1 | /**************************************************************************** |
2 | ** |
3 | ** Copyright (C) 2016 The Qt Company Ltd. |
4 | ** Contact: https://www.qt.io/licensing/ |
5 | ** |
6 | ** This file is part of the Qt Data Visualization module of the Qt Toolkit. |
7 | ** |
8 | ** $QT_BEGIN_LICENSE:GPL$ |
9 | ** Commercial License Usage |
10 | ** Licensees holding valid commercial Qt licenses may use this file in |
11 | ** accordance with the commercial license agreement provided with the |
12 | ** Software or, alternatively, in accordance with the terms contained in |
13 | ** a written agreement between you and The Qt Company. For licensing terms |
14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
15 | ** information use the contact form at https://www.qt.io/contact-us. |
16 | ** |
17 | ** GNU General Public License Usage |
18 | ** Alternatively, this file may be used under the terms of the GNU |
19 | ** General Public License version 3 or (at your option) any later version |
20 | ** approved by the KDE Free Qt Foundation. The licenses are as published by |
21 | ** the Free Software Foundation and appearing in the file LICENSE.GPL3 |
22 | ** included in the packaging of this file. Please review the following |
23 | ** information to ensure the GNU General Public License requirements will |
24 | ** be met: https://www.gnu.org/licenses/gpl-3.0.html. |
25 | ** |
26 | ** $QT_END_LICENSE$ |
27 | ** |
28 | ****************************************************************************/ |
29 | |
30 | #include "abstract3drenderer_p.h" |
31 | #include "texturehelper_p.h" |
32 | #include "q3dcamera_p.h" |
33 | #include "q3dtheme_p.h" |
34 | #include "qvalue3daxisformatter_p.h" |
35 | #include "shaderhelper_p.h" |
36 | #include "qcustom3ditem_p.h" |
37 | #include "qcustom3dlabel_p.h" |
38 | #include "qcustom3dvolume_p.h" |
39 | #include "scatter3drenderer_p.h" |
40 | |
41 | #include <QtCore/qmath.h> |
42 | #include <QtGui/QOffscreenSurface> |
43 | #include <QtCore/QThread> |
44 | |
45 | QT_BEGIN_NAMESPACE_DATAVISUALIZATION |
46 | |
47 | // Defined in shaderhelper.cpp |
48 | extern void discardDebugMsgs(QtMsgType type, const QMessageLogContext &context, const QString &msg); |
49 | |
50 | const qreal doublePi(M_PI * 2.0); |
51 | const int polarGridRoundness(64); |
52 | const qreal polarGridAngle(doublePi / qreal(polarGridRoundness)); |
53 | const float polarGridAngleDegrees(float(360.0 / qreal(polarGridRoundness))); |
54 | const qreal polarGridHalfAngle(polarGridAngle / 2.0); |
55 | |
56 | Abstract3DRenderer::Abstract3DRenderer(Abstract3DController *controller) |
57 | : QObject(0), |
58 | m_hasNegativeValues(false), |
59 | m_cachedTheme(new Q3DTheme()), |
60 | m_drawer(new Drawer(m_cachedTheme)), |
61 | m_cachedShadowQuality(QAbstract3DGraph::ShadowQualityMedium), |
62 | m_autoScaleAdjustment(1.0f), |
63 | m_cachedSelectionMode(QAbstract3DGraph::SelectionNone), |
64 | m_cachedOptimizationHint(QAbstract3DGraph::OptimizationDefault), |
65 | m_textureHelper(0), |
66 | m_depthTexture(0), |
67 | m_cachedScene(new Q3DScene()), |
68 | m_selectionDirty(true), |
69 | m_selectionState(SelectNone), |
70 | m_devicePixelRatio(1.0f), |
71 | m_selectionLabelDirty(true), |
72 | m_clickResolved(false), |
73 | m_graphPositionQueryPending(false), |
74 | m_graphPositionQueryResolved(false), |
75 | m_clickedSeries(0), |
76 | m_clickedType(QAbstract3DGraph::ElementNone), |
77 | m_selectedLabelIndex(-1), |
78 | m_selectedCustomItemIndex(-1), |
79 | m_selectionLabelItem(0), |
80 | m_visibleSeriesCount(0), |
81 | m_customItemShader(0), |
82 | m_volumeTextureShader(0), |
83 | m_volumeTextureLowDefShader(0), |
84 | m_volumeTextureSliceShader(0), |
85 | m_volumeSliceFrameShader(0), |
86 | m_labelShader(0), |
87 | m_cursorPositionShader(0), |
88 | m_cursorPositionFrameBuffer(0), |
89 | m_cursorPositionTexture(0), |
90 | m_useOrthoProjection(false), |
91 | m_xFlipped(false), |
92 | m_yFlipped(false), |
93 | m_zFlipped(false), |
94 | m_yFlippedForGrid(false), |
95 | m_backgroundObj(0), |
96 | m_gridLineObj(0), |
97 | m_labelObj(0), |
98 | m_positionMapperObj(0), |
99 | m_graphAspectRatio(2.0f), |
100 | m_graphHorizontalAspectRatio(0.0f), |
101 | m_polarGraph(false), |
102 | m_radialLabelOffset(1.0f), |
103 | m_polarRadius(2.0f), |
104 | m_xRightAngleRotation(QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: 90.0f)), |
105 | m_yRightAngleRotation(QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: 90.0f)), |
106 | m_zRightAngleRotation(QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: 90.0f)), |
107 | m_xRightAngleRotationNeg(QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: -90.0f)), |
108 | m_yRightAngleRotationNeg(QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: -90.0f)), |
109 | m_zRightAngleRotationNeg(QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: -90.0f)), |
110 | m_xFlipRotation(QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: -180.0f)), |
111 | m_zFlipRotation(QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: -180.0f)), |
112 | m_requestedMargin(-1.0f), |
113 | m_vBackgroundMargin(0.1f), |
114 | m_hBackgroundMargin(0.1f), |
115 | m_scaleXWithBackground(0.0f), |
116 | m_scaleYWithBackground(0.0f), |
117 | m_scaleZWithBackground(0.0f), |
118 | m_oldCameraTarget(QVector3D(2000.0f, 2000.0f, 2000.0f)), // Just random invalid target |
119 | m_reflectionEnabled(false), |
120 | m_reflectivity(0.5), |
121 | #if !defined(QT_OPENGL_ES_2) |
122 | m_funcs_2_1(0), |
123 | #endif |
124 | m_context(0), |
125 | m_isOpenGLES(true) |
126 | |
127 | { |
128 | initializeOpenGLFunctions(); |
129 | m_isOpenGLES = Utils::isOpenGLES(); |
130 | #if !defined(QT_OPENGL_ES_2) |
131 | if (!m_isOpenGLES) { |
132 | // Discard warnings about deprecated functions |
133 | QtMessageHandler handler = qInstallMessageHandler(discardDebugMsgs); |
134 | |
135 | m_funcs_2_1 = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_2_1>(); |
136 | if (m_funcs_2_1) |
137 | m_funcs_2_1->initializeOpenGLFunctions(); |
138 | |
139 | // Restore original message handler |
140 | qInstallMessageHandler(handler); |
141 | |
142 | if (!m_funcs_2_1) |
143 | qFatal(msg: "OpenGL version is too low, at least 2.1 is required" ); |
144 | } |
145 | #endif |
146 | QObject::connect(sender: m_drawer, signal: &Drawer::drawerChanged, receiver: this, slot: &Abstract3DRenderer::updateTextures); |
147 | QObject::connect(sender: this, signal: &Abstract3DRenderer::needRender, receiver: controller, |
148 | slot: &Abstract3DController::needRender, type: Qt::QueuedConnection); |
149 | QObject::connect(sender: this, signal: &Abstract3DRenderer::requestShadowQuality, receiver: controller, |
150 | slot: &Abstract3DController::handleRequestShadowQuality, type: Qt::QueuedConnection); |
151 | } |
152 | |
153 | Abstract3DRenderer::~Abstract3DRenderer() |
154 | { |
155 | contextCleanup(); |
156 | delete m_drawer; |
157 | delete m_cachedScene; |
158 | delete m_cachedTheme; |
159 | delete m_selectionLabelItem; |
160 | delete m_customItemShader; |
161 | delete m_volumeTextureShader; |
162 | delete m_volumeTextureLowDefShader; |
163 | delete m_volumeSliceFrameShader; |
164 | delete m_volumeTextureSliceShader; |
165 | delete m_labelShader; |
166 | delete m_cursorPositionShader; |
167 | |
168 | foreach (SeriesRenderCache *cache, m_renderCacheList) { |
169 | cache->cleanup(texHelper: m_textureHelper); |
170 | delete cache; |
171 | } |
172 | m_renderCacheList.clear(); |
173 | |
174 | foreach (CustomRenderItem *item, m_customRenderCache) { |
175 | GLuint texture = item->texture(); |
176 | m_textureHelper->deleteTexture(texture: &texture); |
177 | delete item; |
178 | } |
179 | m_customRenderCache.clear(); |
180 | |
181 | ObjectHelper::releaseObjectHelper(cacheId: this, obj&: m_backgroundObj); |
182 | ObjectHelper::releaseObjectHelper(cacheId: this, obj&: m_gridLineObj); |
183 | ObjectHelper::releaseObjectHelper(cacheId: this, obj&: m_labelObj); |
184 | ObjectHelper::releaseObjectHelper(cacheId: this, obj&: m_positionMapperObj); |
185 | |
186 | if (m_textureHelper) { |
187 | m_textureHelper->deleteTexture(texture: &m_depthTexture); |
188 | m_textureHelper->deleteTexture(texture: &m_cursorPositionTexture); |
189 | delete m_textureHelper; |
190 | } |
191 | |
192 | m_axisCacheX.clearLabels(); |
193 | m_axisCacheY.clearLabels(); |
194 | m_axisCacheZ.clearLabels(); |
195 | } |
196 | |
197 | void Abstract3DRenderer::contextCleanup() |
198 | { |
199 | if (QOpenGLContext::currentContext()) |
200 | m_textureHelper->glDeleteFramebuffers(n: 1, framebuffers: &m_cursorPositionFrameBuffer); |
201 | } |
202 | |
203 | void Abstract3DRenderer::initializeOpenGL() |
204 | { |
205 | m_context = QOpenGLContext::currentContext(); |
206 | |
207 | // Set OpenGL features |
208 | glEnable(GL_DEPTH_TEST); |
209 | glDepthFunc(GL_LESS); |
210 | glEnable(GL_CULL_FACE); |
211 | glCullFace(GL_BACK); |
212 | |
213 | #if !defined(QT_OPENGL_ES_2) |
214 | if (!m_isOpenGLES) { |
215 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
216 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
217 | glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); |
218 | } |
219 | #endif |
220 | |
221 | m_textureHelper = new TextureHelper(); |
222 | m_drawer->initializeOpenGL(); |
223 | |
224 | axisCacheForOrientation(orientation: QAbstract3DAxis::AxisOrientationX).setDrawer(m_drawer); |
225 | axisCacheForOrientation(orientation: QAbstract3DAxis::AxisOrientationY).setDrawer(m_drawer); |
226 | axisCacheForOrientation(orientation: QAbstract3DAxis::AxisOrientationZ).setDrawer(m_drawer); |
227 | |
228 | initLabelShaders(QStringLiteral(":/shaders/vertexLabel" ), |
229 | QStringLiteral(":/shaders/fragmentLabel" )); |
230 | |
231 | initCursorPositionShaders(QStringLiteral(":/shaders/vertexPosition" ), |
232 | QStringLiteral(":/shaders/fragmentPositionMap" )); |
233 | |
234 | loadLabelMesh(); |
235 | loadPositionMapperMesh(); |
236 | |
237 | QObject::connect(sender: m_context.data(), signal: &QOpenGLContext::aboutToBeDestroyed, |
238 | receiver: this, slot: &Abstract3DRenderer::contextCleanup); |
239 | } |
240 | |
241 | void Abstract3DRenderer::render(const GLuint defaultFboHandle) |
242 | { |
243 | if (defaultFboHandle) { |
244 | glDepthMask(flag: true); |
245 | glEnable(GL_DEPTH_TEST); |
246 | glDepthFunc(GL_LESS); |
247 | glEnable(GL_CULL_FACE); |
248 | glCullFace(GL_BACK); |
249 | glDisable(GL_BLEND); // For QtQuick2 blending is enabled by default, but we don't want it to be |
250 | } |
251 | |
252 | // Clear the graph background to the theme color |
253 | glViewport(x: m_viewport.x(), |
254 | y: m_viewport.y(), |
255 | width: m_viewport.width(), |
256 | height: m_viewport.height()); |
257 | glScissor(x: m_viewport.x(), |
258 | y: m_viewport.y(), |
259 | width: m_viewport.width(), |
260 | height: m_viewport.height()); |
261 | glEnable(GL_SCISSOR_TEST); |
262 | QVector4D clearColor = Utils::vectorFromColor(color: m_cachedTheme->windowColor()); |
263 | glClearColor(red: clearColor.x(), green: clearColor.y(), blue: clearColor.z(), alpha: 1.0f); |
264 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
265 | glDisable(GL_SCISSOR_TEST); |
266 | } |
267 | |
268 | void Abstract3DRenderer::updateSelectionState(SelectionState state) |
269 | { |
270 | m_selectionState = state; |
271 | } |
272 | |
273 | void Abstract3DRenderer::initGradientShaders(const QString &vertexShader, |
274 | const QString &fragmentShader) |
275 | { |
276 | // Do nothing by default |
277 | Q_UNUSED(vertexShader) |
278 | Q_UNUSED(fragmentShader) |
279 | } |
280 | |
281 | void Abstract3DRenderer::initStaticSelectedItemShaders(const QString &vertexShader, |
282 | const QString &fragmentShader, |
283 | const QString &gradientVertexShader, |
284 | const QString &gradientFragmentShader) |
285 | { |
286 | // Do nothing by default |
287 | Q_UNUSED(vertexShader) |
288 | Q_UNUSED(fragmentShader) |
289 | Q_UNUSED(gradientVertexShader) |
290 | Q_UNUSED(gradientFragmentShader) |
291 | } |
292 | |
293 | void Abstract3DRenderer::initCustomItemShaders(const QString &vertexShader, |
294 | const QString &fragmentShader) |
295 | { |
296 | delete m_customItemShader; |
297 | m_customItemShader = new ShaderHelper(this, vertexShader, fragmentShader); |
298 | m_customItemShader->initialize(); |
299 | } |
300 | |
301 | void Abstract3DRenderer::initVolumeTextureShaders(const QString &vertexShader, |
302 | const QString &fragmentShader, |
303 | const QString &fragmentLowDefShader, |
304 | const QString &sliceShader, |
305 | const QString &sliceFrameVertexShader, |
306 | const QString &sliceFrameShader) |
307 | { |
308 | |
309 | delete m_volumeTextureShader; |
310 | m_volumeTextureShader = new ShaderHelper(this, vertexShader, fragmentShader); |
311 | m_volumeTextureShader->initialize(); |
312 | |
313 | delete m_volumeTextureLowDefShader; |
314 | m_volumeTextureLowDefShader = new ShaderHelper(this, vertexShader, fragmentLowDefShader); |
315 | m_volumeTextureLowDefShader->initialize(); |
316 | |
317 | delete m_volumeTextureSliceShader; |
318 | m_volumeTextureSliceShader = new ShaderHelper(this, vertexShader, sliceShader); |
319 | m_volumeTextureSliceShader->initialize(); |
320 | |
321 | delete m_volumeSliceFrameShader; |
322 | m_volumeSliceFrameShader = new ShaderHelper(this, sliceFrameVertexShader, sliceFrameShader); |
323 | m_volumeSliceFrameShader->initialize(); |
324 | } |
325 | |
326 | void Abstract3DRenderer::initLabelShaders(const QString &vertexShader, const QString &fragmentShader) |
327 | { |
328 | delete m_labelShader; |
329 | m_labelShader = new ShaderHelper(this, vertexShader, fragmentShader); |
330 | m_labelShader->initialize(); |
331 | } |
332 | |
333 | void Abstract3DRenderer::initCursorPositionShaders(const QString &vertexShader, |
334 | const QString &fragmentShader) |
335 | { |
336 | // Init the shader |
337 | delete m_cursorPositionShader; |
338 | m_cursorPositionShader = new ShaderHelper(this, vertexShader, fragmentShader); |
339 | m_cursorPositionShader->initialize(); |
340 | } |
341 | |
342 | void Abstract3DRenderer::initCursorPositionBuffer() |
343 | { |
344 | m_textureHelper->deleteTexture(texture: &m_cursorPositionTexture); |
345 | m_textureHelper->glDeleteFramebuffers(n: 1, framebuffers: &m_cursorPositionFrameBuffer); |
346 | m_cursorPositionFrameBuffer = 0; |
347 | |
348 | if (m_primarySubViewport.size().isEmpty()) |
349 | return; |
350 | |
351 | m_cursorPositionTexture = |
352 | m_textureHelper->createCursorPositionTexture(size: m_primarySubViewport.size(), |
353 | frameBuffer&: m_cursorPositionFrameBuffer); |
354 | } |
355 | |
356 | void Abstract3DRenderer::updateTheme(Q3DTheme *theme) |
357 | { |
358 | // Synchronize the controller theme with renderer |
359 | bool updateDrawer = theme->d_ptr->sync(other&: *m_cachedTheme->d_ptr); |
360 | |
361 | if (updateDrawer) |
362 | m_drawer->setTheme(m_cachedTheme); |
363 | } |
364 | |
365 | void Abstract3DRenderer::updateScene(Q3DScene *scene) |
366 | { |
367 | m_viewport = scene->d_ptr->glViewport(); |
368 | m_secondarySubViewport = scene->d_ptr->glSecondarySubViewport(); |
369 | |
370 | if (m_primarySubViewport != scene->d_ptr->glPrimarySubViewport()) { |
371 | // Resize of primary subviewport means resizing shadow and selection buffers |
372 | m_primarySubViewport = scene->d_ptr->glPrimarySubViewport(); |
373 | handleResize(); |
374 | } |
375 | |
376 | if (m_devicePixelRatio != scene->devicePixelRatio()) { |
377 | m_devicePixelRatio = scene->devicePixelRatio(); |
378 | handleResize(); |
379 | } |
380 | |
381 | QPoint logicalPixelPosition = scene->selectionQueryPosition(); |
382 | m_inputPosition = QPoint(logicalPixelPosition.x() * m_devicePixelRatio, |
383 | logicalPixelPosition.y() * m_devicePixelRatio); |
384 | |
385 | QPoint logicalGraphPosition = scene->graphPositionQuery(); |
386 | m_graphPositionQuery = QPoint(logicalGraphPosition.x() * m_devicePixelRatio, |
387 | logicalGraphPosition.y() * m_devicePixelRatio); |
388 | |
389 | // Synchronize the renderer scene to controller scene |
390 | scene->d_ptr->sync(other&: *m_cachedScene->d_ptr); |
391 | |
392 | updateCameraViewport(); |
393 | |
394 | if (Q3DScene::invalidSelectionPoint() == logicalPixelPosition) { |
395 | updateSelectionState(state: SelectNone); |
396 | } else { |
397 | if (scene->isSlicingActive()) { |
398 | if (scene->isPointInPrimarySubView(point: logicalPixelPosition)) |
399 | updateSelectionState(state: SelectOnOverview); |
400 | else if (scene->isPointInSecondarySubView(point: logicalPixelPosition)) |
401 | updateSelectionState(state: SelectOnSlice); |
402 | else |
403 | updateSelectionState(state: SelectNone); |
404 | } else { |
405 | updateSelectionState(state: SelectOnScene); |
406 | } |
407 | } |
408 | |
409 | if (Q3DScene::invalidSelectionPoint() != logicalGraphPosition) |
410 | m_graphPositionQueryPending = true; |
411 | |
412 | // Queue up another render when we have a query that needs resolving. |
413 | // This is needed because QtQuick scene graph can sometimes do a sync without following it up |
414 | // with a render. |
415 | if (m_graphPositionQueryPending || m_selectionState != SelectNone) |
416 | emit needRender(); |
417 | } |
418 | |
419 | void Abstract3DRenderer::updateTextures() |
420 | { |
421 | m_axisCacheX.updateTextures(); |
422 | m_axisCacheY.updateTextures(); |
423 | m_axisCacheZ.updateTextures(); |
424 | } |
425 | |
426 | void Abstract3DRenderer::reInitShaders() |
427 | { |
428 | if (!m_isOpenGLES) { |
429 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
430 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
431 | && qobject_cast<Scatter3DRenderer *>(object: this)) { |
432 | initGradientShaders(QStringLiteral(":/shaders/vertexShadow" ), |
433 | QStringLiteral(":/shaders/fragmentShadow" )); |
434 | initStaticSelectedItemShaders(QStringLiteral(":/shaders/vertexShadow" ), |
435 | QStringLiteral(":/shaders/fragmentShadowNoTex" ), |
436 | QStringLiteral(":/shaders/vertexShadow" ), |
437 | QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY" )); |
438 | initShaders(QStringLiteral(":/shaders/vertexShadowNoMatrices" ), |
439 | QStringLiteral(":/shaders/fragmentShadowNoTex" )); |
440 | } else { |
441 | initGradientShaders(QStringLiteral(":/shaders/vertexShadow" ), |
442 | QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY" )); |
443 | initShaders(QStringLiteral(":/shaders/vertexShadow" ), |
444 | QStringLiteral(":/shaders/fragmentShadowNoTex" )); |
445 | } |
446 | initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow" ), |
447 | QStringLiteral(":/shaders/fragmentShadowNoTex" )); |
448 | initCustomItemShaders(QStringLiteral(":/shaders/vertexShadow" ), |
449 | QStringLiteral(":/shaders/fragmentShadow" )); |
450 | } else { |
451 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
452 | && qobject_cast<Scatter3DRenderer *>(object: this)) { |
453 | initGradientShaders(QStringLiteral(":/shaders/vertexTexture" ), |
454 | QStringLiteral(":/shaders/fragmentTexture" )); |
455 | initStaticSelectedItemShaders(QStringLiteral(":/shaders/vertex" ), |
456 | QStringLiteral(":/shaders/fragment" ), |
457 | QStringLiteral(":/shaders/vertex" ), |
458 | QStringLiteral(":/shaders/fragmentColorOnY" )); |
459 | initShaders(QStringLiteral(":/shaders/vertexNoMatrices" ), |
460 | QStringLiteral(":/shaders/fragment" )); |
461 | } else { |
462 | initGradientShaders(QStringLiteral(":/shaders/vertex" ), |
463 | QStringLiteral(":/shaders/fragmentColorOnY" )); |
464 | initShaders(QStringLiteral(":/shaders/vertex" ), |
465 | QStringLiteral(":/shaders/fragment" )); |
466 | } |
467 | initBackgroundShaders(QStringLiteral(":/shaders/vertex" ), |
468 | QStringLiteral(":/shaders/fragment" )); |
469 | initCustomItemShaders(QStringLiteral(":/shaders/vertexTexture" ), |
470 | QStringLiteral(":/shaders/fragmentTexture" )); |
471 | } |
472 | initVolumeTextureShaders(QStringLiteral(":/shaders/vertexTexture3D" ), |
473 | QStringLiteral(":/shaders/fragmentTexture3D" ), |
474 | QStringLiteral(":/shaders/fragmentTexture3DLowDef" ), |
475 | QStringLiteral(":/shaders/fragmentTexture3DSlice" ), |
476 | QStringLiteral(":/shaders/vertexPosition" ), |
477 | QStringLiteral(":/shaders/fragment3DSliceFrames" )); |
478 | } else { |
479 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
480 | && qobject_cast<Scatter3DRenderer *>(object: this)) { |
481 | initGradientShaders(QStringLiteral(":/shaders/vertexTexture" ), |
482 | QStringLiteral(":/shaders/fragmentTextureES2" )); |
483 | initStaticSelectedItemShaders(QStringLiteral(":/shaders/vertex" ), |
484 | QStringLiteral(":/shaders/fragmentES2" ), |
485 | QStringLiteral(":/shaders/vertex" ), |
486 | QStringLiteral(":/shaders/fragmentColorOnYES2" )); |
487 | initShaders(QStringLiteral(":/shaders/vertexNoMatrices" ), |
488 | QStringLiteral(":/shaders/fragmentES2" )); |
489 | } else { |
490 | initGradientShaders(QStringLiteral(":/shaders/vertex" ), |
491 | QStringLiteral(":/shaders/fragmentColorOnYES2" )); |
492 | initShaders(QStringLiteral(":/shaders/vertex" ), |
493 | QStringLiteral(":/shaders/fragmentES2" )); |
494 | } |
495 | initBackgroundShaders(QStringLiteral(":/shaders/vertex" ), |
496 | QStringLiteral(":/shaders/fragmentES2" )); |
497 | initCustomItemShaders(QStringLiteral(":/shaders/vertexTexture" ), |
498 | QStringLiteral(":/shaders/fragmentTextureES2" )); |
499 | } |
500 | } |
501 | |
502 | void Abstract3DRenderer::handleShadowQualityChange() |
503 | { |
504 | reInitShaders(); |
505 | |
506 | if (m_cachedScene->activeLight()->isAutoPosition() |
507 | || m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
508 | m_cachedScene->d_ptr->setLightPositionRelativeToCamera(relativePosition: defaultLightPos); |
509 | emit needRender(); |
510 | } |
511 | if (m_isOpenGLES && m_cachedShadowQuality != QAbstract3DGraph::ShadowQualityNone) { |
512 | emit requestShadowQuality(quality: QAbstract3DGraph::ShadowQualityNone); |
513 | qWarning(msg: "Shadows are not yet supported for OpenGL ES2" ); |
514 | m_cachedShadowQuality = QAbstract3DGraph::ShadowQualityNone; |
515 | } |
516 | } |
517 | |
518 | void Abstract3DRenderer::updateSelectionMode(QAbstract3DGraph::SelectionFlags mode) |
519 | { |
520 | m_cachedSelectionMode = mode; |
521 | m_selectionDirty = true; |
522 | } |
523 | |
524 | void Abstract3DRenderer::updateAspectRatio(float ratio) |
525 | { |
526 | m_graphAspectRatio = ratio; |
527 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
528 | cache->setDataDirty(true); |
529 | } |
530 | |
531 | void Abstract3DRenderer::updateHorizontalAspectRatio(float ratio) |
532 | { |
533 | m_graphHorizontalAspectRatio = ratio; |
534 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
535 | cache->setDataDirty(true); |
536 | } |
537 | |
538 | void Abstract3DRenderer::updatePolar(bool enable) |
539 | { |
540 | m_polarGraph = enable; |
541 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
542 | cache->setDataDirty(true); |
543 | } |
544 | |
545 | void Abstract3DRenderer::updateRadialLabelOffset(float offset) |
546 | { |
547 | m_radialLabelOffset = offset; |
548 | } |
549 | |
550 | void Abstract3DRenderer::updateMargin(float margin) |
551 | { |
552 | m_requestedMargin = margin; |
553 | } |
554 | |
555 | void Abstract3DRenderer::updateOptimizationHint(QAbstract3DGraph::OptimizationHints hint) |
556 | { |
557 | m_cachedOptimizationHint = hint; |
558 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
559 | cache->setDataDirty(true); |
560 | } |
561 | |
562 | void Abstract3DRenderer::handleResize() |
563 | { |
564 | if (m_primarySubViewport.width() == 0 || m_primarySubViewport.height() == 0) |
565 | return; |
566 | |
567 | // Recalculate zoom |
568 | calculateZoomLevel(); |
569 | |
570 | // Re-init selection buffer |
571 | initSelectionBuffer(); |
572 | |
573 | // Re-init depth buffer |
574 | updateDepthBuffer(); |
575 | |
576 | initCursorPositionBuffer(); |
577 | } |
578 | |
579 | void Abstract3DRenderer::calculateZoomLevel() |
580 | { |
581 | // Calculate zoom level based on aspect ratio |
582 | GLfloat div; |
583 | GLfloat zoomAdjustment; |
584 | div = qMin(a: m_primarySubViewport.width(), b: m_primarySubViewport.height()); |
585 | zoomAdjustment = defaultRatio |
586 | * ((m_primarySubViewport.width() / div) |
587 | / (m_primarySubViewport.height() / div)); |
588 | m_autoScaleAdjustment = qMin(a: zoomAdjustment, b: 1.0f); // clamp to 1.0f |
589 | } |
590 | |
591 | void Abstract3DRenderer::updateAxisType(QAbstract3DAxis::AxisOrientation orientation, |
592 | QAbstract3DAxis::AxisType type) |
593 | { |
594 | axisCacheForOrientation(orientation).setType(type); |
595 | } |
596 | |
597 | void Abstract3DRenderer::updateAxisTitle(QAbstract3DAxis::AxisOrientation orientation, |
598 | const QString &title) |
599 | { |
600 | axisCacheForOrientation(orientation).setTitle(title); |
601 | } |
602 | |
603 | void Abstract3DRenderer::updateAxisLabels(QAbstract3DAxis::AxisOrientation orientation, |
604 | const QStringList &labels) |
605 | { |
606 | axisCacheForOrientation(orientation).setLabels(labels); |
607 | } |
608 | |
609 | void Abstract3DRenderer::updateAxisRange(QAbstract3DAxis::AxisOrientation orientation, |
610 | float min, float max) |
611 | { |
612 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
613 | cache.setMin(min); |
614 | cache.setMax(max); |
615 | |
616 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
617 | cache->setDataDirty(true); |
618 | } |
619 | |
620 | void Abstract3DRenderer::updateAxisSegmentCount(QAbstract3DAxis::AxisOrientation orientation, |
621 | int count) |
622 | { |
623 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
624 | cache.setSegmentCount(count); |
625 | } |
626 | |
627 | void Abstract3DRenderer::updateAxisSubSegmentCount(QAbstract3DAxis::AxisOrientation orientation, |
628 | int count) |
629 | { |
630 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
631 | cache.setSubSegmentCount(count); |
632 | } |
633 | |
634 | void Abstract3DRenderer::updateAxisLabelFormat(QAbstract3DAxis::AxisOrientation orientation, |
635 | const QString &format) |
636 | { |
637 | axisCacheForOrientation(orientation).setLabelFormat(format); |
638 | } |
639 | |
640 | void Abstract3DRenderer::updateAxisReversed(QAbstract3DAxis::AxisOrientation orientation, |
641 | bool enable) |
642 | { |
643 | axisCacheForOrientation(orientation).setReversed(enable); |
644 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
645 | cache->setDataDirty(true); |
646 | } |
647 | |
648 | void Abstract3DRenderer::updateAxisFormatter(QAbstract3DAxis::AxisOrientation orientation, |
649 | QValue3DAxisFormatter *formatter) |
650 | { |
651 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
652 | if (cache.ctrlFormatter() != formatter) { |
653 | delete cache.formatter(); |
654 | cache.setFormatter(formatter->createNewInstance()); |
655 | cache.setCtrlFormatter(formatter); |
656 | } |
657 | formatter->d_ptr->populateCopy(copy&: *(cache.formatter())); |
658 | cache.markPositionsDirty(); |
659 | |
660 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
661 | cache->setDataDirty(true); |
662 | } |
663 | |
664 | void Abstract3DRenderer::updateAxisLabelAutoRotation(QAbstract3DAxis::AxisOrientation orientation, |
665 | float angle) |
666 | { |
667 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
668 | if (cache.labelAutoRotation() != angle) |
669 | cache.setLabelAutoRotation(angle); |
670 | } |
671 | |
672 | void Abstract3DRenderer::updateAxisTitleVisibility(QAbstract3DAxis::AxisOrientation orientation, |
673 | bool visible) |
674 | { |
675 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
676 | if (cache.isTitleVisible() != visible) |
677 | cache.setTitleVisible(visible); |
678 | } |
679 | |
680 | void Abstract3DRenderer::updateAxisTitleFixed(QAbstract3DAxis::AxisOrientation orientation, |
681 | bool fixed) |
682 | { |
683 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
684 | if (cache.isTitleFixed() != fixed) |
685 | cache.setTitleFixed(fixed); |
686 | } |
687 | |
688 | void Abstract3DRenderer::modifiedSeriesList(const QVector<QAbstract3DSeries *> &seriesList) |
689 | { |
690 | foreach (QAbstract3DSeries *series, seriesList) { |
691 | SeriesRenderCache *cache = m_renderCacheList.value(akey: series, adefaultValue: 0); |
692 | if (cache) |
693 | cache->setDataDirty(true); |
694 | } |
695 | } |
696 | |
697 | void Abstract3DRenderer::fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh) |
698 | { |
699 | // Default implementation does nothing. |
700 | Q_UNUSED(fileName) |
701 | Q_UNUSED(mesh) |
702 | } |
703 | |
704 | void Abstract3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesList) |
705 | { |
706 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
707 | cache->setValid(false); |
708 | |
709 | m_visibleSeriesCount = 0; |
710 | int seriesCount = seriesList.size(); |
711 | for (int i = 0; i < seriesCount; i++) { |
712 | QAbstract3DSeries *series = seriesList.at(i); |
713 | SeriesRenderCache *cache = m_renderCacheList.value(akey: series); |
714 | bool newSeries = false; |
715 | if (!cache) { |
716 | cache = createNewCache(series); |
717 | m_renderCacheList[series] = cache; |
718 | newSeries = true; |
719 | } |
720 | cache->setValid(true); |
721 | cache->populate(newSeries); |
722 | if (cache->isVisible()) |
723 | m_visibleSeriesCount++; |
724 | } |
725 | |
726 | // Remove non-valid objects from the cache list |
727 | foreach (SeriesRenderCache *cache, m_renderCacheList) { |
728 | if (!cache->isValid()) |
729 | cleanCache(cache); |
730 | } |
731 | } |
732 | |
733 | void Abstract3DRenderer::updateCustomData(const QList<QCustom3DItem *> &customItems) |
734 | { |
735 | if (customItems.isEmpty() && m_customRenderCache.isEmpty()) |
736 | return; |
737 | |
738 | foreach (CustomRenderItem *item, m_customRenderCache) |
739 | item->setValid(false); |
740 | |
741 | int itemCount = customItems.size(); |
742 | // Check custom item list for items that are not yet in render item cache |
743 | for (int i = 0; i < itemCount; i++) { |
744 | QCustom3DItem *item = customItems.at(i); |
745 | CustomRenderItem *renderItem = m_customRenderCache.value(akey: item); |
746 | if (!renderItem) |
747 | renderItem = addCustomItem(item); |
748 | renderItem->setValid(true); |
749 | renderItem->setIndex(i); // always update index, as it must match the custom item index |
750 | } |
751 | |
752 | // Check render item cache and remove items that are not in customItems list anymore |
753 | foreach (CustomRenderItem *renderItem, m_customRenderCache) { |
754 | if (!renderItem->isValid()) { |
755 | m_customRenderCache.remove(akey: renderItem->itemPointer()); |
756 | GLuint texture = renderItem->texture(); |
757 | m_textureHelper->deleteTexture(texture: &texture); |
758 | delete renderItem; |
759 | } |
760 | } |
761 | |
762 | m_customItemDrawOrder.clear(); |
763 | m_customItemDrawOrder = QList<QCustom3DItem *>(customItems); |
764 | } |
765 | |
766 | void Abstract3DRenderer::updateCustomItems() |
767 | { |
768 | // Check all items |
769 | foreach (CustomRenderItem *item, m_customRenderCache) |
770 | updateCustomItem(renderItem: item); |
771 | } |
772 | |
773 | SeriesRenderCache *Abstract3DRenderer::createNewCache(QAbstract3DSeries *series) |
774 | { |
775 | return new SeriesRenderCache(series, this); |
776 | } |
777 | |
778 | void Abstract3DRenderer::cleanCache(SeriesRenderCache *cache) |
779 | { |
780 | m_renderCacheList.remove(akey: cache->series()); |
781 | cache->cleanup(texHelper: m_textureHelper); |
782 | delete cache; |
783 | } |
784 | |
785 | AxisRenderCache &Abstract3DRenderer::axisCacheForOrientation( |
786 | QAbstract3DAxis::AxisOrientation orientation) |
787 | { |
788 | switch (orientation) { |
789 | case QAbstract3DAxis::AxisOrientationX: |
790 | return m_axisCacheX; |
791 | case QAbstract3DAxis::AxisOrientationY: |
792 | return m_axisCacheY; |
793 | case QAbstract3DAxis::AxisOrientationZ: |
794 | return m_axisCacheZ; |
795 | default: |
796 | qFatal(msg: "Abstract3DRenderer::axisCacheForOrientation" ); |
797 | return m_axisCacheX; |
798 | } |
799 | } |
800 | |
801 | void Abstract3DRenderer::lowerShadowQuality() |
802 | { |
803 | QAbstract3DGraph::ShadowQuality newQuality = QAbstract3DGraph::ShadowQualityNone; |
804 | |
805 | switch (m_cachedShadowQuality) { |
806 | case QAbstract3DGraph::ShadowQualityHigh: |
807 | qWarning(msg: "Creating high quality shadows failed. Changing to medium quality." ); |
808 | newQuality = QAbstract3DGraph::ShadowQualityMedium; |
809 | break; |
810 | case QAbstract3DGraph::ShadowQualityMedium: |
811 | qWarning(msg: "Creating medium quality shadows failed. Changing to low quality." ); |
812 | newQuality = QAbstract3DGraph::ShadowQualityLow; |
813 | break; |
814 | case QAbstract3DGraph::ShadowQualityLow: |
815 | qWarning(msg: "Creating low quality shadows failed. Switching shadows off." ); |
816 | newQuality = QAbstract3DGraph::ShadowQualityNone; |
817 | break; |
818 | case QAbstract3DGraph::ShadowQualitySoftHigh: |
819 | qWarning(msg: "Creating soft high quality shadows failed. Changing to soft medium quality." ); |
820 | newQuality = QAbstract3DGraph::ShadowQualitySoftMedium; |
821 | break; |
822 | case QAbstract3DGraph::ShadowQualitySoftMedium: |
823 | qWarning(msg: "Creating soft medium quality shadows failed. Changing to soft low quality." ); |
824 | newQuality = QAbstract3DGraph::ShadowQualitySoftLow; |
825 | break; |
826 | case QAbstract3DGraph::ShadowQualitySoftLow: |
827 | qWarning(msg: "Creating soft low quality shadows failed. Switching shadows off." ); |
828 | newQuality = QAbstract3DGraph::ShadowQualityNone; |
829 | break; |
830 | default: |
831 | // You'll never get here |
832 | break; |
833 | } |
834 | |
835 | emit requestShadowQuality(quality: newQuality); |
836 | updateShadowQuality(quality: newQuality); |
837 | } |
838 | |
839 | void Abstract3DRenderer::drawAxisTitleY(const QVector3D &sideLabelRotation, |
840 | const QVector3D &backLabelRotation, |
841 | const QVector3D &sideLabelTrans, |
842 | const QVector3D &backLabelTrans, |
843 | const QQuaternion &totalSideRotation, |
844 | const QQuaternion &totalBackRotation, |
845 | AbstractRenderItem &dummyItem, |
846 | const Q3DCamera *activeCamera, |
847 | float labelsMaxWidth, |
848 | const QMatrix4x4 &viewMatrix, |
849 | const QMatrix4x4 &projectionMatrix, |
850 | ShaderHelper *shader) |
851 | { |
852 | float scaleFactor = m_drawer->scaledFontSize() / m_axisCacheY.titleItem().size().height(); |
853 | float titleOffset = 2.0f * (labelMargin + (labelsMaxWidth * scaleFactor)); |
854 | float yRotation; |
855 | QVector3D titleTrans; |
856 | QQuaternion totalRotation; |
857 | if (m_xFlipped == m_zFlipped) { |
858 | yRotation = backLabelRotation.y(); |
859 | titleTrans = backLabelTrans; |
860 | totalRotation = totalBackRotation; |
861 | } else { |
862 | yRotation = sideLabelRotation.y(); |
863 | titleTrans = sideLabelTrans; |
864 | totalRotation = totalSideRotation; |
865 | } |
866 | |
867 | QQuaternion offsetRotator = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: yRotation); |
868 | QVector3D titleOffsetVector = |
869 | offsetRotator.rotatedVector(vector: QVector3D(-titleOffset, 0.0f, 0.0f)); |
870 | |
871 | QQuaternion titleRotation; |
872 | if (m_axisCacheY.isTitleFixed()) { |
873 | titleRotation = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: yRotation) |
874 | * m_zRightAngleRotation; |
875 | } else { |
876 | titleRotation = totalRotation * m_zRightAngleRotation; |
877 | } |
878 | dummyItem.setTranslation(titleTrans + titleOffsetVector); |
879 | |
880 | m_drawer->drawLabel(item: dummyItem, labelItem: m_axisCacheY.titleItem(), viewmatrix: viewMatrix, |
881 | projectionmatrix: projectionMatrix, positionComp: zeroVector, rotation: titleRotation, itemHeight: 0, |
882 | mode: m_cachedSelectionMode, shader, object: m_labelObj, camera: activeCamera, |
883 | useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment: Qt::AlignBottom); |
884 | } |
885 | |
886 | void Abstract3DRenderer::drawAxisTitleX(const QVector3D &labelRotation, |
887 | const QVector3D &labelTrans, |
888 | const QQuaternion &totalRotation, |
889 | AbstractRenderItem &dummyItem, |
890 | const Q3DCamera *activeCamera, |
891 | float labelsMaxWidth, |
892 | const QMatrix4x4 &viewMatrix, |
893 | const QMatrix4x4 &projectionMatrix, |
894 | ShaderHelper *shader, |
895 | bool radial) |
896 | { |
897 | float scaleFactor = m_drawer->scaledFontSize() / m_axisCacheX.titleItem().size().height(); |
898 | float titleOffset; |
899 | if (radial) |
900 | titleOffset = -2.0f * (labelMargin + m_drawer->scaledFontSize()); |
901 | else |
902 | titleOffset = 2.0f * (labelMargin + (labelsMaxWidth * scaleFactor)); |
903 | float zRotation = 0.0f; |
904 | float yRotation = 0.0f; |
905 | float xRotation = -90.0f + labelRotation.z(); |
906 | float offsetRotation = labelRotation.z(); |
907 | float = -90.0f; |
908 | Qt::AlignmentFlag alignment = Qt::AlignTop; |
909 | if (m_yFlippedForGrid) { |
910 | alignment = Qt::AlignBottom; |
911 | zRotation = 180.0f; |
912 | if (m_zFlipped) { |
913 | titleOffset = -titleOffset; |
914 | if (m_xFlipped) { |
915 | offsetRotation = -offsetRotation; |
916 | extraRotation = -extraRotation; |
917 | } else { |
918 | xRotation = -90.0f - labelRotation.z(); |
919 | } |
920 | } else { |
921 | yRotation = 180.0f; |
922 | if (m_xFlipped) { |
923 | offsetRotation = -offsetRotation; |
924 | xRotation = -90.0f - labelRotation.z(); |
925 | } else { |
926 | extraRotation = -extraRotation; |
927 | } |
928 | } |
929 | } else { |
930 | if (m_zFlipped) { |
931 | titleOffset = -titleOffset; |
932 | if (m_xFlipped) { |
933 | yRotation = 180.0f; |
934 | offsetRotation = -offsetRotation; |
935 | } else { |
936 | yRotation = 180.0f; |
937 | xRotation = -90.0f - labelRotation.z(); |
938 | extraRotation = -extraRotation; |
939 | } |
940 | } else { |
941 | if (m_xFlipped) { |
942 | offsetRotation = -offsetRotation; |
943 | xRotation = -90.0f - labelRotation.z(); |
944 | extraRotation = -extraRotation; |
945 | } |
946 | } |
947 | } |
948 | |
949 | if (radial) { |
950 | if (m_zFlipped) { |
951 | titleOffset = -titleOffset; |
952 | } else { |
953 | if (m_yFlippedForGrid) |
954 | alignment = Qt::AlignTop; |
955 | else |
956 | alignment = Qt::AlignBottom; |
957 | } |
958 | } |
959 | |
960 | if (offsetRotation == 180.0f || offsetRotation == -180.0f) |
961 | offsetRotation = 0.0f; |
962 | QQuaternion offsetRotator = QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: offsetRotation); |
963 | QVector3D titleOffsetVector = |
964 | offsetRotator.rotatedVector(vector: QVector3D(0.0f, 0.0f, titleOffset)); |
965 | |
966 | QQuaternion titleRotation; |
967 | if (m_axisCacheX.isTitleFixed()) { |
968 | titleRotation = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: zRotation) |
969 | * QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: yRotation) |
970 | * QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: xRotation); |
971 | } else { |
972 | titleRotation = totalRotation |
973 | * QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: extraRotation); |
974 | } |
975 | dummyItem.setTranslation(labelTrans + titleOffsetVector); |
976 | |
977 | m_drawer->drawLabel(item: dummyItem, labelItem: m_axisCacheX.titleItem(), viewmatrix: viewMatrix, |
978 | projectionmatrix: projectionMatrix, positionComp: zeroVector, rotation: titleRotation, itemHeight: 0, |
979 | mode: m_cachedSelectionMode, shader, object: m_labelObj, camera: activeCamera, |
980 | useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment); |
981 | } |
982 | |
983 | void Abstract3DRenderer::drawAxisTitleZ(const QVector3D &labelRotation, |
984 | const QVector3D &labelTrans, |
985 | const QQuaternion &totalRotation, |
986 | AbstractRenderItem &dummyItem, |
987 | const Q3DCamera *activeCamera, |
988 | float labelsMaxWidth, |
989 | const QMatrix4x4 &viewMatrix, |
990 | const QMatrix4x4 &projectionMatrix, |
991 | ShaderHelper *shader) |
992 | { |
993 | float scaleFactor = m_drawer->scaledFontSize() / m_axisCacheZ.titleItem().size().height(); |
994 | float titleOffset = 2.0f * (labelMargin + (labelsMaxWidth * scaleFactor)); |
995 | float zRotation = labelRotation.z(); |
996 | float yRotation = -90.0f; |
997 | float xRotation = -90.0f; |
998 | float = 90.0f; |
999 | Qt::AlignmentFlag alignment = Qt::AlignTop; |
1000 | if (m_yFlippedForGrid) { |
1001 | alignment = Qt::AlignBottom; |
1002 | xRotation = -xRotation; |
1003 | if (m_zFlipped) { |
1004 | if (m_xFlipped) { |
1005 | titleOffset = -titleOffset; |
1006 | zRotation = -zRotation; |
1007 | extraRotation = -extraRotation; |
1008 | } else { |
1009 | zRotation = -zRotation; |
1010 | yRotation = -yRotation; |
1011 | } |
1012 | } else { |
1013 | if (m_xFlipped) { |
1014 | titleOffset = -titleOffset; |
1015 | } else { |
1016 | extraRotation = -extraRotation; |
1017 | yRotation = -yRotation; |
1018 | } |
1019 | } |
1020 | } else { |
1021 | if (m_zFlipped) { |
1022 | zRotation = -zRotation; |
1023 | if (m_xFlipped) { |
1024 | titleOffset = -titleOffset; |
1025 | } else { |
1026 | extraRotation = -extraRotation; |
1027 | yRotation = -yRotation; |
1028 | } |
1029 | } else { |
1030 | if (m_xFlipped) { |
1031 | titleOffset = -titleOffset; |
1032 | extraRotation = -extraRotation; |
1033 | } else { |
1034 | yRotation = -yRotation; |
1035 | } |
1036 | } |
1037 | } |
1038 | |
1039 | float offsetRotation = zRotation; |
1040 | if (offsetRotation == 180.0f || offsetRotation == -180.0f) |
1041 | offsetRotation = 0.0f; |
1042 | QQuaternion offsetRotator = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: offsetRotation); |
1043 | QVector3D titleOffsetVector = |
1044 | offsetRotator.rotatedVector(vector: QVector3D(titleOffset, 0.0f, 0.0f)); |
1045 | |
1046 | QQuaternion titleRotation; |
1047 | if (m_axisCacheZ.isTitleFixed()) { |
1048 | titleRotation = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: zRotation) |
1049 | * QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: yRotation) |
1050 | * QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: xRotation); |
1051 | } else { |
1052 | titleRotation = totalRotation |
1053 | * QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: extraRotation); |
1054 | } |
1055 | dummyItem.setTranslation(labelTrans + titleOffsetVector); |
1056 | |
1057 | m_drawer->drawLabel(item: dummyItem, labelItem: m_axisCacheZ.titleItem(), viewmatrix: viewMatrix, |
1058 | projectionmatrix: projectionMatrix, positionComp: zeroVector, rotation: titleRotation, itemHeight: 0, |
1059 | mode: m_cachedSelectionMode, shader, object: m_labelObj, camera: activeCamera, |
1060 | useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment); |
1061 | } |
1062 | |
1063 | void Abstract3DRenderer::loadGridLineMesh() |
1064 | { |
1065 | ObjectHelper::resetObjectHelper(cacheId: this, obj&: m_gridLineObj, |
1066 | QStringLiteral(":/defaultMeshes/plane" )); |
1067 | } |
1068 | |
1069 | void Abstract3DRenderer::loadLabelMesh() |
1070 | { |
1071 | ObjectHelper::resetObjectHelper(cacheId: this, obj&: m_labelObj, |
1072 | QStringLiteral(":/defaultMeshes/plane" )); |
1073 | } |
1074 | |
1075 | void Abstract3DRenderer::loadPositionMapperMesh() |
1076 | { |
1077 | ObjectHelper::resetObjectHelper(cacheId: this, obj&: m_positionMapperObj, |
1078 | QStringLiteral(":/defaultMeshes/barFull" )); |
1079 | } |
1080 | |
1081 | void Abstract3DRenderer::generateBaseColorTexture(const QColor &color, GLuint *texture) |
1082 | { |
1083 | m_textureHelper->deleteTexture(texture); |
1084 | *texture = m_textureHelper->createUniformTexture(color); |
1085 | } |
1086 | |
1087 | void Abstract3DRenderer::fixGradientAndGenerateTexture(QLinearGradient *gradient, |
1088 | GLuint *gradientTexture) |
1089 | { |
1090 | // Readjust start/stop to match gradient texture size |
1091 | gradient->setStart(x: qreal(gradientTextureWidth), y: qreal(gradientTextureHeight)); |
1092 | gradient->setFinalStop(x: 0.0, y: 0.0); |
1093 | |
1094 | m_textureHelper->deleteTexture(texture: gradientTexture); |
1095 | |
1096 | *gradientTexture = m_textureHelper->createGradientTexture(gradient: *gradient); |
1097 | } |
1098 | |
1099 | LabelItem &Abstract3DRenderer::selectionLabelItem() |
1100 | { |
1101 | if (!m_selectionLabelItem) |
1102 | m_selectionLabelItem = new LabelItem; |
1103 | return *m_selectionLabelItem; |
1104 | } |
1105 | |
1106 | void Abstract3DRenderer::setSelectionLabel(const QString &label) |
1107 | { |
1108 | if (m_selectionLabelItem) |
1109 | m_selectionLabelItem->clear(); |
1110 | m_selectionLabel = label; |
1111 | } |
1112 | |
1113 | QString &Abstract3DRenderer::selectionLabel() |
1114 | { |
1115 | return m_selectionLabel; |
1116 | } |
1117 | |
1118 | QVector4D Abstract3DRenderer::indexToSelectionColor(GLint index) |
1119 | { |
1120 | GLubyte idxRed = index & 0xff; |
1121 | GLubyte idxGreen = (index & 0xff00) >> 8; |
1122 | GLubyte idxBlue = (index & 0xff0000) >> 16; |
1123 | |
1124 | return QVector4D(idxRed, idxGreen, idxBlue, 0); |
1125 | } |
1126 | |
1127 | CustomRenderItem *Abstract3DRenderer::addCustomItem(QCustom3DItem *item) |
1128 | { |
1129 | CustomRenderItem *newItem = new CustomRenderItem(); |
1130 | newItem->setRenderer(this); |
1131 | newItem->setItemPointer(item); // Store pointer for render item updates |
1132 | newItem->setMesh(item->meshFile()); |
1133 | newItem->setOrigPosition(item->position()); |
1134 | newItem->setOrigScaling(item->scaling()); |
1135 | newItem->setScalingAbsolute(item->isScalingAbsolute()); |
1136 | newItem->setPositionAbsolute(item->isPositionAbsolute()); |
1137 | QImage textureImage = item->d_ptr->textureImage(); |
1138 | bool facingCamera = false; |
1139 | GLuint texture = 0; |
1140 | if (item->d_ptr->m_isLabelItem) { |
1141 | QCustom3DLabel *labelItem = static_cast<QCustom3DLabel *>(item); |
1142 | newItem->setLabelItem(true); |
1143 | float pointSize = labelItem->font().pointSizeF(); |
1144 | // Check do we have custom visuals or need to use theme |
1145 | if (!labelItem->dptr()->m_customVisuals) { |
1146 | // Recreate texture using theme |
1147 | labelItem->dptr()->createTextureImage(bgrColor: m_cachedTheme->labelBackgroundColor(), |
1148 | txtColor: m_cachedTheme->labelTextColor(), |
1149 | background: m_cachedTheme->isLabelBackgroundEnabled(), |
1150 | borders: m_cachedTheme->isLabelBorderEnabled()); |
1151 | pointSize = m_cachedTheme->font().pointSizeF(); |
1152 | textureImage = item->d_ptr->textureImage(); |
1153 | } |
1154 | // Calculate scaling based on text (texture size), font size and asked scaling |
1155 | float scaledFontSize = (0.05f + pointSize / 500.0f) / float(textureImage.height()); |
1156 | QVector3D scaling = newItem->origScaling(); |
1157 | scaling.setX(scaling.x() * textureImage.width() * scaledFontSize); |
1158 | scaling.setY(scaling.y() * textureImage.height() * scaledFontSize); |
1159 | newItem->setOrigScaling(scaling); |
1160 | // Check if facing camera |
1161 | facingCamera = labelItem->isFacingCamera(); |
1162 | } else if (item->d_ptr->m_isVolumeItem && !m_isOpenGLES) { |
1163 | QCustom3DVolume *volumeItem = static_cast<QCustom3DVolume *>(item); |
1164 | newItem->setTextureWidth(volumeItem->textureWidth()); |
1165 | newItem->setTextureHeight(volumeItem->textureHeight()); |
1166 | newItem->setTextureDepth(volumeItem->textureDepth()); |
1167 | if (volumeItem->textureFormat() == QImage::Format_Indexed8) |
1168 | newItem->setColorTable(volumeItem->colorTable()); |
1169 | newItem->setTextureFormat(volumeItem->textureFormat()); |
1170 | newItem->setVolume(true); |
1171 | newItem->setBlendNeeded(true); |
1172 | texture = m_textureHelper->create3DTexture(data: volumeItem->textureData(), |
1173 | width: volumeItem->textureWidth(), |
1174 | height: volumeItem->textureHeight(), |
1175 | depth: volumeItem->textureDepth(), |
1176 | dataFormat: volumeItem->textureFormat()); |
1177 | newItem->setSliceIndexX(volumeItem->sliceIndexX()); |
1178 | newItem->setSliceIndexY(volumeItem->sliceIndexY()); |
1179 | newItem->setSliceIndexZ(volumeItem->sliceIndexZ()); |
1180 | newItem->setAlphaMultiplier(volumeItem->alphaMultiplier()); |
1181 | newItem->setPreserveOpacity(volumeItem->preserveOpacity()); |
1182 | newItem->setUseHighDefShader(volumeItem->useHighDefShader()); |
1183 | |
1184 | newItem->setDrawSlices(volumeItem->drawSlices()); |
1185 | newItem->setDrawSliceFrames(volumeItem->drawSliceFrames()); |
1186 | newItem->setSliceFrameColor(volumeItem->sliceFrameColor()); |
1187 | newItem->setSliceFrameWidths(volumeItem->sliceFrameWidths()); |
1188 | newItem->setSliceFrameGaps(volumeItem->sliceFrameGaps()); |
1189 | newItem->setSliceFrameThicknesses(volumeItem->sliceFrameThicknesses()); |
1190 | } |
1191 | recalculateCustomItemScalingAndPos(item: newItem); |
1192 | newItem->setRotation(item->rotation()); |
1193 | |
1194 | // In OpenGL ES we simply draw volumes as regular custom item placeholders. |
1195 | if (!item->d_ptr->m_isVolumeItem || m_isOpenGLES) |
1196 | { |
1197 | newItem->setBlendNeeded(textureImage.hasAlphaChannel()); |
1198 | texture = m_textureHelper->create2DTexture(image: textureImage, useTrilinearFiltering: true, convert: true, smoothScale: true); |
1199 | } |
1200 | newItem->setTexture(texture); |
1201 | item->d_ptr->clearTextureImage(); |
1202 | newItem->setVisible(item->isVisible()); |
1203 | newItem->setShadowCasting(item->isShadowCasting()); |
1204 | newItem->setFacingCamera(facingCamera); |
1205 | m_customRenderCache.insert(akey: item, avalue: newItem); |
1206 | return newItem; |
1207 | } |
1208 | |
1209 | void Abstract3DRenderer::recalculateCustomItemScalingAndPos(CustomRenderItem *item) |
1210 | { |
1211 | if (!m_polarGraph && !item->isLabel() && !item->isScalingAbsolute() |
1212 | && !item->isPositionAbsolute()) { |
1213 | QVector3D scale = item->origScaling() / 2.0f; |
1214 | QVector3D pos = item->origPosition(); |
1215 | QVector3D minBounds(pos.x() - scale.x(), |
1216 | pos.y() - scale.y(), |
1217 | pos.z() + scale.z()); |
1218 | QVector3D maxBounds(pos.x() + scale.x(), |
1219 | pos.y() + scale.y(), |
1220 | pos.z() - scale.z()); |
1221 | QVector3D minCorner = convertPositionToTranslation(position: minBounds, isAbsolute: false); |
1222 | QVector3D maxCorner = convertPositionToTranslation(position: maxBounds, isAbsolute: false); |
1223 | scale = QVector3D(qAbs(t: maxCorner.x() - minCorner.x()), |
1224 | qAbs(t: maxCorner.y() - minCorner.y()), |
1225 | qAbs(t: maxCorner.z() - minCorner.z())) / 2.0f; |
1226 | if (item->isVolume()) { |
1227 | // Only volume items need to scale and reposition according to bounds |
1228 | QVector3D minBoundsNormal = minCorner; |
1229 | QVector3D maxBoundsNormal = maxCorner; |
1230 | // getVisibleItemBounds returns bounds normalized for fragment shader [-1,1] |
1231 | // Y and Z are also flipped. |
1232 | getVisibleItemBounds(minBounds&: minBoundsNormal, maxBounds&: maxBoundsNormal); |
1233 | item->setMinBounds(minBoundsNormal); |
1234 | item->setMaxBounds(maxBoundsNormal); |
1235 | // For scaling calculations, we want [0,1] normalized values |
1236 | minBoundsNormal = item->minBoundsNormal(); |
1237 | maxBoundsNormal = item->maxBoundsNormal(); |
1238 | |
1239 | // Rescale and reposition the item so that it doesn't go over the edges |
1240 | QVector3D adjScaling = |
1241 | QVector3D(scale.x() * (maxBoundsNormal.x() - minBoundsNormal.x()), |
1242 | scale.y() * (maxBoundsNormal.y() - minBoundsNormal.y()), |
1243 | scale.z() * (maxBoundsNormal.z() - minBoundsNormal.z())); |
1244 | |
1245 | item->setScaling(adjScaling); |
1246 | |
1247 | QVector3D adjPos = item->origPosition(); |
1248 | QVector3D dataExtents = QVector3D(maxBounds.x() - minBounds.x(), |
1249 | maxBounds.y() - minBounds.y(), |
1250 | maxBounds.z() - minBounds.z()) / 2.0f; |
1251 | adjPos.setX(adjPos.x() + (dataExtents.x() * minBoundsNormal.x()) |
1252 | - (dataExtents.x() * (1.0f - maxBoundsNormal.x()))); |
1253 | adjPos.setY(adjPos.y() + (dataExtents.y() * minBoundsNormal.y()) |
1254 | - (dataExtents.y() * (1.0f - maxBoundsNormal.y()))); |
1255 | adjPos.setZ(adjPos.z() + (dataExtents.z() * minBoundsNormal.z()) |
1256 | - (dataExtents.z() * (1.0f - maxBoundsNormal.z()))); |
1257 | item->setPosition(adjPos); |
1258 | } else { |
1259 | // Only scale for non-volume items, and do not readjust position |
1260 | item->setScaling(scale); |
1261 | item->setPosition(item->origPosition()); |
1262 | } |
1263 | } else { |
1264 | item->setScaling(item->origScaling()); |
1265 | item->setPosition(item->origPosition()); |
1266 | if (item->isVolume()) { |
1267 | // Y and Z need to be flipped as shader flips those axes |
1268 | item->setMinBounds(QVector3D(-1.0f, 1.0f, 1.0f)); |
1269 | item->setMaxBounds(QVector3D(1.0f, -1.0f, -1.0f)); |
1270 | } |
1271 | } |
1272 | QVector3D translation = convertPositionToTranslation(position: item->position(), |
1273 | isAbsolute: item->isPositionAbsolute()); |
1274 | item->setTranslation(translation); |
1275 | } |
1276 | |
1277 | void Abstract3DRenderer::updateCustomItem(CustomRenderItem *renderItem) |
1278 | { |
1279 | QCustom3DItem *item = renderItem->itemPointer(); |
1280 | if (item->d_ptr->m_dirtyBits.meshDirty) { |
1281 | renderItem->setMesh(item->meshFile()); |
1282 | item->d_ptr->m_dirtyBits.meshDirty = false; |
1283 | } |
1284 | if (item->d_ptr->m_dirtyBits.positionDirty) { |
1285 | renderItem->setOrigPosition(item->position()); |
1286 | renderItem->setPositionAbsolute(item->isPositionAbsolute()); |
1287 | if (!item->d_ptr->m_dirtyBits.scalingDirty) |
1288 | recalculateCustomItemScalingAndPos(item: renderItem); |
1289 | item->d_ptr->m_dirtyBits.positionDirty = false; |
1290 | } |
1291 | if (item->d_ptr->m_dirtyBits.scalingDirty) { |
1292 | QVector3D scaling = item->scaling(); |
1293 | renderItem->setOrigScaling(scaling); |
1294 | renderItem->setScalingAbsolute(item->isScalingAbsolute()); |
1295 | // In case we have label item, we need to recreate texture for scaling adjustment |
1296 | if (item->d_ptr->m_isLabelItem) { |
1297 | QCustom3DLabel *labelItem = static_cast<QCustom3DLabel *>(item); |
1298 | float pointSize = labelItem->font().pointSizeF(); |
1299 | // Check do we have custom visuals or need to use theme |
1300 | if (labelItem->dptr()->m_customVisuals) { |
1301 | // Recreate texture |
1302 | labelItem->dptr()->createTextureImage(); |
1303 | } else { |
1304 | // Recreate texture using theme |
1305 | labelItem->dptr()->createTextureImage(bgrColor: m_cachedTheme->labelBackgroundColor(), |
1306 | txtColor: m_cachedTheme->labelTextColor(), |
1307 | background: m_cachedTheme->isLabelBackgroundEnabled(), |
1308 | borders: m_cachedTheme->isLabelBorderEnabled()); |
1309 | pointSize = m_cachedTheme->font().pointSizeF(); |
1310 | } |
1311 | QImage textureImage = item->d_ptr->textureImage(); |
1312 | // Calculate scaling based on text (texture size), font size and asked scaling |
1313 | float scaledFontSize = (0.05f + pointSize / 500.0f) / float(textureImage.height()); |
1314 | scaling.setX(scaling.x() * textureImage.width() * scaledFontSize); |
1315 | scaling.setY(scaling.y() * textureImage.height() * scaledFontSize); |
1316 | item->d_ptr->clearTextureImage(); |
1317 | renderItem->setOrigScaling(scaling); |
1318 | } |
1319 | recalculateCustomItemScalingAndPos(item: renderItem); |
1320 | item->d_ptr->m_dirtyBits.scalingDirty = false; |
1321 | } |
1322 | if (item->d_ptr->m_dirtyBits.rotationDirty) { |
1323 | renderItem->setRotation(item->rotation()); |
1324 | item->d_ptr->m_dirtyBits.rotationDirty = false; |
1325 | } |
1326 | if (item->d_ptr->m_dirtyBits.textureDirty) { |
1327 | QImage textureImage = item->d_ptr->textureImage(); |
1328 | if (item->d_ptr->m_isLabelItem) { |
1329 | QCustom3DLabel *labelItem = static_cast<QCustom3DLabel *>(item); |
1330 | // Check do we have custom visuals or need to use theme |
1331 | if (!labelItem->dptr()->m_customVisuals) { |
1332 | // Recreate texture using theme |
1333 | labelItem->dptr()->createTextureImage(bgrColor: m_cachedTheme->labelBackgroundColor(), |
1334 | txtColor: m_cachedTheme->labelTextColor(), |
1335 | background: m_cachedTheme->isLabelBackgroundEnabled(), |
1336 | borders: m_cachedTheme->isLabelBorderEnabled()); |
1337 | textureImage = item->d_ptr->textureImage(); |
1338 | } |
1339 | } else if (!item->d_ptr->m_isVolumeItem || m_isOpenGLES) { |
1340 | renderItem->setBlendNeeded(textureImage.hasAlphaChannel()); |
1341 | GLuint oldTexture = renderItem->texture(); |
1342 | m_textureHelper->deleteTexture(texture: &oldTexture); |
1343 | GLuint texture = m_textureHelper->create2DTexture(image: textureImage, useTrilinearFiltering: true, convert: true, smoothScale: true); |
1344 | renderItem->setTexture(texture); |
1345 | } |
1346 | item->d_ptr->clearTextureImage(); |
1347 | item->d_ptr->m_dirtyBits.textureDirty = false; |
1348 | } |
1349 | if (item->d_ptr->m_dirtyBits.visibleDirty) { |
1350 | renderItem->setVisible(item->isVisible()); |
1351 | item->d_ptr->m_dirtyBits.visibleDirty = false; |
1352 | } |
1353 | if (item->d_ptr->m_dirtyBits.shadowCastingDirty) { |
1354 | renderItem->setShadowCasting(item->isShadowCasting()); |
1355 | item->d_ptr->m_dirtyBits.shadowCastingDirty = false; |
1356 | } |
1357 | if (item->d_ptr->m_isLabelItem) { |
1358 | QCustom3DLabel *labelItem = static_cast<QCustom3DLabel *>(item); |
1359 | if (labelItem->dptr()->m_facingCameraDirty) { |
1360 | renderItem->setFacingCamera(labelItem->isFacingCamera()); |
1361 | labelItem->dptr()->m_facingCameraDirty = false; |
1362 | } |
1363 | } else if (item->d_ptr->m_isVolumeItem && !m_isOpenGLES) { |
1364 | QCustom3DVolume *volumeItem = static_cast<QCustom3DVolume *>(item); |
1365 | if (volumeItem->dptr()->m_dirtyBitsVolume.colorTableDirty) { |
1366 | renderItem->setColorTable(volumeItem->colorTable()); |
1367 | volumeItem->dptr()->m_dirtyBitsVolume.colorTableDirty = false; |
1368 | } |
1369 | if (volumeItem->dptr()->m_dirtyBitsVolume.textureDimensionsDirty |
1370 | || volumeItem->dptr()->m_dirtyBitsVolume.textureDataDirty |
1371 | || volumeItem->dptr()->m_dirtyBitsVolume.textureFormatDirty) { |
1372 | GLuint oldTexture = renderItem->texture(); |
1373 | m_textureHelper->deleteTexture(texture: &oldTexture); |
1374 | GLuint texture = m_textureHelper->create3DTexture(data: volumeItem->textureData(), |
1375 | width: volumeItem->textureWidth(), |
1376 | height: volumeItem->textureHeight(), |
1377 | depth: volumeItem->textureDepth(), |
1378 | dataFormat: volumeItem->textureFormat()); |
1379 | renderItem->setTexture(texture); |
1380 | renderItem->setTextureWidth(volumeItem->textureWidth()); |
1381 | renderItem->setTextureHeight(volumeItem->textureHeight()); |
1382 | renderItem->setTextureDepth(volumeItem->textureDepth()); |
1383 | renderItem->setTextureFormat(volumeItem->textureFormat()); |
1384 | volumeItem->dptr()->m_dirtyBitsVolume.textureDimensionsDirty = false; |
1385 | volumeItem->dptr()->m_dirtyBitsVolume.textureDataDirty = false; |
1386 | volumeItem->dptr()->m_dirtyBitsVolume.textureFormatDirty = false; |
1387 | } |
1388 | if (volumeItem->dptr()->m_dirtyBitsVolume.slicesDirty) { |
1389 | renderItem->setDrawSlices(volumeItem->drawSlices()); |
1390 | renderItem->setDrawSliceFrames(volumeItem->drawSliceFrames()); |
1391 | renderItem->setSliceFrameColor(volumeItem->sliceFrameColor()); |
1392 | renderItem->setSliceFrameWidths(volumeItem->sliceFrameWidths()); |
1393 | renderItem->setSliceFrameGaps(volumeItem->sliceFrameGaps()); |
1394 | renderItem->setSliceFrameThicknesses(volumeItem->sliceFrameThicknesses()); |
1395 | renderItem->setSliceIndexX(volumeItem->sliceIndexX()); |
1396 | renderItem->setSliceIndexY(volumeItem->sliceIndexY()); |
1397 | renderItem->setSliceIndexZ(volumeItem->sliceIndexZ()); |
1398 | volumeItem->dptr()->m_dirtyBitsVolume.slicesDirty = false; |
1399 | } |
1400 | if (volumeItem->dptr()->m_dirtyBitsVolume.alphaDirty) { |
1401 | renderItem->setAlphaMultiplier(volumeItem->alphaMultiplier()); |
1402 | renderItem->setPreserveOpacity(volumeItem->preserveOpacity()); |
1403 | volumeItem->dptr()->m_dirtyBitsVolume.alphaDirty = false; |
1404 | } |
1405 | if (volumeItem->dptr()->m_dirtyBitsVolume.shaderDirty) { |
1406 | renderItem->setUseHighDefShader(volumeItem->useHighDefShader()); |
1407 | volumeItem->dptr()->m_dirtyBitsVolume.shaderDirty = false; |
1408 | } |
1409 | } |
1410 | } |
1411 | |
1412 | void Abstract3DRenderer::updateCustomItemPositions() |
1413 | { |
1414 | foreach (CustomRenderItem *renderItem, m_customRenderCache) |
1415 | recalculateCustomItemScalingAndPos(item: renderItem); |
1416 | } |
1417 | |
1418 | void Abstract3DRenderer::drawCustomItems(RenderingState state, |
1419 | ShaderHelper *regularShader, |
1420 | const QMatrix4x4 &viewMatrix, |
1421 | const QMatrix4x4 &projectionViewMatrix, |
1422 | const QMatrix4x4 &depthProjectionViewMatrix, |
1423 | GLuint depthTexture, |
1424 | GLfloat shadowQuality, |
1425 | GLfloat reflection) |
1426 | { |
1427 | if (m_customRenderCache.isEmpty()) |
1428 | return; |
1429 | |
1430 | ShaderHelper *shader = regularShader; |
1431 | shader->bind(); |
1432 | |
1433 | if (RenderingNormal == state) { |
1434 | shader->setUniformValue(uniform: shader->lightP(), value: m_cachedScene->activeLight()->position()); |
1435 | shader->setUniformValue(uniform: shader->ambientS(), value: m_cachedTheme->ambientLightStrength()); |
1436 | shader->setUniformValue(uniform: shader->lightColor(), |
1437 | value: Utils::vectorFromColor(color: m_cachedTheme->lightColor())); |
1438 | shader->setUniformValue(uniform: shader->view(), value: viewMatrix); |
1439 | } |
1440 | |
1441 | // Draw custom items - first regular and then volumes |
1442 | bool volumeDetected = false; |
1443 | int loopCount = 0; |
1444 | while (loopCount < 2) { |
1445 | for (QCustom3DItem *customItem : qAsConst(t&: m_customItemDrawOrder)) { |
1446 | CustomRenderItem *item = m_customRenderCache.value(akey: customItem); |
1447 | // Check that the render item is visible, and skip drawing if not |
1448 | // Also check if reflected item is on the "wrong" side, and skip drawing if it is |
1449 | if (!item->isVisible() || ((m_reflectionEnabled && reflection < 0.0f) |
1450 | && (m_yFlipped == (item->translation().y() >= 0.0)))) { |
1451 | continue; |
1452 | } |
1453 | if (loopCount == 0) { |
1454 | if (item->isVolume()) { |
1455 | volumeDetected = true; |
1456 | continue; |
1457 | } |
1458 | } else { |
1459 | if (!item->isVolume()) |
1460 | continue; |
1461 | } |
1462 | |
1463 | // If the render item is in data coordinates and not within axis ranges, skip it |
1464 | if (!item->isPositionAbsolute() |
1465 | && (item->position().x() < m_axisCacheX.min() |
1466 | || item->position().x() > m_axisCacheX.max() |
1467 | || item->position().z() < m_axisCacheZ.min() |
1468 | || item->position().z() > m_axisCacheZ.max() |
1469 | || item->position().y() < m_axisCacheY.min() |
1470 | || item->position().y() > m_axisCacheY.max())) { |
1471 | continue; |
1472 | } |
1473 | |
1474 | QMatrix4x4 modelMatrix; |
1475 | QMatrix4x4 itModelMatrix; |
1476 | QMatrix4x4 MVPMatrix; |
1477 | |
1478 | QQuaternion rotation = item->rotation(); |
1479 | // Check if the (label) item should be facing camera, and adjust rotation accordingly |
1480 | if (item->isFacingCamera()) { |
1481 | float camRotationX = m_cachedScene->activeCamera()->xRotation(); |
1482 | float camRotationY = m_cachedScene->activeCamera()->yRotation(); |
1483 | rotation = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: -camRotationX) |
1484 | * QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: -camRotationY); |
1485 | } |
1486 | |
1487 | if (m_reflectionEnabled) { |
1488 | if (reflection < 0.0f) { |
1489 | if (item->itemPointer()->d_ptr->m_isLabelItem) |
1490 | continue; |
1491 | else |
1492 | glCullFace(GL_FRONT); |
1493 | } else { |
1494 | glCullFace(GL_BACK); |
1495 | } |
1496 | QVector3D trans = item->translation(); |
1497 | trans.setY(reflection * trans.y()); |
1498 | modelMatrix.translate(vector: trans); |
1499 | if (reflection < 0.0f) { |
1500 | QQuaternion mirror = QQuaternion(rotation.scalar(), |
1501 | -rotation.x(), rotation.y(), -rotation.z()); |
1502 | modelMatrix.rotate(quaternion: mirror); |
1503 | itModelMatrix.rotate(quaternion: mirror); |
1504 | } else { |
1505 | modelMatrix.rotate(quaternion: rotation); |
1506 | itModelMatrix.rotate(quaternion: rotation); |
1507 | } |
1508 | QVector3D scale = item->scaling(); |
1509 | scale.setY(reflection * scale.y()); |
1510 | modelMatrix.scale(vector: scale); |
1511 | } else { |
1512 | modelMatrix.translate(vector: item->translation()); |
1513 | modelMatrix.rotate(quaternion: rotation); |
1514 | modelMatrix.scale(vector: item->scaling()); |
1515 | itModelMatrix.rotate(quaternion: rotation); |
1516 | } |
1517 | if (!item->isFacingCamera()) |
1518 | itModelMatrix.scale(vector: item->scaling()); |
1519 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1520 | |
1521 | if (RenderingNormal == state) { |
1522 | // Normal render |
1523 | ShaderHelper *prevShader = shader; |
1524 | if (item->isVolume() && !m_isOpenGLES) { |
1525 | if (item->drawSlices() && |
1526 | (item->sliceIndexX() >= 0 |
1527 | || item->sliceIndexY() >= 0 |
1528 | || item->sliceIndexZ() >= 0)) { |
1529 | shader = m_volumeTextureSliceShader; |
1530 | } else if (item->useHighDefShader()) { |
1531 | shader = m_volumeTextureShader; |
1532 | } else { |
1533 | shader = m_volumeTextureLowDefShader; |
1534 | } |
1535 | } else if (item->isLabel()) { |
1536 | shader = m_labelShader; |
1537 | } else { |
1538 | shader = regularShader; |
1539 | } |
1540 | if (shader != prevShader) |
1541 | shader->bind(); |
1542 | shader->setUniformValue(uniform: shader->model(), value: modelMatrix); |
1543 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
1544 | shader->setUniformValue(uniform: shader->nModel(), value: itModelMatrix.inverted().transposed()); |
1545 | |
1546 | if (item->isBlendNeeded()) { |
1547 | glEnable(GL_BLEND); |
1548 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
1549 | if (!item->isVolume() && !m_isOpenGLES) |
1550 | glDisable(GL_CULL_FACE); |
1551 | } else { |
1552 | glDisable(GL_BLEND); |
1553 | glEnable(GL_CULL_FACE); |
1554 | } |
1555 | |
1556 | if (!m_isOpenGLES && m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone |
1557 | && !item->isVolume()) { |
1558 | // Set shadow shader bindings |
1559 | shader->setUniformValue(uniform: shader->shadowQ(), value: shadowQuality); |
1560 | shader->setUniformValue(uniform: shader->depth(), value: depthProjectionViewMatrix * modelMatrix); |
1561 | shader->setUniformValue(uniform: shader->lightS(), value: m_cachedTheme->lightStrength() / 10.0f); |
1562 | m_drawer->drawObject(shader, object: item->mesh(), textureId: item->texture(), depthTextureId: depthTexture); |
1563 | } else { |
1564 | // Set shadowless shader bindings |
1565 | if (item->isVolume() && !m_isOpenGLES) { |
1566 | QVector3D cameraPos = m_cachedScene->activeCamera()->position(); |
1567 | cameraPos = MVPMatrix.inverted().map(point: cameraPos); |
1568 | // Adjust camera position according to min/max bounds |
1569 | cameraPos = -(cameraPos |
1570 | + ((oneVector - cameraPos) * item->minBoundsNormal()) |
1571 | - ((oneVector + cameraPos) * (oneVector - item->maxBoundsNormal()))); |
1572 | shader->setUniformValue(uniform: shader->cameraPositionRelativeToModel(), value: cameraPos); |
1573 | GLint color8Bit = (item->textureFormat() == QImage::Format_Indexed8) ? 1 : 0; |
1574 | if (color8Bit) { |
1575 | shader->setUniformValueArray(uniform: shader->colorIndex(), |
1576 | values: item->colorTable().constData(), count: 256); |
1577 | } |
1578 | shader->setUniformValue(uniform: shader->color8Bit(), value: color8Bit); |
1579 | shader->setUniformValue(uniform: shader->alphaMultiplier(), value: item->alphaMultiplier()); |
1580 | shader->setUniformValue(uniform: shader->preserveOpacity(), |
1581 | value: item->preserveOpacity() ? 1 : 0); |
1582 | |
1583 | shader->setUniformValue(uniform: shader->minBounds(), value: item->minBounds()); |
1584 | shader->setUniformValue(uniform: shader->maxBounds(), value: item->maxBounds()); |
1585 | |
1586 | if (shader == m_volumeTextureSliceShader) { |
1587 | shader->setUniformValue(uniform: shader->volumeSliceIndices(), |
1588 | value: item->sliceFractions()); |
1589 | } else { |
1590 | // Precalculate texture dimensions so we can optimize |
1591 | // ray stepping to hit every texture layer. |
1592 | QVector3D textureDimensions(1.0f / float(item->textureWidth()), |
1593 | 1.0f / float(item->textureHeight()), |
1594 | 1.0f / float(item->textureDepth())); |
1595 | |
1596 | // Worst case scenario sample count |
1597 | int sampleCount; |
1598 | if (shader == m_volumeTextureLowDefShader) { |
1599 | sampleCount = qMax(a: item->textureWidth(), |
1600 | b: qMax(a: item->textureDepth(), b: item->textureHeight())); |
1601 | // Further improve speed with big textures by simply dropping every |
1602 | // other sample: |
1603 | if (sampleCount > 256) |
1604 | sampleCount /= 2; |
1605 | } else { |
1606 | sampleCount = item->textureWidth() + item->textureHeight() |
1607 | + item->textureDepth(); |
1608 | } |
1609 | shader->setUniformValue(uniform: shader->textureDimensions(), value: textureDimensions); |
1610 | shader->setUniformValue(uniform: shader->sampleCount(), value: sampleCount); |
1611 | } |
1612 | if (item->drawSliceFrames()) { |
1613 | // Set up the slice frame shader |
1614 | glDisable(GL_CULL_FACE); |
1615 | m_volumeSliceFrameShader->bind(); |
1616 | m_volumeSliceFrameShader->setUniformValue( |
1617 | uniform: m_volumeSliceFrameShader->color(), value: item->sliceFrameColor()); |
1618 | |
1619 | // Draw individual slice frames. |
1620 | if (item->sliceIndexX() >= 0) |
1621 | drawVolumeSliceFrame(item, axis: Qt::XAxis, projectionViewMatrix); |
1622 | if (item->sliceIndexY() >= 0) |
1623 | drawVolumeSliceFrame(item, axis: Qt::YAxis, projectionViewMatrix); |
1624 | if (item->sliceIndexZ() >= 0) |
1625 | drawVolumeSliceFrame(item, axis: Qt::ZAxis, projectionViewMatrix); |
1626 | |
1627 | glEnable(GL_CULL_FACE); |
1628 | shader->bind(); |
1629 | } |
1630 | m_drawer->drawObject(shader, object: item->mesh(), textureId: 0, depthTextureId: 0, textureId3D: item->texture()); |
1631 | } else { |
1632 | shader->setUniformValue(uniform: shader->lightS(), value: m_cachedTheme->lightStrength()); |
1633 | m_drawer->drawObject(shader, object: item->mesh(), textureId: item->texture()); |
1634 | } |
1635 | } |
1636 | } else if (RenderingSelection == state) { |
1637 | // Selection render |
1638 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
1639 | QVector4D itemColor = indexToSelectionColor(index: item->index()); |
1640 | itemColor.setW(customItemAlpha); |
1641 | itemColor /= 255.0f; |
1642 | shader->setUniformValue(uniform: shader->color(), value: itemColor); |
1643 | m_drawer->drawObject(shader, object: item->mesh()); |
1644 | } else if (item->isShadowCasting()) { |
1645 | // Depth render |
1646 | shader->setUniformValue(uniform: shader->MVP(), value: depthProjectionViewMatrix * modelMatrix); |
1647 | m_drawer->drawObject(shader, object: item->mesh()); |
1648 | } |
1649 | } |
1650 | loopCount++; |
1651 | if (!volumeDetected) |
1652 | loopCount++; // Skip second run if no volumes detected |
1653 | } |
1654 | |
1655 | if (RenderingNormal == state) { |
1656 | glDisable(GL_BLEND); |
1657 | glEnable(GL_CULL_FACE); |
1658 | } |
1659 | } |
1660 | |
1661 | void Abstract3DRenderer::drawVolumeSliceFrame(const CustomRenderItem *item, Qt::Axis axis, |
1662 | const QMatrix4x4 &projectionViewMatrix) |
1663 | { |
1664 | QVector2D frameWidth; |
1665 | QVector3D frameScaling; |
1666 | QVector3D translation = item->translation(); |
1667 | QQuaternion rotation = item->rotation(); |
1668 | float fracTrans; |
1669 | bool needRotate = !rotation.isIdentity(); |
1670 | QMatrix4x4 rotationMatrix; |
1671 | if (needRotate) |
1672 | rotationMatrix.rotate(quaternion: rotation); |
1673 | |
1674 | if (axis == Qt::XAxis) { |
1675 | fracTrans = item->sliceFractions().x(); |
1676 | float range = item->maxBoundsNormal().x() - item->minBoundsNormal().x(); |
1677 | float minMult = item->minBoundsNormal().x() / range; |
1678 | float maxMult = (1.0f - item->maxBoundsNormal().x()) / range; |
1679 | fracTrans = fracTrans - ((1.0f - fracTrans) * minMult) + ((1.0f + fracTrans) * maxMult); |
1680 | if (needRotate) |
1681 | translation += rotationMatrix.map(point: QVector3D(fracTrans * item->scaling().x(), 0.0f, 0.0f)); |
1682 | else |
1683 | translation.setX(translation.x() + fracTrans * item->scaling().x()); |
1684 | frameScaling = QVector3D(item->scaling().z() |
1685 | + (item->scaling().z() * item->sliceFrameGaps().z()) |
1686 | + (item->scaling().z() * item->sliceFrameWidths().z()), |
1687 | item->scaling().y() |
1688 | + (item->scaling().y() * item->sliceFrameGaps().y()) |
1689 | + (item->scaling().y() * item->sliceFrameWidths().y()), |
1690 | item->scaling().x() * item->sliceFrameThicknesses().x()); |
1691 | frameWidth = QVector2D(item->scaling().z() * item->sliceFrameWidths().z(), |
1692 | item->scaling().y() * item->sliceFrameWidths().y()); |
1693 | rotation *= m_yRightAngleRotation; |
1694 | } else if (axis == Qt::YAxis) { |
1695 | fracTrans = item->sliceFractions().y(); |
1696 | float range = item->maxBoundsNormal().y() - item->minBoundsNormal().y(); |
1697 | // Y axis is logically flipped, so we need to swam min and max bounds |
1698 | float minMult = (1.0f - item->maxBoundsNormal().y()) / range; |
1699 | float maxMult = item->minBoundsNormal().y() / range; |
1700 | fracTrans = fracTrans - ((1.0f - fracTrans) * minMult) + ((1.0f + fracTrans) * maxMult); |
1701 | if (needRotate) |
1702 | translation -= rotationMatrix.map(point: QVector3D(0.0f, fracTrans * item->scaling().y(), 0.0f)); |
1703 | else |
1704 | translation.setY(translation.y() - fracTrans * item->scaling().y()); |
1705 | frameScaling = QVector3D(item->scaling().x() |
1706 | + (item->scaling().x() * item->sliceFrameGaps().x()) |
1707 | + (item->scaling().x() * item->sliceFrameWidths().x()), |
1708 | item->scaling().z() |
1709 | + (item->scaling().z() * item->sliceFrameGaps().z()) |
1710 | + (item->scaling().z() * item->sliceFrameWidths().z()), |
1711 | item->scaling().y() * item->sliceFrameThicknesses().y()); |
1712 | frameWidth = QVector2D(item->scaling().x() * item->sliceFrameWidths().x(), |
1713 | item->scaling().z() * item->sliceFrameWidths().z()); |
1714 | rotation *= m_xRightAngleRotation; |
1715 | } else { // Z axis |
1716 | fracTrans = item->sliceFractions().z(); |
1717 | float range = item->maxBoundsNormal().z() - item->minBoundsNormal().z(); |
1718 | // Z axis is logically flipped, so we need to swam min and max bounds |
1719 | float minMult = (1.0f - item->maxBoundsNormal().z()) / range; |
1720 | float maxMult = item->minBoundsNormal().z() / range; |
1721 | fracTrans = fracTrans - ((1.0f - fracTrans) * minMult) + ((1.0f + fracTrans) * maxMult); |
1722 | if (needRotate) |
1723 | translation -= rotationMatrix.map(point: QVector3D(0.0f, 0.0f, fracTrans * item->scaling().z())); |
1724 | else |
1725 | translation.setZ(translation.z() - fracTrans * item->scaling().z()); |
1726 | frameScaling = QVector3D(item->scaling().x() |
1727 | + (item->scaling().x() * item->sliceFrameGaps().x()) |
1728 | + (item->scaling().x() * item->sliceFrameWidths().x()), |
1729 | item->scaling().y() |
1730 | + (item->scaling().y() * item->sliceFrameGaps().y()) |
1731 | + (item->scaling().y() * item->sliceFrameWidths().y()), |
1732 | item->scaling().z() * item->sliceFrameThicknesses().z()); |
1733 | frameWidth = QVector2D(item->scaling().x() * item->sliceFrameWidths().x(), |
1734 | item->scaling().y() * item->sliceFrameWidths().y()); |
1735 | } |
1736 | |
1737 | // If the slice is outside the shown area, don't show the frame |
1738 | if (fracTrans < -1.0 || fracTrans > 1.0) |
1739 | return; |
1740 | |
1741 | // Shader needs the width of clear space in the middle. |
1742 | frameWidth.setX(1.0f - (frameWidth.x() / frameScaling.x())); |
1743 | frameWidth.setY(1.0f - (frameWidth.y() / frameScaling.y())); |
1744 | |
1745 | QMatrix4x4 modelMatrix; |
1746 | QMatrix4x4 mvpMatrix; |
1747 | |
1748 | modelMatrix.translate(vector: translation); |
1749 | modelMatrix.rotate(quaternion: rotation); |
1750 | modelMatrix.scale(vector: frameScaling); |
1751 | mvpMatrix = projectionViewMatrix * modelMatrix; |
1752 | m_volumeSliceFrameShader->setUniformValue(uniform: m_volumeSliceFrameShader->MVP(), value: mvpMatrix); |
1753 | m_volumeSliceFrameShader->setUniformValue(uniform: m_volumeSliceFrameShader->sliceFrameWidth(), |
1754 | value: frameWidth); |
1755 | |
1756 | m_drawer->drawObject(shader: m_volumeSliceFrameShader, object: item->mesh()); |
1757 | |
1758 | } |
1759 | |
1760 | void Abstract3DRenderer::queriedGraphPosition(const QMatrix4x4 &projectionViewMatrix, |
1761 | const QVector3D &scaling, |
1762 | GLuint defaultFboHandle) |
1763 | { |
1764 | m_cursorPositionShader->bind(); |
1765 | |
1766 | // Set up mapper framebuffer |
1767 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: m_cursorPositionFrameBuffer); |
1768 | glViewport(x: 0, y: 0, |
1769 | width: m_primarySubViewport.width(), |
1770 | height: m_primarySubViewport.height()); |
1771 | glClearColor(red: 1.0f, green: 1.0f, blue: 1.0f, alpha: 1.0f); |
1772 | glClear(GL_COLOR_BUFFER_BIT); |
1773 | glDisable(GL_DITHER); // Dither may affect colors if enabled |
1774 | glEnable(GL_CULL_FACE); |
1775 | glCullFace(GL_FRONT); |
1776 | |
1777 | // Draw a cube scaled to the graph dimensions |
1778 | QMatrix4x4 modelMatrix; |
1779 | QMatrix4x4 MVPMatrix; |
1780 | |
1781 | modelMatrix.scale(vector: scaling); |
1782 | |
1783 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1784 | m_cursorPositionShader->setUniformValue(uniform: m_cursorPositionShader->MVP(), value: MVPMatrix); |
1785 | m_drawer->drawObject(shader: m_cursorPositionShader, object: m_positionMapperObj); |
1786 | |
1787 | QVector4D dataColor = Utils::getSelection(mousepos: m_graphPositionQuery, |
1788 | height: m_primarySubViewport.height()); |
1789 | if (dataColor.w() > 0.0f) { |
1790 | // If position is outside the graph, set the position well outside the graph boundaries |
1791 | dataColor = QVector4D(-10000.0f, -10000.0f, -10000.0f, 0.0f); |
1792 | } else { |
1793 | // Normalize to range [0.0, 1.0] |
1794 | dataColor /= 255.0f; |
1795 | } |
1796 | |
1797 | // Restore state |
1798 | glEnable(GL_DITHER); |
1799 | glCullFace(GL_BACK); |
1800 | |
1801 | // Note: Zeroing the frame buffer before resetting it is a workaround for flickering that occurs |
1802 | // during zoom in some environments. |
1803 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: 0); |
1804 | |
1805 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: defaultFboHandle); |
1806 | glViewport(x: m_primarySubViewport.x(), |
1807 | y: m_primarySubViewport.y(), |
1808 | width: m_primarySubViewport.width(), |
1809 | height: m_primarySubViewport.height()); |
1810 | |
1811 | QVector3D normalizedValues = dataColor.toVector3D() * 2.0f; |
1812 | normalizedValues -= oneVector; |
1813 | m_queriedGraphPosition = QVector3D(normalizedValues.x(), |
1814 | normalizedValues.y(), |
1815 | normalizedValues.z()); |
1816 | m_graphPositionQueryResolved = true; |
1817 | m_graphPositionQueryPending = false; |
1818 | } |
1819 | |
1820 | void Abstract3DRenderer::calculatePolarXZ(const QVector3D &dataPos, float &x, float &z) const |
1821 | { |
1822 | // x is angular, z is radial |
1823 | qreal angle = m_axisCacheX.formatter()->positionAt(value: dataPos.x()) * doublePi; |
1824 | qreal radius = m_axisCacheZ.formatter()->positionAt(value: dataPos.z()); |
1825 | |
1826 | // Convert angle & radius to X and Z coords |
1827 | x = float(radius * qSin(v: angle)) * m_polarRadius; |
1828 | z = -float(radius * qCos(v: angle)) * m_polarRadius; |
1829 | } |
1830 | |
1831 | void Abstract3DRenderer::drawRadialGrid(ShaderHelper *shader, float yFloorLinePos, |
1832 | const QMatrix4x4 &projectionViewMatrix, |
1833 | const QMatrix4x4 &depthMatrix) |
1834 | { |
1835 | static QVector<QQuaternion> lineRotations; |
1836 | if (!lineRotations.size()) { |
1837 | lineRotations.resize(asize: polarGridRoundness); |
1838 | for (int j = 0; j < polarGridRoundness; j++) { |
1839 | lineRotations[j] = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, |
1840 | angle: polarGridAngleDegrees * float(j)); |
1841 | } |
1842 | } |
1843 | int gridLineCount = m_axisCacheZ.gridLineCount(); |
1844 | const QVector<float> &gridPositions = m_axisCacheZ.formatter()->gridPositions(); |
1845 | const QVector<float> &subGridPositions = m_axisCacheZ.formatter()->subGridPositions(); |
1846 | int mainSize = gridPositions.size(); |
1847 | QVector3D translateVector(0.0f, yFloorLinePos, 0.0f); |
1848 | QQuaternion finalRotation = m_xRightAngleRotationNeg; |
1849 | if (m_yFlippedForGrid) |
1850 | finalRotation *= m_xFlipRotation; |
1851 | |
1852 | for (int i = 0; i < gridLineCount; i++) { |
1853 | float gridPosition = (i >= mainSize) |
1854 | ? subGridPositions.at(i: i - mainSize) : gridPositions.at(i); |
1855 | float radiusFraction = m_polarRadius * gridPosition; |
1856 | QVector3D gridLineScaler(radiusFraction * float(qSin(v: polarGridHalfAngle)), |
1857 | gridLineWidth, gridLineWidth); |
1858 | translateVector.setZ(gridPosition * m_polarRadius); |
1859 | for (int j = 0; j < polarGridRoundness; j++) { |
1860 | QMatrix4x4 modelMatrix; |
1861 | QMatrix4x4 itModelMatrix; |
1862 | modelMatrix.rotate(quaternion: lineRotations.at(i: j)); |
1863 | itModelMatrix.rotate(quaternion: lineRotations.at(i: j)); |
1864 | modelMatrix.translate(vector: translateVector); |
1865 | modelMatrix.scale(vector: gridLineScaler); |
1866 | itModelMatrix.scale(vector: gridLineScaler); |
1867 | modelMatrix.rotate(quaternion: finalRotation); |
1868 | itModelMatrix.rotate(quaternion: finalRotation); |
1869 | QMatrix4x4 MVPMatrix = projectionViewMatrix * modelMatrix; |
1870 | |
1871 | shader->setUniformValue(uniform: shader->model(), value: modelMatrix); |
1872 | shader->setUniformValue(uniform: shader->nModel(), value: itModelMatrix.inverted().transposed()); |
1873 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
1874 | if (!m_isOpenGLES) { |
1875 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1876 | // Set shadow shader bindings |
1877 | QMatrix4x4 depthMVPMatrix = depthMatrix * modelMatrix; |
1878 | shader->setUniformValue(uniform: shader->depth(), value: depthMVPMatrix); |
1879 | // Draw the object |
1880 | m_drawer->drawObject(shader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
1881 | } else { |
1882 | // Draw the object |
1883 | m_drawer->drawObject(shader, object: m_gridLineObj); |
1884 | } |
1885 | } else { |
1886 | m_drawer->drawLine(shader); |
1887 | } |
1888 | } |
1889 | } |
1890 | } |
1891 | |
1892 | void Abstract3DRenderer::drawAngularGrid(ShaderHelper *shader, float yFloorLinePos, |
1893 | const QMatrix4x4 &projectionViewMatrix, |
1894 | const QMatrix4x4 &depthMatrix) |
1895 | { |
1896 | float halfRatio((m_polarRadius + (labelMargin / 2.0f)) / 2.0f); |
1897 | QVector3D gridLineScaler(gridLineWidth, gridLineWidth, halfRatio); |
1898 | int gridLineCount = m_axisCacheX.gridLineCount(); |
1899 | const QVector<float> &gridPositions = m_axisCacheX.formatter()->gridPositions(); |
1900 | const QVector<float> &subGridPositions = m_axisCacheX.formatter()->subGridPositions(); |
1901 | int mainSize = gridPositions.size(); |
1902 | QVector3D translateVector(0.0f, yFloorLinePos, -halfRatio); |
1903 | QQuaternion finalRotation; |
1904 | if (m_isOpenGLES) |
1905 | finalRotation = m_yRightAngleRotationNeg; |
1906 | else |
1907 | finalRotation = m_xRightAngleRotationNeg; |
1908 | if (m_yFlippedForGrid) |
1909 | finalRotation *= m_xFlipRotation; |
1910 | for (int i = 0; i < gridLineCount; i++) { |
1911 | QMatrix4x4 modelMatrix; |
1912 | QMatrix4x4 itModelMatrix; |
1913 | float gridPosition = (i >= mainSize) |
1914 | ? subGridPositions.at(i: i - mainSize) : gridPositions.at(i); |
1915 | QQuaternion lineRotation = QQuaternion::fromAxisAndAngle(axis: upVector, angle: gridPosition * 360.0f); |
1916 | modelMatrix.rotate(quaternion: lineRotation); |
1917 | itModelMatrix.rotate(quaternion: lineRotation); |
1918 | modelMatrix.translate(vector: translateVector); |
1919 | modelMatrix.scale(vector: gridLineScaler); |
1920 | itModelMatrix.scale(vector: gridLineScaler); |
1921 | modelMatrix.rotate(quaternion: finalRotation); |
1922 | itModelMatrix.rotate(quaternion: finalRotation); |
1923 | QMatrix4x4 MVPMatrix = projectionViewMatrix * modelMatrix; |
1924 | |
1925 | shader->setUniformValue(uniform: shader->model(), value: modelMatrix); |
1926 | shader->setUniformValue(uniform: shader->nModel(), value: itModelMatrix.inverted().transposed()); |
1927 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
1928 | if (m_isOpenGLES) { |
1929 | m_drawer->drawLine(shader); |
1930 | } else { |
1931 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1932 | // Set shadow shader bindings |
1933 | QMatrix4x4 depthMVPMatrix = depthMatrix * modelMatrix; |
1934 | shader->setUniformValue(uniform: shader->depth(), value: depthMVPMatrix); |
1935 | // Draw the object |
1936 | m_drawer->drawObject(shader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
1937 | } else { |
1938 | // Draw the object |
1939 | m_drawer->drawObject(shader, object: m_gridLineObj); |
1940 | } |
1941 | } |
1942 | } |
1943 | } |
1944 | |
1945 | float Abstract3DRenderer::calculatePolarBackgroundMargin() |
1946 | { |
1947 | // Check each extents of each angular label |
1948 | // Calculate angular position |
1949 | QVector<float> &labelPositions = m_axisCacheX.formatter()->labelPositions(); |
1950 | float actualLabelHeight = m_drawer->scaledFontSize() * 2.0f; // All labels are same height |
1951 | float maxNeededMargin = 0.0f; |
1952 | |
1953 | // Axis title needs to be accounted for |
1954 | if (m_axisCacheX.isTitleVisible()) |
1955 | maxNeededMargin = 2.0f * actualLabelHeight + 3.0f * labelMargin; |
1956 | |
1957 | for (int label = 0; label < labelPositions.size(); label++) { |
1958 | QSize labelSize = m_axisCacheX.labelItems().at(i: label)->size(); |
1959 | float actualLabelWidth = actualLabelHeight / labelSize.height() * labelSize.width(); |
1960 | float labelPosition = labelPositions.at(i: label); |
1961 | qreal angle = labelPosition * M_PI * 2.0; |
1962 | float x = qAbs(t: (m_polarRadius + labelMargin) * float(qSin(v: angle))) |
1963 | + actualLabelWidth - m_polarRadius + labelMargin; |
1964 | float z = qAbs(t: -(m_polarRadius + labelMargin) * float(qCos(v: angle))) |
1965 | + actualLabelHeight - m_polarRadius + labelMargin; |
1966 | float neededMargin = qMax(a: x, b: z); |
1967 | maxNeededMargin = qMax(a: maxNeededMargin, b: neededMargin); |
1968 | } |
1969 | |
1970 | return maxNeededMargin; |
1971 | } |
1972 | |
1973 | void Abstract3DRenderer::updateCameraViewport() |
1974 | { |
1975 | QVector3D adjustedTarget = m_cachedScene->activeCamera()->target(); |
1976 | fixCameraTarget(target&: adjustedTarget); |
1977 | if (m_oldCameraTarget != adjustedTarget) { |
1978 | QVector3D cameraBase = cameraDistanceVector + adjustedTarget; |
1979 | |
1980 | m_cachedScene->activeCamera()->d_ptr->setBaseOrientation(defaultPosition: cameraBase, |
1981 | defaultTarget: adjustedTarget, |
1982 | defaultUp: upVector); |
1983 | m_oldCameraTarget = adjustedTarget; |
1984 | } |
1985 | m_cachedScene->activeCamera()->d_ptr->updateViewMatrix(zoomAdjustment: m_autoScaleAdjustment); |
1986 | // Set light position (i.e rotate light with activeCamera, a bit above it). |
1987 | // Check if we want to use automatic light positioning even without shadows |
1988 | if (m_cachedScene->activeLight()->isAutoPosition() |
1989 | || m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1990 | m_cachedScene->d_ptr->setLightPositionRelativeToCamera(relativePosition: defaultLightPos); |
1991 | } |
1992 | } |
1993 | |
1994 | QT_END_NAMESPACE_DATAVISUALIZATION |
1995 | |