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-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp58
1 files changed, 27 insertions, 31 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 2cf56103..286477df 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -232,7 +232,8 @@ void Surface3DRenderer::updateData()
}
for (int i = 0; i < sampleSpace.height(); i++) {
for (int j = 0; j < sampleSpace.width(); j++)
- (*(m_dataArray.at(i)))[j] = array->at(i + sampleSpace.y())->at(j + sampleSpace.x());
+ (*(m_dataArray.at(i)))[j] = array->at(i + sampleSpace.y())->at(
+ j + sampleSpace.x());
}
if (m_dataArray.size() > 0) {
@@ -273,7 +274,8 @@ void Surface3DRenderer::updateData()
updateSelectedPoint(m_selectedPoint, m_selectedSeries);
}
-void Surface3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesList, bool updateVisibility)
+void Surface3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesList,
+ bool updateVisibility)
{
Abstract3DRenderer::updateSeries(seriesList, updateVisibility);
@@ -295,7 +297,8 @@ void Surface3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesLis
if (m_uniformGradientTextureColor != seriesColor)
generateUniformGradient(seriesColor);
if (m_selectionPointer) {
- m_selectionPointer->setHighlightColor(Utils::vectorFromColor(series->singleHighlightColor()));
+ m_selectionPointer->setHighlightColor(
+ Utils::vectorFromColor(series->singleHighlightColor()));
// Make sure selection pointer object reference is still good
m_selectionPointer->setPointerObject(m_visibleSeriesList.at(0).object());
}
@@ -313,8 +316,8 @@ void Surface3DRenderer::updateRows(const QVector<int> &rows)
array = dataProxy->array();
}
- if (array && array->size() >= 2 && array->at(0)->size() >= 2 &&
- m_sampleSpace.width() >= 2 && m_sampleSpace.height() >= 2) {
+ if (array && array->size() >= 2 && array->at(0)->size() >= 2
+ && m_sampleSpace.width() >= 2 && m_sampleSpace.height() >= 2) {
bool updateBuffers = false;
int sampleSpaceTop = m_sampleSpace.y() + m_sampleSpace.height();
foreach (int row, rows) {
@@ -325,10 +328,12 @@ void Surface3DRenderer::updateRows(const QVector<int> &rows)
array->at(row)->at(j + m_sampleSpace.x());
if (m_cachedFlatShading) {
- m_surfaceObj->updateCoarseRow(m_dataArray, row - m_sampleSpace.y(), m_heightNormalizer,
+ m_surfaceObj->updateCoarseRow(m_dataArray, row - m_sampleSpace.y(),
+ m_heightNormalizer,
m_axisCacheY.min());
} else {
- m_surfaceObj->updateSmoothRow(m_dataArray, row - m_sampleSpace.y(), m_heightNormalizer,
+ m_surfaceObj->updateSmoothRow(m_dataArray, row - m_sampleSpace.y(),
+ m_heightNormalizer,
m_axisCacheY.min());
}
}
@@ -351,23 +356,25 @@ void Surface3DRenderer::updateItem(const QVector<QPoint> &points)
array = dataProxy->array();
}
- if (array && array->size() >= 2 && array->at(0)->size() >= 2 &&
- m_sampleSpace.width() >= 2 && m_sampleSpace.height() >= 2) {
+ if (array && array->size() >= 2 && array->at(0)->size() >= 2
+ && m_sampleSpace.width() >= 2 && m_sampleSpace.height() >= 2) {
int sampleSpaceTop = m_sampleSpace.y() + m_sampleSpace.height();
int sampleSpaceRight = m_sampleSpace.x() + m_sampleSpace.width();
bool updateBuffers = false;
foreach (QPoint item, points) {
if (item.y() <= sampleSpaceTop && item.y() >= m_sampleSpace.y() &&
- item.x() <= sampleSpaceRight && item.x() >= m_sampleSpace.x()) {
+ item.x() <= sampleSpaceRight && item.x() >= m_sampleSpace.x()) {
updateBuffers = true;
int x = item.x() - m_sampleSpace.x();
int y = item.y() - m_sampleSpace.y();
(*(m_dataArray.at(y)))[x] = array->at(item.y())->at(item.x());
if (m_cachedFlatShading) {
- m_surfaceObj->updateCoarseItem(m_dataArray, y, x, m_heightNormalizer, m_axisCacheY.min());
+ m_surfaceObj->updateCoarseItem(m_dataArray, y, x, m_heightNormalizer,
+ m_axisCacheY.min());
} else {
- m_surfaceObj->updateSmoothItem(m_dataArray, y, x, m_heightNormalizer, m_axisCacheY.min());
+ m_surfaceObj->updateSmoothItem(m_dataArray, y, x, m_heightNormalizer,
+ m_axisCacheY.min());
}
}
}
@@ -410,8 +417,10 @@ void Surface3DRenderer::updateSliceDataModel(const QPoint &point)
// Make a duplicate, so that we get a little bit depth
QSurfaceDataRow *duplicateRow = new QSurfaceDataRow(*sliceRow);
- for (int i = 0; i < sliceRow->size(); i++)
- (*sliceRow)[i].setPosition(QVector3D(sliceRow->at(i).x(), sliceRow->at(i).y() - stepDown, 1.0f));
+ for (int i = 0; i < sliceRow->size(); i++) {
+ (*sliceRow)[i].setPosition(QVector3D(sliceRow->at(i).x(), sliceRow->at(i).y() - stepDown,
+ 1.0f));
+ }
m_sliceDataArray << duplicateRow;
@@ -570,7 +579,8 @@ void Surface3DRenderer::drawSlicedScene()
// Set up projection matrix
QMatrix4x4 projectionMatrix;
- GLfloat aspect = (GLfloat)m_secondarySubViewport.width() / (GLfloat)m_secondarySubViewport.height();
+ GLfloat aspect = (GLfloat)m_secondarySubViewport.width()
+ / (GLfloat)m_secondarySubViewport.height();
projectionMatrix.ortho(-sliceUnits * aspect, sliceUnits * aspect,
-sliceUnits, sliceUnits, -1.0f, 4.0f);
@@ -666,7 +676,8 @@ void Surface3DRenderer::drawSlicedScene()
lineShader->setUniformValue(lineShader->lightP(), lightPos);
lineShader->setUniformValue(lineShader->view(), viewMatrix);
lineShader->setUniformValue(lineShader->color(), lineColor);
- lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme->ambientLightStrength() * 2.3f);
+ lineShader->setUniformValue(lineShader->ambientS(),
+ m_cachedTheme->ambientLightStrength() * 2.3f);
lineShader->setUniformValue(lineShader->lightS(), 0.0f);
lineShader->setUniformValue(lineShader->lightColor(), lightColor);
@@ -970,21 +981,6 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
// Reset culling to normal
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
-
-#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();
- glEnable(GL_TEXTURE_2D);
- QMatrix4x4 modelMatrix;
- QMatrix4x4 viewmatrix;
- viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.5f), zeroVector, upVector);
- QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix;
- m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
- m_drawer->drawObject(m_labelShader, m_labelObj, m_depthTexture);
- glDisable(GL_TEXTURE_2D);
- }
-#endif
}
#endif
// Enable texturing