/src/datavisualization/engine/selectionpointer.cpp @@ -209,7 +209,7 @@ void SelectionPointer::updateSliceData(bool sliceActivated, GLfloat autoScaleAdj m_autoScaleAdjustment = autoScaleAdjustment; } -void SelectionPointer::setHighlightColor(const QVector3D &colorVector) +void SelectionPointer::setHighlightColor(const QVector4D &colorVector) { m_highlightColor = colorVector; } diff --git a/src/datavisualization/engine/selectionpointer_p.h b/src/datavisualization/engine/selectionpointer_p.h index 1eac22be..7c6762be 100644 --- a/src/datavisualization/engine/selectionpointer_p.h +++ b/src/datavisualization/engine/selectionpointer_p.h @@ -57,7 +57,7 @@ public: void updateBoundingRect(const QRect &rect); void updateScene(Q3DScene *scene); void updateSliceData(bool sliceActivated, GLfloat autoScaleAdjustment); - void setHighlightColor(const QVector3D &colorVector); + void setHighlightColor(const QVector4D &colorVector); void setRotation(const QQuaternion &rotation); private: @@ -81,7 +81,7 @@ private: QString m_label; bool m_cachedIsSlicingActivated; GLfloat m_autoScaleAdjustment; - QVector3D m_highlightColor; + QVector4D m_highlightColor; QQuaternion m_rotation; }; diff --git a/src/datavisualization/engine/seriesrendercache_p.h b/src/datavisualization/engine/seriesrendercache_p.h index 8536d501..3cd94487 100644 --- a/src/datavisualization/engine/seriesrendercache_p.h +++ b/src/datavisualization/engine/seriesrendercache_p.h @@ -56,13 +56,13 @@ public: inline void setMeshRotation(const QQuaternion &rotation) { m_meshRotation = rotation; } inline ObjectHelper *object() const { return m_object; } inline const Q3DTheme::ColorStyle &colorStyle() const { return m_colorStyle; } - inline const QVector3D &baseColor() const { return m_baseColor; } + inline const QVector4D &baseColor() const { return m_baseColor; } inline const GLuint &baseUniformTexture() const { return m_baseUniformTexture; } inline const GLuint &baseGradientTexture() const { return m_baseGradientTexture; } inline const QImage &gradientImage() const { return m_gradientImage; } - inline const QVector3D &singleHighlightColor() const { return m_singleHighlightColor; } + inline const QVector4D &singleHighlightColor() const { return m_singleHighlightColor; } inline const GLuint &singleHighlightGradientTexture() const { return m_singleHighlightGradientTexture; } - inline const QVector3D &multiHighlightColor() const { return m_multiHighlightColor; } + inline const QVector4D &multiHighlightColor() const { return m_multiHighlightColor; } inline const GLuint &multiHighlightGradientTexture() const { return m_multiHighlightGradientTexture; } inline const QString &name() const { return m_name; } inline const QString &itemLabel() const { return m_itemLabel; } @@ -79,13 +79,13 @@ protected: QQuaternion m_meshRotation; Q3DTheme::ColorStyle m_colorStyle; - QVector3D m_baseColor; + QVector4D m_baseColor; GLuint m_baseUniformTexture; GLuint m_baseGradientTexture; QImage m_gradientImage; - QVector3D m_singleHighlightColor; + QVector4D m_singleHighlightColor; GLuint m_singleHighlightGradientTexture; - QVector3D m_multiHighlightColor; + QVector4D m_multiHighlightColor; GLuint m_multiHighlightGradientTexture; QString m_name; diff --git a/src/datavisualization/engine/shaders/colorOnY.frag b/src/datavisualization/engine/shaders/colorOnY.frag index 8c610cd7..7a5eb46b 100644 --- a/src/datavisualization/engine/shaders/colorOnY.frag +++ b/src/datavisualization/engine/shaders/colorOnY.frag @@ -6,7 +6,7 @@ uniform highp float ambientStrength; uniform sampler2D textureSampler; uniform highp float gradMin; uniform highp float gradHeight; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; @@ -17,8 +17,8 @@ varying highp vec2 coords_mdl; void main() { highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight)); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); highp vec3 n = normalize(normal_cmr); diff --git a/src/datavisualization/engine/shaders/colorOnY_ES2.frag b/src/datavisualization/engine/shaders/colorOnY_ES2.frag index 5b553562..f2cf14b8 100644 --- a/src/datavisualization/engine/shaders/colorOnY_ES2.frag +++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag @@ -4,7 +4,7 @@ uniform highp float ambientStrength; uniform sampler2D textureSampler; uniform highp float gradMin; uniform highp float gradHeight; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; @@ -15,8 +15,8 @@ varying highp vec2 coords_mdl; void main() { highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight)); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); highp vec3 n = normalize(normal_cmr); diff --git a/src/datavisualization/engine/shaders/default.frag b/src/datavisualization/engine/shaders/default.frag index ca6fefb9..d16055a3 100644 --- a/src/datavisualization/engine/shaders/default.frag +++ b/src/datavisualization/engine/shaders/default.frag @@ -8,15 +8,15 @@ varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; uniform highp vec3 lightPosition_wrld; -uniform highp vec3 color_mdl; +uniform highp vec4 color_mdl; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; void main() { highp vec3 materialDiffuseColor = color_mdl.rgb; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); diff --git a/src/datavisualization/engine/shaders/default_ES2.frag b/src/datavisualization/engine/shaders/default_ES2.frag index bc5c18b6..6c6d04ab 100644 --- a/src/datavisualization/engine/shaders/default_ES2.frag +++ b/src/datavisualization/engine/shaders/default_ES2.frag @@ -6,15 +6,15 @@ varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; uniform highp vec3 lightPosition_wrld; -uniform highp vec3 color_mdl; +uniform highp vec4 color_mdl; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; void main() { highp vec3 materialDiffuseColor = color_mdl.rgb; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); diff --git a/src/datavisualization/engine/shaders/shadow.frag b/src/datavisualization/engine/shaders/shadow.frag index e2286dc5..237e9780 100644 --- a/src/datavisualization/engine/shaders/shadow.frag +++ b/src/datavisualization/engine/shaders/shadow.frag @@ -5,7 +5,7 @@ uniform highp float ambientStrength; uniform highp float shadowQuality; uniform highp sampler2D textureSampler; uniform highp sampler2DShadow shadowMap; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; varying highp vec4 shadowCoord; varying highp vec2 UV; @@ -33,8 +33,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), void main() { highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor * 0.2; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb * 0.2; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/shadowNoTex.frag b/src/datavisualization/engine/shaders/shadowNoTex.frag index d54efea9..b2e7adfc 100644 --- a/src/datavisualization/engine/shaders/shadowNoTex.frag +++ b/src/datavisualization/engine/shaders/shadowNoTex.frag @@ -3,9 +3,9 @@ uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp float shadowQuality; -uniform highp vec3 color_mdl; +uniform highp vec4 color_mdl; uniform highp sampler2DShadow shadowMap; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; varying highp vec4 shadowCoord; varying highp vec3 position_wrld; @@ -32,8 +32,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), void main() { highp vec3 materialDiffuseColor = color_mdl.rgb; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag index e986a52a..73b84138 100644 --- a/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag +++ b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag @@ -7,7 +7,7 @@ uniform highp sampler2DShadow shadowMap; uniform sampler2D textureSampler; uniform highp float gradMin; uniform highp float gradHeight; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; varying highp vec4 shadowCoord; varying highp vec3 position_wrld; @@ -36,8 +36,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), void main() { highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight)); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/surface.frag b/src/datavisualization/engine/shaders/surface.frag index b5205d2d..f17dd73e 100644 --- a/src/datavisualization/engine/shaders/surface.frag +++ b/src/datavisualization/engine/shaders/surface.frag @@ -10,13 +10,13 @@ uniform sampler2D textureSampler; uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; void main() { highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); diff --git a/src/datavisualization/engine/shaders/surfaceFlat.frag b/src/datavisualization/engine/shaders/surfaceFlat.frag index 7eaa917f..748fb3dd 100644 --- a/src/datavisualization/engine/shaders/surfaceFlat.frag +++ b/src/datavisualization/engine/shaders/surfaceFlat.frag @@ -12,13 +12,13 @@ uniform sampler2D textureSampler; uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; void main() { highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); diff --git a/src/datavisualization/engine/shaders/surfaceShadowFlat.frag b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag index 9b9305ab..0613a40c 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowFlat.frag +++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag @@ -15,7 +15,7 @@ uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp float shadowQuality; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725), @@ -37,8 +37,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), void main() { highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag index 3427fbae..1acf8f69 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag +++ b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag @@ -13,7 +13,7 @@ uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp float shadowQuality; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725), @@ -35,8 +35,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), void main() { highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); diff --git a/src/datavisualization/engine/shaders/surface_ES2.frag b/src/datavisualization/engine/shaders/surface_ES2.frag index 0e17cacd..1f3aedb6 100644 --- a/src/datavisualization/engine/shaders/surface_ES2.frag +++ b/src/datavisualization/engine/shaders/surface_ES2.frag @@ -9,13 +9,13 @@ uniform sampler2D textureSampler; uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; void main() { highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); diff --git a/src/datavisualization/engine/shaders/texture.frag b/src/datavisualization/engine/shaders/texture.frag index 69509a3f..41c4259b 100644 --- a/src/datavisualization/engine/shaders/texture.frag +++ b/src/datavisualization/engine/shaders/texture.frag @@ -10,12 +10,12 @@ uniform highp vec3 lightPosition_wrld; uniform highp sampler2D textureSampler; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; void main() { highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); diff --git a/src/datavisualization/engine/shaders/texture_ES2.frag b/src/datavisualization/engine/shaders/texture_ES2.frag index e749d763..d82c12fe 100644 --- a/src/datavisualization/engine/shaders/texture_ES2.frag +++ b/src/datavisualization/engine/shaders/texture_ES2.frag @@ -9,12 +9,12 @@ uniform highp vec3 lightPosition_wrld; uniform highp sampler2D textureSampler; uniform highp float lightStrength; uniform highp float ambientStrength; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; void main() { highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld - position_wrld); diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp index 142a9b67..f79f92f6 100644 --- a/src/datavisualization/engine/surface3drenderer.cpp +++ b/src/datavisualization/engine/surface3drenderer.cpp @@ -278,7 +278,7 @@ void Surface3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesLis if (m_selectedSeries) { foreach (SeriesRenderCache *baseCache, m_renderCacheList) { SurfaceSeriesRenderCache *cache = static_cast<SurfaceSeriesRenderCache *>(baseCache); - QVector3D highlightColor = + QVector4D highlightColor = Utils::vectorFromColor(cache->series()->singleHighlightColor()); SelectionPointer *slicePointer = cache->sliceSelectionPointer(); if (slicePointer) { @@ -712,7 +712,7 @@ void Surface3DRenderer::drawSlicedScene() { QVector3D lightPos; - QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); + QVector4D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); // Specify viewport glViewport(m_secondarySubViewport.x(), @@ -835,7 +835,7 @@ void Surface3DRenderer::drawSlicedScene() lineShader->bind(); // Set unchanging shader bindings - QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor()); + QVector4D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor()); lineShader->setUniformValue(lineShader->lightP(), lightPos); lineShader->setUniformValue(lineShader->view(), viewMatrix); lineShader->setUniformValue(lineShader->color(), lineColor); @@ -995,7 +995,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) bool noShadows = true; GLfloat backgroundRotation = 0; - QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); + QVector4D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); glViewport(m_primarySubViewport.x(), m_primarySubViewport.y(), @@ -1358,7 +1358,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) MVPMatrix = projectionViewMatrix * modelMatrix; #endif - QVector3D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor()); + QVector4D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor()); // Set shader bindings m_backgroundShader->setUniformValue(m_backgroundShader->lightP(), lightPos); @@ -1416,7 +1416,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) lineShader->bind(); // Set unchanging shader bindings - QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor()); + QVector4D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor()); lineShader->setUniformValue(lineShader->lightP(), lightPos); lineShader->setUniformValue(lineShader->view(), viewMatrix); lineShader->setUniformValue(lineShader->color(), lineColor); |