| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the Qt Data Visualization module of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:GPL$ |
| 9 | ** Commercial License Usage |
| 10 | ** Licensees holding valid commercial Qt licenses may use this file in |
| 11 | ** accordance with the commercial license agreement provided with the |
| 12 | ** Software or, alternatively, in accordance with the terms contained in |
| 13 | ** a written agreement between you and The Qt Company. For licensing terms |
| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** GNU General Public License Usage |
| 18 | ** Alternatively, this file may be used under the terms of the GNU |
| 19 | ** General Public License version 3 or (at your option) any later version |
| 20 | ** approved by the KDE Free Qt Foundation. The licenses are as published by |
| 21 | ** the Free Software Foundation and appearing in the file LICENSE.GPL3 |
| 22 | ** included in the packaging of this file. Please review the following |
| 23 | ** information to ensure the GNU General Public License requirements will |
| 24 | ** be met: https://www.gnu.org/licenses/gpl-3.0.html. |
| 25 | ** |
| 26 | ** $QT_END_LICENSE$ |
| 27 | ** |
| 28 | ****************************************************************************/ |
| 29 | |
| 30 | #include "drawer_p.h" |
| 31 | #include "shaderhelper_p.h" |
| 32 | #include "surfaceobject_p.h" |
| 33 | #include "utils_p.h" |
| 34 | #include "texturehelper_p.h" |
| 35 | #include "abstract3drenderer_p.h" |
| 36 | #include "scatterpointbufferhelper_p.h" |
| 37 | |
| 38 | #include <QtGui/QMatrix4x4> |
| 39 | #include <QtCore/qmath.h> |
| 40 | |
| 41 | // Resources need to be explicitly initialized when building as static library |
| 42 | class StaticLibInitializer |
| 43 | { |
| 44 | public: |
| 45 | StaticLibInitializer() |
| 46 | { |
| 47 | Q_INIT_RESOURCE(engine); |
| 48 | } |
| 49 | }; |
| 50 | StaticLibInitializer staticLibInitializer; |
| 51 | |
| 52 | QT_BEGIN_NAMESPACE_DATAVISUALIZATION |
| 53 | |
| 54 | // Vertex array buffer for point |
| 55 | const GLfloat point_data[] = {0.0f, 0.0f, 0.0f}; |
| 56 | |
| 57 | // Vertex array buffer for line |
| 58 | const GLfloat line_data[] = { |
| 59 | -1.0f, 0.0f, 0.0f, |
| 60 | 1.0f, 0.0f, 0.0f, |
| 61 | }; |
| 62 | |
| 63 | Drawer::Drawer(Q3DTheme *theme) |
| 64 | : m_theme(theme), |
| 65 | m_textureHelper(0), |
| 66 | m_pointbuffer(0), |
| 67 | m_linebuffer(0), |
| 68 | m_scaledFontSize(0.0f) |
| 69 | { |
| 70 | } |
| 71 | |
| 72 | Drawer::~Drawer() |
| 73 | { |
| 74 | delete m_textureHelper; |
| 75 | if (QOpenGLContext::currentContext()) { |
| 76 | glDeleteBuffers(n: 1, buffers: &m_pointbuffer); |
| 77 | glDeleteBuffers(n: 1, buffers: &m_linebuffer); |
| 78 | } |
| 79 | } |
| 80 | |
| 81 | void Drawer::initializeOpenGL() |
| 82 | { |
| 83 | initializeOpenGLFunctions(); |
| 84 | if (!m_textureHelper) |
| 85 | m_textureHelper = new TextureHelper(); |
| 86 | } |
| 87 | |
| 88 | void Drawer::setTheme(Q3DTheme *theme) |
| 89 | { |
| 90 | m_theme = theme; |
| 91 | m_scaledFontSize = 0.05f + m_theme->font().pointSizeF() / 500.0f; |
| 92 | emit drawerChanged(); |
| 93 | } |
| 94 | |
| 95 | Q3DTheme *Drawer::theme() const |
| 96 | { |
| 97 | return m_theme; |
| 98 | } |
| 99 | |
| 100 | QFont Drawer::font() const |
| 101 | { |
| 102 | return m_theme->font(); |
| 103 | } |
| 104 | |
| 105 | void Drawer::drawObject(ShaderHelper *shader, AbstractObjectHelper *object, GLuint textureId, |
| 106 | GLuint depthTextureId, GLuint textureId3D) |
| 107 | { |
| 108 | #if defined(QT_OPENGL_ES_2) |
| 109 | Q_UNUSED(textureId3D) |
| 110 | #endif |
| 111 | if (textureId) { |
| 112 | // Activate texture |
| 113 | glActiveTexture(GL_TEXTURE0); |
| 114 | glBindTexture(GL_TEXTURE_2D, texture: textureId); |
| 115 | shader->setUniformValue(uniform: shader->texture(), value: 0); |
| 116 | } |
| 117 | |
| 118 | if (depthTextureId) { |
| 119 | // Activate depth texture |
| 120 | glActiveTexture(GL_TEXTURE1); |
| 121 | glBindTexture(GL_TEXTURE_2D, texture: depthTextureId); |
| 122 | shader->setUniformValue(uniform: shader->shadow(), value: 1); |
| 123 | } |
| 124 | #if !defined(QT_OPENGL_ES_2) |
| 125 | if (textureId3D) { |
| 126 | // Activate texture |
| 127 | glActiveTexture(GL_TEXTURE2); |
| 128 | glBindTexture(GL_TEXTURE_3D, texture: textureId3D); |
| 129 | shader->setUniformValue(uniform: shader->texture(), value: 2); |
| 130 | } |
| 131 | #endif |
| 132 | |
| 133 | // 1st attribute buffer : vertices |
| 134 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 135 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->vertexBuf()); |
| 136 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 137 | |
| 138 | // 2nd attribute buffer : normals |
| 139 | if (shader->normalAtt() >= 0) { |
| 140 | glEnableVertexAttribArray(index: shader->normalAtt()); |
| 141 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->normalBuf()); |
| 142 | glVertexAttribPointer(indx: shader->normalAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 143 | } |
| 144 | |
| 145 | // 3rd attribute buffer : UVs |
| 146 | if (shader->uvAtt() >= 0) { |
| 147 | glEnableVertexAttribArray(index: shader->uvAtt()); |
| 148 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->uvBuf()); |
| 149 | glVertexAttribPointer(indx: shader->uvAtt(), size: 2, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 150 | } |
| 151 | |
| 152 | // Index buffer |
| 153 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: object->elementBuf()); |
| 154 | |
| 155 | // Draw the triangles |
| 156 | glDrawElements(GL_TRIANGLES, count: object->indexCount(), GL_UNSIGNED_INT, indices: (void*)0); |
| 157 | |
| 158 | // Free buffers |
| 159 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 160 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
| 161 | |
| 162 | if (shader->uvAtt() >= 0) |
| 163 | glDisableVertexAttribArray(index: shader->uvAtt()); |
| 164 | if (shader->normalAtt() >= 0) |
| 165 | glDisableVertexAttribArray(index: shader->normalAtt()); |
| 166 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 167 | |
| 168 | // Release textures |
| 169 | #if !defined(QT_OPENGL_ES_2) |
| 170 | if (textureId3D) { |
| 171 | glActiveTexture(GL_TEXTURE2); |
| 172 | glBindTexture(GL_TEXTURE_3D, texture: 0); |
| 173 | } |
| 174 | #endif |
| 175 | if (depthTextureId) { |
| 176 | glActiveTexture(GL_TEXTURE1); |
| 177 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
| 178 | } |
| 179 | if (textureId) { |
| 180 | glActiveTexture(GL_TEXTURE0); |
| 181 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
| 182 | } |
| 183 | } |
| 184 | |
| 185 | void Drawer::drawSelectionObject(ShaderHelper *shader, AbstractObjectHelper *object) |
| 186 | { |
| 187 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 188 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->vertexBuf()); |
| 189 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void *)0); |
| 190 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: object->elementBuf()); |
| 191 | glDrawElements(GL_TRIANGLES, count: object->indexCount(), GL_UNSIGNED_INT, indices: (void *)0); |
| 192 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
| 193 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 194 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 195 | } |
| 196 | |
| 197 | void Drawer::drawSurfaceGrid(ShaderHelper *shader, SurfaceObject *object) |
| 198 | { |
| 199 | // 1st attribute buffer : vertices |
| 200 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 201 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->vertexBuf()); |
| 202 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 203 | |
| 204 | // Index buffer |
| 205 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: object->gridElementBuf()); |
| 206 | |
| 207 | // Draw the lines |
| 208 | glDrawElements(GL_LINES, count: object->gridIndexCount(), GL_UNSIGNED_INT, indices: (void*)0); |
| 209 | |
| 210 | // Free buffers |
| 211 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 212 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
| 213 | |
| 214 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 215 | } |
| 216 | |
| 217 | void Drawer::drawPoint(ShaderHelper *shader) |
| 218 | { |
| 219 | // Draw a single point |
| 220 | |
| 221 | // Generate vertex buffer for point if it does not exist |
| 222 | if (!m_pointbuffer) { |
| 223 | glGenBuffers(n: 1, buffers: &m_pointbuffer); |
| 224 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_pointbuffer); |
| 225 | glBufferData(GL_ARRAY_BUFFER, size: sizeof(point_data), data: point_data, GL_STATIC_DRAW); |
| 226 | } |
| 227 | |
| 228 | // 1st attribute buffer : vertices |
| 229 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 230 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_pointbuffer); |
| 231 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 232 | |
| 233 | // Draw the point |
| 234 | glDrawArrays(GL_POINTS, first: 0, count: 1); |
| 235 | |
| 236 | // Free buffers |
| 237 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 238 | |
| 239 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 240 | } |
| 241 | |
| 242 | void Drawer::drawPoints(ShaderHelper *shader, ScatterPointBufferHelper *object, GLuint textureId) |
| 243 | { |
| 244 | if (textureId) { |
| 245 | // Activate texture |
| 246 | glActiveTexture(GL_TEXTURE0); |
| 247 | glBindTexture(GL_TEXTURE_2D, texture: textureId); |
| 248 | shader->setUniformValue(uniform: shader->texture(), value: 0); |
| 249 | } |
| 250 | |
| 251 | // 1st attribute buffer : vertices |
| 252 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 253 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->pointBuf()); |
| 254 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 255 | |
| 256 | // 2nd attribute buffer : UVs |
| 257 | if (textureId) { |
| 258 | glEnableVertexAttribArray(index: shader->uvAtt()); |
| 259 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->uvBuf()); |
| 260 | glVertexAttribPointer(indx: shader->uvAtt(), size: 2, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 261 | } |
| 262 | |
| 263 | // Draw the points |
| 264 | glDrawArrays(GL_POINTS, first: 0, count: object->indexCount()); |
| 265 | |
| 266 | // Free buffers |
| 267 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 268 | |
| 269 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 270 | |
| 271 | if (textureId) { |
| 272 | glDisableVertexAttribArray(index: shader->uvAtt()); |
| 273 | glActiveTexture(GL_TEXTURE0); |
| 274 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
| 275 | } |
| 276 | } |
| 277 | |
| 278 | void Drawer::drawLine(ShaderHelper *shader) |
| 279 | { |
| 280 | // Draw a single line |
| 281 | |
| 282 | // Generate vertex buffer for line if it does not exist |
| 283 | if (!m_linebuffer) { |
| 284 | glGenBuffers(n: 1, buffers: &m_linebuffer); |
| 285 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_linebuffer); |
| 286 | glBufferData(GL_ARRAY_BUFFER, size: sizeof(line_data), data: line_data, GL_STATIC_DRAW); |
| 287 | } |
| 288 | |
| 289 | // 1st attribute buffer : vertices |
| 290 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 291 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_linebuffer); |
| 292 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 293 | |
| 294 | // Draw the line |
| 295 | glDrawArrays(GL_LINES, first: 0, count: 2); |
| 296 | |
| 297 | // Free buffers |
| 298 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 299 | |
| 300 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 301 | } |
| 302 | |
| 303 | void Drawer::drawLabel(const AbstractRenderItem &item, const LabelItem &labelItem, |
| 304 | const QMatrix4x4 &viewmatrix, const QMatrix4x4 &projectionmatrix, |
| 305 | const QVector3D &positionComp, const QQuaternion &rotation, |
| 306 | GLfloat itemHeight, QAbstract3DGraph::SelectionFlags mode, |
| 307 | ShaderHelper *shader, ObjectHelper *object, |
| 308 | const Q3DCamera *camera, bool useDepth, bool rotateAlong, |
| 309 | LabelPosition position, Qt::Alignment alignment, bool isSlicing, |
| 310 | bool isSelecting) |
| 311 | { |
| 312 | // Draw label |
| 313 | if (!labelItem.textureId()) |
| 314 | return; // No texture, skip |
| 315 | |
| 316 | QSize textureSize = labelItem.size(); |
| 317 | QMatrix4x4 modelMatrix; |
| 318 | QMatrix4x4 MVPMatrix; |
| 319 | GLfloat xPosition = 0.0f; |
| 320 | GLfloat yPosition = 0.0f; |
| 321 | GLfloat zPosition = positionComp.z(); |
| 322 | |
| 323 | switch (position) { |
| 324 | case LabelBelow: { |
| 325 | yPosition = item.translation().y() - (positionComp.y() / 2.0f) + itemHeight - 0.1f; |
| 326 | break; |
| 327 | } |
| 328 | case LabelLow: { |
| 329 | yPosition = -positionComp.y(); |
| 330 | break; |
| 331 | } |
| 332 | case LabelMid: { |
| 333 | yPosition = item.translation().y(); |
| 334 | break; |
| 335 | } |
| 336 | case LabelHigh: { |
| 337 | yPosition = item.translation().y() + itemHeight / 2.0f; |
| 338 | break; |
| 339 | } |
| 340 | case LabelOver: { |
| 341 | yPosition = item.translation().y() - (positionComp.y() / 2.0f) + itemHeight + 0.1f; |
| 342 | break; |
| 343 | } |
| 344 | case LabelBottom: { |
| 345 | yPosition = -2.75f + positionComp.y(); |
| 346 | xPosition = 0.0f; |
| 347 | break; |
| 348 | } |
| 349 | case LabelTop: { |
| 350 | yPosition = 2.75f - positionComp.y(); |
| 351 | xPosition = 0.0f; |
| 352 | break; |
| 353 | } |
| 354 | case LabelLeft: { |
| 355 | yPosition = 0.0f; |
| 356 | xPosition = -2.75f; |
| 357 | break; |
| 358 | } |
| 359 | case LabelRight: { |
| 360 | yPosition = 0.0f; |
| 361 | xPosition = 2.75f; |
| 362 | break; |
| 363 | } |
| 364 | } |
| 365 | |
| 366 | // Calculate scale factor to get uniform font size |
| 367 | GLfloat scaleFactor = m_scaledFontSize / (GLfloat)textureSize.height(); |
| 368 | |
| 369 | // Apply alignment |
| 370 | QVector3D anchorPoint; |
| 371 | |
| 372 | if (alignment & Qt::AlignLeft) |
| 373 | anchorPoint.setX(float(textureSize.width()) * scaleFactor); |
| 374 | else if (alignment & Qt::AlignRight) |
| 375 | anchorPoint.setX(float(-textureSize.width()) * scaleFactor); |
| 376 | |
| 377 | if (alignment & Qt::AlignTop) |
| 378 | anchorPoint.setY(float(-textureSize.height()) * scaleFactor); |
| 379 | else if (alignment & Qt::AlignBottom) |
| 380 | anchorPoint.setY(float(textureSize.height()) * scaleFactor); |
| 381 | |
| 382 | if (position < LabelBottom) { |
| 383 | xPosition = item.translation().x(); |
| 384 | if (useDepth) |
| 385 | zPosition = item.translation().z(); |
| 386 | else if (mode.testFlag(flag: QAbstract3DGraph::SelectionColumn) && isSlicing) |
| 387 | xPosition = -(item.translation().z()) + positionComp.z(); // flip first to left |
| 388 | } |
| 389 | |
| 390 | // Position label |
| 391 | modelMatrix.translate(x: xPosition, y: yPosition, z: zPosition); |
| 392 | |
| 393 | // Rotate |
| 394 | if (useDepth && !rotateAlong) { |
| 395 | float yComp = float(qRadiansToDegrees(radians: qTan(v: positionComp.y() / cameraDistance))); |
| 396 | // Apply negative camera rotations to keep labels facing camera |
| 397 | float camRotationX = camera->xRotation(); |
| 398 | float camRotationY = camera->yRotation(); |
| 399 | modelMatrix.rotate(angle: -camRotationX, x: 0.0f, y: 1.0f, z: 0.0f); |
| 400 | modelMatrix.rotate(angle: -camRotationY - yComp, x: 1.0f, y: 0.0f, z: 0.0f); |
| 401 | } else { |
| 402 | modelMatrix.rotate(quaternion: rotation); |
| 403 | } |
| 404 | modelMatrix.translate(vector: anchorPoint); |
| 405 | |
| 406 | // Scale label based on text size |
| 407 | modelMatrix.scale(vector: QVector3D((GLfloat)textureSize.width() * scaleFactor, |
| 408 | m_scaledFontSize, |
| 409 | 0.0f)); |
| 410 | |
| 411 | MVPMatrix = projectionmatrix * viewmatrix * modelMatrix; |
| 412 | |
| 413 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
| 414 | |
| 415 | if (isSelecting) { |
| 416 | // Draw the selection object |
| 417 | drawSelectionObject(shader, object); |
| 418 | } else { |
| 419 | // Draw the object |
| 420 | drawObject(shader, object, textureId: labelItem.textureId()); |
| 421 | } |
| 422 | } |
| 423 | |
| 424 | void Drawer::generateSelectionLabelTexture(Abstract3DRenderer *renderer) |
| 425 | { |
| 426 | LabelItem &labelItem = renderer->selectionLabelItem(); |
| 427 | generateLabelItem(item&: labelItem, text: renderer->selectionLabel()); |
| 428 | } |
| 429 | |
| 430 | void Drawer::generateLabelItem(LabelItem &item, const QString &text, int widestLabel) |
| 431 | { |
| 432 | initializeOpenGL(); |
| 433 | |
| 434 | item.clear(); |
| 435 | |
| 436 | if (!text.isEmpty()) { |
| 437 | // Create labels |
| 438 | // Print label into a QImage using QPainter |
| 439 | QImage label = Utils::printTextToImage(font: m_theme->font(), |
| 440 | text, |
| 441 | bgrColor: m_theme->labelBackgroundColor(), |
| 442 | txtColor: m_theme->labelTextColor(), |
| 443 | labelBackground: m_theme->isLabelBackgroundEnabled(), |
| 444 | borders: m_theme->isLabelBorderEnabled(), |
| 445 | maxLabelWidth: widestLabel); |
| 446 | |
| 447 | // Set label size |
| 448 | item.setSize(label.size()); |
| 449 | // Insert text texture into label (also deletes the old texture) |
| 450 | item.setTextureId(m_textureHelper->create2DTexture(image: label, useTrilinearFiltering: true, convert: true)); |
| 451 | } |
| 452 | } |
| 453 | |
| 454 | QT_END_NAMESPACE_DATAVISUALIZATION |
| 455 | |