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path: root/src/datavisualization/engine/bars3drenderer.cpp
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Diffstat (limited to 'src/datavisualization/engine/bars3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/bars3drenderer.cpp64
1 files changed, 32 insertions, 32 deletions
diff --git a/src/datavisualization/engine/bars3drenderer.cpp b/src/datavisualization/engine/bars3drenderer.cpp
index b0e07d70..ed178aa1 100644
--- a/src/datavisualization/engine/bars3drenderer.cpp
+++ b/src/datavisualization/engine/bars3drenderer.cpp
@@ -517,7 +517,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
QMatrix4x4 depthProjectionMatrix;
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowNone && !m_cachedIsSlicingActivated) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone && !m_cachedIsSlicingActivated) {
// Render scene into a depth texture for using with shadow mapping
// Enable drawing to depth framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer);
@@ -892,7 +892,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
m_barShader->setUniformValue(m_barShader->ambientS(), m_cachedTheme.m_ambientStrength);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
// Set shadow shader bindings
m_barShader->setUniformValue(m_barShader->shadowQ(), m_shadowQualityToShader);
m_barShader->setUniformValue(m_barShader->depth(), depthMVPMatrix);
@@ -964,7 +964,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
m_cachedTheme.m_ambientStrength * 2.0f);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
// Set shadow shader bindings
m_backgroundShader->setUniformValue(m_backgroundShader->shadowQ(),
m_shadowQualityToShader);
@@ -1039,7 +1039,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
// Set shadow shader bindings
lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
@@ -1088,7 +1088,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
// Set shadow shader bindings
lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
@@ -1147,7 +1147,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
// Set shadow shader bindings
lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
@@ -1199,7 +1199,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
// Set shadow shader bindings
lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
@@ -1567,27 +1567,27 @@ void Bars3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality)
{
m_cachedShadowQuality = quality;
switch (quality) {
- case QDataVis::ShadowLow:
+ case QDataVis::ShadowQualityLow:
m_shadowQualityToShader = 33.3f;
m_shadowQualityMultiplier = 1;
break;
- case QDataVis::ShadowMedium:
+ case QDataVis::ShadowQualityMedium:
m_shadowQualityToShader = 100.0f;
m_shadowQualityMultiplier = 3;
break;
- case QDataVis::ShadowHigh:
+ case QDataVis::ShadowQualityHigh:
m_shadowQualityToShader = 200.0f;
m_shadowQualityMultiplier = 5;
break;
- case QDataVis::ShadowSoftLow:
+ case QDataVis::ShadowQualitySoftLow:
m_shadowQualityToShader = 7.5f;
m_shadowQualityMultiplier = 1;
break;
- case QDataVis::ShadowSoftMedium:
+ case QDataVis::ShadowQualitySoftMedium:
m_shadowQualityToShader = 10.0f;
m_shadowQualityMultiplier = 3;
break;
- case QDataVis::ShadowSoftHigh:
+ case QDataVis::ShadowQualitySoftHigh:
m_shadowQualityToShader = 15.0f;
m_shadowQualityMultiplier = 4;
break;
@@ -1791,41 +1791,41 @@ void Bars3DRenderer::updateDepthBuffer()
m_depthTexture = 0;
}
- if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
m_depthTexture = m_textureHelper->createDepthTexture(m_mainViewPort.size(),
m_depthFrameBuffer,
m_shadowQualityMultiplier);
if (!m_depthTexture) {
switch (m_cachedShadowQuality) {
- case QDataVis::ShadowHigh:
+ case QDataVis::ShadowQualityHigh:
qWarning("Creating high quality shadows failed. Changing to medium quality.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowMedium);
- updateShadowQuality(QDataVis::ShadowMedium);
+ (void)m_controller->setShadowQuality(QDataVis::ShadowQualityMedium);
+ updateShadowQuality(QDataVis::ShadowQualityMedium);
break;
- case QDataVis::ShadowMedium:
+ case QDataVis::ShadowQualityMedium:
qWarning("Creating medium quality shadows failed. Changing to low quality.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowLow);
- updateShadowQuality(QDataVis::ShadowLow);
+ (void)m_controller->setShadowQuality(QDataVis::ShadowQualityLow);
+ updateShadowQuality(QDataVis::ShadowQualityLow);
break;
- case QDataVis::ShadowLow:
+ case QDataVis::ShadowQualityLow:
qWarning("Creating low quality shadows failed. Switching shadows off.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowNone);
- updateShadowQuality(QDataVis::ShadowNone);
+ (void)m_controller->setShadowQuality(QDataVis::ShadowQualityNone);
+ updateShadowQuality(QDataVis::ShadowQualityNone);
break;
- case QDataVis::ShadowSoftHigh:
+ case QDataVis::ShadowQualitySoftHigh:
qWarning("Creating soft high quality shadows failed. Changing to soft medium quality.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowSoftMedium);
- updateShadowQuality(QDataVis::ShadowSoftMedium);
+ (void)m_controller->setShadowQuality(QDataVis::ShadowQualitySoftMedium);
+ updateShadowQuality(QDataVis::ShadowQualitySoftMedium);
break;
- case QDataVis::ShadowSoftMedium:
+ case QDataVis::ShadowQualitySoftMedium:
qWarning("Creating soft medium quality shadows failed. Changing to soft low quality.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowSoftLow);
- updateShadowQuality(QDataVis::ShadowSoftLow);
+ (void)m_controller->setShadowQuality(QDataVis::ShadowQualitySoftLow);
+ updateShadowQuality(QDataVis::ShadowQualitySoftLow);
break;
- case QDataVis::ShadowSoftLow:
+ case QDataVis::ShadowQualitySoftLow:
qWarning("Creating soft low quality shadows failed. Switching shadows off.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowNone);
- updateShadowQuality(QDataVis::ShadowNone);
+ (void)m_controller->setShadowQuality(QDataVis::ShadowQualityNone);
+ updateShadowQuality(QDataVis::ShadowQualityNone);
break;
default:
// You'll never get here