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-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp78
1 files changed, 39 insertions, 39 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 0e762ff1..539cdb19 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -62,7 +62,7 @@ const GLfloat surfaceGridYOffset[2] = {-surfaceGridYOffsetValue, 2.0f * surfaceG
Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
: Abstract3DRenderer(controller),
m_controller(controller),
- m_labelTransparency(QDataVis::TransparencyFromTheme),
+ m_labelStyle(QDataVis::LabelStyleFromTheme),
m_font(QFont(QStringLiteral("Arial"))),
m_isGridEnabled(true),
m_shader(0),
@@ -127,7 +127,7 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
updateSurfaceGridStatus(m_controller->surfaceGrid());
// Shadows are disabled for Q3DSurface in Tech Preview
- updateShadowQuality(QDataVis::ShadowNone);
+ updateShadowQuality(QDataVis::ShadowQualityNone);
initializeOpenGLFunctions();
initializeOpenGL();
@@ -681,7 +681,7 @@ void Surface3DRenderer::drawSlicedScene()
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glCullFace(GL_BACK);
- if (m_cachedLabelTransparency > QDataVis::TransparencyNone) {
+ if (m_cachedLabelStyle > QDataVis::LabelStyleOpaque) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
@@ -752,7 +752,7 @@ void Surface3DRenderer::drawSlicedScene()
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
- if (m_cachedLabelTransparency > QDataVis::TransparencyNone)
+ if (m_cachedLabelStyle > QDataVis::LabelStyleOpaque)
glDisable(GL_BLEND);
// Release label shader
@@ -811,7 +811,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
// Draw depth buffer
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowNone && m_surfaceObj) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone && m_surfaceObj) {
// Render scene into a depth texture for using with shadow mapping
// Enable drawing to depth framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer);
@@ -994,7 +994,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
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_surfaceShader->setUniformValue(m_surfaceShader->shadowQ(), m_shadowQualityToShader);
m_surfaceShader->setUniformValue(m_surfaceShader->depth(), depthMVPMatrix);
@@ -1079,7 +1079,7 @@ void Surface3DRenderer::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);
@@ -1156,7 +1156,7 @@ void Surface3DRenderer::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);
@@ -1204,7 +1204,7 @@ void Surface3DRenderer::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);
@@ -1262,7 +1262,7 @@ void Surface3DRenderer::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);
@@ -1310,7 +1310,7 @@ void Surface3DRenderer::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);
@@ -1365,7 +1365,7 @@ void Surface3DRenderer::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);
@@ -1415,7 +1415,7 @@ void Surface3DRenderer::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);
@@ -1983,29 +1983,29 @@ void Surface3DRenderer::loadMeshFile()
void Surface3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality)
{
qWarning() << "Shadows have been disabled for Q3DSurface in technology preview";
- m_cachedShadowQuality = QDataVis::ShadowNone; //quality;
+ m_cachedShadowQuality = QDataVis::ShadowQualityNone; //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;
@@ -2131,41 +2131,41 @@ void Surface3DRenderer::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