summaryrefslogtreecommitdiffstats
path: root/src/datavisualization/engine
diff options
context:
space:
mode:
authorTomi Korpipää <tomi.korpipaa@digia.com>2014-04-24 07:37:58 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-04-24 09:22:01 +0300
commit2b19a3ae8b8c34ea674058c7b82de44397e29df2 (patch)
treec910d61096b99cf2271b61ac3050644b302cf299 /src/datavisualization/engine
parent555acef736a72cdc92113a268826a6bba77fbe40 (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')
-rw-r--r--src/datavisualization/engine/abstract3drenderer.cpp2
-rw-r--r--src/datavisualization/engine/bars3drenderer.cpp20
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp10
-rw-r--r--src/datavisualization/engine/selectionpointer.cpp2
-rw-r--r--src/datavisualization/engine/selectionpointer_p.h4
-rw-r--r--src/datavisualization/engine/seriesrendercache_p.h12
-rw-r--r--src/datavisualization/engine/shaders/colorOnY.frag6
-rw-r--r--src/datavisualization/engine/shaders/colorOnY_ES2.frag6
-rw-r--r--src/datavisualization/engine/shaders/default.frag8
-rw-r--r--src/datavisualization/engine/shaders/default_ES2.frag8
-rw-r--r--src/datavisualization/engine/shaders/shadow.frag6
-rw-r--r--src/datavisualization/engine/shaders/shadowNoTex.frag8
-rw-r--r--src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag6
-rw-r--r--src/datavisualization/engine/shaders/surface.frag6
-rw-r--r--src/datavisualization/engine/shaders/surfaceFlat.frag6
-rw-r--r--src/datavisualization/engine/shaders/surfaceShadowFlat.frag6
-rw-r--r--src/datavisualization/engine/shaders/surfaceShadowNoTex.frag6
-rw-r--r--src/datavisualization/engine/shaders/surface_ES2.frag6
-rw-r--r--src/datavisualization/engine/shaders/texture.frag6
-rw-r--r--src/datavisualization/engine/shaders/texture_ES2.frag6
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp12
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);