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| 2 | ** |
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
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| 17 | ** GNU General Public License Usage |
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| 19 | ** General Public License version 3 or (at your option) any later version |
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| 28 | ****************************************************************************/ |
| 29 | |
| 30 | #include "bars3drenderer_p.h" |
| 31 | #include "q3dcamera_p.h" |
| 32 | #include "shaderhelper_p.h" |
| 33 | #include "texturehelper_p.h" |
| 34 | #include "utils_p.h" |
| 35 | #include "barseriesrendercache_p.h" |
| 36 | |
| 37 | #include <QtCore/qmath.h> |
| 38 | |
| 39 | // You can verify that depth buffer drawing works correctly by uncommenting this. |
| 40 | // You should see the scene from where the light is |
| 41 | //#define SHOW_DEPTH_TEXTURE_SCENE |
| 42 | |
| 43 | QT_BEGIN_NAMESPACE_DATAVISUALIZATION |
| 44 | |
| 45 | const bool sliceGridLabels = true; |
| 46 | |
| 47 | Bars3DRenderer::Bars3DRenderer(Bars3DController *controller) |
| 48 | : Abstract3DRenderer(controller), |
| 49 | m_cachedIsSlicingActivated(false), |
| 50 | m_cachedRowCount(0), |
| 51 | m_cachedColumnCount(0), |
| 52 | m_selectedBar(0), |
| 53 | m_sliceCache(0), |
| 54 | m_sliceTitleItem(0), |
| 55 | m_updateLabels(false), |
| 56 | m_barShader(0), |
| 57 | m_barGradientShader(0), |
| 58 | m_depthShader(0), |
| 59 | m_selectionShader(0), |
| 60 | m_backgroundShader(0), |
| 61 | m_bgrTexture(0), |
| 62 | m_selectionTexture(0), |
| 63 | m_depthFrameBuffer(0), |
| 64 | m_selectionFrameBuffer(0), |
| 65 | m_selectionDepthBuffer(0), |
| 66 | m_shadowQualityToShader(100.0f), |
| 67 | m_shadowQualityMultiplier(3), |
| 68 | m_heightNormalizer(1.0f), |
| 69 | m_backgroundAdjustment(0.0f), |
| 70 | m_rowWidth(0), |
| 71 | m_columnDepth(0), |
| 72 | m_maxDimension(0), |
| 73 | m_scaleX(0), |
| 74 | m_scaleZ(0), |
| 75 | m_scaleFactor(0), |
| 76 | m_maxSceneSize(40.0f), |
| 77 | m_visualSelectedBarPos(Bars3DController::invalidSelectionPosition()), |
| 78 | m_selectedBarPos(Bars3DController::invalidSelectionPosition()), |
| 79 | m_selectedSeriesCache(0), |
| 80 | m_noZeroInRange(false), |
| 81 | m_seriesScaleX(0.0f), |
| 82 | m_seriesScaleZ(0.0f), |
| 83 | m_seriesStep(0.0f), |
| 84 | m_seriesStart(0.0f), |
| 85 | m_clickedPosition(Bars3DController::invalidSelectionPosition()), |
| 86 | m_keepSeriesUniform(false), |
| 87 | m_haveUniformColorSeries(false), |
| 88 | m_haveGradientSeries(false), |
| 89 | m_zeroPosition(0.0f), |
| 90 | m_xScaleFactor(1.0f), |
| 91 | m_zScaleFactor(1.0f), |
| 92 | m_floorLevel(0.0f), |
| 93 | m_actualFloorLevel(0.0f) |
| 94 | { |
| 95 | m_axisCacheY.setScale(2.0f); |
| 96 | m_axisCacheY.setTranslate(-1.0f); |
| 97 | |
| 98 | initializeOpenGL(); |
| 99 | } |
| 100 | |
| 101 | Bars3DRenderer::~Bars3DRenderer() |
| 102 | { |
| 103 | contextCleanup(); |
| 104 | delete m_barShader; |
| 105 | delete m_barGradientShader; |
| 106 | delete m_depthShader; |
| 107 | delete m_selectionShader; |
| 108 | delete m_backgroundShader; |
| 109 | } |
| 110 | |
| 111 | void Bars3DRenderer::contextCleanup() |
| 112 | { |
| 113 | if (QOpenGLContext::currentContext()) { |
| 114 | m_textureHelper->glDeleteFramebuffers(n: 1, framebuffers: &m_selectionFrameBuffer); |
| 115 | m_textureHelper->glDeleteRenderbuffers(n: 1, renderbuffers: &m_selectionDepthBuffer); |
| 116 | m_textureHelper->deleteTexture(texture: &m_selectionTexture); |
| 117 | m_textureHelper->glDeleteFramebuffers(n: 1, framebuffers: &m_depthFrameBuffer); |
| 118 | m_textureHelper->deleteTexture(texture: &m_bgrTexture); |
| 119 | } |
| 120 | } |
| 121 | |
| 122 | void Bars3DRenderer::initializeOpenGL() |
| 123 | { |
| 124 | Abstract3DRenderer::initializeOpenGL(); |
| 125 | |
| 126 | // Initialize shaders |
| 127 | |
| 128 | // Init depth shader (for shadows). Init in any case, easier to handle shadow activation if done via api. |
| 129 | initDepthShader(); |
| 130 | |
| 131 | // Init selection shader |
| 132 | initSelectionShader(); |
| 133 | |
| 134 | // Load grid line mesh |
| 135 | loadGridLineMesh(); |
| 136 | |
| 137 | // Load background mesh (we need to be initialized first) |
| 138 | loadBackgroundMesh(); |
| 139 | } |
| 140 | |
| 141 | void Bars3DRenderer::fixCameraTarget(QVector3D &target) |
| 142 | { |
| 143 | target.setX(target.x() * m_xScaleFactor); |
| 144 | target.setY(0.0f); |
| 145 | target.setZ(target.z() * -m_zScaleFactor); |
| 146 | } |
| 147 | |
| 148 | void Bars3DRenderer::getVisibleItemBounds(QVector3D &minBounds, QVector3D &maxBounds) |
| 149 | { |
| 150 | // The inputs are the item bounds in OpenGL coordinates. |
| 151 | // The outputs limit these bounds to visible ranges, normalized to range [-1, 1] |
| 152 | // Volume shader flips the Y and Z axes, so we need to set negatives of actual values to those |
| 153 | float itemRangeX = (maxBounds.x() - minBounds.x()); |
| 154 | float itemRangeY = (maxBounds.y() - minBounds.y()); |
| 155 | float itemRangeZ = (maxBounds.z() - minBounds.z()); |
| 156 | |
| 157 | if (minBounds.x() < -m_xScaleFactor) |
| 158 | minBounds.setX(-1.0f + (2.0f * qAbs(t: minBounds.x() + m_xScaleFactor) / itemRangeX)); |
| 159 | else |
| 160 | minBounds.setX(-1.0f); |
| 161 | |
| 162 | if (minBounds.y() < -1.0f + m_backgroundAdjustment) |
| 163 | minBounds.setY(-(-1.0f + (2.0f * qAbs(t: minBounds.y() + 1.0f - m_backgroundAdjustment) / itemRangeY))); |
| 164 | else |
| 165 | minBounds.setY(1.0f); |
| 166 | |
| 167 | if (minBounds.z() < -m_zScaleFactor) |
| 168 | minBounds.setZ(-(-1.0f + (2.0f * qAbs(t: minBounds.z() + m_zScaleFactor) / itemRangeZ))); |
| 169 | else |
| 170 | minBounds.setZ(1.0f); |
| 171 | |
| 172 | if (maxBounds.x() > m_xScaleFactor) |
| 173 | maxBounds.setX(1.0f - (2.0f * qAbs(t: maxBounds.x() - m_xScaleFactor) / itemRangeX)); |
| 174 | else |
| 175 | maxBounds.setX(1.0f); |
| 176 | |
| 177 | if (maxBounds.y() > 1.0f + m_backgroundAdjustment) |
| 178 | maxBounds.setY(-(1.0f - (2.0f * qAbs(t: maxBounds.y() - 1.0f - m_backgroundAdjustment) / itemRangeY))); |
| 179 | else |
| 180 | maxBounds.setY(-1.0f); |
| 181 | |
| 182 | if (maxBounds.z() > m_zScaleFactor) |
| 183 | maxBounds.setZ(-(1.0f - (2.0f * qAbs(t: maxBounds.z() - m_zScaleFactor) / itemRangeZ))); |
| 184 | else |
| 185 | maxBounds.setZ(-1.0f); |
| 186 | } |
| 187 | |
| 188 | void Bars3DRenderer::updateData() |
| 189 | { |
| 190 | int minRow = m_axisCacheZ.min(); |
| 191 | int maxRow = m_axisCacheZ.max(); |
| 192 | int minCol = m_axisCacheX.min(); |
| 193 | int maxCol = m_axisCacheX.max(); |
| 194 | int newRows = maxRow - minRow + 1; |
| 195 | int newColumns = maxCol - minCol + 1; |
| 196 | int dataRowCount = 0; |
| 197 | int maxDataRowCount = 0; |
| 198 | |
| 199 | m_seriesScaleX = 1.0f / float(m_visibleSeriesCount); |
| 200 | m_seriesStep = 1.0f / float(m_visibleSeriesCount); |
| 201 | m_seriesStart = -((float(m_visibleSeriesCount) - 1.0f) / 2.0f) * m_seriesStep; |
| 202 | |
| 203 | if (m_keepSeriesUniform) |
| 204 | m_seriesScaleZ = m_seriesScaleX; |
| 205 | else |
| 206 | m_seriesScaleZ = 1.0f; |
| 207 | |
| 208 | if (m_cachedRowCount != newRows || m_cachedColumnCount != newColumns) { |
| 209 | // Force update for selection related items |
| 210 | m_sliceCache = 0; |
| 211 | m_sliceTitleItem = 0; |
| 212 | |
| 213 | m_cachedColumnCount = newColumns; |
| 214 | m_cachedRowCount = newRows; |
| 215 | // Calculate max scene size |
| 216 | GLfloat sceneRatio = qMin(a: GLfloat(newColumns) / GLfloat(newRows), |
| 217 | b: GLfloat(newRows) / GLfloat(newColumns)); |
| 218 | m_maxSceneSize = 2.0f * qSqrt(v: sceneRatio * newColumns * newRows); |
| 219 | } |
| 220 | |
| 221 | calculateSceneScalingFactors(); |
| 222 | |
| 223 | m_zeroPosition = m_axisCacheY.formatter()->positionAt(value: m_actualFloorLevel); |
| 224 | |
| 225 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 226 | BarSeriesRenderCache *cache = static_cast<BarSeriesRenderCache *>(baseCache); |
| 227 | if (cache->isVisible()) { |
| 228 | const QBar3DSeries *currentSeries = cache->series(); |
| 229 | BarRenderItemArray &renderArray = cache->renderArray(); |
| 230 | bool dimensionsChanged = false; |
| 231 | if (newRows != renderArray.size() |
| 232 | || newColumns != renderArray.at(i: 0).size()) { |
| 233 | // Destroy old render items and reallocate new array |
| 234 | dimensionsChanged = true; |
| 235 | renderArray.resize(asize: newRows); |
| 236 | for (int i = 0; i < newRows; i++) |
| 237 | renderArray[i].resize(asize: newColumns); |
| 238 | cache->sliceArray().clear(); |
| 239 | } |
| 240 | |
| 241 | if (cache->dataDirty() || dimensionsChanged) { |
| 242 | QBarDataProxy *dataProxy = currentSeries->dataProxy(); |
| 243 | dataRowCount = dataProxy->rowCount(); |
| 244 | if (maxDataRowCount < dataRowCount) |
| 245 | maxDataRowCount = qMin(a: dataRowCount, b: newRows); |
| 246 | int dataRowIndex = minRow; |
| 247 | for (int i = 0; i < newRows; i++) { |
| 248 | BarRenderItemRow &renderRow = renderArray[i]; |
| 249 | const QBarDataRow *dataRow = 0; |
| 250 | if (dataRowIndex < dataRowCount) |
| 251 | dataRow = dataProxy->rowAt(rowIndex: dataRowIndex); |
| 252 | updateRenderRow(dataRow, renderRow); |
| 253 | dataRowIndex++; |
| 254 | } |
| 255 | cache->setDataDirty(false); |
| 256 | } |
| 257 | } |
| 258 | } |
| 259 | |
| 260 | // Reset selected bar to update selection |
| 261 | updateSelectedBar(position: m_selectedBarPos, |
| 262 | series: m_selectedSeriesCache ? m_selectedSeriesCache->series() : 0); |
| 263 | } |
| 264 | |
| 265 | void Bars3DRenderer::updateRenderRow(const QBarDataRow *dataRow, BarRenderItemRow &renderRow) |
| 266 | { |
| 267 | int j = 0; |
| 268 | int renderRowSize = renderRow.size(); |
| 269 | int startIndex = m_axisCacheX.min(); |
| 270 | |
| 271 | if (dataRow) { |
| 272 | int updateSize = qMin(a: (dataRow->size() - startIndex), b: renderRowSize); |
| 273 | int dataColIndex = startIndex; |
| 274 | for (; j < updateSize ; j++) { |
| 275 | updateRenderItem(dataItem: dataRow->at(i: dataColIndex), renderItem&: renderRow[j]); |
| 276 | dataColIndex++; |
| 277 | } |
| 278 | } |
| 279 | for (; j < renderRowSize; j++) { |
| 280 | renderRow[j].setValue(0.0f); |
| 281 | renderRow[j].setHeight(0.0f); |
| 282 | renderRow[j].setRotation(identityQuaternion); |
| 283 | } |
| 284 | } |
| 285 | |
| 286 | void Bars3DRenderer::updateRenderItem(const QBarDataItem &dataItem, BarRenderItem &renderItem) |
| 287 | { |
| 288 | float value = dataItem.value(); |
| 289 | float heightValue = m_axisCacheY.formatter()->positionAt(value); |
| 290 | if (m_noZeroInRange) { |
| 291 | if (m_hasNegativeValues) { |
| 292 | heightValue = -1.0f + heightValue; |
| 293 | if (heightValue > 0.0f) |
| 294 | heightValue = 0.0f; |
| 295 | } else { |
| 296 | if (heightValue < 0.0f) |
| 297 | heightValue = 0.0f; |
| 298 | } |
| 299 | } else { |
| 300 | heightValue -= m_zeroPosition; |
| 301 | } |
| 302 | if (m_axisCacheY.reversed()) |
| 303 | heightValue = -heightValue; |
| 304 | |
| 305 | renderItem.setValue(value); |
| 306 | renderItem.setHeight(heightValue); |
| 307 | |
| 308 | float angle = dataItem.rotation(); |
| 309 | if (angle) { |
| 310 | renderItem.setRotation( |
| 311 | QQuaternion::fromAxisAndAngle( |
| 312 | axis: upVector, angle)); |
| 313 | } else { |
| 314 | renderItem.setRotation(identityQuaternion); |
| 315 | } |
| 316 | } |
| 317 | |
| 318 | void Bars3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesList) |
| 319 | { |
| 320 | Abstract3DRenderer::updateSeries(seriesList); |
| 321 | |
| 322 | bool noSelection = true; |
| 323 | int seriesCount = seriesList.size(); |
| 324 | int visualIndex = 0; |
| 325 | m_haveUniformColorSeries = false; |
| 326 | m_haveGradientSeries = false; |
| 327 | for (int i = 0; i < seriesCount; i++) { |
| 328 | QBar3DSeries *barSeries = static_cast<QBar3DSeries *>(seriesList[i]); |
| 329 | BarSeriesRenderCache *cache = |
| 330 | static_cast<BarSeriesRenderCache *>(m_renderCacheList.value(akey: barSeries)); |
| 331 | if (barSeries->isVisible()) { |
| 332 | if (noSelection |
| 333 | && barSeries->selectedBar() != QBar3DSeries::invalidSelectionPosition()) { |
| 334 | if (selectionLabel() != cache->itemLabel()) |
| 335 | m_selectionLabelDirty = true; |
| 336 | noSelection = false; |
| 337 | } |
| 338 | cache->setVisualIndex(visualIndex++); |
| 339 | if (cache->colorStyle() == Q3DTheme::ColorStyleUniform) |
| 340 | m_haveUniformColorSeries = true; |
| 341 | else |
| 342 | m_haveGradientSeries = true; |
| 343 | } else { |
| 344 | cache->setVisualIndex(-1); |
| 345 | } |
| 346 | |
| 347 | } |
| 348 | if (noSelection) { |
| 349 | if (!selectionLabel().isEmpty()) |
| 350 | m_selectionLabelDirty = true; |
| 351 | m_selectedSeriesCache = 0; |
| 352 | } |
| 353 | } |
| 354 | |
| 355 | SeriesRenderCache *Bars3DRenderer::createNewCache(QAbstract3DSeries *series) |
| 356 | { |
| 357 | return new BarSeriesRenderCache(series, this); |
| 358 | } |
| 359 | |
| 360 | void Bars3DRenderer::updateRows(const QVector<Bars3DController::ChangeRow> &rows) |
| 361 | { |
| 362 | int minRow = m_axisCacheZ.min(); |
| 363 | int maxRow = m_axisCacheZ.max(); |
| 364 | BarSeriesRenderCache *cache = 0; |
| 365 | const QBar3DSeries *prevSeries = 0; |
| 366 | const QBarDataArray *dataArray = 0; |
| 367 | |
| 368 | foreach (Bars3DController::ChangeRow item, rows) { |
| 369 | const int row = item.row; |
| 370 | if (row < minRow || row > maxRow) |
| 371 | continue; |
| 372 | QBar3DSeries *currentSeries = item.series; |
| 373 | if (currentSeries != prevSeries) { |
| 374 | cache = static_cast<BarSeriesRenderCache *>(m_renderCacheList.value(akey: currentSeries)); |
| 375 | prevSeries = currentSeries; |
| 376 | dataArray = item.series->dataProxy()->array(); |
| 377 | // Invisible series render caches are not updated, but instead just marked dirty, so that |
| 378 | // they can be completely recalculated when they are turned visible. |
| 379 | if (!cache->isVisible() && !cache->dataDirty()) |
| 380 | cache->setDataDirty(true); |
| 381 | } |
| 382 | if (cache->isVisible()) { |
| 383 | updateRenderRow(dataRow: dataArray->at(i: row), renderRow&: cache->renderArray()[row - minRow]); |
| 384 | if (m_cachedIsSlicingActivated |
| 385 | && cache == m_selectedSeriesCache |
| 386 | && m_selectedBarPos.x() == row) { |
| 387 | m_selectionDirty = true; // Need to update slice view |
| 388 | } |
| 389 | } |
| 390 | } |
| 391 | } |
| 392 | |
| 393 | void Bars3DRenderer::updateItems(const QVector<Bars3DController::ChangeItem> &items) |
| 394 | { |
| 395 | int minRow = m_axisCacheZ.min(); |
| 396 | int maxRow = m_axisCacheZ.max(); |
| 397 | int minCol = m_axisCacheX.min(); |
| 398 | int maxCol = m_axisCacheX.max(); |
| 399 | BarSeriesRenderCache *cache = 0; |
| 400 | const QBar3DSeries *prevSeries = 0; |
| 401 | const QBarDataArray *dataArray = 0; |
| 402 | |
| 403 | foreach (Bars3DController::ChangeItem item, items) { |
| 404 | const int row = item.point.x(); |
| 405 | const int col = item.point.y(); |
| 406 | if (row < minRow || row > maxRow || col < minCol || col > maxCol) |
| 407 | continue; |
| 408 | QBar3DSeries *currentSeries = item.series; |
| 409 | if (currentSeries != prevSeries) { |
| 410 | cache = static_cast<BarSeriesRenderCache *>(m_renderCacheList.value(akey: currentSeries)); |
| 411 | prevSeries = currentSeries; |
| 412 | dataArray = item.series->dataProxy()->array(); |
| 413 | // Invisible series render caches are not updated, but instead just marked dirty, so that |
| 414 | // they can be completely recalculated when they are turned visible. |
| 415 | if (!cache->isVisible() && !cache->dataDirty()) |
| 416 | cache->setDataDirty(true); |
| 417 | } |
| 418 | if (cache->isVisible()) { |
| 419 | updateRenderItem(dataItem: dataArray->at(i: row)->at(i: col), |
| 420 | renderItem&: cache->renderArray()[row - minRow][col - minCol]); |
| 421 | if (m_cachedIsSlicingActivated |
| 422 | && cache == m_selectedSeriesCache |
| 423 | && m_selectedBarPos == QPoint(row, col)) { |
| 424 | m_selectionDirty = true; // Need to update slice view |
| 425 | } |
| 426 | } |
| 427 | } |
| 428 | } |
| 429 | |
| 430 | void Bars3DRenderer::updateScene(Q3DScene *scene) |
| 431 | { |
| 432 | if (!m_noZeroInRange) { |
| 433 | scene->activeCamera()->d_ptr->setMinYRotation(-90.0); |
| 434 | scene->activeCamera()->d_ptr->setMaxYRotation(90.0); |
| 435 | } else { |
| 436 | if ((m_hasNegativeValues && !m_axisCacheY.reversed()) |
| 437 | || (!m_hasNegativeValues && m_axisCacheY.reversed())) { |
| 438 | scene->activeCamera()->d_ptr->setMinYRotation(-90.0f); |
| 439 | scene->activeCamera()->d_ptr->setMaxYRotation(0.0); |
| 440 | } else { |
| 441 | scene->activeCamera()->d_ptr->setMinYRotation(0.0f); |
| 442 | scene->activeCamera()->d_ptr->setMaxYRotation(90.0); |
| 443 | } |
| 444 | } |
| 445 | |
| 446 | Abstract3DRenderer::updateScene(scene); |
| 447 | |
| 448 | updateSlicingActive(isSlicing: scene->isSlicingActive()); |
| 449 | } |
| 450 | |
| 451 | void Bars3DRenderer::render(GLuint defaultFboHandle) |
| 452 | { |
| 453 | // Handle GL state setup for FBO buffers and clearing of the render surface |
| 454 | Abstract3DRenderer::render(defaultFboHandle); |
| 455 | |
| 456 | if (m_axisCacheY.positionsDirty()) |
| 457 | m_axisCacheY.updateAllPositions(); |
| 458 | |
| 459 | drawScene(defaultFboHandle); |
| 460 | if (m_cachedIsSlicingActivated) |
| 461 | drawSlicedScene(); |
| 462 | } |
| 463 | |
| 464 | void Bars3DRenderer::drawSlicedScene() |
| 465 | { |
| 466 | if (m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionRow) |
| 467 | == m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionColumn)) { |
| 468 | qWarning(msg: "Invalid selection mode. Either QAbstract3DGraph::SelectionRow or" |
| 469 | " QAbstract3DGraph::SelectionColumn must be set before calling" |
| 470 | " setSlicingActive(true)." ); |
| 471 | return; |
| 472 | } |
| 473 | |
| 474 | GLfloat barPosX = 0; |
| 475 | QVector3D lightPos; |
| 476 | QVector4D lightColor = Utils::vectorFromColor(color: m_cachedTheme->lightColor()); |
| 477 | |
| 478 | // Specify viewport |
| 479 | glViewport(x: m_secondarySubViewport.x(), |
| 480 | y: m_secondarySubViewport.y(), |
| 481 | width: m_secondarySubViewport.width(), |
| 482 | height: m_secondarySubViewport.height()); |
| 483 | |
| 484 | // Set up projection matrix |
| 485 | QMatrix4x4 projectionMatrix; |
| 486 | GLfloat viewPortRatio = (GLfloat)m_primarySubViewport.width() |
| 487 | / (GLfloat)m_primarySubViewport.height(); |
| 488 | if (m_useOrthoProjection) { |
| 489 | GLfloat orthoRatio = 2.0f / m_autoScaleAdjustment; |
| 490 | projectionMatrix.ortho(left: -viewPortRatio * orthoRatio, right: viewPortRatio * orthoRatio, |
| 491 | bottom: -orthoRatio, top: orthoRatio, |
| 492 | nearPlane: 0.0f, farPlane: 100.0f); |
| 493 | } else { |
| 494 | projectionMatrix.perspective(verticalAngle: 35.0f, aspectRatio: viewPortRatio, nearPlane: 0.1f, farPlane: 100.0f); |
| 495 | } |
| 496 | |
| 497 | // Set view matrix |
| 498 | QMatrix4x4 viewMatrix; |
| 499 | |
| 500 | // Adjust scaling (zoom rate based on aspect ratio) |
| 501 | GLfloat camZPosSliced = cameraDistance / m_autoScaleAdjustment; |
| 502 | |
| 503 | viewMatrix.lookAt(eye: QVector3D(0.0f, 0.0f, camZPosSliced), center: zeroVector, up: upVector); |
| 504 | |
| 505 | // Set light position |
| 506 | lightPos = QVector3D(0.0f, 0.0f, camZPosSliced * 2.0f); |
| 507 | |
| 508 | const Q3DCamera *activeCamera = m_cachedScene->activeCamera(); |
| 509 | |
| 510 | // Draw the selected row / column |
| 511 | QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix; |
| 512 | bool rowMode = m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionRow); |
| 513 | bool itemMode = m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionItem); |
| 514 | |
| 515 | GLfloat barPosYAdjustment = -0.8f; // Translate to -1.0 + 0.2 for row/column labels |
| 516 | GLfloat gridAdjustment = 1.0f + barPosYAdjustment - m_backgroundAdjustment; |
| 517 | GLfloat scaleFactor = 0.0f; |
| 518 | if (rowMode) |
| 519 | scaleFactor = (1.1f * m_rowWidth) / m_scaleFactor; |
| 520 | else |
| 521 | scaleFactor = (1.1f * m_columnDepth) / m_scaleFactor; |
| 522 | GLfloat barLabelYPos = barPosYAdjustment - labelMargin; |
| 523 | GLfloat zeroPosAdjustment = 0.0f; |
| 524 | GLfloat directionMultiplier = 2.0f; |
| 525 | GLfloat directionBase = 0.0f; |
| 526 | if (m_axisCacheY.reversed()) { |
| 527 | directionMultiplier = -2.0f; |
| 528 | directionBase = -2.0f; |
| 529 | } |
| 530 | zeroPosAdjustment = directionBase + |
| 531 | directionMultiplier * m_axisCacheY.min() / m_heightNormalizer; |
| 532 | zeroPosAdjustment = qBound(min: -2.0f, val: zeroPosAdjustment, max: 0.0f); |
| 533 | |
| 534 | // Draw grid lines |
| 535 | if (m_cachedTheme->isGridEnabled()) { |
| 536 | glDisable(GL_DEPTH_TEST); |
| 537 | ShaderHelper *lineShader; |
| 538 | if (m_isOpenGLES) |
| 539 | lineShader = m_selectionShader; // Plain color shader for GL_LINES |
| 540 | else |
| 541 | lineShader = m_backgroundShader; |
| 542 | |
| 543 | // Bind line shader |
| 544 | lineShader->bind(); |
| 545 | |
| 546 | // Set unchanging shader bindings |
| 547 | QVector4D lineColor = Utils::vectorFromColor(color: m_cachedTheme->gridLineColor()); |
| 548 | lineShader->setUniformValue(uniform: lineShader->lightP(), value: lightPos); |
| 549 | lineShader->setUniformValue(uniform: lineShader->view(), value: viewMatrix); |
| 550 | lineShader->setUniformValue(uniform: lineShader->color(), value: lineColor); |
| 551 | lineShader->setUniformValue(uniform: lineShader->ambientS(), |
| 552 | value: m_cachedTheme->ambientLightStrength() |
| 553 | + m_cachedTheme->lightStrength() / 7.0f); |
| 554 | lineShader->setUniformValue(uniform: lineShader->lightS(), value: 0.0f); |
| 555 | lineShader->setUniformValue(uniform: lineShader->lightColor(), value: lightColor); |
| 556 | |
| 557 | // Horizontal lines |
| 558 | if (m_axisCacheY.segmentCount() > 0) { |
| 559 | int gridLineCount = m_axisCacheY.gridLineCount(); |
| 560 | |
| 561 | QVector3D gridLineScale(scaleFactor, gridLineWidth, gridLineWidth); |
| 562 | bool noZero = true; |
| 563 | QMatrix4x4 MVPMatrix; |
| 564 | QMatrix4x4 itModelMatrix; |
| 565 | |
| 566 | for (int line = 0; line < gridLineCount; line++) { |
| 567 | QMatrix4x4 modelMatrix; |
| 568 | GLfloat gridPos = m_axisCacheY.gridLinePosition(index: line) + gridAdjustment; |
| 569 | modelMatrix.translate(x: 0.0f, y: gridPos, z: 0.0f); |
| 570 | modelMatrix.scale(vector: gridLineScale); |
| 571 | itModelMatrix = modelMatrix; |
| 572 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 573 | |
| 574 | // Set the rest of the shader bindings |
| 575 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 576 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 577 | value: itModelMatrix.inverted().transposed()); |
| 578 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 579 | |
| 580 | // Draw the object |
| 581 | if (m_isOpenGLES) |
| 582 | m_drawer->drawLine(shader: lineShader); |
| 583 | else |
| 584 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 585 | |
| 586 | // Check if we have a line at zero position already |
| 587 | if (gridPos == (barPosYAdjustment + zeroPosAdjustment)) |
| 588 | noZero = false; |
| 589 | } |
| 590 | |
| 591 | // Draw a line at zero, if none exists |
| 592 | if (!m_noZeroInRange && noZero) { |
| 593 | QMatrix4x4 modelMatrix; |
| 594 | modelMatrix.translate(x: 0.0f, y: barPosYAdjustment - zeroPosAdjustment, z: 0.0f); |
| 595 | modelMatrix.scale(vector: gridLineScale); |
| 596 | itModelMatrix = modelMatrix; |
| 597 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 598 | |
| 599 | // Set the rest of the shader bindings |
| 600 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 601 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 602 | value: itModelMatrix.inverted().transposed()); |
| 603 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 604 | lineShader->setUniformValue(uniform: lineShader->color(), |
| 605 | value: Utils::vectorFromColor( |
| 606 | color: m_cachedTheme->labelTextColor())); |
| 607 | |
| 608 | // Draw the object |
| 609 | if (m_isOpenGLES) |
| 610 | m_drawer->drawLine(shader: lineShader); |
| 611 | else |
| 612 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 613 | } |
| 614 | } |
| 615 | |
| 616 | if (sliceGridLabels) { |
| 617 | // Bind label shader |
| 618 | m_labelShader->bind(); |
| 619 | glCullFace(GL_BACK); |
| 620 | glEnable(GL_BLEND); |
| 621 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| 622 | |
| 623 | // Draw grid labels |
| 624 | int labelNbr = 0; |
| 625 | int labelCount = m_axisCacheY.labelCount(); |
| 626 | QVector3D labelTrans = QVector3D(scaleFactor + labelMargin, 0.0f, 0.0f); |
| 627 | |
| 628 | for (int i = 0; i < labelCount; i++) { |
| 629 | if (m_axisCacheY.labelItems().size() > labelNbr) { |
| 630 | const LabelItem &axisLabelItem = *m_axisCacheY.labelItems().at(i: labelNbr); |
| 631 | GLfloat gridPos = m_axisCacheY.labelPosition(index: i) + gridAdjustment; |
| 632 | labelTrans.setY(gridPos); |
| 633 | m_dummyBarRenderItem.setTranslation(labelTrans); |
| 634 | m_drawer->drawLabel(item: m_dummyBarRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, |
| 635 | projectionmatrix: projectionMatrix, positionComp: zeroVector, rotation: identityQuaternion, itemHeight: 0, |
| 636 | mode: m_cachedSelectionMode, shader: m_labelShader, object: m_labelObj, |
| 637 | camera: activeCamera, useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment: Qt::AlignLeft); |
| 638 | } |
| 639 | labelNbr++; |
| 640 | } |
| 641 | glDisable(GL_BLEND); |
| 642 | glEnable(GL_DEPTH_TEST); |
| 643 | } |
| 644 | } |
| 645 | |
| 646 | // Draw bars |
| 647 | QVector3D modelMatrixScaler(m_scaleX * m_seriesScaleX, 0.0f, m_scaleZ * m_seriesScaleZ); |
| 648 | if (!rowMode) { |
| 649 | modelMatrixScaler.setX(m_scaleZ * m_seriesScaleZ); |
| 650 | modelMatrixScaler.setZ(m_scaleX * m_seriesScaleX); |
| 651 | } |
| 652 | |
| 653 | // Set common bar shader bindings |
| 654 | m_barShader->bind(); |
| 655 | m_barShader->setUniformValue(uniform: m_barShader->lightP(), value: lightPos); |
| 656 | m_barShader->setUniformValue(uniform: m_barShader->view(), value: viewMatrix); |
| 657 | m_barShader->setUniformValue(uniform: m_barShader->lightS(), value: 0.15f); |
| 658 | m_barShader->setUniformValue(uniform: m_barShader->ambientS(), |
| 659 | value: m_cachedTheme->ambientLightStrength() |
| 660 | + m_cachedTheme->lightStrength() / 7.0f); |
| 661 | m_barShader->setUniformValue(uniform: m_barShader->lightColor(), value: lightColor); |
| 662 | m_barGradientShader->bind(); |
| 663 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->lightP(), value: lightPos); |
| 664 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->view(), value: viewMatrix); |
| 665 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->lightS(), value: 0.15f); |
| 666 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->ambientS(), |
| 667 | value: m_cachedTheme->ambientLightStrength() |
| 668 | + m_cachedTheme->lightStrength() / 7.0f); |
| 669 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->gradientMin(), value: 0.0f); |
| 670 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->lightColor(), value: lightColor); |
| 671 | |
| 672 | // Default to uniform shader |
| 673 | ShaderHelper *barShader = m_barShader; |
| 674 | barShader->bind(); |
| 675 | |
| 676 | Q3DTheme::ColorStyle previousColorStyle = Q3DTheme::ColorStyleUniform; |
| 677 | Q3DTheme::ColorStyle colorStyle = Q3DTheme::ColorStyleUniform; |
| 678 | ObjectHelper *barObj = 0; |
| 679 | QVector4D highlightColor; |
| 680 | QVector4D baseColor; |
| 681 | GLuint highlightGradientTexture = 0; |
| 682 | GLuint baseGradientTexture = 0; |
| 683 | bool colorStyleIsUniform = true; |
| 684 | int firstVisualIndex = m_renderCacheList.size(); |
| 685 | QVector<BarRenderSliceItem> *firstVisualSliceArray = 0; |
| 686 | BarRenderSliceItem *selectedItem = 0; |
| 687 | |
| 688 | QQuaternion seriesRotation; |
| 689 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 690 | if (baseCache->isVisible() |
| 691 | && (baseCache == m_selectedSeriesCache |
| 692 | || m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionMultiSeries))) { |
| 693 | BarSeriesRenderCache *cache = static_cast<BarSeriesRenderCache *>(baseCache); |
| 694 | QVector<BarRenderSliceItem> &sliceArray = cache->sliceArray(); |
| 695 | int sliceCount = sliceArray.size(); |
| 696 | if (firstVisualIndex > cache->visualIndex()) { |
| 697 | firstVisualIndex = cache->visualIndex(); |
| 698 | firstVisualSliceArray = &sliceArray; |
| 699 | } |
| 700 | |
| 701 | barObj = cache->object(); |
| 702 | colorStyle = cache->colorStyle(); |
| 703 | colorStyleIsUniform = (colorStyle == Q3DTheme::ColorStyleUniform); |
| 704 | if (colorStyleIsUniform) { |
| 705 | highlightColor = cache->singleHighlightColor(); |
| 706 | baseColor = cache->baseColor(); |
| 707 | } else { |
| 708 | highlightGradientTexture = cache->singleHighlightGradientTexture(); |
| 709 | baseGradientTexture = cache->baseGradientTexture(); |
| 710 | } |
| 711 | |
| 712 | // Rebind shader if it has changed |
| 713 | if (colorStyleIsUniform != (previousColorStyle == Q3DTheme::ColorStyleUniform)) { |
| 714 | if (colorStyleIsUniform) |
| 715 | barShader = m_barShader; |
| 716 | else |
| 717 | barShader = m_barGradientShader; |
| 718 | barShader->bind(); |
| 719 | } |
| 720 | |
| 721 | if (!colorStyleIsUniform && (previousColorStyle != colorStyle) |
| 722 | && (colorStyle == Q3DTheme::ColorStyleObjectGradient)) { |
| 723 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->gradientHeight(), value: 0.5f); |
| 724 | } |
| 725 | |
| 726 | previousColorStyle = colorStyle; |
| 727 | seriesRotation = cache->meshRotation(); |
| 728 | bool selectedSeries = (cache == m_selectedSeriesCache); |
| 729 | |
| 730 | for (int bar = 0; bar < sliceCount; bar++) { |
| 731 | BarRenderSliceItem &item = cache->sliceArray()[bar]; |
| 732 | if (selectedSeries && itemMode && sliceGridLabels |
| 733 | && m_visualSelectedBarPos.x() == item.position().x() |
| 734 | && m_visualSelectedBarPos.y() == item.position().y()) { |
| 735 | selectedItem = &item; |
| 736 | } |
| 737 | if (!item.value()) |
| 738 | continue; |
| 739 | |
| 740 | if (item.height() < 0) |
| 741 | glCullFace(GL_FRONT); |
| 742 | else |
| 743 | glCullFace(GL_BACK); |
| 744 | |
| 745 | QMatrix4x4 MVPMatrix; |
| 746 | QMatrix4x4 modelMatrix; |
| 747 | QMatrix4x4 itModelMatrix; |
| 748 | QQuaternion barRotation = item.rotation(); |
| 749 | GLfloat barPosY = item.translation().y() + barPosYAdjustment - zeroPosAdjustment; |
| 750 | |
| 751 | if (rowMode) { |
| 752 | barPosX = item.translation().x(); |
| 753 | } else { |
| 754 | barPosX = -(item.translation().z()); // flip z; frontmost bar to the left |
| 755 | barRotation *= m_yRightAngleRotation; |
| 756 | } |
| 757 | |
| 758 | modelMatrix.translate(x: barPosX, y: barPosY, z: 0.0f); |
| 759 | modelMatrixScaler.setY(item.height()); |
| 760 | |
| 761 | if (!seriesRotation.isIdentity()) |
| 762 | barRotation *= seriesRotation; |
| 763 | |
| 764 | if (!barRotation.isIdentity()) { |
| 765 | modelMatrix.rotate(quaternion: barRotation); |
| 766 | itModelMatrix.rotate(quaternion: barRotation); |
| 767 | } |
| 768 | |
| 769 | modelMatrix.scale(vector: modelMatrixScaler); |
| 770 | itModelMatrix.scale(vector: modelMatrixScaler); |
| 771 | |
| 772 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 773 | |
| 774 | QVector4D barColor; |
| 775 | GLuint gradientTexture = 0; |
| 776 | |
| 777 | if (itemMode && m_visualSelectedBarPos.x() == item.position().x() |
| 778 | && m_visualSelectedBarPos.y() == item.position().y()) { |
| 779 | if (colorStyleIsUniform) |
| 780 | barColor = highlightColor; |
| 781 | else |
| 782 | gradientTexture = highlightGradientTexture; |
| 783 | } else { |
| 784 | if (colorStyleIsUniform) |
| 785 | barColor = baseColor; |
| 786 | else |
| 787 | gradientTexture = baseGradientTexture; |
| 788 | } |
| 789 | |
| 790 | if (item.height() != 0) { |
| 791 | // Set shader bindings |
| 792 | barShader->setUniformValue(uniform: barShader->model(), value: modelMatrix); |
| 793 | barShader->setUniformValue(uniform: barShader->nModel(), |
| 794 | value: itModelMatrix.inverted().transposed()); |
| 795 | barShader->setUniformValue(uniform: barShader->MVP(), value: MVPMatrix); |
| 796 | if (colorStyleIsUniform) { |
| 797 | barShader->setUniformValue(uniform: barShader->color(), value: barColor); |
| 798 | } else if (colorStyle == Q3DTheme::ColorStyleRangeGradient) { |
| 799 | barShader->setUniformValue(uniform: barShader->gradientHeight(), |
| 800 | value: (qAbs(t: item.height()) / m_gradientFraction)); |
| 801 | } |
| 802 | |
| 803 | // Draw the object |
| 804 | m_drawer->drawObject(shader: barShader, |
| 805 | object: barObj, |
| 806 | textureId: gradientTexture); |
| 807 | } |
| 808 | } |
| 809 | } |
| 810 | } |
| 811 | |
| 812 | // Draw labels |
| 813 | m_labelShader->bind(); |
| 814 | glDisable(GL_DEPTH_TEST); |
| 815 | glCullFace(GL_BACK); |
| 816 | glEnable(GL_BLEND); |
| 817 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| 818 | |
| 819 | BarRenderItem *dummyItem(0); |
| 820 | const LabelItem &sliceSelectionLabel = *m_sliceTitleItem; |
| 821 | QVector3D positionComp(0.0f, m_autoScaleAdjustment, 0.0f); |
| 822 | |
| 823 | // Draw labels for bars |
| 824 | QVector3D sliceValueRotation(0.0f, 0.0f, 90.0f); |
| 825 | QVector3D sliceLabelRotation(0.0f, 0.0f, -45.0f); |
| 826 | QQuaternion totalSliceValueRotation = Utils::calculateRotation(xyzRotations: sliceValueRotation); |
| 827 | QQuaternion totalSliceLabelRotation = Utils::calculateRotation(xyzRotations: sliceLabelRotation); |
| 828 | |
| 829 | int labelCount = m_sliceCache->labelItems().size(); |
| 830 | |
| 831 | for (int labelNo = 0; labelNo < labelCount; labelNo++) { |
| 832 | // Check for invalid usage (no selection when setting slicing active) |
| 833 | if (!firstVisualSliceArray) { |
| 834 | qWarning(msg: "No slice data found. Make sure there is a valid selection." ); |
| 835 | continue; |
| 836 | } |
| 837 | |
| 838 | // Get labels from first series only |
| 839 | const BarRenderSliceItem &item = firstVisualSliceArray->at(i: labelNo); |
| 840 | m_dummyBarRenderItem.setTranslation(QVector3D(item.translation().x(), |
| 841 | barLabelYPos, |
| 842 | item.translation().z())); |
| 843 | |
| 844 | // Draw labels |
| 845 | m_drawer->drawLabel(item: m_dummyBarRenderItem, labelItem: *m_sliceCache->labelItems().at(i: labelNo), |
| 846 | viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, positionComp, rotation: totalSliceLabelRotation, |
| 847 | itemHeight: 0, mode: m_cachedSelectionMode, shader: m_labelShader, |
| 848 | object: m_labelObj, camera: activeCamera, useDepth: false, rotateAlong: false, position: Drawer::LabelMid, |
| 849 | alignment: Qt::AlignLeft | Qt::AlignTop, isSlicing: true); |
| 850 | } |
| 851 | |
| 852 | if (!sliceGridLabels) { |
| 853 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 854 | if (baseCache->isVisible()) { |
| 855 | BarSeriesRenderCache *cache = static_cast<BarSeriesRenderCache *>(baseCache); |
| 856 | QVector<BarRenderSliceItem> &sliceArray = cache->sliceArray(); |
| 857 | int sliceCount = sliceArray.size(); |
| 858 | for (int col = 0; col < sliceCount; col++) { |
| 859 | BarRenderSliceItem &item = sliceArray[col]; |
| 860 | |
| 861 | // Draw values |
| 862 | if (item.height() != 0.0f || (!m_noZeroInRange && item.value() == 0.0f)) { |
| 863 | // Create label texture if we need it |
| 864 | if (item.sliceLabel().isNull() || m_updateLabels) { |
| 865 | QString valueLabelText = m_axisCacheY.formatter()->stringForValue( |
| 866 | value: qreal(item.value()), format: m_axisCacheY.labelFormat()); |
| 867 | item.setSliceLabel(valueLabelText); |
| 868 | m_drawer->generateLabelItem(item&: item.sliceLabelItem(), text: item.sliceLabel()); |
| 869 | m_updateLabels = false; |
| 870 | } |
| 871 | Qt::AlignmentFlag alignment = |
| 872 | (item.height() > 0) ? Qt::AlignLeft : Qt::AlignRight; |
| 873 | Drawer::LabelPosition labelPos = |
| 874 | (item.height() < 0) ? Drawer::LabelBelow : Drawer::LabelOver; |
| 875 | m_dummyBarRenderItem.setTranslation(QVector3D(item.translation().x(), |
| 876 | barPosYAdjustment |
| 877 | - zeroPosAdjustment |
| 878 | + item.height(), |
| 879 | item.translation().z())); |
| 880 | |
| 881 | m_drawer->drawLabel(item: m_dummyBarRenderItem, labelItem: item.sliceLabelItem(), viewmatrix: viewMatrix, |
| 882 | projectionmatrix: projectionMatrix, positionComp: zeroVector, rotation: totalSliceValueRotation, |
| 883 | itemHeight: item.height(), mode: m_cachedSelectionMode, shader: m_labelShader, |
| 884 | object: m_labelObj, camera: activeCamera, useDepth: false, rotateAlong: false, position: labelPos, |
| 885 | alignment, isSlicing: true); |
| 886 | } |
| 887 | } |
| 888 | } |
| 889 | } |
| 890 | } else if (selectedItem) { |
| 891 | // Only draw value for selected item when grid labels are on |
| 892 | // Create label texture if we need it |
| 893 | if (selectedItem->sliceLabel().isNull() || m_updateLabels) { |
| 894 | QString valueLabelText = m_axisCacheY.formatter()->stringForValue( |
| 895 | value: qreal(selectedItem->value()), format: m_axisCacheY.labelFormat()); |
| 896 | selectedItem->setSliceLabel(valueLabelText); |
| 897 | m_drawer->generateLabelItem(item&: selectedItem->sliceLabelItem(), text: selectedItem->sliceLabel()); |
| 898 | m_updateLabels = false; |
| 899 | } |
| 900 | Qt::AlignmentFlag alignment = (selectedItem->height() > 0) ? Qt::AlignLeft : Qt::AlignRight; |
| 901 | Drawer::LabelPosition labelPos = |
| 902 | (selectedItem->height() < 0) ? Drawer::LabelBelow : Drawer::LabelOver; |
| 903 | m_dummyBarRenderItem.setTranslation(QVector3D(selectedItem->translation().x(), |
| 904 | barPosYAdjustment - zeroPosAdjustment |
| 905 | + selectedItem->height(), |
| 906 | selectedItem->translation().z())); |
| 907 | |
| 908 | m_drawer->drawLabel(item: m_dummyBarRenderItem, labelItem: selectedItem->sliceLabelItem(), viewmatrix: viewMatrix, |
| 909 | projectionmatrix: projectionMatrix, positionComp: zeroVector, rotation: totalSliceValueRotation, |
| 910 | itemHeight: selectedItem->height(), mode: m_cachedSelectionMode, shader: m_labelShader, |
| 911 | object: m_labelObj, camera: activeCamera, useDepth: false, rotateAlong: false, position: labelPos, |
| 912 | alignment, isSlicing: true); |
| 913 | } |
| 914 | |
| 915 | // Draw labels for axes |
| 916 | if (rowMode) { |
| 917 | if (m_sliceTitleItem) { |
| 918 | m_drawer->drawLabel(item: *dummyItem, labelItem: sliceSelectionLabel, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 919 | positionComp, rotation: identityQuaternion, itemHeight: 0, mode: m_cachedSelectionMode, |
| 920 | shader: m_labelShader, object: m_labelObj, camera: activeCamera, useDepth: false, rotateAlong: false, |
| 921 | position: Drawer::LabelTop, alignment: Qt::AlignCenter, isSlicing: true); |
| 922 | } |
| 923 | m_drawer->drawLabel(item: *dummyItem, labelItem: m_axisCacheX.titleItem(), viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 924 | positionComp, rotation: identityQuaternion, itemHeight: 0, mode: m_cachedSelectionMode, |
| 925 | shader: m_labelShader, object: m_labelObj, camera: activeCamera, useDepth: false, rotateAlong: false, |
| 926 | position: Drawer::LabelBottom, alignment: Qt::AlignCenter, isSlicing: true); |
| 927 | } else { |
| 928 | m_drawer->drawLabel(item: *dummyItem, labelItem: m_axisCacheZ.titleItem(), viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 929 | positionComp, rotation: identityQuaternion, itemHeight: 0, mode: m_cachedSelectionMode, |
| 930 | shader: m_labelShader, |
| 931 | object: m_labelObj, camera: activeCamera, useDepth: false, rotateAlong: false, position: Drawer::LabelBottom, |
| 932 | alignment: Qt::AlignCenter, isSlicing: true); |
| 933 | if (m_sliceTitleItem) { |
| 934 | m_drawer->drawLabel(item: *dummyItem, labelItem: sliceSelectionLabel, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 935 | positionComp, rotation: identityQuaternion, itemHeight: 0, mode: m_cachedSelectionMode, |
| 936 | shader: m_labelShader, |
| 937 | object: m_labelObj, camera: activeCamera, useDepth: false, rotateAlong: false, position: Drawer::LabelTop, |
| 938 | alignment: Qt::AlignCenter, isSlicing: true); |
| 939 | } |
| 940 | } |
| 941 | // Y-axis label |
| 942 | QVector3D labelTrans = QVector3D(-scaleFactor - labelMargin, 0.2f, 0.0f); // y = 0.2 for row/column labels (see barPosYAdjustment) |
| 943 | m_dummyBarRenderItem.setTranslation(labelTrans); |
| 944 | m_drawer->drawLabel(item: m_dummyBarRenderItem, labelItem: m_axisCacheY.titleItem(), viewmatrix: viewMatrix, |
| 945 | projectionmatrix: projectionMatrix, positionComp: zeroVector, rotation: totalSliceValueRotation, itemHeight: 0, |
| 946 | mode: m_cachedSelectionMode, shader: m_labelShader, object: m_labelObj, camera: activeCamera, |
| 947 | useDepth: false, rotateAlong: false, position: Drawer::LabelMid, alignment: Qt::AlignBottom); |
| 948 | |
| 949 | glDisable(GL_BLEND); |
| 950 | glEnable(GL_DEPTH_TEST); |
| 951 | |
| 952 | // Release shader |
| 953 | glUseProgram(program: 0); |
| 954 | } |
| 955 | |
| 956 | void Bars3DRenderer::drawScene(GLuint defaultFboHandle) |
| 957 | { |
| 958 | GLint startBar = 0; |
| 959 | GLint stopBar = 0; |
| 960 | GLint stepBar = 0; |
| 961 | |
| 962 | GLint startRow = 0; |
| 963 | GLint stopRow = 0; |
| 964 | GLint stepRow = 0; |
| 965 | |
| 966 | GLfloat backgroundRotation = 0; |
| 967 | |
| 968 | GLfloat colPos = 0; |
| 969 | GLfloat rowPos = 0; |
| 970 | |
| 971 | const Q3DCamera *activeCamera = m_cachedScene->activeCamera(); |
| 972 | |
| 973 | glViewport(x: m_primarySubViewport.x(), |
| 974 | y: m_primarySubViewport.y(), |
| 975 | width: m_primarySubViewport.width(), |
| 976 | height: m_primarySubViewport.height()); |
| 977 | |
| 978 | // Set up projection matrix |
| 979 | QMatrix4x4 projectionMatrix; |
| 980 | GLfloat viewPortRatio = (GLfloat)m_primarySubViewport.width() |
| 981 | / (GLfloat)m_primarySubViewport.height(); |
| 982 | if (m_useOrthoProjection) { |
| 983 | GLfloat orthoRatio = 2.0f; |
| 984 | projectionMatrix.ortho(left: -viewPortRatio * orthoRatio, right: viewPortRatio * orthoRatio, |
| 985 | bottom: -orthoRatio, top: orthoRatio, |
| 986 | nearPlane: 0.0f, farPlane: 100.0f); |
| 987 | } else { |
| 988 | projectionMatrix.perspective(verticalAngle: 45.0f, aspectRatio: viewPortRatio, nearPlane: 0.1f, farPlane: 100.0f); |
| 989 | } |
| 990 | |
| 991 | // Get the view matrix |
| 992 | QMatrix4x4 viewMatrix = activeCamera->d_ptr->viewMatrix(); |
| 993 | |
| 994 | // Calculate drawing order |
| 995 | // Draw order is reversed to optimize amount of drawing (ie. draw front objects first, |
| 996 | // depth test handles not needing to draw objects behind them) |
| 997 | if (viewMatrix.row(index: 0).x() > 0) { |
| 998 | startRow = 0; |
| 999 | stopRow = m_cachedRowCount; |
| 1000 | stepRow = 1; |
| 1001 | m_zFlipped = false; |
| 1002 | } else { |
| 1003 | startRow = m_cachedRowCount - 1; |
| 1004 | stopRow = -1; |
| 1005 | stepRow = -1; |
| 1006 | m_zFlipped = true; |
| 1007 | } |
| 1008 | if (viewMatrix.row(index: 0).z() <= 0) { |
| 1009 | startBar = 0; |
| 1010 | stopBar = m_cachedColumnCount; |
| 1011 | stepBar = 1; |
| 1012 | m_xFlipped = false; |
| 1013 | } else { |
| 1014 | startBar = m_cachedColumnCount - 1; |
| 1015 | stopBar = -1; |
| 1016 | stepBar = -1; |
| 1017 | m_xFlipped = true; |
| 1018 | } |
| 1019 | |
| 1020 | // Check if we're viewing the scene from below |
| 1021 | if (viewMatrix.row(index: 2).y() < 0) |
| 1022 | m_yFlipped = true; |
| 1023 | else |
| 1024 | m_yFlipped = false; |
| 1025 | |
| 1026 | // calculate background rotation based on view matrix rotation |
| 1027 | if (viewMatrix.row(index: 0).x() > 0 && viewMatrix.row(index: 0).z() <= 0) |
| 1028 | backgroundRotation = 270.0f; |
| 1029 | else if (viewMatrix.row(index: 0).x() > 0 && viewMatrix.row(index: 0).z() > 0) |
| 1030 | backgroundRotation = 180.0f; |
| 1031 | else if (viewMatrix.row(index: 0).x() <= 0 && viewMatrix.row(index: 0).z() > 0) |
| 1032 | backgroundRotation = 90.0f; |
| 1033 | else if (viewMatrix.row(index: 0).x() <= 0 && viewMatrix.row(index: 0).z() <= 0) |
| 1034 | backgroundRotation = 0.0f; |
| 1035 | |
| 1036 | // Get light position from the scene |
| 1037 | QVector3D lightPos = m_cachedScene->activeLight()->position(); |
| 1038 | |
| 1039 | // Skip depth rendering if we're in slice mode |
| 1040 | // Introduce regardless of shadow quality to simplify logic |
| 1041 | QMatrix4x4 depthViewMatrix; |
| 1042 | QMatrix4x4 depthProjectionMatrix; |
| 1043 | QMatrix4x4 depthProjectionViewMatrix; |
| 1044 | |
| 1045 | QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix; |
| 1046 | |
| 1047 | BarRenderItem *selectedBar(0); |
| 1048 | |
| 1049 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && !m_isOpenGLES) { |
| 1050 | // Render scene into a depth texture for using with shadow mapping |
| 1051 | // Enable drawing to depth framebuffer |
| 1052 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: m_depthFrameBuffer); |
| 1053 | glClear(GL_DEPTH_BUFFER_BIT); |
| 1054 | |
| 1055 | // Bind depth shader |
| 1056 | m_depthShader->bind(); |
| 1057 | |
| 1058 | // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows. |
| 1059 | // Depth viewport must always start from 0, 0, as it is rendered into a texture, not screen |
| 1060 | glViewport(x: 0, y: 0, |
| 1061 | width: m_primarySubViewport.width() * m_shadowQualityMultiplier, |
| 1062 | height: m_primarySubViewport.height() * m_shadowQualityMultiplier); |
| 1063 | |
| 1064 | // Get the depth view matrix |
| 1065 | // It may be possible to hack lightPos here if we want to make some tweaks to shadow |
| 1066 | QVector3D depthLightPos = activeCamera->d_ptr->calculatePositionRelativeToCamera( |
| 1067 | relativePosition: zeroVector, fixedRotation: 0.0f, distanceModifier: 3.5f / m_autoScaleAdjustment); |
| 1068 | depthViewMatrix.lookAt(eye: depthLightPos, center: zeroVector, up: upVector); |
| 1069 | |
| 1070 | // Set the depth projection matrix |
| 1071 | depthProjectionMatrix.perspective(verticalAngle: 10.0f, aspectRatio: viewPortRatio, nearPlane: 3.0f, farPlane: 100.0f); |
| 1072 | depthProjectionViewMatrix = depthProjectionMatrix * depthViewMatrix; |
| 1073 | |
| 1074 | // Draw bars to depth buffer |
| 1075 | QVector3D shadowScaler(m_scaleX * m_seriesScaleX * 0.9f, 0.0f, |
| 1076 | m_scaleZ * m_seriesScaleZ * 0.9f); |
| 1077 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 1078 | if (baseCache->isVisible()) { |
| 1079 | BarSeriesRenderCache *cache = static_cast<BarSeriesRenderCache *>(baseCache); |
| 1080 | float seriesPos = m_seriesStart + m_seriesStep * cache->visualIndex() + 0.5f; |
| 1081 | ObjectHelper *barObj = cache->object(); |
| 1082 | QQuaternion seriesRotation(cache->meshRotation()); |
| 1083 | const BarRenderItemArray &renderArray = cache->renderArray(); |
| 1084 | for (int row = startRow; row != stopRow; row += stepRow) { |
| 1085 | const BarRenderItemRow &renderRow = renderArray.at(i: row); |
| 1086 | for (int bar = startBar; bar != stopBar; bar += stepBar) { |
| 1087 | const BarRenderItem &item = renderRow.at(i: bar); |
| 1088 | if (!item.value()) |
| 1089 | continue; |
| 1090 | GLfloat shadowOffset = 0.0f; |
| 1091 | // Set front face culling for negative valued bars and back face culling |
| 1092 | // for positive valued bars to remove peter-panning issues |
| 1093 | if (item.height() > 0) { |
| 1094 | glCullFace(GL_BACK); |
| 1095 | if (m_yFlipped) |
| 1096 | shadowOffset = 0.015f; |
| 1097 | } else { |
| 1098 | glCullFace(GL_FRONT); |
| 1099 | if (!m_yFlipped) |
| 1100 | shadowOffset = -0.015f; |
| 1101 | } |
| 1102 | |
| 1103 | if (m_cachedTheme->isBackgroundEnabled() && m_reflectionEnabled |
| 1104 | && ((m_yFlipped && item.height() > 0.0) |
| 1105 | || (!m_yFlipped && item.height() < 0.0))) { |
| 1106 | continue; |
| 1107 | } |
| 1108 | |
| 1109 | QMatrix4x4 modelMatrix; |
| 1110 | QMatrix4x4 MVPMatrix; |
| 1111 | |
| 1112 | colPos = (bar + seriesPos) * (m_cachedBarSpacing.width()); |
| 1113 | rowPos = (row + 0.5f) * (m_cachedBarSpacing.height()); |
| 1114 | |
| 1115 | // Draw shadows for bars "on the other side" a bit off ground to avoid |
| 1116 | // seeing shadows through the ground |
| 1117 | modelMatrix.translate(x: (colPos - m_rowWidth) / m_scaleFactor, |
| 1118 | y: item.height() + shadowOffset, |
| 1119 | z: (m_columnDepth - rowPos) / m_scaleFactor); |
| 1120 | // Scale the bars down in X and Z to reduce self-shadowing issues |
| 1121 | shadowScaler.setY(item.height()); |
| 1122 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) |
| 1123 | modelMatrix.rotate(quaternion: seriesRotation * item.rotation()); |
| 1124 | modelMatrix.scale(vector: shadowScaler); |
| 1125 | |
| 1126 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1127 | |
| 1128 | m_depthShader->setUniformValue(uniform: m_depthShader->MVP(), value: MVPMatrix); |
| 1129 | |
| 1130 | // 1st attribute buffer : vertices |
| 1131 | glEnableVertexAttribArray(index: m_depthShader->posAtt()); |
| 1132 | glBindBuffer(GL_ARRAY_BUFFER, buffer: barObj->vertexBuf()); |
| 1133 | glVertexAttribPointer(indx: m_depthShader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, |
| 1134 | ptr: (void *)0); |
| 1135 | |
| 1136 | // Index buffer |
| 1137 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: barObj->elementBuf()); |
| 1138 | |
| 1139 | // Draw the triangles |
| 1140 | glDrawElements(GL_TRIANGLES, count: barObj->indexCount(), GL_UNSIGNED_INT, |
| 1141 | indices: (void *)0); |
| 1142 | |
| 1143 | // Free buffers |
| 1144 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
| 1145 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 1146 | |
| 1147 | glDisableVertexAttribArray(index: m_depthShader->posAtt()); |
| 1148 | } |
| 1149 | } |
| 1150 | } |
| 1151 | } |
| 1152 | |
| 1153 | Abstract3DRenderer::drawCustomItems(state: RenderingDepth, regularShader: m_depthShader, viewMatrix, |
| 1154 | projectionViewMatrix, |
| 1155 | depthProjectionViewMatrix, depthTexture: m_depthTexture, |
| 1156 | shadowQuality: m_shadowQualityToShader); |
| 1157 | |
| 1158 | // Disable drawing to depth framebuffer (= enable drawing to screen) |
| 1159 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: defaultFboHandle); |
| 1160 | |
| 1161 | // Reset culling to normal |
| 1162 | glCullFace(GL_BACK); |
| 1163 | |
| 1164 | // Revert to original viewport |
| 1165 | glViewport(x: m_primarySubViewport.x(), |
| 1166 | y: m_primarySubViewport.y(), |
| 1167 | width: m_primarySubViewport.width(), |
| 1168 | height: m_primarySubViewport.height()); |
| 1169 | } |
| 1170 | |
| 1171 | // Do position mapping when necessary |
| 1172 | if (m_graphPositionQueryPending) { |
| 1173 | QVector3D graphDimensions(m_xScaleFactor, 0.0f, m_zScaleFactor); |
| 1174 | queriedGraphPosition(projectionViewMatrix, scaling: graphDimensions, defaultFboHandle); |
| 1175 | |
| 1176 | // Y is always at floor level |
| 1177 | m_queriedGraphPosition.setY(0.0f); |
| 1178 | emit needRender(); |
| 1179 | } |
| 1180 | |
| 1181 | // Skip selection mode drawing if we're slicing or have no selection mode |
| 1182 | if (!m_cachedIsSlicingActivated && m_cachedSelectionMode > QAbstract3DGraph::SelectionNone |
| 1183 | && m_selectionState == SelectOnScene |
| 1184 | && (m_visibleSeriesCount > 0 || !m_customRenderCache.isEmpty()) |
| 1185 | && m_selectionTexture) { |
| 1186 | // Bind selection shader |
| 1187 | m_selectionShader->bind(); |
| 1188 | |
| 1189 | // Draw bars to selection buffer |
| 1190 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: m_selectionFrameBuffer); |
| 1191 | glViewport(x: 0, y: 0, |
| 1192 | width: m_primarySubViewport.width(), |
| 1193 | height: m_primarySubViewport.height()); |
| 1194 | |
| 1195 | glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used |
| 1196 | glClearColor(red: 1.0f, green: 1.0f, blue: 1.0f, alpha: 1.0f); // Set clear color to white (= selectionSkipColor) |
| 1197 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer |
| 1198 | glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled |
| 1199 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 1200 | if (baseCache->isVisible()) { |
| 1201 | BarSeriesRenderCache *cache = static_cast<BarSeriesRenderCache *>(baseCache); |
| 1202 | float seriesPos = m_seriesStart + m_seriesStep * cache->visualIndex() + 0.5f; |
| 1203 | ObjectHelper *barObj = cache->object(); |
| 1204 | QQuaternion seriesRotation(cache->meshRotation()); |
| 1205 | const BarRenderItemArray &renderArray = cache->renderArray(); |
| 1206 | for (int row = startRow; row != stopRow; row += stepRow) { |
| 1207 | const BarRenderItemRow &renderRow = renderArray.at(i: row); |
| 1208 | for (int bar = startBar; bar != stopBar; bar += stepBar) { |
| 1209 | const BarRenderItem &item = renderRow.at(i: bar); |
| 1210 | if (!item.value()) |
| 1211 | continue; |
| 1212 | |
| 1213 | if (item.height() < 0) |
| 1214 | glCullFace(GL_FRONT); |
| 1215 | else |
| 1216 | glCullFace(GL_BACK); |
| 1217 | |
| 1218 | QMatrix4x4 modelMatrix; |
| 1219 | QMatrix4x4 MVPMatrix; |
| 1220 | |
| 1221 | colPos = (bar + seriesPos) * (m_cachedBarSpacing.width()); |
| 1222 | rowPos = (row + 0.5f) * (m_cachedBarSpacing.height()); |
| 1223 | |
| 1224 | modelMatrix.translate(x: (colPos - m_rowWidth) / m_scaleFactor, |
| 1225 | y: item.height(), |
| 1226 | z: (m_columnDepth - rowPos) / m_scaleFactor); |
| 1227 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) |
| 1228 | modelMatrix.rotate(quaternion: seriesRotation * item.rotation()); |
| 1229 | modelMatrix.scale(vector: QVector3D(m_scaleX * m_seriesScaleX, |
| 1230 | item.height(), |
| 1231 | m_scaleZ * m_seriesScaleZ)); |
| 1232 | |
| 1233 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1234 | |
| 1235 | QVector4D barColor = QVector4D(GLfloat(row) / 255.0f, |
| 1236 | GLfloat(bar) / 255.0f, |
| 1237 | GLfloat(cache->visualIndex()) / 255.0f, |
| 1238 | itemAlpha); |
| 1239 | |
| 1240 | m_selectionShader->setUniformValue(uniform: m_selectionShader->MVP(), value: MVPMatrix); |
| 1241 | m_selectionShader->setUniformValue(uniform: m_selectionShader->color(), value: barColor); |
| 1242 | |
| 1243 | m_drawer->drawSelectionObject(shader: m_selectionShader, object: barObj); |
| 1244 | } |
| 1245 | } |
| 1246 | } |
| 1247 | } |
| 1248 | glCullFace(GL_BACK); |
| 1249 | Abstract3DRenderer::drawCustomItems(state: RenderingSelection, regularShader: m_selectionShader, |
| 1250 | viewMatrix, |
| 1251 | projectionViewMatrix, depthProjectionViewMatrix, |
| 1252 | depthTexture: m_depthTexture, shadowQuality: m_shadowQualityToShader); |
| 1253 | drawLabels(drawSelection: true, activeCamera, viewMatrix, projectionMatrix); |
| 1254 | drawBackground(backgroundRotation, depthProjectionViewMatrix, projectionViewMatrix, |
| 1255 | viewMatrix, reflectingDraw: false, drawingSelectionBuffer: true); |
| 1256 | glEnable(GL_DITHER); |
| 1257 | |
| 1258 | // Read color under cursor |
| 1259 | QVector4D clickedColor = Utils::getSelection(mousepos: m_inputPosition, height: m_viewport.height()); |
| 1260 | m_clickedPosition = selectionColorToArrayPosition(selectionColor: clickedColor); |
| 1261 | m_clickedSeries = selectionColorToSeries(selectionColor: clickedColor); |
| 1262 | m_clickResolved = true; |
| 1263 | |
| 1264 | emit needRender(); |
| 1265 | |
| 1266 | // Revert to original render target and viewport |
| 1267 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: defaultFboHandle); |
| 1268 | glViewport(x: m_primarySubViewport.x(), |
| 1269 | y: m_primarySubViewport.y(), |
| 1270 | width: m_primarySubViewport.width(), |
| 1271 | height: m_primarySubViewport.height()); |
| 1272 | } |
| 1273 | |
| 1274 | if (m_reflectionEnabled) { |
| 1275 | // |
| 1276 | // Draw reflections |
| 1277 | // |
| 1278 | glDisable(GL_DEPTH_TEST); |
| 1279 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| 1280 | glEnable(GL_STENCIL_TEST); |
| 1281 | glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); |
| 1282 | glStencilFunc(GL_ALWAYS, ref: 1, mask: 0xffffffff); |
| 1283 | |
| 1284 | // Draw background stencil |
| 1285 | drawBackground(backgroundRotation, depthProjectionViewMatrix, projectionViewMatrix, |
| 1286 | viewMatrix); |
| 1287 | |
| 1288 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| 1289 | glEnable(GL_DEPTH_TEST); |
| 1290 | |
| 1291 | glStencilFunc(GL_EQUAL, ref: 1, mask: 0xffffffff); |
| 1292 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
| 1293 | |
| 1294 | // Set light |
| 1295 | QVector3D reflectionLightPos = lightPos; |
| 1296 | reflectionLightPos.setY(-(lightPos.y())); |
| 1297 | m_cachedScene->activeLight()->setPosition(reflectionLightPos); |
| 1298 | |
| 1299 | // Draw bar reflections |
| 1300 | (void)drawBars(selectedBar: &selectedBar, depthProjectionViewMatrix, |
| 1301 | projectionViewMatrix, viewMatrix, |
| 1302 | startRow, stopRow, stepRow, |
| 1303 | startBar, stopBar, stepBar, reflection: -1.0f); |
| 1304 | |
| 1305 | Abstract3DRenderer::drawCustomItems(state: RenderingNormal, regularShader: m_customItemShader, |
| 1306 | viewMatrix, projectionViewMatrix, |
| 1307 | depthProjectionViewMatrix, depthTexture: m_depthTexture, |
| 1308 | shadowQuality: m_shadowQualityToShader, reflection: -1.0f); |
| 1309 | |
| 1310 | // Reset light |
| 1311 | m_cachedScene->activeLight()->setPosition(lightPos); |
| 1312 | |
| 1313 | glDisable(GL_STENCIL_TEST); |
| 1314 | |
| 1315 | glCullFace(GL_BACK); |
| 1316 | } |
| 1317 | |
| 1318 | // |
| 1319 | // Draw the real scene |
| 1320 | // |
| 1321 | // Draw background |
| 1322 | if (m_reflectionEnabled) { |
| 1323 | glEnable(GL_BLEND); |
| 1324 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| 1325 | drawBackground(backgroundRotation, depthProjectionViewMatrix, projectionViewMatrix, |
| 1326 | viewMatrix, reflectingDraw: true); |
| 1327 | glDisable(GL_BLEND); |
| 1328 | } else { |
| 1329 | drawBackground(backgroundRotation, depthProjectionViewMatrix, projectionViewMatrix, |
| 1330 | viewMatrix); |
| 1331 | } |
| 1332 | |
| 1333 | // Draw bars |
| 1334 | bool barSelectionFound = drawBars(selectedBar: &selectedBar, depthProjectionViewMatrix, |
| 1335 | projectionViewMatrix, viewMatrix, |
| 1336 | startRow, stopRow, stepRow, |
| 1337 | startBar, stopBar, stepBar); |
| 1338 | |
| 1339 | // Draw grid lines |
| 1340 | drawGridLines(depthProjectionViewMatrix, projectionViewMatrix, viewMatrix); |
| 1341 | |
| 1342 | // Draw custom items |
| 1343 | Abstract3DRenderer::drawCustomItems(state: RenderingNormal, regularShader: m_customItemShader, viewMatrix, |
| 1344 | projectionViewMatrix, depthProjectionViewMatrix, |
| 1345 | depthTexture: m_depthTexture, shadowQuality: m_shadowQualityToShader); |
| 1346 | |
| 1347 | // Draw labels |
| 1348 | drawLabels(drawSelection: false, activeCamera, viewMatrix, projectionMatrix); |
| 1349 | |
| 1350 | // Handle selected bar label generation |
| 1351 | if (barSelectionFound) { |
| 1352 | // Print value of selected bar |
| 1353 | glDisable(GL_DEPTH_TEST); |
| 1354 | // Draw the selection label |
| 1355 | LabelItem &labelItem = selectionLabelItem(); |
| 1356 | if (m_selectedBar != selectedBar || m_updateLabels || !labelItem.textureId() |
| 1357 | || m_selectionLabelDirty) { |
| 1358 | QString labelText = selectionLabel(); |
| 1359 | if (labelText.isNull() || m_selectionLabelDirty) { |
| 1360 | labelText = m_selectedSeriesCache->itemLabel(); |
| 1361 | setSelectionLabel(labelText); |
| 1362 | m_selectionLabelDirty = false; |
| 1363 | } |
| 1364 | m_drawer->generateLabelItem(item&: labelItem, text: labelText); |
| 1365 | m_selectedBar = selectedBar; |
| 1366 | } |
| 1367 | |
| 1368 | Drawer::LabelPosition position = |
| 1369 | m_selectedBar->height() >= 0 ? Drawer::LabelOver : Drawer::LabelBelow; |
| 1370 | |
| 1371 | m_drawer->drawLabel(item: *selectedBar, labelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 1372 | positionComp: zeroVector, rotation: identityQuaternion, itemHeight: selectedBar->height(), |
| 1373 | mode: m_cachedSelectionMode, shader: m_labelShader, |
| 1374 | object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: false, position); |
| 1375 | |
| 1376 | // Reset label update flag; they should have been updated when we get here |
| 1377 | m_updateLabels = false; |
| 1378 | |
| 1379 | glEnable(GL_DEPTH_TEST); |
| 1380 | } else { |
| 1381 | m_selectedBar = 0; |
| 1382 | } |
| 1383 | |
| 1384 | glDisable(GL_BLEND); |
| 1385 | |
| 1386 | // Release shader |
| 1387 | glUseProgram(program: 0); |
| 1388 | m_selectionDirty = false; |
| 1389 | } |
| 1390 | |
| 1391 | bool Bars3DRenderer::drawBars(BarRenderItem **selectedBar, |
| 1392 | const QMatrix4x4 &depthProjectionViewMatrix, |
| 1393 | const QMatrix4x4 &projectionViewMatrix, const QMatrix4x4 &viewMatrix, |
| 1394 | GLint startRow, GLint stopRow, GLint stepRow, |
| 1395 | GLint startBar, GLint stopBar, GLint stepBar, GLfloat reflection) |
| 1396 | { |
| 1397 | QVector3D lightPos = m_cachedScene->activeLight()->position(); |
| 1398 | QVector4D lightColor = Utils::vectorFromColor(color: m_cachedTheme->lightColor()); |
| 1399 | |
| 1400 | bool rowMode = m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionRow); |
| 1401 | |
| 1402 | ShaderHelper *barShader = 0; |
| 1403 | GLuint gradientTexture = 0; |
| 1404 | Q3DTheme::ColorStyle previousColorStyle = Q3DTheme::ColorStyleUniform; |
| 1405 | |
| 1406 | // Set unchanging shader bindings |
| 1407 | if (m_haveGradientSeries) { |
| 1408 | m_barGradientShader->bind(); |
| 1409 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->lightP(), value: lightPos); |
| 1410 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->view(), value: viewMatrix); |
| 1411 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->ambientS(), |
| 1412 | value: m_cachedTheme->ambientLightStrength()); |
| 1413 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->gradientMin(), value: 0.0f); |
| 1414 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->lightColor(), value: lightColor); |
| 1415 | } |
| 1416 | |
| 1417 | if (m_haveUniformColorSeries) { |
| 1418 | m_barShader->bind(); |
| 1419 | m_barShader->setUniformValue(uniform: m_barShader->lightP(), value: lightPos); |
| 1420 | m_barShader->setUniformValue(uniform: m_barShader->view(), value: viewMatrix); |
| 1421 | m_barShader->setUniformValue(uniform: m_barShader->ambientS(), |
| 1422 | value: m_cachedTheme->ambientLightStrength()); |
| 1423 | m_barShader->setUniformValue(uniform: m_barShader->lightColor(), value: lightColor); |
| 1424 | barShader = m_barShader; |
| 1425 | } else { |
| 1426 | barShader = m_barGradientShader; |
| 1427 | previousColorStyle = Q3DTheme::ColorStyleRangeGradient; |
| 1428 | } |
| 1429 | |
| 1430 | int sliceReserveAmount = 0; |
| 1431 | if (m_selectionDirty && m_cachedIsSlicingActivated) { |
| 1432 | // Slice doesn't own its items, no need to delete them - just clear |
| 1433 | if (rowMode) |
| 1434 | sliceReserveAmount = m_cachedColumnCount; |
| 1435 | else |
| 1436 | sliceReserveAmount = m_cachedRowCount; |
| 1437 | |
| 1438 | // Set slice cache, i.e. axis cache from where slice labels are taken |
| 1439 | if (rowMode) |
| 1440 | m_sliceCache = &m_axisCacheX; |
| 1441 | else |
| 1442 | m_sliceCache = &m_axisCacheZ; |
| 1443 | m_sliceTitleItem = 0; |
| 1444 | } |
| 1445 | |
| 1446 | glEnable(GL_POLYGON_OFFSET_FILL); |
| 1447 | glPolygonOffset(factor: 0.5f, units: 1.0f); |
| 1448 | |
| 1449 | GLfloat adjustedLightStrength = m_cachedTheme->lightStrength() / 10.0f; |
| 1450 | GLfloat adjustedHighlightStrength = m_cachedTheme->highlightLightStrength() / 10.0f; |
| 1451 | |
| 1452 | bool barSelectionFound = false; |
| 1453 | |
| 1454 | QVector4D baseColor; |
| 1455 | QVector4D barColor; |
| 1456 | QVector3D modelScaler(m_scaleX * m_seriesScaleX, 0.0f, m_scaleZ * m_seriesScaleZ); |
| 1457 | bool somethingSelected = |
| 1458 | (m_visualSelectedBarPos != Bars3DController::invalidSelectionPosition()); |
| 1459 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 1460 | if (baseCache->isVisible()) { |
| 1461 | BarSeriesRenderCache *cache = static_cast<BarSeriesRenderCache *>(baseCache); |
| 1462 | float seriesPos = m_seriesStart + m_seriesStep * cache->visualIndex() + 0.5f; |
| 1463 | ObjectHelper *barObj = cache->object(); |
| 1464 | QQuaternion seriesRotation(cache->meshRotation()); |
| 1465 | Q3DTheme::ColorStyle colorStyle = cache->colorStyle(); |
| 1466 | BarRenderItemArray &renderArray = cache->renderArray(); |
| 1467 | bool colorStyleIsUniform = (colorStyle == Q3DTheme::ColorStyleUniform); |
| 1468 | if (sliceReserveAmount) |
| 1469 | cache->sliceArray().resize(asize: sliceReserveAmount); |
| 1470 | |
| 1471 | // Rebind shader if it has changed |
| 1472 | if (colorStyleIsUniform != (previousColorStyle == Q3DTheme::ColorStyleUniform)) { |
| 1473 | if (colorStyleIsUniform) |
| 1474 | barShader = m_barShader; |
| 1475 | else |
| 1476 | barShader = m_barGradientShader; |
| 1477 | barShader->bind(); |
| 1478 | } |
| 1479 | |
| 1480 | if (colorStyleIsUniform) { |
| 1481 | baseColor = cache->baseColor(); |
| 1482 | } else if ((previousColorStyle != colorStyle) |
| 1483 | && (colorStyle == Q3DTheme::ColorStyleObjectGradient)) { |
| 1484 | m_barGradientShader->setUniformValue(uniform: m_barGradientShader->gradientHeight(), value: 0.5f); |
| 1485 | } |
| 1486 | |
| 1487 | // Always use base color when no selection mode |
| 1488 | if (m_cachedSelectionMode == QAbstract3DGraph::SelectionNone) { |
| 1489 | if (colorStyleIsUniform) |
| 1490 | barColor = baseColor; |
| 1491 | else |
| 1492 | gradientTexture = cache->baseGradientTexture(); |
| 1493 | } |
| 1494 | |
| 1495 | previousColorStyle = colorStyle; |
| 1496 | for (int row = startRow; row != stopRow; row += stepRow) { |
| 1497 | BarRenderItemRow &renderRow = renderArray[row]; |
| 1498 | for (int bar = startBar; bar != stopBar; bar += stepBar) { |
| 1499 | BarRenderItem &item = renderRow[bar]; |
| 1500 | float adjustedHeight = reflection * item.height(); |
| 1501 | if (adjustedHeight < 0) |
| 1502 | glCullFace(GL_FRONT); |
| 1503 | else |
| 1504 | glCullFace(GL_BACK); |
| 1505 | |
| 1506 | QMatrix4x4 modelMatrix; |
| 1507 | QMatrix4x4 itModelMatrix; |
| 1508 | QMatrix4x4 MVPMatrix; |
| 1509 | |
| 1510 | GLfloat colPos = (bar + seriesPos) * (m_cachedBarSpacing.width()); |
| 1511 | GLfloat rowPos = (row + 0.5f) * (m_cachedBarSpacing.height()); |
| 1512 | |
| 1513 | modelMatrix.translate(x: (colPos - m_rowWidth) / m_scaleFactor, |
| 1514 | y: adjustedHeight, |
| 1515 | z: (m_columnDepth - rowPos) / m_scaleFactor); |
| 1516 | modelScaler.setY(adjustedHeight); |
| 1517 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) { |
| 1518 | QQuaternion totalRotation = seriesRotation * item.rotation(); |
| 1519 | modelMatrix.rotate(quaternion: totalRotation); |
| 1520 | itModelMatrix.rotate(quaternion: totalRotation); |
| 1521 | } |
| 1522 | modelMatrix.scale(vector: modelScaler); |
| 1523 | itModelMatrix.scale(vector: modelScaler); |
| 1524 | #ifdef SHOW_DEPTH_TEXTURE_SCENE |
| 1525 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1526 | #else |
| 1527 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1528 | #endif |
| 1529 | GLfloat lightStrength = m_cachedTheme->lightStrength(); |
| 1530 | GLfloat shadowLightStrength = adjustedLightStrength; |
| 1531 | |
| 1532 | if (m_cachedSelectionMode > QAbstract3DGraph::SelectionNone) { |
| 1533 | Bars3DController::SelectionType selectionType = |
| 1534 | Bars3DController::SelectionNone; |
| 1535 | if (somethingSelected) |
| 1536 | selectionType = isSelected(row, bar, cache); |
| 1537 | |
| 1538 | switch (selectionType) { |
| 1539 | case Bars3DController::SelectionItem: { |
| 1540 | if (colorStyleIsUniform) |
| 1541 | barColor = cache->singleHighlightColor(); |
| 1542 | else |
| 1543 | gradientTexture = cache->singleHighlightGradientTexture(); |
| 1544 | |
| 1545 | lightStrength = m_cachedTheme->highlightLightStrength(); |
| 1546 | shadowLightStrength = adjustedHighlightStrength; |
| 1547 | // Insert position data into render item |
| 1548 | // We have no ownership, don't delete the previous one |
| 1549 | if (!m_cachedIsSlicingActivated |
| 1550 | && m_selectedSeriesCache == cache) { |
| 1551 | *selectedBar = &item; |
| 1552 | (*selectedBar)->setPosition(QPoint(row, bar)); |
| 1553 | item.setTranslation(modelMatrix.column(index: 3).toVector3D()); |
| 1554 | barSelectionFound = true; |
| 1555 | } |
| 1556 | if (m_selectionDirty && m_cachedIsSlicingActivated) { |
| 1557 | QVector3D translation = modelMatrix.column(index: 3).toVector3D(); |
| 1558 | if (m_cachedSelectionMode & QAbstract3DGraph::SelectionColumn |
| 1559 | && m_visibleSeriesCount > 1) { |
| 1560 | translation.setZ((m_columnDepth |
| 1561 | - ((row + seriesPos) |
| 1562 | * (m_cachedBarSpacing.height()))) |
| 1563 | / m_scaleFactor); |
| 1564 | } |
| 1565 | item.setTranslation(translation); |
| 1566 | item.setPosition(QPoint(row, bar)); |
| 1567 | if (rowMode) |
| 1568 | cache->sliceArray()[bar].setItem(item); |
| 1569 | else |
| 1570 | cache->sliceArray()[row].setItem(item); |
| 1571 | } |
| 1572 | break; |
| 1573 | } |
| 1574 | case Bars3DController::SelectionRow: { |
| 1575 | // Current bar is on the same row as the selected bar |
| 1576 | if (colorStyleIsUniform) |
| 1577 | barColor = cache->multiHighlightColor(); |
| 1578 | else |
| 1579 | gradientTexture = cache->multiHighlightGradientTexture(); |
| 1580 | |
| 1581 | lightStrength = m_cachedTheme->highlightLightStrength(); |
| 1582 | shadowLightStrength = adjustedHighlightStrength; |
| 1583 | if (m_cachedIsSlicingActivated) { |
| 1584 | item.setTranslation(modelMatrix.column(index: 3).toVector3D()); |
| 1585 | item.setPosition(QPoint(row, bar)); |
| 1586 | if (m_selectionDirty) { |
| 1587 | if (!m_sliceTitleItem && m_axisCacheZ.labelItems().size() > row) |
| 1588 | m_sliceTitleItem = m_axisCacheZ.labelItems().at(i: row); |
| 1589 | cache->sliceArray()[bar].setItem(item); |
| 1590 | } |
| 1591 | } |
| 1592 | break; |
| 1593 | } |
| 1594 | case Bars3DController::SelectionColumn: { |
| 1595 | // Current bar is on the same column as the selected bar |
| 1596 | if (colorStyleIsUniform) |
| 1597 | barColor = cache->multiHighlightColor(); |
| 1598 | else |
| 1599 | gradientTexture = cache->multiHighlightGradientTexture(); |
| 1600 | |
| 1601 | lightStrength = m_cachedTheme->highlightLightStrength(); |
| 1602 | shadowLightStrength = adjustedHighlightStrength; |
| 1603 | if (m_cachedIsSlicingActivated) { |
| 1604 | QVector3D translation = modelMatrix.column(index: 3).toVector3D(); |
| 1605 | if (m_visibleSeriesCount > 1) { |
| 1606 | translation.setZ((m_columnDepth |
| 1607 | - ((row + seriesPos) |
| 1608 | * (m_cachedBarSpacing.height()))) |
| 1609 | / m_scaleFactor); |
| 1610 | } |
| 1611 | item.setTranslation(translation); |
| 1612 | item.setPosition(QPoint(row, bar)); |
| 1613 | if (m_selectionDirty) { |
| 1614 | if (!m_sliceTitleItem && m_axisCacheX.labelItems().size() > bar) |
| 1615 | m_sliceTitleItem = m_axisCacheX.labelItems().at(i: bar); |
| 1616 | cache->sliceArray()[row].setItem(item); |
| 1617 | } |
| 1618 | } |
| 1619 | break; |
| 1620 | } |
| 1621 | case Bars3DController::SelectionNone: { |
| 1622 | // Current bar is not selected, nor on a row or column |
| 1623 | if (colorStyleIsUniform) |
| 1624 | barColor = baseColor; |
| 1625 | else |
| 1626 | gradientTexture = cache->baseGradientTexture(); |
| 1627 | break; |
| 1628 | } |
| 1629 | } |
| 1630 | } |
| 1631 | |
| 1632 | if (item.height() == 0) { |
| 1633 | continue; |
| 1634 | } else if ((m_reflectionEnabled |
| 1635 | && (reflection == 1.0f |
| 1636 | || (reflection != 1.0f |
| 1637 | && ((m_yFlipped && item.height() < 0.0) |
| 1638 | || (!m_yFlipped && item.height() > 0.0))))) |
| 1639 | || !m_reflectionEnabled) { |
| 1640 | // Skip drawing of 0-height bars and reflections of bars on the "wrong side" |
| 1641 | // Set shader bindings |
| 1642 | barShader->setUniformValue(uniform: barShader->model(), value: modelMatrix); |
| 1643 | barShader->setUniformValue(uniform: barShader->nModel(), |
| 1644 | value: itModelMatrix.transposed().inverted()); |
| 1645 | barShader->setUniformValue(uniform: barShader->MVP(), value: MVPMatrix); |
| 1646 | if (colorStyleIsUniform) { |
| 1647 | barShader->setUniformValue(uniform: barShader->color(), value: barColor); |
| 1648 | } else if (colorStyle == Q3DTheme::ColorStyleRangeGradient) { |
| 1649 | barShader->setUniformValue(uniform: barShader->gradientHeight(), |
| 1650 | value: qAbs(t: item.height()) / m_gradientFraction); |
| 1651 | } |
| 1652 | |
| 1653 | if (((m_reflectionEnabled && reflection == 1.0f |
| 1654 | && m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) |
| 1655 | || m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) |
| 1656 | && !m_isOpenGLES) { |
| 1657 | // Set shadow shader bindings |
| 1658 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1659 | barShader->setUniformValue(uniform: barShader->shadowQ(), |
| 1660 | value: m_shadowQualityToShader); |
| 1661 | barShader->setUniformValue(uniform: barShader->depth(), value: depthMVPMatrix); |
| 1662 | barShader->setUniformValue(uniform: barShader->lightS(), value: shadowLightStrength); |
| 1663 | barShader->setUniformValue(uniform: barShader->lightColor(), value: lightColor); |
| 1664 | |
| 1665 | // Draw the object |
| 1666 | m_drawer->drawObject(shader: barShader, object: barObj, textureId: gradientTexture, |
| 1667 | depthTextureId: m_depthTexture); |
| 1668 | } else { |
| 1669 | // Set shadowless shader bindings |
| 1670 | if (m_reflectionEnabled && reflection != 1.0f |
| 1671 | && m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 1672 | barShader->setUniformValue(uniform: barShader->lightS(), |
| 1673 | value: adjustedLightStrength); |
| 1674 | } else { |
| 1675 | barShader->setUniformValue(uniform: barShader->lightS(), value: lightStrength); |
| 1676 | } |
| 1677 | |
| 1678 | // Draw the object |
| 1679 | m_drawer->drawObject(shader: barShader, object: barObj, textureId: gradientTexture); |
| 1680 | } |
| 1681 | } |
| 1682 | } |
| 1683 | } |
| 1684 | } |
| 1685 | } |
| 1686 | glDisable(GL_POLYGON_OFFSET_FILL); |
| 1687 | |
| 1688 | // Reset culling |
| 1689 | glCullFace(GL_BACK); |
| 1690 | |
| 1691 | return barSelectionFound; |
| 1692 | } |
| 1693 | |
| 1694 | void Bars3DRenderer::drawBackground(GLfloat backgroundRotation, |
| 1695 | const QMatrix4x4 &depthProjectionViewMatrix, |
| 1696 | const QMatrix4x4 &projectionViewMatrix, |
| 1697 | const QMatrix4x4 &viewMatrix, bool reflectingDraw, |
| 1698 | bool drawingSelectionBuffer) |
| 1699 | { |
| 1700 | // Draw background |
| 1701 | if (m_cachedTheme->isBackgroundEnabled() && m_backgroundObj) { |
| 1702 | QVector3D lightPos = m_cachedScene->activeLight()->position(); |
| 1703 | QVector4D lightColor = Utils::vectorFromColor(color: m_cachedTheme->lightColor()); |
| 1704 | GLfloat adjustedLightStrength = m_cachedTheme->lightStrength() / 10.0f; |
| 1705 | ShaderHelper *shader = 0; |
| 1706 | |
| 1707 | // Bind background shader |
| 1708 | if (drawingSelectionBuffer) |
| 1709 | shader = m_selectionShader; // Use single color shader when drawing to selection buffer |
| 1710 | else |
| 1711 | shader = m_backgroundShader; |
| 1712 | shader->bind(); |
| 1713 | |
| 1714 | QMatrix4x4 modelMatrix; |
| 1715 | QMatrix4x4 MVPMatrix; |
| 1716 | QMatrix4x4 itModelMatrix; |
| 1717 | |
| 1718 | QVector3D backgroundScaler(m_scaleXWithBackground, m_scaleYWithBackground, |
| 1719 | m_scaleZWithBackground); |
| 1720 | QVector4D backgroundColor = Utils::vectorFromColor(color: m_cachedTheme->backgroundColor()); |
| 1721 | if (m_reflectionEnabled) |
| 1722 | backgroundColor.setW(backgroundColor.w() * m_reflectivity); |
| 1723 | |
| 1724 | // Set shader bindings |
| 1725 | shader->setUniformValue(uniform: shader->lightP(), value: lightPos); |
| 1726 | shader->setUniformValue(uniform: shader->view(), value: viewMatrix); |
| 1727 | if (drawingSelectionBuffer) { |
| 1728 | // Use selectionSkipColor for background when drawing to selection buffer |
| 1729 | shader->setUniformValue(uniform: shader->color(), value: selectionSkipColor); |
| 1730 | } else { |
| 1731 | shader->setUniformValue(uniform: shader->color(), value: backgroundColor); |
| 1732 | } |
| 1733 | shader->setUniformValue(uniform: shader->ambientS(), |
| 1734 | value: m_cachedTheme->ambientLightStrength() * 2.0f); |
| 1735 | shader->setUniformValue(uniform: shader->lightColor(), value: lightColor); |
| 1736 | |
| 1737 | // Draw floor |
| 1738 | modelMatrix.scale(vector: backgroundScaler); |
| 1739 | |
| 1740 | if (m_yFlipped) |
| 1741 | modelMatrix.rotate(quaternion: m_xRightAngleRotation); |
| 1742 | else |
| 1743 | modelMatrix.rotate(quaternion: m_xRightAngleRotationNeg); |
| 1744 | |
| 1745 | itModelMatrix = modelMatrix; |
| 1746 | |
| 1747 | #ifdef SHOW_DEPTH_TEXTURE_SCENE |
| 1748 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1749 | #else |
| 1750 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1751 | #endif |
| 1752 | // Set changed shader bindings |
| 1753 | shader->setUniformValue(uniform: shader->model(), value: modelMatrix); |
| 1754 | shader->setUniformValue(uniform: shader->nModel(), value: itModelMatrix.inverted().transposed()); |
| 1755 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
| 1756 | |
| 1757 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && !m_isOpenGLES) { |
| 1758 | // Set shadow shader bindings |
| 1759 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1760 | shader->setUniformValue(uniform: shader->depth(), value: depthMVPMatrix); |
| 1761 | // Draw the object |
| 1762 | m_drawer->drawObject(shader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1763 | } else { |
| 1764 | // Draw the object |
| 1765 | m_drawer->drawObject(shader, object: m_gridLineObj); |
| 1766 | } |
| 1767 | |
| 1768 | // Draw walls |
| 1769 | modelMatrix = QMatrix4x4(); |
| 1770 | itModelMatrix = QMatrix4x4(); |
| 1771 | modelMatrix.translate(x: 0.0f, y: m_backgroundAdjustment, z: 0.0f); |
| 1772 | |
| 1773 | modelMatrix.scale(vector: backgroundScaler); |
| 1774 | itModelMatrix.scale(vector: backgroundScaler); |
| 1775 | modelMatrix.rotate(angle: backgroundRotation, x: 0.0f, y: 1.0f, z: 0.0f); |
| 1776 | itModelMatrix.rotate(angle: backgroundRotation, x: 0.0f, y: 1.0f, z: 0.0f); |
| 1777 | |
| 1778 | #ifdef SHOW_DEPTH_TEXTURE_SCENE |
| 1779 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1780 | #else |
| 1781 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1782 | #endif |
| 1783 | |
| 1784 | // Set changed shader bindings |
| 1785 | shader->setUniformValue(uniform: shader->model(), value: modelMatrix); |
| 1786 | shader->setUniformValue(uniform: shader->nModel(), value: itModelMatrix.inverted().transposed()); |
| 1787 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
| 1788 | if (!m_reflectionEnabled || (m_reflectionEnabled && reflectingDraw)) { |
| 1789 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && !m_isOpenGLES) { |
| 1790 | // Set shadow shader bindings |
| 1791 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1792 | shader->setUniformValue(uniform: shader->shadowQ(), value: m_shadowQualityToShader); |
| 1793 | shader->setUniformValue(uniform: shader->depth(), value: depthMVPMatrix); |
| 1794 | shader->setUniformValue(uniform: shader->lightS(), value: adjustedLightStrength); |
| 1795 | |
| 1796 | // Draw the object |
| 1797 | m_drawer->drawObject(shader, object: m_backgroundObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1798 | } else { |
| 1799 | // Set shadowless shader bindings |
| 1800 | shader->setUniformValue(uniform: shader->lightS(), value: m_cachedTheme->lightStrength()); |
| 1801 | |
| 1802 | // Draw the object |
| 1803 | m_drawer->drawObject(shader, object: m_backgroundObj); |
| 1804 | } |
| 1805 | } |
| 1806 | } |
| 1807 | } |
| 1808 | |
| 1809 | void Bars3DRenderer::drawGridLines(const QMatrix4x4 &depthProjectionViewMatrix, |
| 1810 | const QMatrix4x4 &projectionViewMatrix, |
| 1811 | const QMatrix4x4 &viewMatrix) |
| 1812 | { |
| 1813 | if (m_cachedTheme->isGridEnabled()) { |
| 1814 | ShaderHelper *lineShader; |
| 1815 | if (m_isOpenGLES) |
| 1816 | lineShader = m_selectionShader; // Plain color shader for GL_LINES |
| 1817 | else |
| 1818 | lineShader = m_backgroundShader; |
| 1819 | |
| 1820 | QQuaternion lineRotation; |
| 1821 | |
| 1822 | QVector3D lightPos = m_cachedScene->activeLight()->position(); |
| 1823 | QVector4D lightColor = Utils::vectorFromColor(color: m_cachedTheme->lightColor()); |
| 1824 | |
| 1825 | // Bind bar shader |
| 1826 | lineShader->bind(); |
| 1827 | |
| 1828 | // Set unchanging shader bindings |
| 1829 | QVector4D barColor = Utils::vectorFromColor(color: m_cachedTheme->gridLineColor()); |
| 1830 | lineShader->setUniformValue(uniform: lineShader->lightP(), value: lightPos); |
| 1831 | lineShader->setUniformValue(uniform: lineShader->view(), value: viewMatrix); |
| 1832 | lineShader->setUniformValue(uniform: lineShader->color(), value: barColor); |
| 1833 | lineShader->setUniformValue(uniform: lineShader->ambientS(), value: m_cachedTheme->ambientLightStrength()); |
| 1834 | lineShader->setUniformValue(uniform: lineShader->lightColor(), value: lightColor); |
| 1835 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && !m_isOpenGLES) { |
| 1836 | // Set shadowed shader bindings |
| 1837 | lineShader->setUniformValue(uniform: lineShader->shadowQ(), value: m_shadowQualityToShader); |
| 1838 | lineShader->setUniformValue(uniform: lineShader->lightS(), |
| 1839 | value: m_cachedTheme->lightStrength() / 20.0f); |
| 1840 | } else { |
| 1841 | // Set shadowless shader bindings |
| 1842 | lineShader->setUniformValue(uniform: lineShader->lightS(), |
| 1843 | value: m_cachedTheme->lightStrength() / 2.5f); |
| 1844 | } |
| 1845 | |
| 1846 | GLfloat yFloorLinePosition = gridLineOffset; |
| 1847 | if (m_yFlipped) |
| 1848 | yFloorLinePosition = -yFloorLinePosition; |
| 1849 | |
| 1850 | QVector3D gridLineScaler(m_scaleXWithBackground, gridLineWidth, gridLineWidth); |
| 1851 | |
| 1852 | if (m_yFlipped) |
| 1853 | lineRotation = m_xRightAngleRotation; |
| 1854 | else |
| 1855 | lineRotation = m_xRightAngleRotationNeg; |
| 1856 | |
| 1857 | // Floor lines: rows |
| 1858 | for (GLfloat row = 0.0f; row <= m_cachedRowCount; row++) { |
| 1859 | QMatrix4x4 modelMatrix; |
| 1860 | QMatrix4x4 MVPMatrix; |
| 1861 | QMatrix4x4 itModelMatrix; |
| 1862 | |
| 1863 | GLfloat rowPos = row * m_cachedBarSpacing.height(); |
| 1864 | modelMatrix.translate(x: 0.0f, y: yFloorLinePosition, |
| 1865 | z: (m_columnDepth - rowPos) / m_scaleFactor); |
| 1866 | modelMatrix.scale(vector: gridLineScaler); |
| 1867 | itModelMatrix.scale(vector: gridLineScaler); |
| 1868 | modelMatrix.rotate(quaternion: lineRotation); |
| 1869 | itModelMatrix.rotate(quaternion: lineRotation); |
| 1870 | |
| 1871 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1872 | |
| 1873 | // Set the rest of the shader bindings |
| 1874 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 1875 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 1876 | value: itModelMatrix.inverted().transposed()); |
| 1877 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 1878 | |
| 1879 | if (m_isOpenGLES) { |
| 1880 | m_drawer->drawLine(shader: lineShader); |
| 1881 | } else { |
| 1882 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 1883 | // Set shadow shader bindings |
| 1884 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1885 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
| 1886 | // Draw the object |
| 1887 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1888 | } else { |
| 1889 | // Draw the object |
| 1890 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 1891 | } |
| 1892 | } |
| 1893 | } |
| 1894 | |
| 1895 | // Floor lines: columns |
| 1896 | if (m_isOpenGLES) |
| 1897 | lineRotation = m_yRightAngleRotation; |
| 1898 | gridLineScaler = QVector3D(gridLineWidth, gridLineWidth, m_scaleZWithBackground); |
| 1899 | for (GLfloat bar = 0.0f; bar <= m_cachedColumnCount; bar++) { |
| 1900 | QMatrix4x4 modelMatrix; |
| 1901 | QMatrix4x4 MVPMatrix; |
| 1902 | QMatrix4x4 itModelMatrix; |
| 1903 | |
| 1904 | GLfloat colPos = bar * m_cachedBarSpacing.width(); |
| 1905 | modelMatrix.translate(x: (m_rowWidth - colPos) / m_scaleFactor, |
| 1906 | y: yFloorLinePosition, z: 0.0f); |
| 1907 | modelMatrix.scale(vector: gridLineScaler); |
| 1908 | itModelMatrix.scale(vector: gridLineScaler); |
| 1909 | modelMatrix.rotate(quaternion: lineRotation); |
| 1910 | itModelMatrix.rotate(quaternion: lineRotation); |
| 1911 | |
| 1912 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1913 | |
| 1914 | // Set the rest of the shader bindings |
| 1915 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 1916 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 1917 | value: itModelMatrix.inverted().transposed()); |
| 1918 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 1919 | |
| 1920 | if (m_isOpenGLES) { |
| 1921 | m_drawer->drawLine(shader: lineShader); |
| 1922 | } else { |
| 1923 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 1924 | // Set shadow shader bindings |
| 1925 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1926 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
| 1927 | // Draw the object |
| 1928 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1929 | } else { |
| 1930 | // Draw the object |
| 1931 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 1932 | } |
| 1933 | } |
| 1934 | } |
| 1935 | |
| 1936 | if (m_axisCacheY.segmentCount() > 0) { |
| 1937 | // Wall lines: back wall |
| 1938 | int gridLineCount = m_axisCacheY.gridLineCount(); |
| 1939 | |
| 1940 | GLfloat zWallLinePosition = -m_scaleZWithBackground + gridLineOffset; |
| 1941 | if (m_zFlipped) |
| 1942 | zWallLinePosition = -zWallLinePosition; |
| 1943 | |
| 1944 | gridLineScaler = QVector3D(m_scaleXWithBackground, gridLineWidth, gridLineWidth); |
| 1945 | for (int line = 0; line < gridLineCount; line++) { |
| 1946 | QMatrix4x4 modelMatrix; |
| 1947 | QMatrix4x4 MVPMatrix; |
| 1948 | QMatrix4x4 itModelMatrix; |
| 1949 | |
| 1950 | modelMatrix.translate(x: 0.0f, |
| 1951 | y: m_axisCacheY.gridLinePosition(index: line), |
| 1952 | z: zWallLinePosition); |
| 1953 | modelMatrix.scale(vector: gridLineScaler); |
| 1954 | itModelMatrix.scale(vector: gridLineScaler); |
| 1955 | if (m_zFlipped) { |
| 1956 | modelMatrix.rotate(quaternion: m_xFlipRotation); |
| 1957 | itModelMatrix.rotate(quaternion: m_xFlipRotation); |
| 1958 | } |
| 1959 | |
| 1960 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1961 | |
| 1962 | // Set the rest of the shader bindings |
| 1963 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 1964 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 1965 | value: itModelMatrix.inverted().transposed()); |
| 1966 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 1967 | |
| 1968 | if (m_isOpenGLES) { |
| 1969 | m_drawer->drawLine(shader: lineShader); |
| 1970 | } else { |
| 1971 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 1972 | // Set shadow shader bindings |
| 1973 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1974 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
| 1975 | // Draw the object |
| 1976 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1977 | } else { |
| 1978 | // Draw the object |
| 1979 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 1980 | } |
| 1981 | } |
| 1982 | } |
| 1983 | |
| 1984 | // Wall lines: side wall |
| 1985 | GLfloat xWallLinePosition = -m_scaleXWithBackground + gridLineOffset; |
| 1986 | if (m_xFlipped) |
| 1987 | xWallLinePosition = -xWallLinePosition; |
| 1988 | |
| 1989 | if (m_xFlipped) |
| 1990 | lineRotation = m_yRightAngleRotationNeg; |
| 1991 | else |
| 1992 | lineRotation = m_yRightAngleRotation; |
| 1993 | |
| 1994 | gridLineScaler = QVector3D(gridLineWidth, gridLineWidth, m_scaleZWithBackground); |
| 1995 | for (int line = 0; line < gridLineCount; line++) { |
| 1996 | QMatrix4x4 modelMatrix; |
| 1997 | QMatrix4x4 MVPMatrix; |
| 1998 | QMatrix4x4 itModelMatrix; |
| 1999 | |
| 2000 | modelMatrix.translate(x: xWallLinePosition, |
| 2001 | y: m_axisCacheY.gridLinePosition(index: line), |
| 2002 | z: 0.0f); |
| 2003 | modelMatrix.scale(vector: gridLineScaler); |
| 2004 | itModelMatrix.scale(vector: gridLineScaler); |
| 2005 | modelMatrix.rotate(quaternion: lineRotation); |
| 2006 | itModelMatrix.rotate(quaternion: lineRotation); |
| 2007 | |
| 2008 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 2009 | |
| 2010 | // Set the rest of the shader bindings |
| 2011 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 2012 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 2013 | value: itModelMatrix.inverted().transposed()); |
| 2014 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 2015 | |
| 2016 | if (m_isOpenGLES) { |
| 2017 | m_drawer->drawLine(shader: lineShader); |
| 2018 | } else { |
| 2019 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 2020 | // Set shadow shader bindings |
| 2021 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 2022 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
| 2023 | // Draw the object |
| 2024 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 2025 | } else { |
| 2026 | // Draw the object |
| 2027 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 2028 | } |
| 2029 | } |
| 2030 | } |
| 2031 | } |
| 2032 | } |
| 2033 | } |
| 2034 | |
| 2035 | void Bars3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCamera, |
| 2036 | const QMatrix4x4 &viewMatrix, const QMatrix4x4 &projectionMatrix) { |
| 2037 | ShaderHelper *shader = 0; |
| 2038 | GLfloat alphaForValueSelection = labelValueAlpha / 255.0f; |
| 2039 | GLfloat alphaForRowSelection = labelRowAlpha / 255.0f; |
| 2040 | GLfloat alphaForColumnSelection = labelColumnAlpha / 255.0f; |
| 2041 | if (drawSelection) { |
| 2042 | shader = m_selectionShader; |
| 2043 | // m_selectionShader is already bound |
| 2044 | } else { |
| 2045 | shader = m_labelShader; |
| 2046 | shader->bind(); |
| 2047 | |
| 2048 | glEnable(GL_BLEND); |
| 2049 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| 2050 | } |
| 2051 | |
| 2052 | glEnable(GL_POLYGON_OFFSET_FILL); |
| 2053 | |
| 2054 | // If camera x rotation is 180, side labels face wrong direction |
| 2055 | float activeCameraXRotation = (activeCamera->xRotation() >= 180.0f) ? -180.0f |
| 2056 | : activeCamera->xRotation(); |
| 2057 | |
| 2058 | float labelAutoAngle = m_axisCacheY.labelAutoRotation(); |
| 2059 | float labelAngleFraction = labelAutoAngle / 90.0f; |
| 2060 | float fractionCamY = activeCamera->yRotation() * labelAngleFraction; |
| 2061 | float fractionCamX = activeCameraXRotation * labelAngleFraction; |
| 2062 | float labelsMaxWidth = 0.0f; |
| 2063 | |
| 2064 | int startIndex; |
| 2065 | int endIndex; |
| 2066 | int indexStep; |
| 2067 | |
| 2068 | // Y Labels |
| 2069 | int labelCount = m_axisCacheY.labelCount(); |
| 2070 | GLfloat labelMarginXTrans = labelMargin; |
| 2071 | GLfloat labelMarginZTrans = labelMargin; |
| 2072 | GLfloat labelXTrans = m_scaleXWithBackground; |
| 2073 | GLfloat labelZTrans = m_scaleZWithBackground; |
| 2074 | QVector3D backLabelRotation(0.0f, -90.0f, 0.0f); |
| 2075 | QVector3D sideLabelRotation(0.0f, 0.0f, 0.0f); |
| 2076 | Qt::AlignmentFlag backAlignment = (m_xFlipped != m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
| 2077 | Qt::AlignmentFlag sideAlignment = (m_xFlipped == m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
| 2078 | |
| 2079 | if (!m_xFlipped) { |
| 2080 | labelXTrans = -labelXTrans; |
| 2081 | labelMarginXTrans = -labelMargin; |
| 2082 | } |
| 2083 | if (m_zFlipped) { |
| 2084 | labelZTrans = -labelZTrans; |
| 2085 | labelMarginZTrans = -labelMargin; |
| 2086 | } |
| 2087 | |
| 2088 | if (labelAutoAngle == 0.0f) { |
| 2089 | if (!m_xFlipped) |
| 2090 | backLabelRotation.setY(90.0f); |
| 2091 | if (m_zFlipped) |
| 2092 | sideLabelRotation.setY(180.f); |
| 2093 | } else { |
| 2094 | // Orient side labels somewhat towards the camera |
| 2095 | if (m_xFlipped) { |
| 2096 | if (m_zFlipped) |
| 2097 | sideLabelRotation.setY(180.0f + (2.0f * labelAutoAngle) - fractionCamX); |
| 2098 | else |
| 2099 | sideLabelRotation.setY(-fractionCamX); |
| 2100 | backLabelRotation.setY(-90.0f + labelAutoAngle - fractionCamX); |
| 2101 | } else { |
| 2102 | if (m_zFlipped) |
| 2103 | sideLabelRotation.setY(180.0f - (2.0f * labelAutoAngle) - fractionCamX); |
| 2104 | else |
| 2105 | sideLabelRotation.setY(-fractionCamX); |
| 2106 | backLabelRotation.setY(90.0f - labelAutoAngle - fractionCamX); |
| 2107 | } |
| 2108 | } |
| 2109 | sideLabelRotation.setX(-fractionCamY); |
| 2110 | backLabelRotation.setX(-fractionCamY); |
| 2111 | |
| 2112 | QQuaternion totalSideRotation = Utils::calculateRotation(xyzRotations: sideLabelRotation); |
| 2113 | QQuaternion totalBackRotation = Utils::calculateRotation(xyzRotations: backLabelRotation); |
| 2114 | |
| 2115 | QVector3D backLabelTrans = QVector3D(labelXTrans, 0.0f, |
| 2116 | labelZTrans + labelMarginZTrans); |
| 2117 | QVector3D sideLabelTrans = QVector3D(-labelXTrans - labelMarginXTrans, |
| 2118 | 0.0f, -labelZTrans); |
| 2119 | |
| 2120 | if (m_yFlipped) { |
| 2121 | startIndex = labelCount - 1; |
| 2122 | endIndex = -1; |
| 2123 | indexStep = -1; |
| 2124 | } else { |
| 2125 | startIndex = 0; |
| 2126 | endIndex = labelCount; |
| 2127 | indexStep = 1; |
| 2128 | } |
| 2129 | float offsetValue = 0.0f; |
| 2130 | for (int i = startIndex; i != endIndex; i = i + indexStep) { |
| 2131 | backLabelTrans.setY(m_axisCacheY.labelPosition(index: i)); |
| 2132 | sideLabelTrans.setY(backLabelTrans.y()); |
| 2133 | |
| 2134 | glPolygonOffset(factor: offsetValue++ / -10.0f, units: 1.0f); |
| 2135 | |
| 2136 | const LabelItem &axisLabelItem = *m_axisCacheY.labelItems().at(i); |
| 2137 | |
| 2138 | if (drawSelection) { |
| 2139 | QVector4D labelColor = QVector4D(0.0f, 0.0f, i / 255.0f, |
| 2140 | alphaForValueSelection); |
| 2141 | shader->setUniformValue(uniform: shader->color(), value: labelColor); |
| 2142 | } |
| 2143 | |
| 2144 | // Back wall |
| 2145 | m_dummyBarRenderItem.setTranslation(backLabelTrans); |
| 2146 | m_drawer->drawLabel(item: m_dummyBarRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 2147 | positionComp: zeroVector, rotation: totalBackRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
| 2148 | shader, object: m_labelObj, camera: activeCamera, |
| 2149 | useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment: backAlignment, isSlicing: false, isSelecting: drawSelection); |
| 2150 | |
| 2151 | // Side wall |
| 2152 | m_dummyBarRenderItem.setTranslation(sideLabelTrans); |
| 2153 | m_drawer->drawLabel(item: m_dummyBarRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 2154 | positionComp: zeroVector, rotation: totalSideRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
| 2155 | shader, object: m_labelObj, camera: activeCamera, |
| 2156 | useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment: sideAlignment, isSlicing: false, isSelecting: drawSelection); |
| 2157 | |
| 2158 | labelsMaxWidth = qMax(a: labelsMaxWidth, b: float(axisLabelItem.size().width())); |
| 2159 | } |
| 2160 | |
| 2161 | if (!drawSelection && m_axisCacheY.isTitleVisible()) { |
| 2162 | sideLabelTrans.setY(m_backgroundAdjustment); |
| 2163 | backLabelTrans.setY(m_backgroundAdjustment); |
| 2164 | drawAxisTitleY(sideLabelRotation, backLabelRotation, sideLabelTrans, backLabelTrans, |
| 2165 | totalSideRotation, totalBackRotation, dummyItem&: m_dummyBarRenderItem, activeCamera, |
| 2166 | labelsMaxWidth, viewMatrix, projectionMatrix, shader); |
| 2167 | } |
| 2168 | |
| 2169 | // Z labels |
| 2170 | // Calculate the positions for row and column labels and store them |
| 2171 | labelsMaxWidth = 0.0f; |
| 2172 | labelAutoAngle = m_axisCacheZ.labelAutoRotation(); |
| 2173 | labelAngleFraction = labelAutoAngle / 90.0f; |
| 2174 | fractionCamY = activeCamera->yRotation() * labelAngleFraction; |
| 2175 | fractionCamX = activeCameraXRotation * labelAngleFraction; |
| 2176 | GLfloat labelYAdjustment = 0.005f; |
| 2177 | GLfloat colPosValue = m_scaleXWithBackground + labelMargin; |
| 2178 | GLfloat rowPosValue = m_scaleZWithBackground + labelMargin; |
| 2179 | GLfloat rowPos = 0.0f; |
| 2180 | GLfloat colPos = 0.0f; |
| 2181 | Qt::AlignmentFlag alignment = (m_xFlipped == m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
| 2182 | QVector3D labelRotation; |
| 2183 | |
| 2184 | if (labelAutoAngle == 0.0f) { |
| 2185 | if (m_zFlipped) |
| 2186 | labelRotation.setY(180.0f); |
| 2187 | if (m_yFlipped) { |
| 2188 | if (m_zFlipped) |
| 2189 | labelRotation.setY(180.0f); |
| 2190 | else |
| 2191 | labelRotation.setY(0.0f); |
| 2192 | labelRotation.setX(90.0f); |
| 2193 | } else { |
| 2194 | labelRotation.setX(-90.0f); |
| 2195 | } |
| 2196 | } else { |
| 2197 | if (m_zFlipped) |
| 2198 | labelRotation.setY(180.0f); |
| 2199 | if (m_yFlipped) { |
| 2200 | if (m_zFlipped) { |
| 2201 | if (m_xFlipped) { |
| 2202 | labelRotation.setX(90.0f - (labelAutoAngle - fractionCamX) |
| 2203 | * (-labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 2204 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
| 2205 | } else { |
| 2206 | labelRotation.setX(90.0f + (labelAutoAngle + fractionCamX) |
| 2207 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 2208 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
| 2209 | } |
| 2210 | } else { |
| 2211 | if (m_xFlipped) { |
| 2212 | labelRotation.setX(90.0f + (labelAutoAngle - fractionCamX) |
| 2213 | * -(labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 2214 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
| 2215 | } else { |
| 2216 | labelRotation.setX(90.0f - (labelAutoAngle + fractionCamX) |
| 2217 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 2218 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
| 2219 | } |
| 2220 | } |
| 2221 | } else { |
| 2222 | if (m_zFlipped) { |
| 2223 | if (m_xFlipped) { |
| 2224 | labelRotation.setX(-90.0f + (labelAutoAngle - fractionCamX) |
| 2225 | * (-labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 2226 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
| 2227 | } else { |
| 2228 | labelRotation.setX(-90.0f - (labelAutoAngle + fractionCamX) |
| 2229 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 2230 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
| 2231 | } |
| 2232 | } else { |
| 2233 | if (m_xFlipped) { |
| 2234 | labelRotation.setX(-90.0f - (labelAutoAngle - fractionCamX) |
| 2235 | * (-labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 2236 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
| 2237 | } else { |
| 2238 | labelRotation.setX(-90.0f + (labelAutoAngle + fractionCamX) |
| 2239 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 2240 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
| 2241 | } |
| 2242 | } |
| 2243 | } |
| 2244 | } |
| 2245 | |
| 2246 | QQuaternion totalRotation = Utils::calculateRotation(xyzRotations: labelRotation); |
| 2247 | labelCount = qMin(a: m_axisCacheZ.labelCount(), b: m_cachedRowCount); |
| 2248 | if (m_zFlipped) { |
| 2249 | startIndex = 0; |
| 2250 | endIndex = labelCount; |
| 2251 | indexStep = 1; |
| 2252 | } else { |
| 2253 | startIndex = labelCount - 1; |
| 2254 | endIndex = -1; |
| 2255 | indexStep = -1; |
| 2256 | } |
| 2257 | offsetValue = 0.0f; |
| 2258 | for (int row = startIndex; row != endIndex; row = row + indexStep) { |
| 2259 | // Go through all rows and get position of max+1 or min-1 column, depending on x flip |
| 2260 | // We need only positions for them, labels have already been generated |
| 2261 | rowPos = (row + 0.5f) * m_cachedBarSpacing.height(); |
| 2262 | if (m_xFlipped) |
| 2263 | colPos = -colPosValue; |
| 2264 | else |
| 2265 | colPos = colPosValue; |
| 2266 | |
| 2267 | glPolygonOffset(factor: offsetValue++ / -10.0f, units: 1.0f); |
| 2268 | |
| 2269 | QVector3D labelPos = QVector3D(colPos, |
| 2270 | labelYAdjustment, // raise a bit over background to avoid depth "glimmering" |
| 2271 | (m_columnDepth - rowPos) / m_scaleFactor); |
| 2272 | |
| 2273 | m_dummyBarRenderItem.setTranslation(labelPos); |
| 2274 | const LabelItem &axisLabelItem = *m_axisCacheZ.labelItems().at(i: row); |
| 2275 | |
| 2276 | if (drawSelection) { |
| 2277 | QVector4D labelColor = QVector4D(row / 255.0f, 0.0f, 0.0f, alphaForRowSelection); |
| 2278 | shader->setUniformValue(uniform: shader->color(), value: labelColor); |
| 2279 | } |
| 2280 | |
| 2281 | m_drawer->drawLabel(item: m_dummyBarRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 2282 | positionComp: zeroVector, rotation: totalRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
| 2283 | shader, object: m_labelObj, camera: activeCamera, |
| 2284 | useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment, |
| 2285 | isSlicing: false, isSelecting: drawSelection); |
| 2286 | labelsMaxWidth = qMax(a: labelsMaxWidth, b: float(axisLabelItem.size().width())); |
| 2287 | } |
| 2288 | |
| 2289 | if (!drawSelection && m_axisCacheZ.isTitleVisible()) { |
| 2290 | QVector3D titleTrans(colPos, 0.0f, 0.0f); |
| 2291 | drawAxisTitleZ(labelRotation, labelTrans: titleTrans, totalRotation, dummyItem&: m_dummyBarRenderItem, |
| 2292 | activeCamera, labelsMaxWidth, viewMatrix, projectionMatrix, shader); |
| 2293 | } |
| 2294 | |
| 2295 | // X labels |
| 2296 | labelsMaxWidth = 0.0f; |
| 2297 | labelAutoAngle = m_axisCacheX.labelAutoRotation(); |
| 2298 | labelAngleFraction = labelAutoAngle / 90.0f; |
| 2299 | fractionCamY = activeCamera->yRotation() * labelAngleFraction; |
| 2300 | fractionCamX = activeCameraXRotation * labelAngleFraction; |
| 2301 | alignment = (m_xFlipped != m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
| 2302 | if (labelAutoAngle == 0.0f) { |
| 2303 | labelRotation = QVector3D(-90.0f, 90.0f, 0.0f); |
| 2304 | if (m_xFlipped) |
| 2305 | labelRotation.setY(-90.0f); |
| 2306 | if (m_yFlipped) { |
| 2307 | if (m_xFlipped) |
| 2308 | labelRotation.setY(-90.0f); |
| 2309 | else |
| 2310 | labelRotation.setY(90.0f); |
| 2311 | labelRotation.setX(90.0f); |
| 2312 | } |
| 2313 | } else { |
| 2314 | if (m_xFlipped) |
| 2315 | labelRotation.setY(-90.0f); |
| 2316 | else |
| 2317 | labelRotation.setY(90.0f); |
| 2318 | if (m_yFlipped) { |
| 2319 | if (m_zFlipped) { |
| 2320 | if (m_xFlipped) { |
| 2321 | labelRotation.setX(90.0f - (2.0f * labelAutoAngle - fractionCamX) |
| 2322 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 2323 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
| 2324 | } else { |
| 2325 | labelRotation.setX(90.0f - (2.0f * labelAutoAngle + fractionCamX) |
| 2326 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 2327 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
| 2328 | } |
| 2329 | } else { |
| 2330 | if (m_xFlipped) { |
| 2331 | labelRotation.setX(90.0f + fractionCamX |
| 2332 | * -(labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 2333 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
| 2334 | } else { |
| 2335 | labelRotation.setX(90.0f - fractionCamX |
| 2336 | * (-labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 2337 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
| 2338 | } |
| 2339 | } |
| 2340 | } else { |
| 2341 | if (m_zFlipped) { |
| 2342 | if (m_xFlipped) { |
| 2343 | labelRotation.setX(-90.0f + (2.0f * labelAutoAngle - fractionCamX) |
| 2344 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 2345 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
| 2346 | } else { |
| 2347 | labelRotation.setX(-90.0f + (2.0f * labelAutoAngle + fractionCamX) |
| 2348 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 2349 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
| 2350 | } |
| 2351 | } else { |
| 2352 | if (m_xFlipped) { |
| 2353 | labelRotation.setX(-90.0f - fractionCamX |
| 2354 | * (-labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 2355 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
| 2356 | } else { |
| 2357 | labelRotation.setX(-90.0f + fractionCamX |
| 2358 | * -(labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 2359 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
| 2360 | } |
| 2361 | } |
| 2362 | } |
| 2363 | } |
| 2364 | |
| 2365 | totalRotation = Utils::calculateRotation(xyzRotations: labelRotation); |
| 2366 | labelCount = qMin(a: m_axisCacheX.labelCount(), b: m_cachedColumnCount); |
| 2367 | if (m_xFlipped) { |
| 2368 | startIndex = labelCount - 1; |
| 2369 | endIndex = -1; |
| 2370 | indexStep = -1; |
| 2371 | } else { |
| 2372 | startIndex = 0; |
| 2373 | endIndex = labelCount; |
| 2374 | indexStep = 1; |
| 2375 | } |
| 2376 | offsetValue = 0.0f; |
| 2377 | for (int column = startIndex; column != endIndex; column = column + indexStep) { |
| 2378 | // Go through all columns and get position of max+1 or min-1 row, depending on z flip |
| 2379 | // We need only positions for them, labels have already been generated |
| 2380 | colPos = (column + 0.5f) * m_cachedBarSpacing.width(); |
| 2381 | if (m_zFlipped) |
| 2382 | rowPos = -rowPosValue; |
| 2383 | else |
| 2384 | rowPos = rowPosValue; |
| 2385 | |
| 2386 | glPolygonOffset(factor: offsetValue++ / -10.0f, units: 1.0f); |
| 2387 | |
| 2388 | QVector3D labelPos = QVector3D((colPos - m_rowWidth) / m_scaleFactor, |
| 2389 | labelYAdjustment, // raise a bit over background to avoid depth "glimmering" |
| 2390 | rowPos); |
| 2391 | |
| 2392 | m_dummyBarRenderItem.setTranslation(labelPos); |
| 2393 | const LabelItem &axisLabelItem = *m_axisCacheX.labelItems().at(i: column); |
| 2394 | |
| 2395 | if (drawSelection) { |
| 2396 | QVector4D labelColor = QVector4D(0.0f, column / 255.0f, 0.0f, |
| 2397 | alphaForColumnSelection); |
| 2398 | shader->setUniformValue(uniform: shader->color(), value: labelColor); |
| 2399 | } |
| 2400 | |
| 2401 | m_drawer->drawLabel(item: m_dummyBarRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 2402 | positionComp: zeroVector, rotation: totalRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
| 2403 | shader, object: m_labelObj, camera: activeCamera, |
| 2404 | useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment, isSlicing: false, isSelecting: drawSelection); |
| 2405 | labelsMaxWidth = qMax(a: labelsMaxWidth, b: float(axisLabelItem.size().width())); |
| 2406 | } |
| 2407 | |
| 2408 | if (!drawSelection && m_axisCacheX.isTitleVisible()) { |
| 2409 | QVector3D titleTrans(0.0f, 0.0f, rowPos); |
| 2410 | drawAxisTitleX(labelRotation, labelTrans: titleTrans, totalRotation, dummyItem&: m_dummyBarRenderItem, |
| 2411 | activeCamera, labelsMaxWidth, viewMatrix, projectionMatrix, shader); |
| 2412 | } |
| 2413 | |
| 2414 | #if 0 // Debug label |
| 2415 | static LabelItem debugLabelItem; |
| 2416 | QString debugLabelString(QStringLiteral("Flips: x:%1 y:%2 z:%3 xr:%4 yr:%5" )); |
| 2417 | QString finalDebugString = debugLabelString.arg(m_xFlipped).arg(m_yFlipped).arg(m_zFlipped) |
| 2418 | .arg(activeCamera->xRotation()).arg(activeCamera->yRotation()); |
| 2419 | m_dummyBarRenderItem.setTranslation(QVector3D(m_xFlipped ? -1.5f : 1.5f, |
| 2420 | m_yFlipped ? 1.5f : -1.5f, |
| 2421 | m_zFlipped ? -1.5f : 1.5f)); |
| 2422 | |
| 2423 | m_drawer->generateLabelItem(debugLabelItem, finalDebugString); |
| 2424 | m_drawer->drawLabel(m_dummyBarRenderItem, debugLabelItem, viewMatrix, projectionMatrix, |
| 2425 | zeroVector, identityQuaternion, 0, m_cachedSelectionMode, |
| 2426 | shader, m_labelObj, activeCamera, |
| 2427 | true, false, Drawer::LabelMid, Qt::AlignHCenter, false, drawSelection); |
| 2428 | #endif |
| 2429 | glDisable(GL_POLYGON_OFFSET_FILL); |
| 2430 | } |
| 2431 | |
| 2432 | void Bars3DRenderer::updateMultiSeriesScaling(bool uniform) |
| 2433 | { |
| 2434 | m_keepSeriesUniform = uniform; |
| 2435 | |
| 2436 | // Recalculate scale factors |
| 2437 | m_seriesScaleX = 1.0f / float(m_visibleSeriesCount); |
| 2438 | if (m_keepSeriesUniform) |
| 2439 | m_seriesScaleZ = m_seriesScaleX; |
| 2440 | else |
| 2441 | m_seriesScaleZ = 1.0f; |
| 2442 | } |
| 2443 | |
| 2444 | void Bars3DRenderer::updateBarSpecs(GLfloat thicknessRatio, const QSizeF &spacing, bool relative) |
| 2445 | { |
| 2446 | // Convert ratio to QSizeF, as we need it in that format for autoscaling calculations |
| 2447 | m_cachedBarThickness.setWidth(1.0f); |
| 2448 | m_cachedBarThickness.setHeight(1.0f / thicknessRatio); |
| 2449 | |
| 2450 | if (relative) { |
| 2451 | m_cachedBarSpacing.setWidth((m_cachedBarThickness.width() * 2) |
| 2452 | * (spacing.width() + 1.0f)); |
| 2453 | m_cachedBarSpacing.setHeight((m_cachedBarThickness.height() * 2) |
| 2454 | * (spacing.height() + 1.0f)); |
| 2455 | } else { |
| 2456 | m_cachedBarSpacing = m_cachedBarThickness * 2 + spacing * 2; |
| 2457 | } |
| 2458 | |
| 2459 | // Slice mode doesn't update correctly without this |
| 2460 | if (m_cachedIsSlicingActivated) |
| 2461 | m_selectionDirty = true; |
| 2462 | |
| 2463 | // Calculate here and at setting sample space |
| 2464 | calculateSceneScalingFactors(); |
| 2465 | } |
| 2466 | |
| 2467 | void Bars3DRenderer::updateAxisRange(QAbstract3DAxis::AxisOrientation orientation, float min, |
| 2468 | float max) |
| 2469 | { |
| 2470 | Abstract3DRenderer::updateAxisRange(orientation, min, max); |
| 2471 | |
| 2472 | if (orientation == QAbstract3DAxis::AxisOrientationY) |
| 2473 | calculateHeightAdjustment(); |
| 2474 | } |
| 2475 | |
| 2476 | void Bars3DRenderer::updateAxisReversed(QAbstract3DAxis::AxisOrientation orientation, bool enable) |
| 2477 | { |
| 2478 | Abstract3DRenderer::updateAxisReversed(orientation, enable); |
| 2479 | if (orientation == QAbstract3DAxis::AxisOrientationY) |
| 2480 | calculateHeightAdjustment(); |
| 2481 | } |
| 2482 | |
| 2483 | |
| 2484 | void Bars3DRenderer::updateSelectedBar(const QPoint &position, QBar3DSeries *series) |
| 2485 | { |
| 2486 | m_selectedBarPos = position; |
| 2487 | m_selectedSeriesCache = static_cast<BarSeriesRenderCache *>(m_renderCacheList.value(akey: series, adefaultValue: 0)); |
| 2488 | m_selectionDirty = true; |
| 2489 | m_selectionLabelDirty = true; |
| 2490 | |
| 2491 | if (!m_selectedSeriesCache |
| 2492 | || !m_selectedSeriesCache->isVisible() |
| 2493 | || m_selectedSeriesCache->renderArray().isEmpty()) { |
| 2494 | m_visualSelectedBarPos = Bars3DController::invalidSelectionPosition(); |
| 2495 | return; |
| 2496 | } |
| 2497 | |
| 2498 | int adjustedZ = m_selectedBarPos.x() - int(m_axisCacheZ.min()); |
| 2499 | int adjustedX = m_selectedBarPos.y() - int(m_axisCacheX.min()); |
| 2500 | int maxZ = m_selectedSeriesCache->renderArray().size() - 1; |
| 2501 | int maxX = maxZ >= 0 ? m_selectedSeriesCache->renderArray().at(i: 0).size() - 1 : -1; |
| 2502 | |
| 2503 | if (m_selectedBarPos == Bars3DController::invalidSelectionPosition() |
| 2504 | || adjustedZ < 0 || adjustedZ > maxZ |
| 2505 | || adjustedX < 0 || adjustedX > maxX) { |
| 2506 | m_visualSelectedBarPos = Bars3DController::invalidSelectionPosition(); |
| 2507 | } else { |
| 2508 | m_visualSelectedBarPos = QPoint(adjustedZ, adjustedX); |
| 2509 | } |
| 2510 | } |
| 2511 | |
| 2512 | void Bars3DRenderer::resetClickedStatus() |
| 2513 | { |
| 2514 | m_clickedPosition = Bars3DController::invalidSelectionPosition(); |
| 2515 | m_clickedSeries = 0; |
| 2516 | } |
| 2517 | |
| 2518 | void Bars3DRenderer::updateShadowQuality(QAbstract3DGraph::ShadowQuality quality) |
| 2519 | { |
| 2520 | m_cachedShadowQuality = quality; |
| 2521 | switch (quality) { |
| 2522 | case QAbstract3DGraph::ShadowQualityLow: |
| 2523 | m_shadowQualityToShader = 33.3f; |
| 2524 | m_shadowQualityMultiplier = 1; |
| 2525 | break; |
| 2526 | case QAbstract3DGraph::ShadowQualityMedium: |
| 2527 | m_shadowQualityToShader = 100.0f; |
| 2528 | m_shadowQualityMultiplier = 3; |
| 2529 | break; |
| 2530 | case QAbstract3DGraph::ShadowQualityHigh: |
| 2531 | m_shadowQualityToShader = 200.0f; |
| 2532 | m_shadowQualityMultiplier = 5; |
| 2533 | break; |
| 2534 | case QAbstract3DGraph::ShadowQualitySoftLow: |
| 2535 | m_shadowQualityToShader = 7.5f; |
| 2536 | m_shadowQualityMultiplier = 1; |
| 2537 | break; |
| 2538 | case QAbstract3DGraph::ShadowQualitySoftMedium: |
| 2539 | m_shadowQualityToShader = 10.0f; |
| 2540 | m_shadowQualityMultiplier = 3; |
| 2541 | break; |
| 2542 | case QAbstract3DGraph::ShadowQualitySoftHigh: |
| 2543 | m_shadowQualityToShader = 15.0f; |
| 2544 | m_shadowQualityMultiplier = 4; |
| 2545 | break; |
| 2546 | default: |
| 2547 | m_shadowQualityToShader = 0.0f; |
| 2548 | m_shadowQualityMultiplier = 1; |
| 2549 | break; |
| 2550 | } |
| 2551 | |
| 2552 | handleShadowQualityChange(); |
| 2553 | |
| 2554 | // Re-init depth buffer |
| 2555 | updateDepthBuffer(); |
| 2556 | |
| 2557 | // Redraw to handle both reflections and shadows on background |
| 2558 | if (m_reflectionEnabled) |
| 2559 | needRender(); |
| 2560 | } |
| 2561 | |
| 2562 | void Bars3DRenderer::loadBackgroundMesh() |
| 2563 | { |
| 2564 | ObjectHelper::resetObjectHelper(cacheId: this, obj&: m_backgroundObj, |
| 2565 | QStringLiteral(":/defaultMeshes/backgroundNoFloor" )); |
| 2566 | } |
| 2567 | |
| 2568 | void Bars3DRenderer::updateTextures() |
| 2569 | { |
| 2570 | Abstract3DRenderer::updateTextures(); |
| 2571 | |
| 2572 | // Drawer has changed; this flag needs to be checked when checking if we need to update labels |
| 2573 | m_updateLabels = true; |
| 2574 | } |
| 2575 | |
| 2576 | void Bars3DRenderer::fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh) |
| 2577 | { |
| 2578 | if (!m_cachedTheme->isBackgroundEnabled()) { |
| 2579 | // Load full version of meshes that have it available |
| 2580 | // Note: Minimal, Point, and Arrow not supported in bar charts |
| 2581 | if (mesh != QAbstract3DSeries::MeshSphere) |
| 2582 | fileName.append(QStringLiteral("Full" )); |
| 2583 | } |
| 2584 | } |
| 2585 | |
| 2586 | void Bars3DRenderer::calculateSceneScalingFactors() |
| 2587 | { |
| 2588 | // Calculate scene scaling and translation factors |
| 2589 | m_rowWidth = (m_cachedColumnCount * m_cachedBarSpacing.width()) / 2.0f; |
| 2590 | m_columnDepth = (m_cachedRowCount * m_cachedBarSpacing.height()) / 2.0f; |
| 2591 | m_maxDimension = qMax(a: m_rowWidth, b: m_columnDepth); |
| 2592 | m_scaleFactor = qMin(a: (m_cachedColumnCount * (m_maxDimension / m_maxSceneSize)), |
| 2593 | b: (m_cachedRowCount * (m_maxDimension / m_maxSceneSize))); |
| 2594 | |
| 2595 | // Single bar scaling |
| 2596 | m_scaleX = m_cachedBarThickness.width() / m_scaleFactor; |
| 2597 | m_scaleZ = m_cachedBarThickness.height() / m_scaleFactor; |
| 2598 | |
| 2599 | // Whole graph scale factors |
| 2600 | m_xScaleFactor = m_rowWidth / m_scaleFactor; |
| 2601 | m_zScaleFactor = m_columnDepth / m_scaleFactor; |
| 2602 | |
| 2603 | if (m_requestedMargin < 0.0f) { |
| 2604 | m_hBackgroundMargin = 0.0f; |
| 2605 | m_vBackgroundMargin = 0.0f; |
| 2606 | } else { |
| 2607 | m_hBackgroundMargin = m_requestedMargin; |
| 2608 | m_vBackgroundMargin = m_requestedMargin; |
| 2609 | } |
| 2610 | |
| 2611 | m_scaleXWithBackground = m_xScaleFactor + m_hBackgroundMargin; |
| 2612 | m_scaleYWithBackground = 1.0f + m_vBackgroundMargin; |
| 2613 | m_scaleZWithBackground = m_zScaleFactor + m_hBackgroundMargin; |
| 2614 | |
| 2615 | updateCameraViewport(); |
| 2616 | updateCustomItemPositions(); |
| 2617 | } |
| 2618 | |
| 2619 | void Bars3DRenderer::calculateHeightAdjustment() |
| 2620 | { |
| 2621 | float min = m_axisCacheY.min(); |
| 2622 | float max = m_axisCacheY.max(); |
| 2623 | GLfloat newAdjustment = 1.0f; |
| 2624 | m_actualFloorLevel = qBound(min, val: m_floorLevel, max); |
| 2625 | GLfloat maxAbs = qFabs(v: max - m_actualFloorLevel); |
| 2626 | |
| 2627 | // Check if we have negative values |
| 2628 | if (min < m_actualFloorLevel) |
| 2629 | m_hasNegativeValues = true; |
| 2630 | else if (min >= m_actualFloorLevel) |
| 2631 | m_hasNegativeValues = false; |
| 2632 | |
| 2633 | if (max < m_actualFloorLevel) { |
| 2634 | m_heightNormalizer = GLfloat(qFabs(v: min) - qFabs(v: max)); |
| 2635 | maxAbs = qFabs(v: max) - qFabs(v: min); |
| 2636 | } else { |
| 2637 | m_heightNormalizer = GLfloat(max - min); |
| 2638 | } |
| 2639 | |
| 2640 | // Height fractions are used in gradient calculations and are therefore doubled |
| 2641 | // Note that if max or min is exactly zero, we still consider it outside the range |
| 2642 | if (max <= m_actualFloorLevel || min >= m_actualFloorLevel) { |
| 2643 | m_noZeroInRange = true; |
| 2644 | m_gradientFraction = 2.0f; |
| 2645 | } else { |
| 2646 | m_noZeroInRange = false; |
| 2647 | GLfloat minAbs = qFabs(v: min - m_actualFloorLevel); |
| 2648 | m_gradientFraction = qMax(a: minAbs, b: maxAbs) / m_heightNormalizer * 2.0f; |
| 2649 | } |
| 2650 | |
| 2651 | // Calculate translation adjustment for background floor |
| 2652 | newAdjustment = (qBound(min: 0.0f, val: (maxAbs / m_heightNormalizer), max: 1.0f) - 0.5f) * 2.0f; |
| 2653 | if (m_axisCacheY.reversed()) |
| 2654 | newAdjustment = -newAdjustment; |
| 2655 | |
| 2656 | if (newAdjustment != m_backgroundAdjustment) { |
| 2657 | m_backgroundAdjustment = newAdjustment; |
| 2658 | m_axisCacheY.setTranslate(m_backgroundAdjustment - 1.0f); |
| 2659 | } |
| 2660 | } |
| 2661 | |
| 2662 | Bars3DController::SelectionType Bars3DRenderer::isSelected(int row, int bar, |
| 2663 | const BarSeriesRenderCache *cache) |
| 2664 | { |
| 2665 | Bars3DController::SelectionType isSelectedType = Bars3DController::SelectionNone; |
| 2666 | |
| 2667 | if ((m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionMultiSeries) |
| 2668 | && m_selectedSeriesCache) || cache == m_selectedSeriesCache) { |
| 2669 | if (row == m_visualSelectedBarPos.x() && bar == m_visualSelectedBarPos.y() |
| 2670 | && (m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionItem))) { |
| 2671 | isSelectedType = Bars3DController::SelectionItem; |
| 2672 | } else if (row == m_visualSelectedBarPos.x() |
| 2673 | && (m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionRow))) { |
| 2674 | isSelectedType = Bars3DController::SelectionRow; |
| 2675 | } else if (bar == m_visualSelectedBarPos.y() |
| 2676 | && (m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionColumn))) { |
| 2677 | isSelectedType = Bars3DController::SelectionColumn; |
| 2678 | } |
| 2679 | } |
| 2680 | |
| 2681 | return isSelectedType; |
| 2682 | } |
| 2683 | |
| 2684 | QPoint Bars3DRenderer::selectionColorToArrayPosition(const QVector4D &selectionColor) |
| 2685 | { |
| 2686 | QPoint position = Bars3DController::invalidSelectionPosition(); |
| 2687 | m_clickedType = QAbstract3DGraph::ElementNone; |
| 2688 | m_selectedLabelIndex = -1; |
| 2689 | m_selectedCustomItemIndex = -1; |
| 2690 | if (selectionColor.w() == itemAlpha) { |
| 2691 | // Normal selection item |
| 2692 | position = QPoint(int(selectionColor.x() + int(m_axisCacheZ.min())), |
| 2693 | int(selectionColor.y()) + int(m_axisCacheX.min())); |
| 2694 | // Pass item clicked info to input handler |
| 2695 | m_clickedType = QAbstract3DGraph::ElementSeries; |
| 2696 | } else if (selectionColor.w() == labelRowAlpha) { |
| 2697 | // Row selection |
| 2698 | if (m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionRow)) { |
| 2699 | // Use column from previous selection in case we have row + column mode |
| 2700 | GLint previousCol = qMax(a: 0, b: m_selectedBarPos.y()); // Use 0 if previous is invalid |
| 2701 | position = QPoint(int(selectionColor.x() + int(m_axisCacheZ.min())), previousCol); |
| 2702 | } |
| 2703 | m_selectedLabelIndex = selectionColor.x(); |
| 2704 | // Pass label clicked info to input handler |
| 2705 | m_clickedType = QAbstract3DGraph::ElementAxisZLabel; |
| 2706 | } else if (selectionColor.w() == labelColumnAlpha) { |
| 2707 | // Column selection |
| 2708 | if (m_cachedSelectionMode.testFlag(flag: QAbstract3DGraph::SelectionColumn)) { |
| 2709 | // Use row from previous selection in case we have row + column mode |
| 2710 | GLint previousRow = qMax(a: 0, b: m_selectedBarPos.x()); // Use 0 if previous is invalid |
| 2711 | position = QPoint(previousRow, int(selectionColor.y()) + int(m_axisCacheX.min())); |
| 2712 | } |
| 2713 | m_selectedLabelIndex = selectionColor.y(); |
| 2714 | // Pass label clicked info to input handler |
| 2715 | m_clickedType = QAbstract3DGraph::ElementAxisXLabel; |
| 2716 | } else if (selectionColor.w() == labelValueAlpha) { |
| 2717 | // Value selection |
| 2718 | position = Bars3DController::invalidSelectionPosition(); |
| 2719 | m_selectedLabelIndex = selectionColor.z(); |
| 2720 | // Pass label clicked info to input handler |
| 2721 | m_clickedType = QAbstract3DGraph::ElementAxisYLabel; |
| 2722 | } else if (selectionColor.w() == customItemAlpha) { |
| 2723 | // Custom item selection |
| 2724 | position = Bars3DController::invalidSelectionPosition(); |
| 2725 | m_selectedCustomItemIndex = int(selectionColor.x()) |
| 2726 | + (int(selectionColor.y()) << 8) |
| 2727 | + (int(selectionColor.z()) << 16); |
| 2728 | m_clickedType = QAbstract3DGraph::ElementCustomItem; |
| 2729 | } |
| 2730 | return position; |
| 2731 | } |
| 2732 | |
| 2733 | QBar3DSeries *Bars3DRenderer::selectionColorToSeries(const QVector4D &selectionColor) |
| 2734 | { |
| 2735 | if (selectionColor == selectionSkipColor) { |
| 2736 | return 0; |
| 2737 | } else { |
| 2738 | int seriesIndexFromColor(selectionColor.z()); |
| 2739 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 2740 | BarSeriesRenderCache *cache = static_cast<BarSeriesRenderCache *>(baseCache); |
| 2741 | if (cache->visualIndex() == seriesIndexFromColor) |
| 2742 | return cache->series(); |
| 2743 | } |
| 2744 | } |
| 2745 | return 0; |
| 2746 | } |
| 2747 | |
| 2748 | void Bars3DRenderer::updateSlicingActive(bool isSlicing) |
| 2749 | { |
| 2750 | if (isSlicing == m_cachedIsSlicingActivated) |
| 2751 | return; |
| 2752 | |
| 2753 | m_cachedIsSlicingActivated = isSlicing; |
| 2754 | |
| 2755 | if (!m_cachedIsSlicingActivated) { |
| 2756 | // We need to re-init selection buffer in case there has been a resize |
| 2757 | initSelectionBuffer(); |
| 2758 | initCursorPositionBuffer(); |
| 2759 | } |
| 2760 | |
| 2761 | updateDepthBuffer(); // Re-init depth buffer as well |
| 2762 | m_selectionDirty = true; |
| 2763 | } |
| 2764 | |
| 2765 | void Bars3DRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader) |
| 2766 | { |
| 2767 | if (m_barShader) |
| 2768 | delete m_barShader; |
| 2769 | m_barShader = new ShaderHelper(this, vertexShader, fragmentShader); |
| 2770 | m_barShader->initialize(); |
| 2771 | } |
| 2772 | |
| 2773 | void Bars3DRenderer::initGradientShaders(const QString &vertexShader, const QString &fragmentShader) |
| 2774 | { |
| 2775 | if (m_barGradientShader) |
| 2776 | delete m_barGradientShader; |
| 2777 | m_barGradientShader = new ShaderHelper(this, vertexShader, fragmentShader); |
| 2778 | m_barGradientShader->initialize(); |
| 2779 | } |
| 2780 | |
| 2781 | void Bars3DRenderer::initSelectionShader() |
| 2782 | { |
| 2783 | if (m_selectionShader) |
| 2784 | delete m_selectionShader; |
| 2785 | m_selectionShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexPlainColor" ), |
| 2786 | QStringLiteral(":/shaders/fragmentPlainColor" )); |
| 2787 | m_selectionShader->initialize(); |
| 2788 | } |
| 2789 | |
| 2790 | void Bars3DRenderer::initSelectionBuffer() |
| 2791 | { |
| 2792 | m_textureHelper->deleteTexture(texture: &m_selectionTexture); |
| 2793 | |
| 2794 | if (m_cachedIsSlicingActivated || m_primarySubViewport.size().isEmpty()) |
| 2795 | return; |
| 2796 | |
| 2797 | m_selectionTexture = m_textureHelper->createSelectionTexture(size: m_primarySubViewport.size(), |
| 2798 | frameBuffer&: m_selectionFrameBuffer, |
| 2799 | depthBuffer&: m_selectionDepthBuffer); |
| 2800 | } |
| 2801 | |
| 2802 | void Bars3DRenderer::initDepthShader() |
| 2803 | { |
| 2804 | if (!m_isOpenGLES) { |
| 2805 | if (m_depthShader) |
| 2806 | delete m_depthShader; |
| 2807 | m_depthShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexDepth" ), |
| 2808 | QStringLiteral(":/shaders/fragmentDepth" )); |
| 2809 | m_depthShader->initialize(); |
| 2810 | } |
| 2811 | } |
| 2812 | |
| 2813 | void Bars3DRenderer::updateDepthBuffer() |
| 2814 | { |
| 2815 | if (!m_isOpenGLES) { |
| 2816 | m_textureHelper->deleteTexture(texture: &m_depthTexture); |
| 2817 | |
| 2818 | if (m_primarySubViewport.size().isEmpty()) |
| 2819 | return; |
| 2820 | |
| 2821 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 2822 | m_depthTexture = |
| 2823 | m_textureHelper->createDepthTextureFrameBuffer(size: m_primarySubViewport.size(), |
| 2824 | frameBuffer&: m_depthFrameBuffer, |
| 2825 | textureSize: m_shadowQualityMultiplier); |
| 2826 | if (!m_depthTexture) |
| 2827 | lowerShadowQuality(); |
| 2828 | } |
| 2829 | } |
| 2830 | } |
| 2831 | |
| 2832 | void Bars3DRenderer::initBackgroundShaders(const QString &vertexShader, |
| 2833 | const QString &fragmentShader) |
| 2834 | { |
| 2835 | if (m_backgroundShader) |
| 2836 | delete m_backgroundShader; |
| 2837 | m_backgroundShader = new ShaderHelper(this, vertexShader, fragmentShader); |
| 2838 | m_backgroundShader->initialize(); |
| 2839 | } |
| 2840 | |
| 2841 | QVector3D Bars3DRenderer::convertPositionToTranslation(const QVector3D &position, bool isAbsolute) |
| 2842 | { |
| 2843 | float xTrans = 0.0f; |
| 2844 | float yTrans = 0.0f; |
| 2845 | float zTrans = 0.0f; |
| 2846 | if (!isAbsolute) { |
| 2847 | // Convert row and column to translation on graph |
| 2848 | xTrans = (((position.x() - m_axisCacheX.min() + 0.5f) * m_cachedBarSpacing.width()) |
| 2849 | - m_rowWidth) / m_scaleFactor; |
| 2850 | zTrans = (m_columnDepth - ((position.z() - m_axisCacheZ.min() + 0.5f) |
| 2851 | * m_cachedBarSpacing.height())) / m_scaleFactor; |
| 2852 | yTrans = m_axisCacheY.positionAt(value: position.y()); |
| 2853 | } else { |
| 2854 | xTrans = position.x() * m_xScaleFactor; |
| 2855 | yTrans = position.y() + m_backgroundAdjustment; |
| 2856 | zTrans = position.z() * -m_zScaleFactor; |
| 2857 | } |
| 2858 | return QVector3D(xTrans, yTrans, zTrans); |
| 2859 | } |
| 2860 | |
| 2861 | void Bars3DRenderer::updateAspectRatio(float ratio) |
| 2862 | { |
| 2863 | Q_UNUSED(ratio) |
| 2864 | } |
| 2865 | |
| 2866 | void Bars3DRenderer::updateFloorLevel(float level) |
| 2867 | { |
| 2868 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
| 2869 | cache->setDataDirty(true); |
| 2870 | m_floorLevel = level; |
| 2871 | calculateHeightAdjustment(); |
| 2872 | } |
| 2873 | |
| 2874 | void Bars3DRenderer::updateMargin(float margin) |
| 2875 | { |
| 2876 | Abstract3DRenderer::updateMargin(margin); |
| 2877 | calculateSceneScalingFactors(); |
| 2878 | } |
| 2879 | |
| 2880 | QT_END_NAMESPACE_DATAVISUALIZATION |
| 2881 | |