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Diffstat (limited to 'src/datavisualization/engine/bars3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/bars3drenderer.cpp29
1 files changed, 6 insertions, 23 deletions
diff --git a/src/datavisualization/engine/bars3drenderer.cpp b/src/datavisualization/engine/bars3drenderer.cpp
index 7470f0cf..ada9f660 100644
--- a/src/datavisualization/engine/bars3drenderer.cpp
+++ b/src/datavisualization/engine/bars3drenderer.cpp
@@ -876,19 +876,6 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
// Disable drawing to depth framebuffer (= enable drawing to screen)
glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
-#if 0 // Use this if you want to see what is being drawn to the framebuffer
- // You'll also have to comment out GL_COMPARE_R_TO_TEXTURE -line in texturehelper (if using it)
- m_labelShader->bind();
- glCullFace(GL_BACK);
- glEnable(GL_TEXTURE_2D);
- QMatrix4x4 modelMatrix;
- QMatrix4x4 viewmatrix;
- viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.5f), zeroVector, upVector);
- QMatrix4x4 MVPMatrix = projectionViewMatrix * modelMatrix;
- m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
- m_drawer->drawObject(m_labelShader, m_labelObj, m_depthTexture);
- glDisable(GL_TEXTURE_2D);
-#endif
// Reset culling to normal
glCullFace(GL_BACK);
@@ -945,15 +932,9 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
MVPMatrix = projectionViewMatrix * modelMatrix;
- //#if !defined(QT_OPENGL_ES_2)
- // QVector3D barColor = QVector3D(GLfloat(row) / 32767.0f,
- // GLfloat(bar) / 32767.0f,
- // 0.0f);
- //#else
QVector3D barColor = QVector3D(GLfloat(row) / 255.0f,
GLfloat(bar) / 255.0f,
GLfloat(series) / 255.0f);
- //#endif
m_selectionShader->setUniformValue(m_selectionShader->MVP(), MVPMatrix);
m_selectionShader->setUniformValue(m_selectionShader->color(), barColor);
@@ -1158,7 +1139,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
lightStrength = m_cachedTheme->highlightLightStrength();
shadowLightStrength = adjustedHighlightStrength;
// Insert position data into render item. We have no ownership, don't delete the previous one
- if (!m_cachedIsSlicingActivated && m_visualSelectedBarSeriesIndex == series) {
+ if (!m_cachedIsSlicingActivated
+ && m_visualSelectedBarSeriesIndex == series) {
selectedBar = &item;
selectedBar->setPosition(QPoint(row, bar));
item.setTranslation(modelMatrix.column(3).toVector3D());
@@ -1419,7 +1401,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
#endif
{
// Set shadowless shader bindings
- lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme->lightStrength() / 2.5f);
+ lineShader->setUniformValue(lineShader->lightS(),
+ m_cachedTheme->lightStrength() / 2.5f);
}
GLfloat yFloorLinePosition = 0.0f;
@@ -1648,7 +1631,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
for (int row = 0; row != m_cachedRowCount; row++) {
if (m_axisCacheZ.labelItems().size() > row) {
// Go through all rows and get position of max+1 or min-1 column, depending on x flip
- // We need only positions for them, labels have already been generated at QDataSetPrivate. Just add LabelItems
+ // We need only positions for them, labels have already been generated
rowPos = (row + 0.5f) * m_cachedBarSpacing.height();
if (m_xFlipped)
colPos = -colPosValue;
@@ -1685,7 +1668,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
for (int column = 0; column != m_cachedColumnCount; column++) {
if (m_axisCacheX.labelItems().size() > column) {
// Go through all columns and get position of max+1 or min-1 row, depending on z flip
- // We need only positions for them, labels have already been generated at QDataSetPrivate. Just add LabelItems
+ // We need only positions for them, labels have already been generated
colPos = (column + 0.5f) * m_cachedBarSpacing.width();
if (m_zFlipped)
rowPos = -rowPosValue;