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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 | |