diff options
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/scatter3drenderer.cpp | 22 |
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(); |