From c8ffadfcb58102c0ea09f75e2517923da00cfbb2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomi=20Korpip=C3=A4=C3=A4?= Date: Wed, 4 Sep 2013 13:23:42 +0300 Subject: Fixed grid line shader issue Task-number: QTRD-2246 Change-Id: I0f0e051f2fad1a266b708a32041932484151f41e Change-Id: I0f0e051f2fad1a266b708a32041932484151f41e Reviewed-by: Miikka Heikkinen --- src/datavis3d/engine/bars3drenderer.cpp | 117 ++++++++++++++-------------- src/datavis3d/engine/scatter3drenderer.cpp | 121 +++++++++++++++-------------- 2 files changed, 120 insertions(+), 118 deletions(-) diff --git a/src/datavis3d/engine/bars3drenderer.cpp b/src/datavis3d/engine/bars3drenderer.cpp index 50181f25..34fbcdec 100644 --- a/src/datavis3d/engine/bars3drenderer.cpp +++ b/src/datavis3d/engine/bars3drenderer.cpp @@ -362,7 +362,7 @@ void Bars3DRenderer::drawSlicedScene(CameraHelper *camera, // If draw order of bars is flipped, label draw order should be too if (m_xFlipped) { labelItem = m_sliceCache->labelItems().at( - m_sliceCache->labelItems().size() - col - 1); + m_sliceCache->labelItems().size() - col - 1); } else { labelItem = m_sliceCache->labelItems().at(col); } @@ -412,10 +412,10 @@ void Bars3DRenderer::drawScene(CameraHelper *camera, // Calculate view matrix QMatrix4x4 viewMatrix = m_controller->calculateViewMatrix( - m_cachedZoomLevel * m_autoScaleAdjustment, - m_mainViewPort.width(), - m_mainViewPort.height(), - m_hasNegativeValues); + m_cachedZoomLevel * m_autoScaleAdjustment, + m_mainViewPort.width(), + m_mainViewPort.height(), + m_hasNegativeValues); // Calculate drawing order // Draw order is reversed to optimize amount of drawing (ie. draw front objects first, depth test handles not needing to draw objects behind them) @@ -694,8 +694,8 @@ void Bars3DRenderer::drawScene(CameraHelper *camera, bool selectionDirty = (m_selection != m_previousSelection || (m_selection != selectionSkipColor - && Bars3DController::MouseOnScene == m_controller->mouseState() - && !m_cachedIsSlicingActivated)); + && Bars3DController::MouseOnScene == m_controller->mouseState() + && !m_cachedIsSlicingActivated)); if (selectionDirty) { m_previousSelection = m_selection; if (m_sliceSelection) { @@ -746,7 +746,7 @@ void Bars3DRenderer::drawScene(CameraHelper *camera, QVector3D baseColor = Utils::vectorFromColor(m_cachedTheme.m_baseColor); QVector3D heightColor = Utils::vectorFromColor(m_cachedTheme.m_heightColor) * item.height(); QVector3D depthColor = Utils::vectorFromColor(m_cachedTheme.m_depthColor) - * (float(row) / GLfloat(m_cachedRowCount)); + * (float(row) / GLfloat(m_cachedRowCount)); QVector3D barColor = baseColor + heightColor + depthColor; #else @@ -942,15 +942,16 @@ void Bars3DRenderer::drawScene(CameraHelper *camera, // Draw grid lines if (m_cachedIsGridEnabled && m_heightNormalizer) { + ShaderHelper *lineShader = m_backgroundShader; // Bind bar shader - m_barShader->bind(); + lineShader->bind(); // Set unchanging shader bindings QVector3D barColor = Utils::vectorFromColor(m_cachedTheme.m_gridLine); - m_barShader->setUniformValue(m_barShader->lightP(), lightPos); - m_barShader->setUniformValue(m_barShader->view(), viewMatrix); - m_barShader->setUniformValue(m_barShader->color(), barColor); - m_barShader->setUniformValue(m_barShader->ambientS(), m_cachedTheme.m_ambientStrength); + lineShader->setUniformValue(lineShader->lightP(), lightPos); + lineShader->setUniformValue(lineShader->view(), viewMatrix); + lineShader->setUniformValue(lineShader->color(), barColor); + lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength); // Floor lines: rows for (GLfloat row = 0.0f; row <= m_cachedRowCount; row++) { @@ -974,29 +975,29 @@ void Bars3DRenderer::drawScene(CameraHelper *camera, depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_barShader->setUniformValue(m_barShader->model(), modelMatrix); - m_barShader->setUniformValue(m_barShader->nModel(), - itModelMatrix.inverted().transposed()); - m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), + itModelMatrix.inverted().transposed()); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_barShader->setUniformValue(m_barShader->shadowQ(), m_shadowQualityToShader); - m_barShader->setUniformValue(m_barShader->depth(), depthMVPMatrix); - m_barShader->setUniformValue(m_barShader->lightS(), - m_cachedTheme.m_lightStrength / 10.0f); + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), + m_cachedTheme.m_lightStrength / 10.0f); // Draw the object - m_drawer->drawObject(m_barShader, m_gridLineObj, 0, m_depthTexture); + m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture); } else #endif { // Set shadowless shader bindings - m_barShader->setUniformValue(m_barShader->lightS(), m_cachedTheme.m_lightStrength); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object - m_drawer->drawObject(m_barShader, m_gridLineObj); + m_drawer->drawObject(lineShader, m_gridLineObj); } } @@ -1023,29 +1024,29 @@ void Bars3DRenderer::drawScene(CameraHelper *camera, depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_barShader->setUniformValue(m_barShader->model(), modelMatrix); - m_barShader->setUniformValue(m_barShader->nModel(), - itModelMatrix.inverted().transposed()); - m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), + itModelMatrix.inverted().transposed()); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_barShader->setUniformValue(m_barShader->shadowQ(), m_shadowQualityToShader); - m_barShader->setUniformValue(m_barShader->depth(), depthMVPMatrix); - m_barShader->setUniformValue(m_barShader->lightS(), - m_cachedTheme.m_lightStrength / 10.0f); + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), + m_cachedTheme.m_lightStrength / 10.0f); // Draw the object - m_drawer->drawObject(m_barShader, m_gridLineObj, 0, m_depthTexture); + m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture); } else #endif { // Set shadowless shader bindings - m_barShader->setUniformValue(m_barShader->lightS(), m_cachedTheme.m_lightStrength); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object - m_drawer->drawObject(m_barShader, m_gridLineObj); + m_drawer->drawObject(lineShader, m_gridLineObj); } } @@ -1082,29 +1083,29 @@ void Bars3DRenderer::drawScene(CameraHelper *camera, depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_barShader->setUniformValue(m_barShader->model(), modelMatrix); - m_barShader->setUniformValue(m_barShader->nModel(), - itModelMatrix.inverted().transposed()); - m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), + itModelMatrix.inverted().transposed()); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_barShader->setUniformValue(m_barShader->shadowQ(), m_shadowQualityToShader); - m_barShader->setUniformValue(m_barShader->depth(), depthMVPMatrix); - m_barShader->setUniformValue(m_barShader->lightS(), - m_cachedTheme.m_lightStrength / 10.0f); + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), + m_cachedTheme.m_lightStrength / 10.0f); // Draw the object - m_drawer->drawObject(m_barShader, m_gridLineObj, 0, m_depthTexture); + m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture); } else #endif { // Set shadowless shader bindings - m_barShader->setUniformValue(m_barShader->lightS(), m_cachedTheme.m_lightStrength); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object - m_drawer->drawObject(m_barShader, m_gridLineObj); + m_drawer->drawObject(lineShader, m_gridLineObj); } } @@ -1134,34 +1135,34 @@ void Bars3DRenderer::drawScene(CameraHelper *camera, depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_barShader->setUniformValue(m_barShader->model(), modelMatrix); - m_barShader->setUniformValue(m_barShader->nModel(), - itModelMatrix.inverted().transposed()); - m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), + itModelMatrix.inverted().transposed()); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_barShader->setUniformValue(m_barShader->shadowQ(), m_shadowQualityToShader); - m_barShader->setUniformValue(m_barShader->depth(), depthMVPMatrix); - m_barShader->setUniformValue(m_barShader->lightS(), - m_cachedTheme.m_lightStrength / 10.0f); + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), + m_cachedTheme.m_lightStrength / 10.0f); // Draw the object - m_drawer->drawObject(m_barShader, m_gridLineObj, 0, m_depthTexture); + m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture); } else #endif { // Set shadowless shader bindings - m_barShader->setUniformValue(m_barShader->lightS(), m_cachedTheme.m_lightStrength); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object - m_drawer->drawObject(m_barShader, m_gridLineObj); + m_drawer->drawObject(lineShader, m_gridLineObj); } } } // Release bar shader - m_barShader->release(); + lineShader->release(); } // TODO: Calculations done temporarily here. When optimizing, move to after data set addition? Keep drawing of the labels here. diff --git a/src/datavis3d/engine/scatter3drenderer.cpp b/src/datavis3d/engine/scatter3drenderer.cpp index 4a328307..d28fc62c 100644 --- a/src/datavis3d/engine/scatter3drenderer.cpp +++ b/src/datavis3d/engine/scatter3drenderer.cpp @@ -643,15 +643,16 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera, #endif if (m_cachedIsGridEnabled && m_heightNormalizer) { + ShaderHelper *lineShader = m_backgroundShader; // Bind line shader - m_dotShader->bind(); + lineShader->bind(); // Set unchanging shader bindings QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme.m_gridLine); - m_dotShader->setUniformValue(m_dotShader->lightP(), lightPos); - m_dotShader->setUniformValue(m_dotShader->view(), viewMatrix); - m_dotShader->setUniformValue(m_dotShader->color(), lineColor); - m_dotShader->setUniformValue(m_dotShader->ambientS(), m_cachedTheme.m_ambientStrength); + lineShader->setUniformValue(lineShader->lightP(), lightPos); + lineShader->setUniformValue(lineShader->view(), viewMatrix); + lineShader->setUniformValue(lineShader->color(), lineColor); + lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength); // Rows (= Z) if (m_axisCacheZ.segmentCount() > 0) { @@ -700,30 +701,30 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera, depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix); - m_dotShader->setUniformValue(m_dotShader->nModel(), + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), itModelMatrix.inverted().transposed()); - m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader); - m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix); - m_dotShader->setUniformValue(m_dotShader->lightS(), + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 10.0f); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture); + m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture); } else #endif { // Set shadowless shader bindings - m_dotShader->setUniformValue(m_dotShader->lightS(), + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj); + m_drawer->drawObject(lineShader, m_gridLineObj); } linePos += lineStep; } @@ -754,30 +755,30 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera, depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix); - m_dotShader->setUniformValue(m_dotShader->nModel(), + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), itModelMatrix.inverted().transposed()); - m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader); - m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix); - m_dotShader->setUniformValue(m_dotShader->lightS(), + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 10.0f); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture); + m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture); } else #endif { // Set shadowless shader bindings - m_dotShader->setUniformValue(m_dotShader->lightS(), + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj); + m_drawer->drawObject(lineShader, m_gridLineObj); } linePos += lineStep; } @@ -830,29 +831,29 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera, depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix); - m_dotShader->setUniformValue(m_dotShader->nModel(), + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), itModelMatrix.inverted().transposed()); - m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader); - m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix); - m_dotShader->setUniformValue(m_dotShader->lightS(), + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 10.0f); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture); + m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture); } else #endif { // Set shadowless shader bindings - m_dotShader->setUniformValue(m_dotShader->lightS(), m_cachedTheme.m_lightStrength); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj); + m_drawer->drawObject(lineShader, m_gridLineObj); } linePos += lineStep; } @@ -883,30 +884,30 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera, depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix); - m_dotShader->setUniformValue(m_dotShader->nModel(), + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), itModelMatrix.inverted().transposed()); - m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader); - m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix); - m_dotShader->setUniformValue(m_dotShader->lightS(), + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 10.0f); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture); + m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture); } else #endif { // Set shadowless shader bindings - m_dotShader->setUniformValue(m_dotShader->lightS(), + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj); + m_drawer->drawObject(lineShader, m_gridLineObj); } linePos += lineStep; } @@ -955,29 +956,29 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera, depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix); - m_dotShader->setUniformValue(m_dotShader->nModel(), + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), itModelMatrix.inverted().transposed()); - m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader); - m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix); - m_dotShader->setUniformValue(m_dotShader->lightS(), + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 10.0f); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture); + m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture); } else #endif { // Set shadowless shader bindings - m_dotShader->setUniformValue(m_dotShader->lightS(), m_cachedTheme.m_lightStrength); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj); + m_drawer->drawObject(lineShader, m_gridLineObj); } linePos += lineStep; } @@ -1022,37 +1023,37 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera, depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix); - m_dotShader->setUniformValue(m_dotShader->nModel(), + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), itModelMatrix.inverted().transposed()); - m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader); - m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix); - m_dotShader->setUniformValue(m_dotShader->lightS(), + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 10.0f); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj, 0, m_depthTexture); + m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture); } else #endif { // Set shadowless shader bindings - m_dotShader->setUniformValue(m_dotShader->lightS(), + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object - m_drawer->drawObject(m_dotShader, m_gridLineObj); + m_drawer->drawObject(lineShader, m_gridLineObj); } linePos += lineStep; } } // Release line shader - m_dotShader->release(); + lineShader->release(); } // Draw axis labels -- cgit v1.2.3