From e1c52ad41dc5f87f3afb184ab17b7038ed85ac40 Mon Sep 17 00:00:00 2001 From: Miikka Heikkinen Date: Fri, 30 Aug 2013 08:54:38 +0300 Subject: Rename "3d" -> "3D" in class names. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Change-Id: I9e861c28f828b3ee5b821e187396fb31c05844cb Reviewed-by: Tomi Korpipää --- src/datavis3d/engine/surface3drenderer.cpp | 90 +++++++++++++++--------------- 1 file changed, 44 insertions(+), 46 deletions(-) (limited to 'src/datavis3d/engine/surface3drenderer.cpp') diff --git a/src/datavis3d/engine/surface3drenderer.cpp b/src/datavis3d/engine/surface3drenderer.cpp index b98b4347..013c8c03 100644 --- a/src/datavis3d/engine/surface3drenderer.cpp +++ b/src/datavis3d/engine/surface3drenderer.cpp @@ -46,7 +46,7 @@ const GLfloat backgroundBottom = 1.0f; const GLfloat gridLineWidth = 0.005f; const GLfloat coordRatio = 2.0f; -Surface3dRenderer::Surface3dRenderer(Surface3dController *controller) +Surface3DRenderer::Surface3DRenderer(Surface3DController *controller) : Abstract3DRenderer(controller), m_controller(controller), m_isGridEnabled(true), @@ -90,14 +90,14 @@ Surface3dRenderer::Surface3dRenderer(Surface3dController *controller) m_yFlipped(false) { // Listen to changes in the controller - QObject::connect(m_controller, &Surface3dController::smoothStatusChanged, this, - &Surface3dRenderer::updateSmoothStatus); - QObject::connect(m_controller, &Surface3dController::surfaceGridChanged, this, - &Surface3dRenderer::updateSurfaceGridStatus); - QObject::connect(m_controller, &Surface3dController::segmentCountChanged, this, - &Surface3dRenderer::updateSegmentCount); - QObject::connect(m_controller, &Surface3dController::leftMousePressed, this, - &Surface3dRenderer::requestSelectionAtPoint); // TODO: Possible temp + QObject::connect(m_controller, &Surface3DController::smoothStatusChanged, this, + &Surface3DRenderer::updateSmoothStatus); + QObject::connect(m_controller, &Surface3DController::surfaceGridChanged, this, + &Surface3DRenderer::updateSurfaceGridStatus); + QObject::connect(m_controller, &Surface3DController::segmentCountChanged, this, + &Surface3DRenderer::updateSegmentCount); + QObject::connect(m_controller, &Surface3DController::leftMousePressed, this, + &Surface3DRenderer::requestSelectionAtPoint); // TODO: Possible temp m_cachedSmoothSurface = m_controller->smoothSurface(); updateSurfaceGridStatus(m_controller->surfaceGrid()); @@ -106,9 +106,9 @@ Surface3dRenderer::Surface3dRenderer(Surface3dController *controller) initializeOpenGL(); } -Surface3dRenderer::~Surface3dRenderer() +Surface3DRenderer::~Surface3DRenderer() { - qDebug() << "Surface3dRenderer::~Surface3dRenderer()"; + qDebug() << __FUNCTION__; m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer); m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer); m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer); @@ -132,7 +132,7 @@ Surface3dRenderer::~Surface3dRenderer() delete m_selectionPointer; } -void Surface3dRenderer::initializeOpenGL() +void Surface3DRenderer::initializeOpenGL() { Abstract3DRenderer::initializeOpenGL(); @@ -176,7 +176,7 @@ void Surface3dRenderer::initializeOpenGL() updateSurfaceGradient(); } -void Surface3dRenderer::render(CameraHelper *camera, const GLuint defaultFboHandle) +void Surface3DRenderer::render(CameraHelper *camera, const GLuint defaultFboHandle) { if (defaultFboHandle) { glDepthMask(true); @@ -204,10 +204,8 @@ void Surface3dRenderer::render(CameraHelper *camera, const GLuint defaultFboHand m_selectionPointer->render(camera, defaultFboHandle); } -void Surface3dRenderer::drawScene(CameraHelper *camera, const GLuint defaultFboHandle) +void Surface3DRenderer::drawScene(CameraHelper *camera, const GLuint defaultFboHandle) { - //qDebug() << "Surface3dRenderer::drawScene"; - GLfloat backgroundRotation = 0; // Specify viewport @@ -702,7 +700,7 @@ void Surface3dRenderer::drawScene(CameraHelper *camera, const GLuint defaultFboH } } -void Surface3dRenderer::updateSegmentCount(GLint segmentCount, GLfloat step, GLfloat minimum) +void Surface3DRenderer::updateSegmentCount(GLint segmentCount, GLfloat step, GLfloat minimum) { m_segmentYCount = segmentCount; m_segmentYStep = step; @@ -712,7 +710,7 @@ void Surface3dRenderer::updateSegmentCount(GLint segmentCount, GLfloat step, GLf } } -void Surface3dRenderer::setXZStuff(GLint segmentXCount, GLint segmentZCount) +void Surface3DRenderer::setXZStuff(GLint segmentXCount, GLint segmentZCount) { m_segmentXCount = segmentXCount; m_segmentZCount = segmentZCount; @@ -724,7 +722,7 @@ void Surface3dRenderer::setXZStuff(GLint segmentXCount, GLint segmentZCount) calculateSceneScalingFactors(); } -void Surface3dRenderer::updateSurfaceGradient() +void Surface3DRenderer::updateSurfaceGradient() { QImage image(QSize(4, 100), QImage::Format_RGB32); QPainter pmp(&image); @@ -740,7 +738,7 @@ void Surface3dRenderer::updateSurfaceGradient() m_gradientTexture = m_textureHelper->create2DTexture(image, false, true); } -void Surface3dRenderer::requestSelectionAtPoint(const QPoint &point) +void Surface3DRenderer::requestSelectionAtPoint(const QPoint &point) { Q_UNUSED(point) @@ -753,7 +751,7 @@ void Surface3dRenderer::requestSelectionAtPoint(const QPoint &point) } // This one needs to be called when the data size changes -void Surface3dRenderer::updateSelectionTexture() +void Surface3DRenderer::updateSelectionTexture() { // Create the selection ID image. Each grid corner gets 2x2 pixel area of // ID color so that each vertex (data point) has 4x4 pixel area of ID color @@ -802,7 +800,7 @@ void Surface3dRenderer::updateSelectionTexture() delete bits; } -void Surface3dRenderer::initSelectionBuffer() +void Surface3DRenderer::initSelectionBuffer() { // Create the result selection texture and buffers if (m_selectionResultTexture) { @@ -815,7 +813,7 @@ void Surface3dRenderer::initSelectionBuffer() m_selectionDepthBuffer); } -void Surface3dRenderer::fillIdCorner(uchar *p, uchar r, uchar g, uchar b, uchar a, int stride) +void Surface3DRenderer::fillIdCorner(uchar *p, uchar r, uchar g, uchar b, uchar a, int stride) { p[0] = r; p[1] = g; @@ -835,7 +833,7 @@ void Surface3dRenderer::fillIdCorner(uchar *p, uchar r, uchar g, uchar b, uchar p[stride + 7] = a; } -void Surface3dRenderer::idToRGBA(uint id, uchar *r, uchar *g, uchar *b, uchar *a) +void Surface3DRenderer::idToRGBA(uint id, uchar *r, uchar *g, uchar *b, uchar *a) { *r = id & ID_TO_RGBA_MASK; *g = (id >> 8) & ID_TO_RGBA_MASK; @@ -843,7 +841,7 @@ void Surface3dRenderer::idToRGBA(uint id, uchar *r, uchar *g, uchar *b, uchar *a *a = (id >> 24) & ID_TO_RGBA_MASK; } -void Surface3dRenderer::setSeries(QList series) +void Surface3DRenderer::setSeries(QList series) { m_series = series; @@ -859,14 +857,14 @@ void Surface3dRenderer::setSeries(QList series) updateSelectionTexture(); } -void Surface3dRenderer::updateTextures() +void Surface3DRenderer::updateTextures() { - qDebug() << "Surface3dRenderer::updateTextures() NEED TO DO SOMETHING"; + qDebug() << __FUNCTION__ << "NEED TO DO SOMETHING"; // Drawer has changed; this flag needs to be checked when checking if we need to update labels //m_updateLabels = true; } -void Surface3dRenderer::calculateSceneScalingFactors() +void Surface3DRenderer::calculateSceneScalingFactors() { // Calculate scene scaling and translation factors m_xLength = m_segmentXCount; @@ -886,7 +884,7 @@ void Surface3dRenderer::calculateSceneScalingFactors() //qDebug() << "m_rowWidth:" << m_rowWidth << "m_columnDepth:" << m_columnDepth << "m_maxDimension:" << m_maxDimension; } -void Surface3dRenderer::updateSmoothStatus(bool enable) +void Surface3DRenderer::updateSmoothStatus(bool enable) { m_cachedSmoothSurface = enable; @@ -901,12 +899,12 @@ void Surface3dRenderer::updateSmoothStatus(bool enable) initSurfaceShaders(); } -void Surface3dRenderer::updateSurfaceGridStatus(bool enable) +void Surface3DRenderer::updateSurfaceGridStatus(bool enable) { m_cachedSurfaceGridOn = enable; } -void Surface3dRenderer::loadBackgroundMesh() +void Surface3DRenderer::loadBackgroundMesh() { if (m_backgroundObj) delete m_backgroundObj; @@ -917,7 +915,7 @@ void Surface3dRenderer::loadBackgroundMesh() m_backgroundObj->load(); } -void Surface3dRenderer::loadSurfaceObj() +void Surface3DRenderer::loadSurfaceObj() { if (m_surfaceObj) delete m_surfaceObj; @@ -925,7 +923,7 @@ void Surface3dRenderer::loadSurfaceObj() //m_surfaceObj->setUpData(); } -void Surface3dRenderer::loadGridLineMesh() +void Surface3DRenderer::loadGridLineMesh() { if (m_gridLineObj) delete m_gridLineObj; @@ -933,7 +931,7 @@ void Surface3dRenderer::loadGridLineMesh() m_gridLineObj->load(); } -void Surface3dRenderer::handleResize() +void Surface3DRenderer::handleResize() { if (m_cachedBoundingRect.width() == 0 || m_cachedBoundingRect.height() == 0) return; @@ -947,7 +945,7 @@ void Surface3dRenderer::handleResize() } #if !defined(QT_OPENGL_ES_2) -void Surface3dRenderer::updateDepthBuffer() +void Surface3DRenderer::updateDepthBuffer() { if (m_depthTexture) { m_textureHelper->deleteTexture(&m_depthTexture); @@ -983,7 +981,7 @@ void Surface3dRenderer::updateDepthBuffer() } #endif -void Surface3dRenderer::surfacePointSelected(qreal value, int column, int row) +void Surface3DRenderer::surfacePointSelected(qreal value, int column, int row) { if (!m_selectionPointer) m_selectionPointer = new SelectionPointer(m_controller); @@ -997,7 +995,7 @@ void Surface3dRenderer::surfacePointSelected(qreal value, int column, int row) m_selectionActive = true; } -QVector3D Surface3dRenderer::normalize(float x, float y, float z) +QVector3D Surface3DRenderer::normalize(float x, float y, float z) { float resX = x / ((float(m_segmentXCount) - 1.0f) / 2.0f) - 1.0f; float resY = y / (m_yRange / 2.0f) - 1.0f; @@ -1006,7 +1004,7 @@ QVector3D Surface3dRenderer::normalize(float x, float y, float z) return QVector3D(resX, resY, resZ); } -void Surface3dRenderer::surfacePointCleared() +void Surface3DRenderer::surfacePointCleared() { if (m_selectionPointer) { delete m_selectionPointer; @@ -1015,18 +1013,18 @@ void Surface3dRenderer::surfacePointCleared() } } -void Surface3dRenderer::loadMeshFile() +void Surface3DRenderer::loadMeshFile() { - qDebug() << "Surface3dRenderer::loadMeshFile() should we do something"; + qDebug() << __FUNCTION__ << "should we do something"; } -void Surface3dRenderer::updateShadowQuality(QDataVis::ShadowQuality quality) +void Surface3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality) { Q_UNUSED(quality) - qDebug() << "Surface3dRenderer::updateShadowQuality NEED TO DO SOMETHING"; + qDebug() << __FUNCTION__ << "NEED TO DO SOMETHING"; } -void Surface3dRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader) +void Surface3DRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader) { if (m_shader) delete m_shader; @@ -1034,7 +1032,7 @@ void Surface3dRenderer::initShaders(const QString &vertexShader, const QString & m_shader->initialize(); } -void Surface3dRenderer::initBackgroundShaders(const QString &vertexShader, +void Surface3DRenderer::initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader) { if (m_backgroundShader) @@ -1043,7 +1041,7 @@ void Surface3dRenderer::initBackgroundShaders(const QString &vertexShader, m_backgroundShader->initialize(); } -void Surface3dRenderer::initSelectionShaders() +void Surface3DRenderer::initSelectionShaders() { if (m_selectionShader) delete m_selectionShader; @@ -1052,7 +1050,7 @@ void Surface3dRenderer::initSelectionShaders() m_selectionShader->initialize(); } -void Surface3dRenderer::initSurfaceShaders() +void Surface3DRenderer::initSurfaceShaders() { if (m_surfaceShader) delete m_surfaceShader; -- cgit v1.2.3