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Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index 5f03f982..56614746 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -538,7 +538,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
// Set unchanging shader bindings
dotShader->setUniformValue(dotShader->lightP(), lightPos);
dotShader->setUniformValue(dotShader->view(), viewMatrix);
- dotShader->setUniformValue(dotShader->ambientS(), m_cachedTheme.m_ambientStrength);
+ dotShader->setUniformValue(dotShader->ambientS(), m_cachedTheme->ambientLightStrength());
if (m_cachedColorStyle != QDataVis::ColorStyleUniform && !m_drawingPoints) {
if (m_cachedColorStyle == QDataVis::ColorStyleObjectGradient) {
// Round the gradient off a bit to avoid it looping over
@@ -605,13 +605,13 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
else
gradientTexture = m_objectGradientTexture;
- GLfloat lightStrength = m_cachedTheme.m_lightStrength;
+ GLfloat lightStrength = m_cachedTheme->lightStrength();
if (m_cachedSelectionMode > QDataVis::SelectionNone && (m_selectedItemTotalIndex == dotNo)) {
if (m_cachedColorStyle == QDataVis::ColorStyleUniform || m_drawingPoints)
dotColor = Utils::vectorFromColor(m_cachedSingleHighlightColor);
else
gradientTexture = m_singleHighlightGradientTexture;
- lightStrength = m_cachedTheme.m_highlightLightStrength;
+ lightStrength = m_cachedTheme->highlightLightStrength();
// Insert data to ScatterRenderItem. We have no ownership, don't delete the previous one
selectedItem = &item;
dotSelectionFound = true;
@@ -709,7 +709,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
#else
MVPMatrix = projectionViewMatrix * modelMatrix;
#endif
- QVector3D backgroundColor = Utils::vectorFromColor(m_cachedTheme.m_backgroundColor);
+ QVector3D backgroundColor = Utils::vectorFromColor(m_cachedTheme->backgroundColor());
// Set shader bindings
m_backgroundShader->setUniformValue(m_backgroundShader->lightP(), lightPos);
@@ -720,7 +720,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
m_backgroundShader->setUniformValue(m_backgroundShader->MVP(), MVPMatrix);
m_backgroundShader->setUniformValue(m_backgroundShader->color(), backgroundColor);
m_backgroundShader->setUniformValue(m_backgroundShader->ambientS(),
- m_cachedTheme.m_ambientStrength * 2.0f);
+ m_cachedTheme->ambientLightStrength() * 2.0f);
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
@@ -730,7 +730,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
m_shadowQualityToShader);
m_backgroundShader->setUniformValue(m_backgroundShader->depth(), depthMVPMatrix);
m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
- m_cachedTheme.m_lightStrength / 10.0f);
+ m_cachedTheme->lightStrength() / 10.0f);
// Draw the object
m_drawer->drawObject(m_backgroundShader, m_backgroundObj, 0, m_depthTexture);
@@ -739,7 +739,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
{
// Set shadowless shader bindings
m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
- m_cachedTheme.m_lightStrength);
+ m_cachedTheme->lightStrength());
// Draw the object
m_drawer->drawObject(m_backgroundShader, m_backgroundObj);
@@ -768,22 +768,22 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
lineShader->bind();
// Set unchanging shader bindings
- QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme.m_gridLine);
+ QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme->gridLineColor());
lineShader->setUniformValue(lineShader->lightP(), lightPos);
lineShader->setUniformValue(lineShader->view(), viewMatrix);
lineShader->setUniformValue(lineShader->color(), lineColor);
- lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength);
+ lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme->ambientLightStrength());
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
// Set shadowed shader bindings
lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
lineShader->setUniformValue(lineShader->lightS(),
- m_cachedTheme.m_lightStrength / 20.0f);
+ m_cachedTheme->lightStrength() / 20.0f);
} else
#endif
{
// Set shadowless shader bindings
- lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 2.5f);
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme->lightStrength() / 2.5f);
}
QQuaternion lineYRotation = QQuaternion();