diff options
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/scatter3drenderer.cpp | 68 |
1 files changed, 34 insertions, 34 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp index 25173c89..108933f7 100644 --- a/src/datavisualization/engine/scatter3drenderer.cpp +++ b/src/datavisualization/engine/scatter3drenderer.cpp @@ -261,7 +261,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) QMatrix4x4 depthProjectionMatrix; #if !defined(QT_OPENGL_ES_2) - if (m_cachedShadowQuality > QDataVis::ShadowNone) { + if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { // Render scene into a depth texture for using with shadow mapping // Bind depth shader m_depthShader->bind(); @@ -554,7 +554,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) m_dotShader->setUniformValue(m_dotShader->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_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader); m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix); @@ -629,7 +629,7 @@ void Scatter3DRenderer::drawScene(const 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); @@ -731,7 +731,7 @@ void Scatter3DRenderer::drawScene(const 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); @@ -785,7 +785,7 @@ void Scatter3DRenderer::drawScene(const 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); @@ -861,7 +861,7 @@ void Scatter3DRenderer::drawScene(const 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); @@ -914,7 +914,7 @@ void Scatter3DRenderer::drawScene(const 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); @@ -986,7 +986,7 @@ void Scatter3DRenderer::drawScene(const 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); @@ -1053,7 +1053,7 @@ void Scatter3DRenderer::drawScene(const 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); @@ -1393,27 +1393,27 @@ void Scatter3DRenderer::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 = 5.0f; 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; @@ -1547,41 +1547,41 @@ void Scatter3DRenderer::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 |