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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-09-04 13:23:42 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-09-04 13:27:24 +0300
commitc8ffadfcb58102c0ea09f75e2517923da00cfbb2 (patch)
tree64b4e0c289228f73ea7f505c909a8a211a8b151b /src
parent8122450d4f17781a35ec595c846e05c4c1af394c (diff)
Fixed grid line shader issue
Task-number: QTRD-2246 Change-Id: I0f0e051f2fad1a266b708a32041932484151f41e Change-Id: I0f0e051f2fad1a266b708a32041932484151f41e Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src')
-rw-r--r--src/datavis3d/engine/bars3drenderer.cpp117
-rw-r--r--src/datavis3d/engine/scatter3drenderer.cpp121
2 files changed, 120 insertions, 118 deletions
diff --git a/src/datavis3d/engine/bars3drenderer.cpp b/src/datavis3d/engine/bars3drenderer.cpp
index 50181f25..34fbcdec 100644
--- a/src/datavis3d/engine/bars3drenderer.cpp
+++ b/src/datavis3d/engine/bars3drenderer.cpp
@@ -362,7 +362,7 @@ void Bars3DRenderer::drawSlicedScene(CameraHelper *camera,
// If draw order of bars is flipped, label draw order should be too
if (m_xFlipped) {
labelItem = m_sliceCache->labelItems().at(
- m_sliceCache->labelItems().size() - col - 1);
+ m_sliceCache->labelItems().size() - col - 1);
} else {
labelItem = m_sliceCache->labelItems().at(col);
}
@@ -412,10 +412,10 @@ void Bars3DRenderer::drawScene(CameraHelper *camera,
// Calculate view matrix
QMatrix4x4 viewMatrix = m_controller->calculateViewMatrix(
- m_cachedZoomLevel * m_autoScaleAdjustment,
- m_mainViewPort.width(),
- m_mainViewPort.height(),
- m_hasNegativeValues);
+ m_cachedZoomLevel * m_autoScaleAdjustment,
+ m_mainViewPort.width(),
+ m_mainViewPort.height(),
+ m_hasNegativeValues);
// Calculate drawing order
// Draw order is reversed to optimize amount of drawing (ie. draw front objects first, depth test handles not needing to draw objects behind them)
@@ -694,8 +694,8 @@ void Bars3DRenderer::drawScene(CameraHelper *camera,
bool selectionDirty = (m_selection != m_previousSelection
|| (m_selection != selectionSkipColor
- && Bars3DController::MouseOnScene == m_controller->mouseState()
- && !m_cachedIsSlicingActivated));
+ && Bars3DController::MouseOnScene == m_controller->mouseState()
+ && !m_cachedIsSlicingActivated));
if (selectionDirty) {
m_previousSelection = m_selection;
if (m_sliceSelection) {
@@ -746,7 +746,7 @@ void Bars3DRenderer::drawScene(CameraHelper *camera,
QVector3D baseColor = Utils::vectorFromColor(m_cachedTheme.m_baseColor);
QVector3D heightColor = Utils::vectorFromColor(m_cachedTheme.m_heightColor) * item.height();
QVector3D depthColor = Utils::vectorFromColor(m_cachedTheme.m_depthColor)
- * (float(row) / GLfloat(m_cachedRowCount));
+ * (float(row) / GLfloat(m_cachedRowCount));
QVector3D barColor = baseColor + heightColor + depthColor;
#else
@@ -942,15 +942,16 @@ void Bars3DRenderer::drawScene(CameraHelper *camera,
// Draw grid lines
if (m_cachedIsGridEnabled && m_heightNormalizer) {
+ ShaderHelper *lineShader = m_backgroundShader;
// Bind bar shader
- m_barShader->bind();
+ lineShader->bind();
// Set unchanging shader bindings
QVector3D barColor = Utils::vectorFromColor(m_cachedTheme.m_gridLine);
- m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
- m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
- m_barShader->setUniformValue(m_barShader->color(), barColor);
- m_barShader->setUniformValue(m_barShader->ambientS(), m_cachedTheme.m_ambientStrength);
+ lineShader->setUniformValue(lineShader->lightP(), lightPos);
+ lineShader->setUniformValue(lineShader->view(), viewMatrix);
+ lineShader->setUniformValue(lineShader->color(), barColor);
+ lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength);
// Floor lines: rows
for (GLfloat row = 0.0f; row <= m_cachedRowCount; row++) {
@@ -974,29 +975,29 @@ void Bars3DRenderer::drawScene(CameraHelper *camera,
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
// Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowNone) {
// Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(), m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(), depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_cachedTheme.m_lightStrength / 10.0f);
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj, 0, m_depthTexture);
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
} else
#endif
{
// Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(), m_cachedTheme.m_lightStrength);
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength);
// Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
+ m_drawer->drawObject(lineShader, m_gridLineObj);
}
}
@@ -1023,29 +1024,29 @@ void Bars3DRenderer::drawScene(CameraHelper *camera,
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
// Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowNone) {
// Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(), m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(), depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_cachedTheme.m_lightStrength / 10.0f);
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj, 0, m_depthTexture);
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
} else
#endif
{
// Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(), m_cachedTheme.m_lightStrength);
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength);
// Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
+ m_drawer->drawObject(lineShader, m_gridLineObj);
}
}
@@ -1082,29 +1083,29 @@ void Bars3DRenderer::drawScene(CameraHelper *camera,
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
// Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowNone) {
// Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(), m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(), depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_cachedTheme.m_lightStrength / 10.0f);
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj, 0, m_depthTexture);
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
} else
#endif
{
// Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(), m_cachedTheme.m_lightStrength);
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength);
// Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
+ m_drawer->drawObject(lineShader, m_gridLineObj);
}
}
@@ -1134,34 +1135,34 @@ void Bars3DRenderer::drawScene(CameraHelper *camera,
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
// Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowNone) {
// Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(), m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(), depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_cachedTheme.m_lightStrength / 10.0f);
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj, 0, m_depthTexture);
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
} else
#endif
{
// Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(), m_cachedTheme.m_lightStrength);
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength);
// Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
+ m_drawer->drawObject(lineShader, m_gridLineObj);
}
}
}
// Release bar shader
- m_barShader->release();
+ lineShader->release();
}
// TODO: Calculations done temporarily here. When optimizing, move to after data set addition? Keep drawing of the labels here.
diff --git a/src/datavis3d/engine/scatter3drenderer.cpp b/src/datavis3d/engine/scatter3drenderer.cpp
index 4a328307..d28fc62c 100644
--- a/src/datavis3d/engine/scatter3drenderer.cpp
+++ b/src/datavis3d/engine/scatter3drenderer.cpp
@@ -643,15 +643,16 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
#endif
if (m_cachedIsGridEnabled && m_heightNormalizer) {
+ ShaderHelper *lineShader = m_backgroundShader;
// Bind line shader
- m_dotShader->bind();
+ lineShader->bind();
// Set unchanging shader bindings
QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme.m_gridLine);
- m_dotShader->setUniformValue(m_dotShader->lightP(), lightPos);
- m_dotShader->setUniformValue(m_dotShader->view(), viewMatrix);
- m_dotShader->setUniformValue(m_dotShader->color(), lineColor);
- m_dotShader->setUniformValue(m_dotShader->ambientS(), m_cachedTheme.m_ambientStrength);
+ lineShader->setUniformValue(lineShader->lightP(), lightPos);
+ lineShader->setUniformValue(lineShader->view(), viewMatrix);
+ lineShader->setUniformValue(lineShader->color(), lineColor);
+ lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength);
// Rows (= Z)
if (m_axisCacheZ.segmentCount() > 0) {
@@ -700,30 +701,30 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
// Set the rest of the shader bindings
- m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix);
- m_dotShader->setUniformValue(m_dotShader->nModel(),
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
itModelMatrix.inverted().transposed());
- m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix);
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowNone) {
// Set shadow shader bindings
- m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader);
- m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix);
- m_dotShader->setUniformValue(m_dotShader->lightS(),
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture);
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
} else
#endif
{
// Set shadowless shader bindings
- m_dotShader->setUniformValue(m_dotShader->lightS(),
+ lineShader->setUniformValue(lineShader->lightS(),
m_cachedTheme.m_lightStrength);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj);
+ m_drawer->drawObject(lineShader, m_gridLineObj);
}
linePos += lineStep;
}
@@ -754,30 +755,30 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
// Set the rest of the shader bindings
- m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix);
- m_dotShader->setUniformValue(m_dotShader->nModel(),
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
itModelMatrix.inverted().transposed());
- m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix);
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowNone) {
// Set shadow shader bindings
- m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader);
- m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix);
- m_dotShader->setUniformValue(m_dotShader->lightS(),
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture);
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
} else
#endif
{
// Set shadowless shader bindings
- m_dotShader->setUniformValue(m_dotShader->lightS(),
+ lineShader->setUniformValue(lineShader->lightS(),
m_cachedTheme.m_lightStrength);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj);
+ m_drawer->drawObject(lineShader, m_gridLineObj);
}
linePos += lineStep;
}
@@ -830,29 +831,29 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
// Set the rest of the shader bindings
- m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix);
- m_dotShader->setUniformValue(m_dotShader->nModel(),
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
itModelMatrix.inverted().transposed());
- m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix);
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowNone) {
// Set shadow shader bindings
- m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader);
- m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix);
- m_dotShader->setUniformValue(m_dotShader->lightS(),
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture);
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
} else
#endif
{
// Set shadowless shader bindings
- m_dotShader->setUniformValue(m_dotShader->lightS(), m_cachedTheme.m_lightStrength);
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj);
+ m_drawer->drawObject(lineShader, m_gridLineObj);
}
linePos += lineStep;
}
@@ -883,30 +884,30 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
// Set the rest of the shader bindings
- m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix);
- m_dotShader->setUniformValue(m_dotShader->nModel(),
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
itModelMatrix.inverted().transposed());
- m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix);
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowNone) {
// Set shadow shader bindings
- m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader);
- m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix);
- m_dotShader->setUniformValue(m_dotShader->lightS(),
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture);
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
} else
#endif
{
// Set shadowless shader bindings
- m_dotShader->setUniformValue(m_dotShader->lightS(),
+ lineShader->setUniformValue(lineShader->lightS(),
m_cachedTheme.m_lightStrength);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj);
+ m_drawer->drawObject(lineShader, m_gridLineObj);
}
linePos += lineStep;
}
@@ -955,29 +956,29 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
// Set the rest of the shader bindings
- m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix);
- m_dotShader->setUniformValue(m_dotShader->nModel(),
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
itModelMatrix.inverted().transposed());
- m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix);
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowNone) {
// Set shadow shader bindings
- m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader);
- m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix);
- m_dotShader->setUniformValue(m_dotShader->lightS(),
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture);
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
} else
#endif
{
// Set shadowless shader bindings
- m_dotShader->setUniformValue(m_dotShader->lightS(), m_cachedTheme.m_lightStrength);
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj);
+ m_drawer->drawObject(lineShader, m_gridLineObj);
}
linePos += lineStep;
}
@@ -1022,37 +1023,37 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
// Set the rest of the shader bindings
- m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix);
- m_dotShader->setUniformValue(m_dotShader->nModel(),
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
itModelMatrix.inverted().transposed());
- m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix);
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowNone) {
// Set shadow shader bindings
- m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader);
- m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix);
- m_dotShader->setUniformValue(m_dotShader->lightS(),
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
m_cachedTheme.m_lightStrength / 10.0f);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture);
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
} else
#endif
{
// Set shadowless shader bindings
- m_dotShader->setUniformValue(m_dotShader->lightS(),
+ lineShader->setUniformValue(lineShader->lightS(),
m_cachedTheme.m_lightStrength);
// Draw the object
- m_drawer->drawObject(m_dotShader, m_gridLineObj);
+ m_drawer->drawObject(lineShader, m_gridLineObj);
}
linePos += lineStep;
}
}
// Release line shader
- m_dotShader->release();
+ lineShader->release();
}
// Draw axis labels