| 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 | ** $QT_BEGIN_LICENSE:GPL$ |
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| 17 | ** GNU General Public License Usage |
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| 19 | ** General Public License version 3 or (at your option) any later version |
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| 26 | ** $QT_END_LICENSE$ |
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| 28 | ****************************************************************************/ |
| 29 | |
| 30 | #include "scatter3drenderer_p.h" |
| 31 | #include "q3dcamera_p.h" |
| 32 | #include "shaderhelper_p.h" |
| 33 | #include "texturehelper_p.h" |
| 34 | #include "utils_p.h" |
| 35 | #include "scatterseriesrendercache_p.h" |
| 36 | #include "scatterobjectbufferhelper_p.h" |
| 37 | #include "scatterpointbufferhelper_p.h" |
| 38 | |
| 39 | #include <QtCore/qmath.h> |
| 40 | |
| 41 | // You can verify that depth buffer drawing works correctly by uncommenting this. |
| 42 | // You should see the scene from where the light is |
| 43 | //#define SHOW_DEPTH_TEXTURE_SCENE |
| 44 | |
| 45 | QT_BEGIN_NAMESPACE_DATAVISUALIZATION |
| 46 | |
| 47 | const GLfloat defaultMinSize = 0.01f; |
| 48 | const GLfloat defaultMaxSize = 0.1f; |
| 49 | const GLfloat itemScaler = 3.0f; |
| 50 | |
| 51 | Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller) |
| 52 | : Abstract3DRenderer(controller), |
| 53 | m_selectedItem(0), |
| 54 | m_updateLabels(false), |
| 55 | m_dotShader(0), |
| 56 | m_dotGradientShader(0), |
| 57 | m_staticSelectedItemGradientShader(0), |
| 58 | m_staticSelectedItemShader(0), |
| 59 | m_pointShader(0), |
| 60 | m_depthShader(0), |
| 61 | m_selectionShader(0), |
| 62 | m_backgroundShader(0), |
| 63 | m_staticGradientPointShader(0), |
| 64 | m_bgrTexture(0), |
| 65 | m_selectionTexture(0), |
| 66 | m_depthFrameBuffer(0), |
| 67 | m_selectionFrameBuffer(0), |
| 68 | m_selectionDepthBuffer(0), |
| 69 | m_shadowQualityToShader(100.0f), |
| 70 | m_shadowQualityMultiplier(3), |
| 71 | m_scaleX(0.0f), |
| 72 | m_scaleY(0.0f), |
| 73 | m_scaleZ(0.0f), |
| 74 | m_selectedItemIndex(Scatter3DController::invalidSelectionIndex()), |
| 75 | m_selectedSeriesCache(0), |
| 76 | m_oldSelectedSeriesCache(0), |
| 77 | m_dotSizeScale(1.0f), |
| 78 | m_maxItemSize(0.0f), |
| 79 | m_clickedIndex(Scatter3DController::invalidSelectionIndex()), |
| 80 | m_havePointSeries(false), |
| 81 | m_haveMeshSeries(false), |
| 82 | m_haveUniformColorMeshSeries(false), |
| 83 | m_haveGradientMeshSeries(false) |
| 84 | { |
| 85 | initializeOpenGL(); |
| 86 | } |
| 87 | |
| 88 | Scatter3DRenderer::~Scatter3DRenderer() |
| 89 | { |
| 90 | contextCleanup(); |
| 91 | delete m_dotShader; |
| 92 | delete m_staticSelectedItemGradientShader; |
| 93 | delete m_staticSelectedItemShader; |
| 94 | delete m_dotGradientShader; |
| 95 | delete m_depthShader; |
| 96 | delete m_selectionShader; |
| 97 | delete m_backgroundShader; |
| 98 | delete m_staticGradientPointShader; |
| 99 | } |
| 100 | |
| 101 | void Scatter3DRenderer::contextCleanup() |
| 102 | { |
| 103 | if (QOpenGLContext::currentContext()) { |
| 104 | m_textureHelper->glDeleteFramebuffers(n: 1, framebuffers: &m_selectionFrameBuffer); |
| 105 | m_textureHelper->glDeleteRenderbuffers(n: 1, renderbuffers: &m_selectionDepthBuffer); |
| 106 | m_textureHelper->deleteTexture(texture: &m_selectionTexture); |
| 107 | m_textureHelper->glDeleteFramebuffers(n: 1, framebuffers: &m_depthFrameBuffer); |
| 108 | m_textureHelper->deleteTexture(texture: &m_bgrTexture); |
| 109 | } |
| 110 | } |
| 111 | |
| 112 | void Scatter3DRenderer::initializeOpenGL() |
| 113 | { |
| 114 | Abstract3DRenderer::initializeOpenGL(); |
| 115 | |
| 116 | // Initialize shaders |
| 117 | |
| 118 | if (!m_isOpenGLES) { |
| 119 | initDepthShader(); // For shadows |
| 120 | loadGridLineMesh(); |
| 121 | } else { |
| 122 | initPointShader(); |
| 123 | } |
| 124 | |
| 125 | // Init selection shader |
| 126 | initSelectionShader(); |
| 127 | |
| 128 | // Set view port |
| 129 | glViewport(x: m_primarySubViewport.x(), |
| 130 | y: m_primarySubViewport.y(), |
| 131 | width: m_primarySubViewport.width(), |
| 132 | height: m_primarySubViewport.height()); |
| 133 | |
| 134 | // Load background mesh (we need to be initialized first) |
| 135 | loadBackgroundMesh(); |
| 136 | } |
| 137 | |
| 138 | void Scatter3DRenderer::fixCameraTarget(QVector3D &target) |
| 139 | { |
| 140 | target.setX(target.x() * m_scaleX); |
| 141 | target.setY(target.y() * m_scaleY); |
| 142 | target.setZ(target.z() * -m_scaleZ); |
| 143 | } |
| 144 | |
| 145 | void Scatter3DRenderer::getVisibleItemBounds(QVector3D &minBounds, QVector3D &maxBounds) |
| 146 | { |
| 147 | // The inputs are the item bounds in OpenGL coordinates. |
| 148 | // The outputs limit these bounds to visible ranges, normalized to range [-1, 1] |
| 149 | // Volume shader flips the Y and Z axes, so we need to set negatives of actual values to those |
| 150 | float itemRangeX = (maxBounds.x() - minBounds.x()); |
| 151 | float itemRangeY = (maxBounds.y() - minBounds.y()); |
| 152 | float itemRangeZ = (maxBounds.z() - minBounds.z()); |
| 153 | |
| 154 | if (minBounds.x() < -m_scaleX) |
| 155 | minBounds.setX(-1.0f + (2.0f * qAbs(t: minBounds.x() + m_scaleX) / itemRangeX)); |
| 156 | else |
| 157 | minBounds.setX(-1.0f); |
| 158 | |
| 159 | if (minBounds.y() < -m_scaleY) |
| 160 | minBounds.setY(-(-1.0f + (2.0f * qAbs(t: minBounds.y() + m_scaleY) / itemRangeY))); |
| 161 | else |
| 162 | minBounds.setY(1.0f); |
| 163 | |
| 164 | if (minBounds.z() < -m_scaleZ) |
| 165 | minBounds.setZ(-(-1.0f + (2.0f * qAbs(t: minBounds.z() + m_scaleZ) / itemRangeZ))); |
| 166 | else |
| 167 | minBounds.setZ(1.0f); |
| 168 | |
| 169 | if (maxBounds.x() > m_scaleX) |
| 170 | maxBounds.setX(1.0f - (2.0f * qAbs(t: maxBounds.x() - m_scaleX) / itemRangeX)); |
| 171 | else |
| 172 | maxBounds.setX(1.0f); |
| 173 | |
| 174 | if (maxBounds.y() > m_scaleY) |
| 175 | maxBounds.setY(-(1.0f - (2.0f * qAbs(t: maxBounds.y() - m_scaleY) / itemRangeY))); |
| 176 | else |
| 177 | maxBounds.setY(-1.0f); |
| 178 | |
| 179 | if (maxBounds.z() > m_scaleZ) |
| 180 | maxBounds.setZ(-(1.0f - (2.0f * qAbs(t: maxBounds.z() - m_scaleZ) / itemRangeZ))); |
| 181 | else |
| 182 | maxBounds.setZ(-1.0f); |
| 183 | } |
| 184 | |
| 185 | void Scatter3DRenderer::updateData() |
| 186 | { |
| 187 | calculateSceneScalingFactors(); |
| 188 | int totalDataSize = 0; |
| 189 | |
| 190 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 191 | ScatterSeriesRenderCache *cache = static_cast<ScatterSeriesRenderCache *>(baseCache); |
| 192 | if (cache->isVisible()) { |
| 193 | const QScatter3DSeries *currentSeries = cache->series(); |
| 194 | ScatterRenderItemArray &renderArray = cache->renderArray(); |
| 195 | QScatterDataProxy *dataProxy = currentSeries->dataProxy(); |
| 196 | const QScatterDataArray &dataArray = *dataProxy->array(); |
| 197 | int dataSize = dataArray.size(); |
| 198 | totalDataSize += dataSize; |
| 199 | if (cache->dataDirty()) { |
| 200 | if (dataSize != renderArray.size()) |
| 201 | renderArray.resize(asize: dataSize); |
| 202 | |
| 203 | for (int i = 0; i < dataSize; i++) |
| 204 | updateRenderItem(dataItem: dataArray.at(i), renderItem&: renderArray[i]); |
| 205 | |
| 206 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic)) |
| 207 | cache->setStaticBufferDirty(true); |
| 208 | |
| 209 | cache->setDataDirty(false); |
| 210 | } |
| 211 | } |
| 212 | } |
| 213 | |
| 214 | if (totalDataSize) { |
| 215 | m_dotSizeScale = GLfloat(qBound(min: defaultMinSize, |
| 216 | val: 2.0f / float(qSqrt(v: qreal(totalDataSize))), |
| 217 | max: defaultMaxSize)); |
| 218 | } |
| 219 | |
| 220 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic)) { |
| 221 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 222 | ScatterSeriesRenderCache *cache = static_cast<ScatterSeriesRenderCache *>(baseCache); |
| 223 | if (cache->isVisible()) { |
| 224 | ScatterRenderItemArray &renderArray = cache->renderArray(); |
| 225 | const int renderArraySize = renderArray.size(); |
| 226 | |
| 227 | if (cache->mesh() == QAbstract3DSeries::MeshPoint) { |
| 228 | ScatterPointBufferHelper *points = cache->bufferPoints(); |
| 229 | if (!points) { |
| 230 | points = new ScatterPointBufferHelper(); |
| 231 | cache->setBufferPoints(points); |
| 232 | } |
| 233 | points->setScaleY(m_scaleY); |
| 234 | points->load(cache); |
| 235 | } else { |
| 236 | ScatterObjectBufferHelper *object = cache->bufferObject(); |
| 237 | if (!object) { |
| 238 | object = new ScatterObjectBufferHelper(); |
| 239 | cache->setBufferObject(object); |
| 240 | } |
| 241 | if (renderArraySize != cache->oldArraySize() |
| 242 | || cache->object()->objectFile() != cache->oldMeshFileName() |
| 243 | || cache->staticBufferDirty()) { |
| 244 | object->setScaleY(m_scaleY); |
| 245 | object->fullLoad(cache, dotScale: m_dotSizeScale); |
| 246 | cache->setOldArraySize(renderArraySize); |
| 247 | cache->setOldMeshFileName(cache->object()->objectFile()); |
| 248 | } else { |
| 249 | object->update(cache, dotScale: m_dotSizeScale); |
| 250 | } |
| 251 | } |
| 252 | |
| 253 | cache->setStaticBufferDirty(false); |
| 254 | } |
| 255 | } |
| 256 | } |
| 257 | |
| 258 | updateSelectedItem(index: m_selectedItemIndex, |
| 259 | series: m_selectedSeriesCache ? m_selectedSeriesCache->series() : 0); |
| 260 | } |
| 261 | |
| 262 | void Scatter3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesList) |
| 263 | { |
| 264 | int seriesCount = seriesList.size(); |
| 265 | |
| 266 | // Check OptimizationStatic specific issues before populate marks changeTracker done |
| 267 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic)) { |
| 268 | for (int i = 0; i < seriesCount; i++) { |
| 269 | QScatter3DSeries *scatterSeries = static_cast<QScatter3DSeries *>(seriesList[i]); |
| 270 | if (scatterSeries->isVisible()) { |
| 271 | QAbstract3DSeriesChangeBitField &changeTracker = scatterSeries->d_ptr->m_changeTracker; |
| 272 | ScatterSeriesRenderCache *cache = |
| 273 | static_cast<ScatterSeriesRenderCache *>(m_renderCacheList.value(akey: scatterSeries)); |
| 274 | if (cache) { |
| 275 | if (changeTracker.baseGradientChanged || changeTracker.colorStyleChanged) |
| 276 | cache->setStaticObjectUVDirty(true); |
| 277 | if (cache->itemSize() != scatterSeries->itemSize()) |
| 278 | cache->setStaticBufferDirty(true); |
| 279 | } |
| 280 | } |
| 281 | } |
| 282 | } |
| 283 | |
| 284 | Abstract3DRenderer::updateSeries(seriesList); |
| 285 | |
| 286 | float maxItemSize = 0.0f; |
| 287 | float itemSize = 0.0f; |
| 288 | bool noSelection = true; |
| 289 | |
| 290 | m_havePointSeries = false; |
| 291 | m_haveMeshSeries = false; |
| 292 | m_haveUniformColorMeshSeries = false; |
| 293 | m_haveGradientMeshSeries = false; |
| 294 | |
| 295 | for (int i = 0; i < seriesCount; i++) { |
| 296 | QScatter3DSeries *scatterSeries = static_cast<QScatter3DSeries *>(seriesList[i]); |
| 297 | if (scatterSeries->isVisible()) { |
| 298 | ScatterSeriesRenderCache *cache = |
| 299 | static_cast<ScatterSeriesRenderCache *>(m_renderCacheList.value(akey: scatterSeries)); |
| 300 | itemSize = scatterSeries->itemSize(); |
| 301 | if (maxItemSize < itemSize) |
| 302 | maxItemSize = itemSize; |
| 303 | if (cache->itemSize() != itemSize) |
| 304 | cache->setItemSize(itemSize); |
| 305 | if (noSelection |
| 306 | && scatterSeries->selectedItem() != QScatter3DSeries::invalidSelectionIndex()) { |
| 307 | if (m_selectionLabel != cache->itemLabel()) |
| 308 | m_selectionLabelDirty = true; |
| 309 | noSelection = false; |
| 310 | } |
| 311 | |
| 312 | if (cache->mesh() == QAbstract3DSeries::MeshPoint) { |
| 313 | m_havePointSeries = true; |
| 314 | } else { |
| 315 | m_haveMeshSeries = true; |
| 316 | if (cache->colorStyle() == Q3DTheme::ColorStyleUniform) |
| 317 | m_haveUniformColorMeshSeries = true; |
| 318 | else |
| 319 | m_haveGradientMeshSeries = true; |
| 320 | } |
| 321 | |
| 322 | if (cache->staticBufferDirty()) { |
| 323 | if (cache->mesh() != QAbstract3DSeries::MeshPoint) { |
| 324 | ScatterObjectBufferHelper *object = cache->bufferObject(); |
| 325 | object->update(cache, dotScale: m_dotSizeScale); |
| 326 | } |
| 327 | cache->setStaticBufferDirty(false); |
| 328 | } |
| 329 | if (cache->staticObjectUVDirty()) { |
| 330 | if (cache->mesh() == QAbstract3DSeries::MeshPoint) { |
| 331 | ScatterPointBufferHelper *object = cache->bufferPoints(); |
| 332 | object->updateUVs(cache); |
| 333 | } else { |
| 334 | ScatterObjectBufferHelper *object = cache->bufferObject(); |
| 335 | object->updateUVs(cache); |
| 336 | } |
| 337 | cache->setStaticObjectUVDirty(false); |
| 338 | } |
| 339 | } |
| 340 | } |
| 341 | m_maxItemSize = maxItemSize; |
| 342 | calculateSceneScalingFactors(); |
| 343 | |
| 344 | if (noSelection) { |
| 345 | if (!selectionLabel().isEmpty()) |
| 346 | m_selectionLabelDirty = true; |
| 347 | m_selectedSeriesCache = 0; |
| 348 | } |
| 349 | } |
| 350 | |
| 351 | SeriesRenderCache *Scatter3DRenderer::createNewCache(QAbstract3DSeries *series) |
| 352 | { |
| 353 | return new ScatterSeriesRenderCache(series, this); |
| 354 | } |
| 355 | |
| 356 | void Scatter3DRenderer::updateItems(const QVector<Scatter3DController::ChangeItem> &items) |
| 357 | { |
| 358 | ScatterSeriesRenderCache *cache = 0; |
| 359 | const QScatter3DSeries *prevSeries = 0; |
| 360 | const QScatterDataArray *dataArray = 0; |
| 361 | const bool optimizationStatic = m_cachedOptimizationHint.testFlag( |
| 362 | flag: QAbstract3DGraph::OptimizationStatic); |
| 363 | |
| 364 | foreach (Scatter3DController::ChangeItem item, items) { |
| 365 | QScatter3DSeries *currentSeries = item.series; |
| 366 | if (currentSeries != prevSeries) { |
| 367 | cache = static_cast<ScatterSeriesRenderCache *>(m_renderCacheList.value(akey: currentSeries)); |
| 368 | prevSeries = currentSeries; |
| 369 | dataArray = item.series->dataProxy()->array(); |
| 370 | // Invisible series render caches are not updated, but instead just marked dirty, so that |
| 371 | // they can be completely recalculated when they are turned visible. |
| 372 | if (!cache->isVisible() && !cache->dataDirty()) |
| 373 | cache->setDataDirty(true); |
| 374 | } |
| 375 | if (cache->isVisible()) { |
| 376 | const int index = item.index; |
| 377 | if (index >= cache->renderArray().size()) |
| 378 | continue; // Items removed from array for same render |
| 379 | bool oldVisibility; |
| 380 | ScatterRenderItem &item = cache->renderArray()[index]; |
| 381 | if (optimizationStatic) |
| 382 | oldVisibility = item.isVisible(); |
| 383 | updateRenderItem(dataItem: dataArray->at(i: index), renderItem&: item); |
| 384 | if (optimizationStatic) { |
| 385 | if (!cache->visibilityChanged() && oldVisibility != item.isVisible()) |
| 386 | cache->setVisibilityChanged(true); |
| 387 | cache->updateIndices().append(t: index); |
| 388 | } |
| 389 | } |
| 390 | } |
| 391 | if (optimizationStatic) { |
| 392 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 393 | ScatterSeriesRenderCache *cache = static_cast<ScatterSeriesRenderCache *>(baseCache); |
| 394 | if (cache->isVisible() && cache->updateIndices().size()) { |
| 395 | if (cache->mesh() == QAbstract3DSeries::MeshPoint) { |
| 396 | cache->bufferPoints()->update(cache); |
| 397 | if (cache->colorStyle() == Q3DTheme::ColorStyleRangeGradient) |
| 398 | cache->bufferPoints()->updateUVs(cache); |
| 399 | } else { |
| 400 | if (cache->visibilityChanged()) { |
| 401 | // If any change changes item visibility, full load is needed to |
| 402 | // resize the buffers. |
| 403 | cache->updateIndices().clear(); |
| 404 | cache->bufferObject()->fullLoad(cache, dotScale: m_dotSizeScale); |
| 405 | } else { |
| 406 | cache->bufferObject()->update(cache, dotScale: m_dotSizeScale); |
| 407 | if (cache->colorStyle() == Q3DTheme::ColorStyleRangeGradient) |
| 408 | cache->bufferObject()->updateUVs(cache); |
| 409 | } |
| 410 | } |
| 411 | cache->updateIndices().clear(); |
| 412 | } |
| 413 | cache->setVisibilityChanged(false); |
| 414 | } |
| 415 | } |
| 416 | } |
| 417 | |
| 418 | void Scatter3DRenderer::updateScene(Q3DScene *scene) |
| 419 | { |
| 420 | scene->activeCamera()->d_ptr->setMinYRotation(-90.0f); |
| 421 | |
| 422 | Abstract3DRenderer::updateScene(scene); |
| 423 | } |
| 424 | |
| 425 | void Scatter3DRenderer::updateAxisLabels(QAbstract3DAxis::AxisOrientation orientation, |
| 426 | const QStringList &labels) |
| 427 | { |
| 428 | Abstract3DRenderer::updateAxisLabels(orientation, labels); |
| 429 | |
| 430 | // Angular axis label dimensions affect the chart dimensions |
| 431 | if (m_polarGraph && orientation == QAbstract3DAxis::AxisOrientationX) |
| 432 | calculateSceneScalingFactors(); |
| 433 | } |
| 434 | |
| 435 | void Scatter3DRenderer::updateAxisTitleVisibility(QAbstract3DAxis::AxisOrientation orientation, |
| 436 | bool visible) |
| 437 | { |
| 438 | Abstract3DRenderer::updateAxisTitleVisibility(orientation, visible); |
| 439 | |
| 440 | // Angular axis title existence affects the chart dimensions |
| 441 | if (m_polarGraph && orientation == QAbstract3DAxis::AxisOrientationX) |
| 442 | calculateSceneScalingFactors(); |
| 443 | } |
| 444 | |
| 445 | void Scatter3DRenderer::updateOptimizationHint(QAbstract3DGraph::OptimizationHints hint) |
| 446 | { |
| 447 | Abstract3DRenderer::updateOptimizationHint(hint); |
| 448 | |
| 449 | Abstract3DRenderer::reInitShaders(); |
| 450 | |
| 451 | if (m_isOpenGLES && hint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
| 452 | && !m_staticGradientPointShader) { |
| 453 | initStaticPointShaders(QStringLiteral(":/shaders/vertexPointES2_UV" ), |
| 454 | QStringLiteral(":/shaders/fragmentLabel" )); |
| 455 | } |
| 456 | } |
| 457 | |
| 458 | void Scatter3DRenderer::updateMargin(float margin) |
| 459 | { |
| 460 | Abstract3DRenderer::updateMargin(margin); |
| 461 | calculateSceneScalingFactors(); |
| 462 | } |
| 463 | |
| 464 | void Scatter3DRenderer::resetClickedStatus() |
| 465 | { |
| 466 | m_clickedIndex = Scatter3DController::invalidSelectionIndex(); |
| 467 | m_clickedSeries = 0; |
| 468 | } |
| 469 | |
| 470 | void Scatter3DRenderer::render(GLuint defaultFboHandle) |
| 471 | { |
| 472 | // Handle GL state setup for FBO buffers and clearing of the render surface |
| 473 | Abstract3DRenderer::render(defaultFboHandle); |
| 474 | |
| 475 | if (m_axisCacheX.positionsDirty()) |
| 476 | m_axisCacheX.updateAllPositions(); |
| 477 | if (m_axisCacheY.positionsDirty()) |
| 478 | m_axisCacheY.updateAllPositions(); |
| 479 | if (m_axisCacheZ.positionsDirty()) |
| 480 | m_axisCacheZ.updateAllPositions(); |
| 481 | |
| 482 | // Draw dots scene |
| 483 | drawScene(defaultFboHandle); |
| 484 | } |
| 485 | |
| 486 | void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) |
| 487 | { |
| 488 | GLfloat backgroundRotation = 0; |
| 489 | GLfloat selectedItemSize = 0.0f; |
| 490 | |
| 491 | // Get the optimization flag |
| 492 | const bool optimizationDefault = |
| 493 | !m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic); |
| 494 | |
| 495 | const Q3DCamera *activeCamera = m_cachedScene->activeCamera(); |
| 496 | |
| 497 | QVector4D lightColor = Utils::vectorFromColor(color: m_cachedTheme->lightColor()); |
| 498 | |
| 499 | // Specify viewport |
| 500 | glViewport(x: m_primarySubViewport.x(), |
| 501 | y: m_primarySubViewport.y(), |
| 502 | width: m_primarySubViewport.width(), |
| 503 | height: m_primarySubViewport.height()); |
| 504 | |
| 505 | // Set up projection matrix |
| 506 | QMatrix4x4 projectionMatrix; |
| 507 | GLfloat viewPortRatio = (GLfloat)m_primarySubViewport.width() |
| 508 | / (GLfloat)m_primarySubViewport.height(); |
| 509 | if (m_useOrthoProjection) { |
| 510 | GLfloat orthoRatio = 2.0f; |
| 511 | projectionMatrix.ortho(left: -viewPortRatio * orthoRatio, right: viewPortRatio * orthoRatio, |
| 512 | bottom: -orthoRatio, top: orthoRatio, |
| 513 | nearPlane: 0.0f, farPlane: 100.0f); |
| 514 | } else { |
| 515 | projectionMatrix.perspective(verticalAngle: 45.0f, aspectRatio: viewPortRatio, nearPlane: 0.1f, farPlane: 100.0f); |
| 516 | } |
| 517 | |
| 518 | // Calculate view matrix |
| 519 | QMatrix4x4 viewMatrix = activeCamera->d_ptr->viewMatrix(); |
| 520 | QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix; |
| 521 | |
| 522 | // Calculate label flipping |
| 523 | if (viewMatrix.row(index: 0).x() > 0) |
| 524 | m_zFlipped = false; |
| 525 | else |
| 526 | m_zFlipped = true; |
| 527 | if (viewMatrix.row(index: 0).z() <= 0) |
| 528 | m_xFlipped = false; |
| 529 | else |
| 530 | m_xFlipped = true; |
| 531 | |
| 532 | // Check if we're viewing the scene from below |
| 533 | if (viewMatrix.row(index: 2).y() < 0) |
| 534 | m_yFlipped = true; |
| 535 | else |
| 536 | m_yFlipped = false; |
| 537 | m_yFlippedForGrid = m_yFlipped; // Polar axis grid drawing in abstract needs this |
| 538 | |
| 539 | // Calculate background rotation |
| 540 | if (!m_zFlipped && !m_xFlipped) |
| 541 | backgroundRotation = 270.0f; |
| 542 | else if (!m_zFlipped && m_xFlipped) |
| 543 | backgroundRotation = 180.0f; |
| 544 | else if (m_zFlipped && m_xFlipped) |
| 545 | backgroundRotation = 90.0f; |
| 546 | else if (m_zFlipped && !m_xFlipped) |
| 547 | backgroundRotation = 0.0f; |
| 548 | |
| 549 | // Get light position from the scene |
| 550 | QVector3D lightPos = m_cachedScene->activeLight()->position(); |
| 551 | |
| 552 | // Introduce regardless of shadow quality to simplify logic |
| 553 | QMatrix4x4 depthProjectionViewMatrix; |
| 554 | |
| 555 | ShaderHelper *pointSelectionShader; |
| 556 | if (!m_isOpenGLES) { |
| 557 | #if !defined(QT_OPENGL_ES_2) |
| 558 | if (m_havePointSeries) { |
| 559 | glEnable(GL_POINT_SMOOTH); |
| 560 | glEnable(GL_PROGRAM_POINT_SIZE); |
| 561 | } |
| 562 | |
| 563 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 564 | // Render scene into a depth texture for using with shadow mapping |
| 565 | // Bind depth shader |
| 566 | m_depthShader->bind(); |
| 567 | |
| 568 | // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows. |
| 569 | glViewport(x: 0, y: 0, |
| 570 | width: m_primarySubViewport.width() * m_shadowQualityMultiplier, |
| 571 | height: m_primarySubViewport.height() * m_shadowQualityMultiplier); |
| 572 | |
| 573 | // Enable drawing to framebuffer |
| 574 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: m_depthFrameBuffer); |
| 575 | glClear(GL_DEPTH_BUFFER_BIT); |
| 576 | |
| 577 | // Set front face culling to reduce self-shadowing issues |
| 578 | glCullFace(GL_FRONT); |
| 579 | |
| 580 | QMatrix4x4 depthViewMatrix; |
| 581 | QMatrix4x4 depthProjectionMatrix; |
| 582 | |
| 583 | // Get the depth view matrix |
| 584 | // It may be possible to hack lightPos here if we want to make some tweaks to shadow |
| 585 | QVector3D depthLightPos = activeCamera->d_ptr->calculatePositionRelativeToCamera( |
| 586 | relativePosition: zeroVector, fixedRotation: 0.0f, distanceModifier: 2.5f / m_autoScaleAdjustment); |
| 587 | depthViewMatrix.lookAt(eye: depthLightPos, center: zeroVector, up: upVector); |
| 588 | // Set the depth projection matrix |
| 589 | depthProjectionMatrix.perspective(verticalAngle: 15.0f, aspectRatio: viewPortRatio, nearPlane: 3.0f, farPlane: 100.0f); |
| 590 | depthProjectionViewMatrix = depthProjectionMatrix * depthViewMatrix; |
| 591 | |
| 592 | // Draw dots to depth buffer |
| 593 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 594 | if (baseCache->isVisible()) { |
| 595 | ScatterSeriesRenderCache *cache = |
| 596 | static_cast<ScatterSeriesRenderCache *>(baseCache); |
| 597 | ObjectHelper *dotObj = cache->object(); |
| 598 | QQuaternion seriesRotation(cache->meshRotation()); |
| 599 | const ScatterRenderItemArray &renderArray = cache->renderArray(); |
| 600 | const int renderArraySize = renderArray.size(); |
| 601 | bool drawingPoints = (cache->mesh() == QAbstract3DSeries::MeshPoint); |
| 602 | float itemSize = cache->itemSize() / itemScaler; |
| 603 | if (itemSize == 0.0f) |
| 604 | itemSize = m_dotSizeScale; |
| 605 | if (drawingPoints) { |
| 606 | // Scale points based on shadow quality for shadows, not by zoom level |
| 607 | m_funcs_2_1->glPointSize(size: itemSize * 100.0f * m_shadowQualityMultiplier); |
| 608 | } |
| 609 | QVector3D modelScaler(itemSize, itemSize, itemSize); |
| 610 | |
| 611 | if (!optimizationDefault |
| 612 | && ((drawingPoints && cache->bufferPoints()->indexCount() == 0) |
| 613 | || (!drawingPoints && cache->bufferObject()->indexCount() == 0))) { |
| 614 | continue; |
| 615 | } |
| 616 | |
| 617 | int loopCount = 1; |
| 618 | if (optimizationDefault) |
| 619 | loopCount = renderArraySize; |
| 620 | for (int dot = 0; dot < loopCount; dot++) { |
| 621 | const ScatterRenderItem &item = renderArray.at(i: dot); |
| 622 | if (!item.isVisible() && optimizationDefault) |
| 623 | continue; |
| 624 | |
| 625 | QMatrix4x4 modelMatrix; |
| 626 | QMatrix4x4 MVPMatrix; |
| 627 | |
| 628 | if (optimizationDefault) { |
| 629 | modelMatrix.translate(vector: item.translation()); |
| 630 | if (!drawingPoints) { |
| 631 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) |
| 632 | modelMatrix.rotate(quaternion: seriesRotation * item.rotation()); |
| 633 | modelMatrix.scale(vector: modelScaler); |
| 634 | } |
| 635 | } |
| 636 | |
| 637 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 638 | |
| 639 | m_depthShader->setUniformValue(uniform: m_depthShader->MVP(), value: MVPMatrix); |
| 640 | |
| 641 | if (drawingPoints) { |
| 642 | if (optimizationDefault) |
| 643 | m_drawer->drawPoint(shader: m_depthShader); |
| 644 | else |
| 645 | m_drawer->drawPoints(shader: m_depthShader, object: cache->bufferPoints(), textureId: 0); |
| 646 | } else { |
| 647 | if (optimizationDefault) { |
| 648 | // 1st attribute buffer : vertices |
| 649 | glEnableVertexAttribArray(index: m_depthShader->posAtt()); |
| 650 | glBindBuffer(GL_ARRAY_BUFFER, buffer: dotObj->vertexBuf()); |
| 651 | glVertexAttribPointer(indx: m_depthShader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, |
| 652 | ptr: (void *)0); |
| 653 | |
| 654 | // Index buffer |
| 655 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: dotObj->elementBuf()); |
| 656 | |
| 657 | // Draw the triangles |
| 658 | glDrawElements(GL_TRIANGLES, count: dotObj->indexCount(), |
| 659 | GL_UNSIGNED_INT, indices: (void *)0); |
| 660 | |
| 661 | // Free buffers |
| 662 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
| 663 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 664 | |
| 665 | glDisableVertexAttribArray(index: m_depthShader->posAtt()); |
| 666 | } else { |
| 667 | ScatterObjectBufferHelper *object = cache->bufferObject(); |
| 668 | // 1st attribute buffer : vertices |
| 669 | glEnableVertexAttribArray(index: m_depthShader->posAtt()); |
| 670 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->vertexBuf()); |
| 671 | glVertexAttribPointer(indx: m_depthShader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, |
| 672 | ptr: (void *)0); |
| 673 | |
| 674 | // Index buffer |
| 675 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: object->elementBuf()); |
| 676 | |
| 677 | // Draw the triangles |
| 678 | glDrawElements(GL_TRIANGLES, count: object->indexCount(), |
| 679 | GL_UNSIGNED_INT, indices: (void *)0); |
| 680 | |
| 681 | // Free buffers |
| 682 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
| 683 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 684 | |
| 685 | glDisableVertexAttribArray(index: m_depthShader->posAtt()); |
| 686 | } |
| 687 | } |
| 688 | } |
| 689 | } |
| 690 | } |
| 691 | |
| 692 | Abstract3DRenderer::drawCustomItems(state: RenderingDepth, regularShader: m_depthShader, viewMatrix, |
| 693 | projectionViewMatrix, |
| 694 | depthProjectionViewMatrix, depthTexture: m_depthTexture, |
| 695 | shadowQuality: m_shadowQualityToShader); |
| 696 | |
| 697 | // Disable drawing to framebuffer (= enable drawing to screen) |
| 698 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: defaultFboHandle); |
| 699 | |
| 700 | // Reset culling to normal |
| 701 | glCullFace(GL_BACK); |
| 702 | |
| 703 | // Revert to original viewport |
| 704 | glViewport(x: m_primarySubViewport.x(), |
| 705 | y: m_primarySubViewport.y(), |
| 706 | width: m_primarySubViewport.width(), |
| 707 | height: m_primarySubViewport.height()); |
| 708 | } |
| 709 | #endif |
| 710 | pointSelectionShader = m_selectionShader; |
| 711 | } else { |
| 712 | pointSelectionShader = m_pointShader; |
| 713 | } |
| 714 | |
| 715 | ShaderHelper *selectionShader = m_selectionShader; |
| 716 | |
| 717 | // Do position mapping when necessary |
| 718 | if (m_graphPositionQueryPending) { |
| 719 | QVector3D graphDimensions(m_scaleX, m_scaleY, m_scaleZ); |
| 720 | queriedGraphPosition(projectionViewMatrix, scaling: graphDimensions, defaultFboHandle); |
| 721 | emit needRender(); |
| 722 | } |
| 723 | |
| 724 | // Skip selection mode drawing if we have no selection mode |
| 725 | if (m_cachedSelectionMode > QAbstract3DGraph::SelectionNone |
| 726 | && SelectOnScene == m_selectionState |
| 727 | && (m_visibleSeriesCount > 0 || !m_customRenderCache.isEmpty()) |
| 728 | && m_selectionTexture) { |
| 729 | // Draw dots to selection buffer |
| 730 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: m_selectionFrameBuffer); |
| 731 | glViewport(x: 0, y: 0, |
| 732 | width: m_primarySubViewport.width(), |
| 733 | height: m_primarySubViewport.height()); |
| 734 | |
| 735 | glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used |
| 736 | glClearColor(red: 1.0f, green: 1.0f, blue: 1.0f, alpha: 1.0f); // Set clear color to white (= skipColor) |
| 737 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer |
| 738 | glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled |
| 739 | |
| 740 | bool previousDrawingPoints = false; |
| 741 | int totalIndex = 0; |
| 742 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 743 | if (baseCache->isVisible()) { |
| 744 | ScatterSeriesRenderCache *cache = |
| 745 | static_cast<ScatterSeriesRenderCache *>(baseCache); |
| 746 | ObjectHelper *dotObj = cache->object(); |
| 747 | QQuaternion seriesRotation(cache->meshRotation()); |
| 748 | const ScatterRenderItemArray &renderArray = cache->renderArray(); |
| 749 | const int renderArraySize = renderArray.size(); |
| 750 | bool drawingPoints = (cache->mesh() == QAbstract3DSeries::MeshPoint); |
| 751 | float itemSize = cache->itemSize() / itemScaler; |
| 752 | if (itemSize == 0.0f) |
| 753 | itemSize = m_dotSizeScale; |
| 754 | #if !defined(QT_OPENGL_ES_2) |
| 755 | if (drawingPoints && !m_isOpenGLES) |
| 756 | m_funcs_2_1->glPointSize(size: itemSize * activeCamera->zoomLevel()); |
| 757 | #endif |
| 758 | QVector3D modelScaler(itemSize, itemSize, itemSize); |
| 759 | |
| 760 | // Rebind selection shader if it has changed |
| 761 | if (!totalIndex || drawingPoints != previousDrawingPoints) { |
| 762 | previousDrawingPoints = drawingPoints; |
| 763 | if (drawingPoints) |
| 764 | selectionShader = pointSelectionShader; |
| 765 | else |
| 766 | selectionShader = m_selectionShader; |
| 767 | |
| 768 | selectionShader->bind(); |
| 769 | } |
| 770 | cache->setSelectionIndexOffset(totalIndex); |
| 771 | for (int dot = 0; dot < renderArraySize; dot++) { |
| 772 | const ScatterRenderItem &item = renderArray.at(i: dot); |
| 773 | if (!item.isVisible()) { |
| 774 | totalIndex++; |
| 775 | continue; |
| 776 | } |
| 777 | |
| 778 | QMatrix4x4 modelMatrix; |
| 779 | QMatrix4x4 MVPMatrix; |
| 780 | |
| 781 | modelMatrix.translate(vector: item.translation()); |
| 782 | if (!drawingPoints) { |
| 783 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) |
| 784 | modelMatrix.rotate(quaternion: seriesRotation * item.rotation()); |
| 785 | modelMatrix.scale(vector: modelScaler); |
| 786 | } |
| 787 | |
| 788 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 789 | |
| 790 | QVector4D dotColor = indexToSelectionColor(index: totalIndex++); |
| 791 | dotColor /= 255.0f; |
| 792 | |
| 793 | selectionShader->setUniformValue(uniform: selectionShader->MVP(), value: MVPMatrix); |
| 794 | selectionShader->setUniformValue(uniform: selectionShader->color(), value: dotColor); |
| 795 | |
| 796 | if (drawingPoints) |
| 797 | m_drawer->drawPoint(shader: selectionShader); |
| 798 | else |
| 799 | m_drawer->drawSelectionObject(shader: selectionShader, object: dotObj); |
| 800 | } |
| 801 | } |
| 802 | } |
| 803 | |
| 804 | Abstract3DRenderer::drawCustomItems(state: RenderingSelection, regularShader: m_selectionShader, |
| 805 | viewMatrix, projectionViewMatrix, |
| 806 | depthProjectionViewMatrix, depthTexture: m_depthTexture, |
| 807 | shadowQuality: m_shadowQualityToShader); |
| 808 | |
| 809 | drawLabels(drawSelection: true, activeCamera, viewMatrix, projectionMatrix); |
| 810 | |
| 811 | glEnable(GL_DITHER); |
| 812 | |
| 813 | // Read color under cursor |
| 814 | QVector4D clickedColor = Utils::getSelection(mousepos: m_inputPosition, |
| 815 | height: m_viewport.height()); |
| 816 | selectionColorToSeriesAndIndex(color: clickedColor, index&: m_clickedIndex, series&: m_clickedSeries); |
| 817 | m_clickResolved = true; |
| 818 | |
| 819 | emit needRender(); |
| 820 | |
| 821 | // Revert to original fbo and viewport |
| 822 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: defaultFboHandle); |
| 823 | glViewport(x: m_primarySubViewport.x(), |
| 824 | y: m_primarySubViewport.y(), |
| 825 | width: m_primarySubViewport.width(), |
| 826 | height: m_primarySubViewport.height()); |
| 827 | } |
| 828 | |
| 829 | // Draw dots |
| 830 | ShaderHelper *dotShader = 0; |
| 831 | GLuint gradientTexture = 0; |
| 832 | bool dotSelectionFound = false; |
| 833 | ScatterRenderItem *selectedItem(0); |
| 834 | QVector4D baseColor; |
| 835 | QVector4D dotColor; |
| 836 | |
| 837 | bool previousDrawingPoints = false; |
| 838 | Q3DTheme::ColorStyle previousMeshColorStyle = Q3DTheme::ColorStyleUniform; |
| 839 | if (m_haveMeshSeries) { |
| 840 | // Set unchanging shader bindings |
| 841 | if (m_haveGradientMeshSeries) { |
| 842 | m_dotGradientShader->bind(); |
| 843 | m_dotGradientShader->setUniformValue(uniform: m_dotGradientShader->lightP(), value: lightPos); |
| 844 | m_dotGradientShader->setUniformValue(uniform: m_dotGradientShader->view(), value: viewMatrix); |
| 845 | m_dotGradientShader->setUniformValue(uniform: m_dotGradientShader->ambientS(), |
| 846 | value: m_cachedTheme->ambientLightStrength()); |
| 847 | m_dotGradientShader->setUniformValue(uniform: m_dotGradientShader->lightColor(), value: lightColor); |
| 848 | } |
| 849 | if (m_haveUniformColorMeshSeries) { |
| 850 | m_dotShader->bind(); |
| 851 | m_dotShader->setUniformValue(uniform: m_dotShader->lightP(), value: lightPos); |
| 852 | m_dotShader->setUniformValue(uniform: m_dotShader->view(), value: viewMatrix); |
| 853 | m_dotShader->setUniformValue(uniform: m_dotShader->ambientS(), |
| 854 | value: m_cachedTheme->ambientLightStrength()); |
| 855 | m_dotShader->setUniformValue(uniform: m_dotShader->lightColor(), value: lightColor); |
| 856 | dotShader = m_dotShader; |
| 857 | } else { |
| 858 | dotShader = m_dotGradientShader; |
| 859 | previousMeshColorStyle = Q3DTheme::ColorStyleRangeGradient; |
| 860 | m_dotGradientShader->setUniformValue(uniform: m_dotGradientShader->gradientHeight(), value: 0.0f); |
| 861 | } |
| 862 | } else { |
| 863 | dotShader = pointSelectionShader; |
| 864 | } |
| 865 | |
| 866 | float rangeGradientYScaler = 0.5f / m_scaleY; |
| 867 | |
| 868 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 869 | if (baseCache->isVisible()) { |
| 870 | ScatterSeriesRenderCache *cache = |
| 871 | static_cast<ScatterSeriesRenderCache *>(baseCache); |
| 872 | ObjectHelper *dotObj = cache->object(); |
| 873 | QQuaternion seriesRotation(cache->meshRotation()); |
| 874 | ScatterRenderItemArray &renderArray = cache->renderArray(); |
| 875 | const int renderArraySize = renderArray.size(); |
| 876 | bool selectedSeries = m_cachedSelectionMode > QAbstract3DGraph::SelectionNone |
| 877 | && (m_selectedSeriesCache == cache); |
| 878 | bool drawingPoints = (cache->mesh() == QAbstract3DSeries::MeshPoint); |
| 879 | Q3DTheme::ColorStyle colorStyle = cache->colorStyle(); |
| 880 | bool colorStyleIsUniform = (colorStyle == Q3DTheme::ColorStyleUniform); |
| 881 | bool useColor = colorStyleIsUniform || drawingPoints; |
| 882 | bool rangeGradientPoints = drawingPoints |
| 883 | && (colorStyle == Q3DTheme::ColorStyleRangeGradient); |
| 884 | float itemSize = cache->itemSize() / itemScaler; |
| 885 | if (itemSize == 0.0f) |
| 886 | itemSize = m_dotSizeScale; |
| 887 | #if !defined(QT_OPENGL_ES_2) |
| 888 | if (drawingPoints && !m_isOpenGLES) |
| 889 | m_funcs_2_1->glPointSize(size: itemSize * activeCamera->zoomLevel()); |
| 890 | #endif |
| 891 | QVector3D modelScaler(itemSize, itemSize, itemSize); |
| 892 | int gradientImageHeight = cache->gradientImage().height(); |
| 893 | int maxGradientPositition = gradientImageHeight - 1; |
| 894 | |
| 895 | if (!optimizationDefault |
| 896 | && ((drawingPoints && cache->bufferPoints()->indexCount() == 0) |
| 897 | || (!drawingPoints && cache->bufferObject()->indexCount() == 0))) { |
| 898 | continue; |
| 899 | } |
| 900 | |
| 901 | // Rebind shader if it has changed |
| 902 | if (drawingPoints != previousDrawingPoints |
| 903 | || (!drawingPoints && |
| 904 | (colorStyleIsUniform != (previousMeshColorStyle |
| 905 | == Q3DTheme::ColorStyleUniform))) |
| 906 | || (!optimizationDefault && drawingPoints)) { |
| 907 | previousDrawingPoints = drawingPoints; |
| 908 | if (drawingPoints) { |
| 909 | if (!optimizationDefault && rangeGradientPoints) { |
| 910 | if (m_isOpenGLES) |
| 911 | dotShader = m_staticGradientPointShader; |
| 912 | else |
| 913 | dotShader = m_labelShader; |
| 914 | } else { |
| 915 | dotShader = pointSelectionShader; |
| 916 | } |
| 917 | } else { |
| 918 | if (colorStyleIsUniform) |
| 919 | dotShader = m_dotShader; |
| 920 | else |
| 921 | dotShader = m_dotGradientShader; |
| 922 | } |
| 923 | dotShader->bind(); |
| 924 | } |
| 925 | |
| 926 | if (!drawingPoints && !colorStyleIsUniform && previousMeshColorStyle != colorStyle) { |
| 927 | if (colorStyle == Q3DTheme::ColorStyleObjectGradient) { |
| 928 | dotShader->setUniformValue(uniform: dotShader->gradientMin(), value: 0.0f); |
| 929 | dotShader->setUniformValue(uniform: dotShader->gradientHeight(), |
| 930 | value: 0.5f); |
| 931 | } else { |
| 932 | // Each dot is of uniform color according to its Y-coordinate |
| 933 | dotShader->setUniformValue(uniform: dotShader->gradientHeight(), |
| 934 | value: 0.0f); |
| 935 | } |
| 936 | } |
| 937 | |
| 938 | if (!drawingPoints) |
| 939 | previousMeshColorStyle = colorStyle; |
| 940 | |
| 941 | if (useColor) { |
| 942 | baseColor = cache->baseColor(); |
| 943 | dotColor = baseColor; |
| 944 | } |
| 945 | int loopCount = 1; |
| 946 | if (optimizationDefault) |
| 947 | loopCount = renderArraySize; |
| 948 | |
| 949 | for (int i = 0; i < loopCount; i++) { |
| 950 | ScatterRenderItem &item = renderArray[i]; |
| 951 | if (!item.isVisible() && optimizationDefault) |
| 952 | continue; |
| 953 | |
| 954 | QMatrix4x4 modelMatrix; |
| 955 | QMatrix4x4 MVPMatrix; |
| 956 | QMatrix4x4 itModelMatrix; |
| 957 | |
| 958 | if (optimizationDefault) { |
| 959 | modelMatrix.translate(vector: item.translation()); |
| 960 | if (!drawingPoints) { |
| 961 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) { |
| 962 | QQuaternion totalRotation = seriesRotation * item.rotation(); |
| 963 | modelMatrix.rotate(quaternion: totalRotation); |
| 964 | itModelMatrix.rotate(quaternion: totalRotation); |
| 965 | } |
| 966 | modelMatrix.scale(vector: modelScaler); |
| 967 | itModelMatrix.scale(vector: modelScaler); |
| 968 | } |
| 969 | } |
| 970 | #ifdef SHOW_DEPTH_TEXTURE_SCENE |
| 971 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 972 | #else |
| 973 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 974 | #endif |
| 975 | |
| 976 | if (useColor) { |
| 977 | if (rangeGradientPoints) { |
| 978 | // Drawing points with range gradient |
| 979 | // Get color from gradient based on items y position converted to percent |
| 980 | int position = ((item.translation().y() + m_scaleY) * rangeGradientYScaler) * gradientImageHeight; |
| 981 | position = qMin(a: maxGradientPositition, b: position); // clamp to edge |
| 982 | dotColor = Utils::vectorFromColor( |
| 983 | color: cache->gradientImage().pixel(x: 0, y: position)); |
| 984 | } else { |
| 985 | dotColor = baseColor; |
| 986 | } |
| 987 | } else { |
| 988 | gradientTexture = cache->baseGradientTexture(); |
| 989 | } |
| 990 | |
| 991 | if (!optimizationDefault && rangeGradientPoints) |
| 992 | gradientTexture = cache->baseGradientTexture(); |
| 993 | |
| 994 | GLfloat lightStrength = m_cachedTheme->lightStrength(); |
| 995 | if (optimizationDefault && selectedSeries && (m_selectedItemIndex == i)) { |
| 996 | if (useColor) |
| 997 | dotColor = cache->singleHighlightColor(); |
| 998 | else |
| 999 | gradientTexture = cache->singleHighlightGradientTexture(); |
| 1000 | lightStrength = m_cachedTheme->highlightLightStrength(); |
| 1001 | // Save the reference to the item to be used in label drawing |
| 1002 | selectedItem = &item; |
| 1003 | dotSelectionFound = true; |
| 1004 | // Save selected item size (adjusted with font size) for selection label |
| 1005 | // positioning |
| 1006 | selectedItemSize = itemSize + m_drawer->scaledFontSize() - 0.05f; |
| 1007 | } |
| 1008 | |
| 1009 | if (!drawingPoints) { |
| 1010 | // Set shader bindings |
| 1011 | dotShader->setUniformValue(uniform: dotShader->model(), value: modelMatrix); |
| 1012 | dotShader->setUniformValue(uniform: dotShader->nModel(), |
| 1013 | value: itModelMatrix.inverted().transposed()); |
| 1014 | } |
| 1015 | |
| 1016 | dotShader->setUniformValue(uniform: dotShader->MVP(), value: MVPMatrix); |
| 1017 | if (useColor) { |
| 1018 | dotShader->setUniformValue(uniform: dotShader->color(), value: dotColor); |
| 1019 | } else if (colorStyle == Q3DTheme::ColorStyleRangeGradient) { |
| 1020 | dotShader->setUniformValue(uniform: dotShader->gradientMin(), |
| 1021 | value: (item.translation().y() + m_scaleY) |
| 1022 | * rangeGradientYScaler); |
| 1023 | } |
| 1024 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && !m_isOpenGLES) { |
| 1025 | if (!drawingPoints) { |
| 1026 | // Set shadow shader bindings |
| 1027 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1028 | dotShader->setUniformValue(uniform: dotShader->shadowQ(), value: m_shadowQualityToShader); |
| 1029 | dotShader->setUniformValue(uniform: dotShader->depth(), value: depthMVPMatrix); |
| 1030 | dotShader->setUniformValue(uniform: dotShader->lightS(), value: lightStrength / 10.0f); |
| 1031 | |
| 1032 | // Draw the object |
| 1033 | if (optimizationDefault) { |
| 1034 | m_drawer->drawObject(shader: dotShader, object: dotObj, textureId: gradientTexture, |
| 1035 | depthTextureId: m_depthTexture); |
| 1036 | } else { |
| 1037 | m_drawer->drawObject(shader: dotShader, object: cache->bufferObject(), textureId: gradientTexture, |
| 1038 | depthTextureId: m_depthTexture); |
| 1039 | } |
| 1040 | } else { |
| 1041 | // Draw the object |
| 1042 | if (optimizationDefault) |
| 1043 | m_drawer->drawPoint(shader: dotShader); |
| 1044 | else |
| 1045 | m_drawer->drawPoints(shader: dotShader, object: cache->bufferPoints(), textureId: gradientTexture); |
| 1046 | } |
| 1047 | } else { |
| 1048 | if (!drawingPoints) { |
| 1049 | // Set shadowless shader bindings |
| 1050 | dotShader->setUniformValue(uniform: dotShader->lightS(), value: lightStrength); |
| 1051 | // Draw the object |
| 1052 | if (optimizationDefault) |
| 1053 | m_drawer->drawObject(shader: dotShader, object: dotObj, textureId: gradientTexture); |
| 1054 | else |
| 1055 | m_drawer->drawObject(shader: dotShader, object: cache->bufferObject(), textureId: gradientTexture); |
| 1056 | } else { |
| 1057 | // Draw the object |
| 1058 | if (optimizationDefault) |
| 1059 | m_drawer->drawPoint(shader: dotShader); |
| 1060 | else |
| 1061 | m_drawer->drawPoints(shader: dotShader, object: cache->bufferPoints(), textureId: gradientTexture); |
| 1062 | } |
| 1063 | } |
| 1064 | } |
| 1065 | |
| 1066 | |
| 1067 | // Draw the selected item on static optimization |
| 1068 | if (!optimizationDefault && selectedSeries |
| 1069 | && m_selectedItemIndex != Scatter3DController::invalidSelectionIndex()) { |
| 1070 | ScatterRenderItem &item = renderArray[m_selectedItemIndex]; |
| 1071 | if (item.isVisible()) { |
| 1072 | ShaderHelper *selectionShader; |
| 1073 | if (drawingPoints) { |
| 1074 | selectionShader = pointSelectionShader; |
| 1075 | } else { |
| 1076 | if (colorStyleIsUniform) |
| 1077 | selectionShader = m_staticSelectedItemShader; |
| 1078 | else |
| 1079 | selectionShader = m_staticSelectedItemGradientShader; |
| 1080 | } |
| 1081 | selectionShader->bind(); |
| 1082 | |
| 1083 | ObjectHelper *dotObj = cache->object(); |
| 1084 | |
| 1085 | QMatrix4x4 modelMatrix; |
| 1086 | QMatrix4x4 itModelMatrix; |
| 1087 | |
| 1088 | modelMatrix.translate(vector: item.translation()); |
| 1089 | if (!drawingPoints) { |
| 1090 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) { |
| 1091 | QQuaternion totalRotation = seriesRotation * item.rotation(); |
| 1092 | modelMatrix.rotate(quaternion: totalRotation); |
| 1093 | itModelMatrix.rotate(quaternion: totalRotation); |
| 1094 | } |
| 1095 | modelMatrix.scale(vector: modelScaler); |
| 1096 | itModelMatrix.scale(vector: modelScaler); |
| 1097 | |
| 1098 | selectionShader->setUniformValue(uniform: selectionShader->lightP(), |
| 1099 | value: lightPos); |
| 1100 | selectionShader->setUniformValue(uniform: selectionShader->view(), |
| 1101 | value: viewMatrix); |
| 1102 | selectionShader->setUniformValue(uniform: selectionShader->ambientS(), |
| 1103 | value: m_cachedTheme->ambientLightStrength()); |
| 1104 | selectionShader->setUniformValue(uniform: selectionShader->lightColor(), |
| 1105 | value: lightColor); |
| 1106 | } |
| 1107 | |
| 1108 | QMatrix4x4 MVPMatrix; |
| 1109 | #ifdef SHOW_DEPTH_TEXTURE_SCENE |
| 1110 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1111 | #else |
| 1112 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1113 | #endif |
| 1114 | |
| 1115 | if (useColor) |
| 1116 | dotColor = cache->singleHighlightColor(); |
| 1117 | else |
| 1118 | gradientTexture = cache->singleHighlightGradientTexture(); |
| 1119 | GLfloat lightStrength = m_cachedTheme->highlightLightStrength(); |
| 1120 | // Save the reference to the item to be used in label drawing |
| 1121 | selectedItem = &item; |
| 1122 | dotSelectionFound = true; |
| 1123 | // Save selected item size (adjusted with font size) for selection label |
| 1124 | // positioning |
| 1125 | selectedItemSize = itemSize + m_drawer->scaledFontSize() - 0.05f; |
| 1126 | |
| 1127 | if (!drawingPoints) { |
| 1128 | // Set shader bindings |
| 1129 | selectionShader->setUniformValue(uniform: selectionShader->model(), value: modelMatrix); |
| 1130 | selectionShader->setUniformValue(uniform: selectionShader->nModel(), |
| 1131 | value: itModelMatrix.inverted().transposed()); |
| 1132 | if (!colorStyleIsUniform) { |
| 1133 | if (colorStyle == Q3DTheme::ColorStyleObjectGradient) { |
| 1134 | selectionShader->setUniformValue(uniform: selectionShader->gradientMin(), |
| 1135 | value: 0.0f); |
| 1136 | selectionShader->setUniformValue(uniform: selectionShader->gradientHeight(), |
| 1137 | value: 0.5f); |
| 1138 | } else { |
| 1139 | // Each dot is of uniform color according to its Y-coordinate |
| 1140 | selectionShader->setUniformValue(uniform: selectionShader->gradientHeight(), |
| 1141 | value: 0.0f); |
| 1142 | selectionShader->setUniformValue(uniform: selectionShader->gradientMin(), |
| 1143 | value: (item.translation().y() + m_scaleY) |
| 1144 | * rangeGradientYScaler); |
| 1145 | } |
| 1146 | } |
| 1147 | } |
| 1148 | |
| 1149 | selectionShader->setUniformValue(uniform: selectionShader->MVP(), value: MVPMatrix); |
| 1150 | if (useColor) |
| 1151 | selectionShader->setUniformValue(uniform: selectionShader->color(), value: dotColor); |
| 1152 | |
| 1153 | if (!drawingPoints) { |
| 1154 | glEnable(GL_POLYGON_OFFSET_FILL); |
| 1155 | glPolygonOffset(factor: -1.0f, units: 1.0f); |
| 1156 | } |
| 1157 | |
| 1158 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone |
| 1159 | && !m_isOpenGLES) { |
| 1160 | if (!drawingPoints) { |
| 1161 | // Set shadow shader bindings |
| 1162 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1163 | selectionShader->setUniformValue(uniform: selectionShader->shadowQ(), |
| 1164 | value: m_shadowQualityToShader); |
| 1165 | selectionShader->setUniformValue(uniform: selectionShader->depth(), |
| 1166 | value: depthMVPMatrix); |
| 1167 | selectionShader->setUniformValue(uniform: selectionShader->lightS(), |
| 1168 | value: lightStrength / 10.0f); |
| 1169 | |
| 1170 | // Draw the object |
| 1171 | m_drawer->drawObject(shader: selectionShader, object: dotObj, textureId: gradientTexture, |
| 1172 | depthTextureId: m_depthTexture); |
| 1173 | } else { |
| 1174 | // Draw the object |
| 1175 | m_drawer->drawPoint(shader: selectionShader); |
| 1176 | } |
| 1177 | } else { |
| 1178 | if (!drawingPoints) { |
| 1179 | // Set shadowless shader bindings |
| 1180 | selectionShader->setUniformValue(uniform: selectionShader->lightS(), |
| 1181 | value: lightStrength); |
| 1182 | // Draw the object |
| 1183 | m_drawer->drawObject(shader: selectionShader, object: dotObj, textureId: gradientTexture); |
| 1184 | } else { |
| 1185 | // Draw the object |
| 1186 | m_drawer->drawPoint(shader: selectionShader); |
| 1187 | } |
| 1188 | } |
| 1189 | |
| 1190 | if (!drawingPoints) |
| 1191 | glDisable(GL_POLYGON_OFFSET_FILL); |
| 1192 | } |
| 1193 | dotShader->bind(); |
| 1194 | } |
| 1195 | } |
| 1196 | } |
| 1197 | |
| 1198 | #if !defined(QT_OPENGL_ES_2) |
| 1199 | if (m_havePointSeries) { |
| 1200 | glDisable(GL_POINT_SMOOTH); |
| 1201 | glDisable(GL_PROGRAM_POINT_SIZE); |
| 1202 | } |
| 1203 | #endif |
| 1204 | |
| 1205 | // Bind background shader |
| 1206 | m_backgroundShader->bind(); |
| 1207 | |
| 1208 | glCullFace(GL_BACK); |
| 1209 | |
| 1210 | // Draw background |
| 1211 | if (m_cachedTheme->isBackgroundEnabled() && m_backgroundObj) { |
| 1212 | QMatrix4x4 modelMatrix; |
| 1213 | QMatrix4x4 MVPMatrix; |
| 1214 | QMatrix4x4 itModelMatrix; |
| 1215 | |
| 1216 | QVector3D bgScale(m_scaleXWithBackground, m_scaleYWithBackground, |
| 1217 | m_scaleZWithBackground); |
| 1218 | modelMatrix.scale(vector: bgScale); |
| 1219 | // If we're viewing from below, background object must be flipped |
| 1220 | if (m_yFlipped) { |
| 1221 | modelMatrix.rotate(quaternion: m_xFlipRotation); |
| 1222 | modelMatrix.rotate(angle: 270.0f - backgroundRotation, x: 0.0f, y: 1.0f, z: 0.0f); |
| 1223 | } else { |
| 1224 | modelMatrix.rotate(angle: backgroundRotation, x: 0.0f, y: 1.0f, z: 0.0f); |
| 1225 | } |
| 1226 | itModelMatrix = modelMatrix; // Only scaling and rotations, can be used directly |
| 1227 | |
| 1228 | #ifdef SHOW_DEPTH_TEXTURE_SCENE |
| 1229 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1230 | #else |
| 1231 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1232 | #endif |
| 1233 | QVector4D backgroundColor = Utils::vectorFromColor(color: m_cachedTheme->backgroundColor()); |
| 1234 | |
| 1235 | // Set shader bindings |
| 1236 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->lightP(), value: lightPos); |
| 1237 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->view(), value: viewMatrix); |
| 1238 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->model(), value: modelMatrix); |
| 1239 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->nModel(), |
| 1240 | value: itModelMatrix.inverted().transposed()); |
| 1241 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->MVP(), value: MVPMatrix); |
| 1242 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->color(), value: backgroundColor); |
| 1243 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->ambientS(), |
| 1244 | value: m_cachedTheme->ambientLightStrength() * 2.0f); |
| 1245 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->lightColor(), value: lightColor); |
| 1246 | |
| 1247 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && !m_isOpenGLES) { |
| 1248 | // Set shadow shader bindings |
| 1249 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1250 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->shadowQ(), |
| 1251 | value: m_shadowQualityToShader); |
| 1252 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->depth(), value: depthMVPMatrix); |
| 1253 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->lightS(), |
| 1254 | value: m_cachedTheme->lightStrength() / 10.0f); |
| 1255 | |
| 1256 | // Draw the object |
| 1257 | m_drawer->drawObject(shader: m_backgroundShader, object: m_backgroundObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1258 | } else { |
| 1259 | // Set shadowless shader bindings |
| 1260 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->lightS(), |
| 1261 | value: m_cachedTheme->lightStrength()); |
| 1262 | |
| 1263 | // Draw the object |
| 1264 | m_drawer->drawObject(shader: m_backgroundShader, object: m_backgroundObj); |
| 1265 | } |
| 1266 | } |
| 1267 | |
| 1268 | // Draw grid lines |
| 1269 | QVector3D gridLineScaleX(m_scaleXWithBackground, gridLineWidth, gridLineWidth); |
| 1270 | QVector3D gridLineScaleZ(gridLineWidth, gridLineWidth, m_scaleZWithBackground); |
| 1271 | QVector3D gridLineScaleY(gridLineWidth, m_scaleYWithBackground, gridLineWidth); |
| 1272 | |
| 1273 | if (m_cachedTheme->isGridEnabled()) { |
| 1274 | ShaderHelper *lineShader; |
| 1275 | if (m_isOpenGLES) |
| 1276 | lineShader = m_selectionShader; // Plain color shader for GL_LINES |
| 1277 | else |
| 1278 | lineShader = m_backgroundShader; |
| 1279 | |
| 1280 | // Bind line shader |
| 1281 | lineShader->bind(); |
| 1282 | |
| 1283 | // Set unchanging shader bindings |
| 1284 | QVector4D lineColor = Utils::vectorFromColor(color: m_cachedTheme->gridLineColor()); |
| 1285 | lineShader->setUniformValue(uniform: lineShader->lightP(), value: lightPos); |
| 1286 | lineShader->setUniformValue(uniform: lineShader->view(), value: viewMatrix); |
| 1287 | lineShader->setUniformValue(uniform: lineShader->color(), value: lineColor); |
| 1288 | lineShader->setUniformValue(uniform: lineShader->ambientS(), value: m_cachedTheme->ambientLightStrength()); |
| 1289 | lineShader->setUniformValue(uniform: lineShader->lightColor(), value: lightColor); |
| 1290 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && !m_isOpenGLES) { |
| 1291 | // Set shadowed shader bindings |
| 1292 | lineShader->setUniformValue(uniform: lineShader->shadowQ(), value: m_shadowQualityToShader); |
| 1293 | lineShader->setUniformValue(uniform: lineShader->lightS(), |
| 1294 | value: m_cachedTheme->lightStrength() / 20.0f); |
| 1295 | } else { |
| 1296 | // Set shadowless shader bindings |
| 1297 | lineShader->setUniformValue(uniform: lineShader->lightS(), |
| 1298 | value: m_cachedTheme->lightStrength() / 2.5f); |
| 1299 | } |
| 1300 | |
| 1301 | QQuaternion lineYRotation; |
| 1302 | QQuaternion lineXRotation; |
| 1303 | |
| 1304 | if (m_xFlipped) |
| 1305 | lineYRotation = m_yRightAngleRotationNeg; |
| 1306 | else |
| 1307 | lineYRotation = m_yRightAngleRotation; |
| 1308 | |
| 1309 | if (m_yFlippedForGrid) |
| 1310 | lineXRotation = m_xRightAngleRotation; |
| 1311 | else |
| 1312 | lineXRotation = m_xRightAngleRotationNeg; |
| 1313 | |
| 1314 | GLfloat yFloorLinePosition = -m_scaleYWithBackground + gridLineOffset; |
| 1315 | if (m_yFlippedForGrid) |
| 1316 | yFloorLinePosition = -yFloorLinePosition; |
| 1317 | |
| 1318 | // Rows (= Z) |
| 1319 | if (m_axisCacheZ.segmentCount() > 0) { |
| 1320 | // Floor lines |
| 1321 | int gridLineCount = m_axisCacheZ.gridLineCount(); |
| 1322 | if (m_polarGraph) { |
| 1323 | drawRadialGrid(shader: lineShader, yFloorLinePos: yFloorLinePosition, projectionViewMatrix, |
| 1324 | depthMatrix: depthProjectionViewMatrix); |
| 1325 | } else { |
| 1326 | for (int line = 0; line < gridLineCount; line++) { |
| 1327 | QMatrix4x4 modelMatrix; |
| 1328 | QMatrix4x4 MVPMatrix; |
| 1329 | QMatrix4x4 itModelMatrix; |
| 1330 | |
| 1331 | modelMatrix.translate(x: 0.0f, y: yFloorLinePosition, |
| 1332 | z: m_axisCacheZ.gridLinePosition(index: line)); |
| 1333 | |
| 1334 | modelMatrix.scale(vector: gridLineScaleX); |
| 1335 | itModelMatrix.scale(vector: gridLineScaleX); |
| 1336 | |
| 1337 | modelMatrix.rotate(quaternion: lineXRotation); |
| 1338 | itModelMatrix.rotate(quaternion: lineXRotation); |
| 1339 | |
| 1340 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1341 | |
| 1342 | // Set the rest of the shader bindings |
| 1343 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 1344 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 1345 | value: itModelMatrix.inverted().transposed()); |
| 1346 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 1347 | |
| 1348 | if (m_isOpenGLES) { |
| 1349 | m_drawer->drawLine(shader: lineShader); |
| 1350 | } else { |
| 1351 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 1352 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1353 | // Set shadow shader bindings |
| 1354 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
| 1355 | // Draw the object |
| 1356 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1357 | } else { |
| 1358 | // Draw the object |
| 1359 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 1360 | } |
| 1361 | } |
| 1362 | } |
| 1363 | |
| 1364 | // Side wall lines |
| 1365 | GLfloat = m_scaleXWithBackground - gridLineOffset; |
| 1366 | |
| 1367 | if (!m_xFlipped) |
| 1368 | lineXTrans = -lineXTrans; |
| 1369 | |
| 1370 | for (int line = 0; line < gridLineCount; line++) { |
| 1371 | QMatrix4x4 modelMatrix; |
| 1372 | QMatrix4x4 MVPMatrix; |
| 1373 | QMatrix4x4 itModelMatrix; |
| 1374 | |
| 1375 | modelMatrix.translate(x: lineXTrans, y: 0.0f, z: m_axisCacheZ.gridLinePosition(index: line)); |
| 1376 | |
| 1377 | modelMatrix.scale(vector: gridLineScaleY); |
| 1378 | itModelMatrix.scale(vector: gridLineScaleY); |
| 1379 | |
| 1380 | if (m_isOpenGLES) { |
| 1381 | modelMatrix.rotate(quaternion: m_zRightAngleRotation); |
| 1382 | itModelMatrix.rotate(quaternion: m_zRightAngleRotation); |
| 1383 | } else { |
| 1384 | modelMatrix.rotate(quaternion: lineYRotation); |
| 1385 | itModelMatrix.rotate(quaternion: lineYRotation); |
| 1386 | } |
| 1387 | |
| 1388 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1389 | |
| 1390 | // Set the rest of the shader bindings |
| 1391 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 1392 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 1393 | value: itModelMatrix.inverted().transposed()); |
| 1394 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 1395 | |
| 1396 | if (!m_isOpenGLES) { |
| 1397 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 1398 | // Set shadow shader bindings |
| 1399 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1400 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
| 1401 | // Draw the object |
| 1402 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1403 | } else { |
| 1404 | // Draw the object |
| 1405 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 1406 | } |
| 1407 | } else { |
| 1408 | m_drawer->drawLine(shader: lineShader); |
| 1409 | } |
| 1410 | } |
| 1411 | } |
| 1412 | } |
| 1413 | |
| 1414 | // Columns (= X) |
| 1415 | if (m_axisCacheX.segmentCount() > 0) { |
| 1416 | if (m_isOpenGLES) |
| 1417 | lineXRotation = m_yRightAngleRotation; |
| 1418 | // Floor lines |
| 1419 | int gridLineCount = m_axisCacheX.gridLineCount(); |
| 1420 | |
| 1421 | if (m_polarGraph) { |
| 1422 | drawAngularGrid(shader: lineShader, yFloorLinePos: yFloorLinePosition, projectionViewMatrix, |
| 1423 | depthMatrix: depthProjectionViewMatrix); |
| 1424 | } else { |
| 1425 | for (int line = 0; line < gridLineCount; line++) { |
| 1426 | QMatrix4x4 modelMatrix; |
| 1427 | QMatrix4x4 MVPMatrix; |
| 1428 | QMatrix4x4 itModelMatrix; |
| 1429 | |
| 1430 | modelMatrix.translate(x: m_axisCacheX.gridLinePosition(index: line), y: yFloorLinePosition, |
| 1431 | z: 0.0f); |
| 1432 | |
| 1433 | modelMatrix.scale(vector: gridLineScaleZ); |
| 1434 | itModelMatrix.scale(vector: gridLineScaleZ); |
| 1435 | |
| 1436 | modelMatrix.rotate(quaternion: lineXRotation); |
| 1437 | itModelMatrix.rotate(quaternion: lineXRotation); |
| 1438 | |
| 1439 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1440 | |
| 1441 | // Set the rest of the shader bindings |
| 1442 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 1443 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 1444 | value: itModelMatrix.inverted().transposed()); |
| 1445 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 1446 | |
| 1447 | if (!m_isOpenGLES) { |
| 1448 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 1449 | // Set shadow shader bindings |
| 1450 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1451 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
| 1452 | // Draw the object |
| 1453 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1454 | } else { |
| 1455 | // Draw the object |
| 1456 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 1457 | } |
| 1458 | } else { |
| 1459 | m_drawer->drawLine(shader: lineShader); |
| 1460 | } |
| 1461 | } |
| 1462 | |
| 1463 | // Back wall lines |
| 1464 | GLfloat lineZTrans = m_scaleZWithBackground - gridLineOffset; |
| 1465 | |
| 1466 | if (!m_zFlipped) |
| 1467 | lineZTrans = -lineZTrans; |
| 1468 | |
| 1469 | for (int line = 0; line < gridLineCount; line++) { |
| 1470 | QMatrix4x4 modelMatrix; |
| 1471 | QMatrix4x4 MVPMatrix; |
| 1472 | QMatrix4x4 itModelMatrix; |
| 1473 | |
| 1474 | modelMatrix.translate(x: m_axisCacheX.gridLinePosition(index: line), y: 0.0f, z: lineZTrans); |
| 1475 | |
| 1476 | modelMatrix.scale(vector: gridLineScaleY); |
| 1477 | itModelMatrix.scale(vector: gridLineScaleY); |
| 1478 | |
| 1479 | if (m_isOpenGLES) { |
| 1480 | modelMatrix.rotate(quaternion: m_zRightAngleRotation); |
| 1481 | itModelMatrix.rotate(quaternion: m_zRightAngleRotation); |
| 1482 | } else { |
| 1483 | if (m_zFlipped) { |
| 1484 | modelMatrix.rotate(quaternion: m_xFlipRotation); |
| 1485 | itModelMatrix.rotate(quaternion: m_xFlipRotation); |
| 1486 | } |
| 1487 | } |
| 1488 | |
| 1489 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1490 | |
| 1491 | // Set the rest of the shader bindings |
| 1492 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 1493 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 1494 | value: itModelMatrix.inverted().transposed()); |
| 1495 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 1496 | |
| 1497 | if (!m_isOpenGLES) { |
| 1498 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 1499 | // Set shadow shader bindings |
| 1500 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1501 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
| 1502 | // Draw the object |
| 1503 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1504 | } else { |
| 1505 | // Draw the object |
| 1506 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 1507 | } |
| 1508 | } else { |
| 1509 | m_drawer->drawLine(shader: lineShader); |
| 1510 | } |
| 1511 | } |
| 1512 | } |
| 1513 | } |
| 1514 | |
| 1515 | // Horizontal wall lines |
| 1516 | if (m_axisCacheY.segmentCount() > 0) { |
| 1517 | // Back wall |
| 1518 | int gridLineCount = m_axisCacheY.gridLineCount(); |
| 1519 | |
| 1520 | GLfloat lineZTrans = m_scaleZWithBackground - gridLineOffset; |
| 1521 | |
| 1522 | if (!m_zFlipped) |
| 1523 | lineZTrans = -lineZTrans; |
| 1524 | |
| 1525 | for (int line = 0; line < gridLineCount; line++) { |
| 1526 | QMatrix4x4 modelMatrix; |
| 1527 | QMatrix4x4 MVPMatrix; |
| 1528 | QMatrix4x4 itModelMatrix; |
| 1529 | |
| 1530 | modelMatrix.translate(x: 0.0f, y: m_axisCacheY.gridLinePosition(index: line), z: lineZTrans); |
| 1531 | |
| 1532 | modelMatrix.scale(vector: gridLineScaleX); |
| 1533 | itModelMatrix.scale(vector: gridLineScaleX); |
| 1534 | |
| 1535 | if (m_zFlipped) { |
| 1536 | modelMatrix.rotate(quaternion: m_xFlipRotation); |
| 1537 | itModelMatrix.rotate(quaternion: m_xFlipRotation); |
| 1538 | } |
| 1539 | |
| 1540 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1541 | |
| 1542 | // Set the rest of the shader bindings |
| 1543 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 1544 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 1545 | value: itModelMatrix.inverted().transposed()); |
| 1546 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 1547 | |
| 1548 | if (!m_isOpenGLES) { |
| 1549 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 1550 | // Set shadow shader bindings |
| 1551 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1552 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
| 1553 | // Draw the object |
| 1554 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1555 | } else { |
| 1556 | // Draw the object |
| 1557 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 1558 | } |
| 1559 | } else { |
| 1560 | m_drawer->drawLine(shader: lineShader); |
| 1561 | } |
| 1562 | } |
| 1563 | |
| 1564 | // Side wall |
| 1565 | GLfloat = m_scaleXWithBackground - gridLineOffset; |
| 1566 | |
| 1567 | if (!m_xFlipped) |
| 1568 | lineXTrans = -lineXTrans; |
| 1569 | |
| 1570 | for (int line = 0; line < gridLineCount; line++) { |
| 1571 | QMatrix4x4 modelMatrix; |
| 1572 | QMatrix4x4 MVPMatrix; |
| 1573 | QMatrix4x4 itModelMatrix; |
| 1574 | |
| 1575 | modelMatrix.translate(x: lineXTrans, y: m_axisCacheY.gridLinePosition(index: line), z: 0.0f); |
| 1576 | |
| 1577 | modelMatrix.scale(vector: gridLineScaleZ); |
| 1578 | itModelMatrix.scale(vector: gridLineScaleZ); |
| 1579 | |
| 1580 | modelMatrix.rotate(quaternion: lineYRotation); |
| 1581 | itModelMatrix.rotate(quaternion: lineYRotation); |
| 1582 | |
| 1583 | MVPMatrix = projectionViewMatrix * modelMatrix; |
| 1584 | |
| 1585 | // Set the rest of the shader bindings |
| 1586 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
| 1587 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
| 1588 | value: itModelMatrix.inverted().transposed()); |
| 1589 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
| 1590 | |
| 1591 | if (!m_isOpenGLES) { |
| 1592 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 1593 | // Set shadow shader bindings |
| 1594 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
| 1595 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
| 1596 | // Draw the object |
| 1597 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
| 1598 | } else { |
| 1599 | // Draw the object |
| 1600 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
| 1601 | } |
| 1602 | } else { |
| 1603 | m_drawer->drawLine(shader: lineShader); |
| 1604 | } |
| 1605 | } |
| 1606 | } |
| 1607 | } |
| 1608 | |
| 1609 | Abstract3DRenderer::drawCustomItems(state: RenderingNormal, regularShader: m_customItemShader, viewMatrix, |
| 1610 | projectionViewMatrix, depthProjectionViewMatrix, |
| 1611 | depthTexture: m_depthTexture, shadowQuality: m_shadowQualityToShader); |
| 1612 | |
| 1613 | drawLabels(drawSelection: false, activeCamera, viewMatrix, projectionMatrix); |
| 1614 | |
| 1615 | // Handle selection clearing and selection label drawing |
| 1616 | if (!dotSelectionFound) { |
| 1617 | // We have no ownership, don't delete. Just NULL the pointer. |
| 1618 | m_selectedItem = NULL; |
| 1619 | } else { |
| 1620 | glDisable(GL_DEPTH_TEST); |
| 1621 | // Draw the selection label |
| 1622 | LabelItem &labelItem = selectionLabelItem(); |
| 1623 | if (m_selectedItem != selectedItem || m_updateLabels |
| 1624 | || !labelItem.textureId() || m_selectionLabelDirty) { |
| 1625 | QString labelText = selectionLabel(); |
| 1626 | if (labelText.isNull() || m_selectionLabelDirty) { |
| 1627 | labelText = m_selectedSeriesCache->itemLabel(); |
| 1628 | setSelectionLabel(labelText); |
| 1629 | m_selectionLabelDirty = false; |
| 1630 | } |
| 1631 | m_drawer->generateLabelItem(item&: labelItem, text: labelText); |
| 1632 | m_selectedItem = selectedItem; |
| 1633 | } |
| 1634 | |
| 1635 | m_drawer->drawLabel(item: *selectedItem, labelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 1636 | positionComp: zeroVector, rotation: identityQuaternion, itemHeight: selectedItemSize, mode: m_cachedSelectionMode, |
| 1637 | shader: m_labelShader, object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: false, |
| 1638 | position: Drawer::LabelOver); |
| 1639 | |
| 1640 | // Reset label update flag; they should have been updated when we get here |
| 1641 | m_updateLabels = false; |
| 1642 | glEnable(GL_DEPTH_TEST); |
| 1643 | } |
| 1644 | |
| 1645 | glDisable(GL_BLEND); |
| 1646 | |
| 1647 | // Release shader |
| 1648 | glUseProgram(program: 0); |
| 1649 | |
| 1650 | m_selectionDirty = false; |
| 1651 | } |
| 1652 | |
| 1653 | void Scatter3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCamera, |
| 1654 | const QMatrix4x4 &viewMatrix, |
| 1655 | const QMatrix4x4 &projectionMatrix) { |
| 1656 | ShaderHelper *shader = 0; |
| 1657 | GLfloat alphaForValueSelection = labelValueAlpha / 255.0f; |
| 1658 | GLfloat alphaForRowSelection = labelRowAlpha / 255.0f; |
| 1659 | GLfloat alphaForColumnSelection = labelColumnAlpha / 255.0f; |
| 1660 | if (drawSelection) { |
| 1661 | shader = m_selectionShader; |
| 1662 | // m_selectionShader is already bound |
| 1663 | } else { |
| 1664 | shader = m_labelShader; |
| 1665 | shader->bind(); |
| 1666 | |
| 1667 | glEnable(GL_BLEND); |
| 1668 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| 1669 | } |
| 1670 | |
| 1671 | glEnable(GL_POLYGON_OFFSET_FILL); |
| 1672 | |
| 1673 | float labelAutoAngle = m_axisCacheZ.labelAutoRotation(); |
| 1674 | float labelAngleFraction = labelAutoAngle / 90.0f; |
| 1675 | float fractionCamY = activeCamera->yRotation() * labelAngleFraction; |
| 1676 | float fractionCamX = activeCamera->xRotation() * labelAngleFraction; |
| 1677 | float labelsMaxWidth = 0.0f; |
| 1678 | |
| 1679 | int startIndex; |
| 1680 | int endIndex; |
| 1681 | int indexStep; |
| 1682 | |
| 1683 | // Z Labels |
| 1684 | if (m_axisCacheZ.segmentCount() > 0) { |
| 1685 | int labelCount = m_axisCacheZ.labelCount(); |
| 1686 | float labelXTrans = m_scaleXWithBackground + labelMargin; |
| 1687 | float labelYTrans = -m_scaleYWithBackground; |
| 1688 | if (m_polarGraph) { |
| 1689 | labelXTrans *= m_radialLabelOffset; |
| 1690 | // YTrans up only if over background |
| 1691 | if (m_radialLabelOffset < 1.0f) |
| 1692 | labelYTrans += gridLineOffset + gridLineWidth; |
| 1693 | } |
| 1694 | Qt::AlignmentFlag alignment = (m_xFlipped == m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
| 1695 | QVector3D labelRotation; |
| 1696 | if (m_xFlipped) |
| 1697 | labelXTrans = -labelXTrans; |
| 1698 | if (m_yFlipped) |
| 1699 | labelYTrans = -labelYTrans; |
| 1700 | if (labelAutoAngle == 0.0f) { |
| 1701 | if (m_zFlipped) |
| 1702 | labelRotation.setY(180.0f); |
| 1703 | if (m_yFlippedForGrid) { |
| 1704 | if (m_zFlipped) |
| 1705 | labelRotation.setY(180.0f); |
| 1706 | else |
| 1707 | labelRotation.setY(0.0f); |
| 1708 | labelRotation.setX(90.0f); |
| 1709 | } else { |
| 1710 | labelRotation.setX(-90.0f); |
| 1711 | } |
| 1712 | } else { |
| 1713 | if (m_zFlipped) |
| 1714 | labelRotation.setY(180.0f); |
| 1715 | if (m_yFlippedForGrid) { |
| 1716 | if (m_zFlipped) { |
| 1717 | if (m_xFlipped) { |
| 1718 | labelRotation.setX(90.0f - (labelAutoAngle - fractionCamX) |
| 1719 | * (-labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 1720 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
| 1721 | } else { |
| 1722 | labelRotation.setX(90.0f + (labelAutoAngle + fractionCamX) |
| 1723 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 1724 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
| 1725 | } |
| 1726 | } else { |
| 1727 | if (m_xFlipped) { |
| 1728 | labelRotation.setX(90.0f + (labelAutoAngle - fractionCamX) |
| 1729 | * -(labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 1730 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
| 1731 | } else { |
| 1732 | labelRotation.setX(90.0f - (labelAutoAngle + fractionCamX) |
| 1733 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 1734 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
| 1735 | } |
| 1736 | } |
| 1737 | } else { |
| 1738 | if (m_zFlipped) { |
| 1739 | if (m_xFlipped) { |
| 1740 | labelRotation.setX(-90.0f + (labelAutoAngle - fractionCamX) |
| 1741 | * (-labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 1742 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
| 1743 | } else { |
| 1744 | labelRotation.setX(-90.0f - (labelAutoAngle + fractionCamX) |
| 1745 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 1746 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
| 1747 | } |
| 1748 | } else { |
| 1749 | if (m_xFlipped) { |
| 1750 | labelRotation.setX(-90.0f - (labelAutoAngle - fractionCamX) |
| 1751 | * (-labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 1752 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
| 1753 | } else { |
| 1754 | labelRotation.setX(-90.0f + (labelAutoAngle + fractionCamX) |
| 1755 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 1756 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
| 1757 | } |
| 1758 | } |
| 1759 | } |
| 1760 | } |
| 1761 | QQuaternion totalRotation = Utils::calculateRotation(xyzRotations: labelRotation); |
| 1762 | QVector3D labelTrans = QVector3D(labelXTrans, labelYTrans, 0.0f); |
| 1763 | if (m_zFlipped) { |
| 1764 | startIndex = 0; |
| 1765 | endIndex = labelCount; |
| 1766 | indexStep = 1; |
| 1767 | } else { |
| 1768 | startIndex = labelCount - 1; |
| 1769 | endIndex = -1; |
| 1770 | indexStep = -1; |
| 1771 | } |
| 1772 | float offsetValue = 0.0f; |
| 1773 | for (int label = startIndex; label != endIndex; label = label + indexStep) { |
| 1774 | glPolygonOffset(factor: offsetValue++ / -10.0f, units: 1.0f); |
| 1775 | const LabelItem &axisLabelItem = *m_axisCacheZ.labelItems().at(i: label); |
| 1776 | // Draw the label here |
| 1777 | if (m_polarGraph) { |
| 1778 | float direction = m_zFlipped ? -1.0f : 1.0f; |
| 1779 | labelTrans.setZ((m_axisCacheZ.formatter()->labelPositions().at(i: label) |
| 1780 | * -m_polarRadius |
| 1781 | + m_drawer->scaledFontSize() + gridLineWidth) * direction); |
| 1782 | } else { |
| 1783 | labelTrans.setZ(m_axisCacheZ.labelPosition(index: label)); |
| 1784 | } |
| 1785 | if (label == 0 || label == (labelCount - 1)) { |
| 1786 | // If the margin is small, adjust the position of the edge labels to avoid overlapping |
| 1787 | // with labels of the other axes. |
| 1788 | float scaleFactor = m_drawer->scaledFontSize() / axisLabelItem.size().height(); |
| 1789 | float labelOverlap = qAbs(t: labelTrans.z()) |
| 1790 | + (scaleFactor * axisLabelItem.size().height() / 2.0f) |
| 1791 | - m_scaleZWithBackground + labelMargin; |
| 1792 | // No need to adjust quite as much on the front edges |
| 1793 | if (label != startIndex) |
| 1794 | labelOverlap /= 2.0f; |
| 1795 | if (labelOverlap > 0.0f) { |
| 1796 | if (label == 0) |
| 1797 | labelTrans.setZ(labelTrans.z() - labelOverlap); |
| 1798 | else |
| 1799 | labelTrans.setZ(labelTrans.z() + labelOverlap); |
| 1800 | } |
| 1801 | } |
| 1802 | m_dummyRenderItem.setTranslation(labelTrans); |
| 1803 | |
| 1804 | if (drawSelection) { |
| 1805 | QVector4D labelColor = QVector4D(label / 255.0f, 0.0f, 0.0f, |
| 1806 | alphaForRowSelection); |
| 1807 | shader->setUniformValue(uniform: shader->color(), value: labelColor); |
| 1808 | } |
| 1809 | |
| 1810 | m_drawer->drawLabel(item: m_dummyRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 1811 | positionComp: zeroVector, rotation: totalRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
| 1812 | shader, object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: true, |
| 1813 | position: Drawer::LabelMid, alignment, isSlicing: false, isSelecting: drawSelection); |
| 1814 | labelsMaxWidth = qMax(a: labelsMaxWidth, b: float(axisLabelItem.size().width())); |
| 1815 | } |
| 1816 | if (!drawSelection && m_axisCacheZ.isTitleVisible()) { |
| 1817 | if (m_polarGraph) { |
| 1818 | float titleZ = -m_polarRadius / 2.0f; |
| 1819 | if (m_zFlipped) |
| 1820 | titleZ = -titleZ; |
| 1821 | labelTrans.setZ(titleZ); |
| 1822 | } else { |
| 1823 | labelTrans.setZ(0.0f); |
| 1824 | } |
| 1825 | drawAxisTitleZ(labelRotation, labelTrans, totalRotation, dummyItem&: m_dummyRenderItem, |
| 1826 | activeCamera, labelsMaxWidth, viewMatrix, projectionMatrix, shader); |
| 1827 | } |
| 1828 | } |
| 1829 | |
| 1830 | // X Labels |
| 1831 | if (m_axisCacheX.segmentCount() > 0) { |
| 1832 | labelsMaxWidth = 0.0f; |
| 1833 | labelAutoAngle = m_axisCacheX.labelAutoRotation(); |
| 1834 | labelAngleFraction = labelAutoAngle / 90.0f; |
| 1835 | fractionCamY = activeCamera->yRotation() * labelAngleFraction; |
| 1836 | fractionCamX = activeCamera->xRotation() * labelAngleFraction; |
| 1837 | int labelCount = m_axisCacheX.labelCount(); |
| 1838 | float labelZTrans = 0.0f; |
| 1839 | float labelYTrans = -m_scaleYWithBackground; |
| 1840 | if (m_polarGraph) |
| 1841 | labelYTrans += gridLineOffset + gridLineWidth; |
| 1842 | else |
| 1843 | labelZTrans = m_scaleZWithBackground + labelMargin; |
| 1844 | |
| 1845 | Qt::Alignment alignment = (m_xFlipped != m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
| 1846 | QVector3D labelRotation; |
| 1847 | if (m_zFlipped) |
| 1848 | labelZTrans = -labelZTrans; |
| 1849 | if (m_yFlipped) |
| 1850 | labelYTrans = -labelYTrans; |
| 1851 | if (labelAutoAngle == 0.0f) { |
| 1852 | labelRotation = QVector3D(-90.0f, 90.0f, 0.0f); |
| 1853 | if (m_xFlipped) |
| 1854 | labelRotation.setY(-90.0f); |
| 1855 | if (m_yFlippedForGrid) { |
| 1856 | if (m_xFlipped) |
| 1857 | labelRotation.setY(-90.0f); |
| 1858 | else |
| 1859 | labelRotation.setY(90.0f); |
| 1860 | labelRotation.setX(90.0f); |
| 1861 | } |
| 1862 | } else { |
| 1863 | if (m_xFlipped) |
| 1864 | labelRotation.setY(-90.0f); |
| 1865 | else |
| 1866 | labelRotation.setY(90.0f); |
| 1867 | if (m_yFlippedForGrid) { |
| 1868 | if (m_zFlipped) { |
| 1869 | if (m_xFlipped) { |
| 1870 | labelRotation.setX(90.0f - (2.0f * labelAutoAngle - fractionCamX) |
| 1871 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 1872 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
| 1873 | } else { |
| 1874 | labelRotation.setX(90.0f - (2.0f * labelAutoAngle + fractionCamX) |
| 1875 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 1876 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
| 1877 | } |
| 1878 | } else { |
| 1879 | if (m_xFlipped) { |
| 1880 | labelRotation.setX(90.0f + fractionCamX |
| 1881 | * -(labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 1882 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
| 1883 | } else { |
| 1884 | labelRotation.setX(90.0f - fractionCamX |
| 1885 | * (-labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 1886 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
| 1887 | } |
| 1888 | } |
| 1889 | } else { |
| 1890 | if (m_zFlipped) { |
| 1891 | if (m_xFlipped) { |
| 1892 | labelRotation.setX(-90.0f + (2.0f * labelAutoAngle - fractionCamX) |
| 1893 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 1894 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
| 1895 | } else { |
| 1896 | labelRotation.setX(-90.0f + (2.0f * labelAutoAngle + fractionCamX) |
| 1897 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 1898 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
| 1899 | } |
| 1900 | } else { |
| 1901 | if (m_xFlipped) { |
| 1902 | labelRotation.setX(-90.0f - fractionCamX |
| 1903 | * (-labelAutoAngle + fractionCamY) / labelAutoAngle); |
| 1904 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
| 1905 | } else { |
| 1906 | labelRotation.setX(-90.0f + fractionCamX |
| 1907 | * -(labelAutoAngle - fractionCamY) / labelAutoAngle); |
| 1908 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
| 1909 | } |
| 1910 | } |
| 1911 | } |
| 1912 | } |
| 1913 | |
| 1914 | QQuaternion totalRotation = Utils::calculateRotation(xyzRotations: labelRotation); |
| 1915 | if (m_polarGraph) { |
| 1916 | if ((!m_yFlippedForGrid && (m_zFlipped != m_xFlipped)) |
| 1917 | || (m_yFlippedForGrid && (m_zFlipped == m_xFlipped))) { |
| 1918 | totalRotation *= m_zRightAngleRotation; |
| 1919 | } else { |
| 1920 | totalRotation *= m_zRightAngleRotationNeg; |
| 1921 | } |
| 1922 | } |
| 1923 | QVector3D labelTrans = QVector3D(0.0f, labelYTrans, labelZTrans); |
| 1924 | if (m_xFlipped) { |
| 1925 | startIndex = labelCount - 1; |
| 1926 | endIndex = -1; |
| 1927 | indexStep = -1; |
| 1928 | } else { |
| 1929 | startIndex = 0; |
| 1930 | endIndex = labelCount; |
| 1931 | indexStep = 1; |
| 1932 | } |
| 1933 | float offsetValue = 0.0f; |
| 1934 | bool showLastLabel = false; |
| 1935 | QVector<float> &labelPositions = m_axisCacheX.formatter()->labelPositions(); |
| 1936 | int lastLabelPosIndex = labelPositions.size() - 1; |
| 1937 | if (labelPositions.size() |
| 1938 | && (labelPositions.at(i: lastLabelPosIndex) != 1.0f || labelPositions.at(i: 0) != 0.0f)) { |
| 1939 | // Avoid overlapping first and last label if they would get on same position |
| 1940 | showLastLabel = true; |
| 1941 | } |
| 1942 | |
| 1943 | for (int label = startIndex; label != endIndex; label = label + indexStep) { |
| 1944 | glPolygonOffset(factor: offsetValue++ / -10.0f, units: 1.0f); |
| 1945 | // Draw the label here |
| 1946 | if (m_polarGraph) { |
| 1947 | // Calculate angular position |
| 1948 | if (label == lastLabelPosIndex && !showLastLabel) |
| 1949 | continue; |
| 1950 | float labelPosition = labelPositions.at(i: label); |
| 1951 | qreal angle = labelPosition * M_PI * 2.0; |
| 1952 | labelTrans.setX((m_polarRadius + labelMargin) * float(qSin(v: angle))); |
| 1953 | labelTrans.setZ(-(m_polarRadius + labelMargin) * float(qCos(v: angle))); |
| 1954 | // Alignment depends on label angular position, as well as flips |
| 1955 | Qt::AlignmentFlag vAlignment = Qt::AlignCenter; |
| 1956 | Qt::AlignmentFlag hAlignment = Qt::AlignCenter; |
| 1957 | const float centerMargin = 0.005f; |
| 1958 | if (labelPosition < 0.25f - centerMargin || labelPosition > 0.75f + centerMargin) |
| 1959 | vAlignment = m_zFlipped ? Qt::AlignTop : Qt::AlignBottom; |
| 1960 | else if (labelPosition > 0.25f + centerMargin && labelPosition < 0.75f - centerMargin) |
| 1961 | vAlignment = m_zFlipped ? Qt::AlignBottom : Qt::AlignTop; |
| 1962 | |
| 1963 | if (labelPosition < 0.50f - centerMargin && labelPosition > centerMargin) |
| 1964 | hAlignment = m_zFlipped ? Qt::AlignRight : Qt::AlignLeft; |
| 1965 | else if (labelPosition < 1.0f - centerMargin && labelPosition > 0.5f + centerMargin) |
| 1966 | hAlignment = m_zFlipped ? Qt::AlignLeft : Qt::AlignRight; |
| 1967 | if (m_yFlippedForGrid && vAlignment != Qt::AlignCenter) |
| 1968 | vAlignment = (vAlignment == Qt::AlignTop) ? Qt::AlignBottom : Qt::AlignTop; |
| 1969 | alignment = vAlignment | hAlignment; |
| 1970 | } else { |
| 1971 | labelTrans.setX(m_axisCacheX.labelPosition(index: label)); |
| 1972 | } |
| 1973 | const LabelItem &axisLabelItem = *m_axisCacheX.labelItems().at(i: label); |
| 1974 | if (label == 0 || label == (labelCount - 1)) { |
| 1975 | // If the margin is small, adjust the position of the edge labels to avoid overlapping |
| 1976 | // with labels of the other axes. |
| 1977 | float scaleFactor = m_drawer->scaledFontSize() / axisLabelItem.size().height(); |
| 1978 | float labelOverlap = qAbs(t: labelTrans.x()) |
| 1979 | + (scaleFactor * axisLabelItem.size().height() / 2.0f) |
| 1980 | - m_scaleXWithBackground + labelMargin; |
| 1981 | // No need to adjust quite as much on the front edges |
| 1982 | if (label != startIndex) |
| 1983 | labelOverlap /= 2.0f; |
| 1984 | if (labelOverlap > 0.0f) { |
| 1985 | if (label == 0) |
| 1986 | labelTrans.setX(labelTrans.x() + labelOverlap); |
| 1987 | else |
| 1988 | labelTrans.setX(labelTrans.x() - labelOverlap); |
| 1989 | } |
| 1990 | } |
| 1991 | m_dummyRenderItem.setTranslation(labelTrans); |
| 1992 | |
| 1993 | if (drawSelection) { |
| 1994 | QVector4D labelColor = QVector4D(0.0f, label / 255.0f, 0.0f, |
| 1995 | alphaForColumnSelection); |
| 1996 | shader->setUniformValue(uniform: shader->color(), value: labelColor); |
| 1997 | } |
| 1998 | |
| 1999 | m_drawer->drawLabel(item: m_dummyRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 2000 | positionComp: zeroVector, rotation: totalRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
| 2001 | shader, object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: true, |
| 2002 | position: Drawer::LabelMid, alignment, isSlicing: false, isSelecting: drawSelection); |
| 2003 | labelsMaxWidth = qMax(a: labelsMaxWidth, b: float(axisLabelItem.size().width())); |
| 2004 | } |
| 2005 | if (!drawSelection && m_axisCacheX.isTitleVisible()) { |
| 2006 | labelTrans.setX(0.0f); |
| 2007 | bool radial = false; |
| 2008 | if (m_polarGraph) { |
| 2009 | if (m_xFlipped == m_zFlipped) |
| 2010 | totalRotation *= m_zRightAngleRotation; |
| 2011 | else |
| 2012 | totalRotation *= m_zRightAngleRotationNeg; |
| 2013 | if (m_yFlippedForGrid) |
| 2014 | totalRotation *= QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: -180.0f); |
| 2015 | labelTrans.setZ(-m_polarRadius); |
| 2016 | radial = true; |
| 2017 | } |
| 2018 | drawAxisTitleX(labelRotation, labelTrans, totalRotation, dummyItem&: m_dummyRenderItem, |
| 2019 | activeCamera, labelsMaxWidth, viewMatrix, projectionMatrix, shader, |
| 2020 | radial); |
| 2021 | } |
| 2022 | } |
| 2023 | |
| 2024 | // Y Labels |
| 2025 | if (m_axisCacheY.segmentCount() > 0) { |
| 2026 | labelsMaxWidth = 0.0f; |
| 2027 | labelAutoAngle = m_axisCacheY.labelAutoRotation(); |
| 2028 | labelAngleFraction = labelAutoAngle / 90.0f; |
| 2029 | fractionCamY = activeCamera->yRotation() * labelAngleFraction; |
| 2030 | fractionCamX = activeCamera->xRotation() * labelAngleFraction; |
| 2031 | int labelCount = m_axisCacheY.labelCount(); |
| 2032 | |
| 2033 | float labelXTrans = m_scaleXWithBackground; |
| 2034 | float labelZTrans = m_scaleZWithBackground; |
| 2035 | |
| 2036 | // Back & side wall |
| 2037 | float labelMarginXTrans = labelMargin; |
| 2038 | float labelMarginZTrans = labelMargin; |
| 2039 | QVector3D backLabelRotation(0.0f, -90.0f, 0.0f); |
| 2040 | QVector3D sideLabelRotation(0.0f, 0.0f, 0.0f); |
| 2041 | Qt::AlignmentFlag backAlignment = |
| 2042 | (m_xFlipped != m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
| 2043 | Qt::AlignmentFlag sideAlignment = |
| 2044 | (m_xFlipped == m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
| 2045 | if (!m_xFlipped) { |
| 2046 | labelXTrans = -labelXTrans; |
| 2047 | labelMarginXTrans = -labelMargin; |
| 2048 | } |
| 2049 | if (m_zFlipped) { |
| 2050 | labelZTrans = -labelZTrans; |
| 2051 | labelMarginZTrans = -labelMargin; |
| 2052 | } |
| 2053 | if (labelAutoAngle == 0.0f) { |
| 2054 | if (!m_xFlipped) |
| 2055 | backLabelRotation.setY(90.0f); |
| 2056 | if (m_zFlipped) |
| 2057 | sideLabelRotation.setY(180.f); |
| 2058 | } else { |
| 2059 | // Orient side labels somewhat towards the camera |
| 2060 | if (m_xFlipped) { |
| 2061 | if (m_zFlipped) |
| 2062 | sideLabelRotation.setY(180.0f + (2.0f * labelAutoAngle) - fractionCamX); |
| 2063 | else |
| 2064 | sideLabelRotation.setY(-fractionCamX); |
| 2065 | backLabelRotation.setY(-90.0f + labelAutoAngle - fractionCamX); |
| 2066 | } else { |
| 2067 | if (m_zFlipped) |
| 2068 | sideLabelRotation.setY(180.0f - (2.0f * labelAutoAngle) - fractionCamX); |
| 2069 | else |
| 2070 | sideLabelRotation.setY(-fractionCamX); |
| 2071 | backLabelRotation.setY(90.0f - labelAutoAngle - fractionCamX); |
| 2072 | } |
| 2073 | } |
| 2074 | sideLabelRotation.setX(-fractionCamY); |
| 2075 | backLabelRotation.setX(-fractionCamY); |
| 2076 | |
| 2077 | QQuaternion totalSideRotation = Utils::calculateRotation(xyzRotations: sideLabelRotation); |
| 2078 | QQuaternion totalBackRotation = Utils::calculateRotation(xyzRotations: backLabelRotation); |
| 2079 | |
| 2080 | QVector3D labelTransBack = QVector3D(labelXTrans, 0.0f, labelZTrans + labelMarginZTrans); |
| 2081 | QVector3D labelTransSide(-labelXTrans - labelMarginXTrans, 0.0f, -labelZTrans); |
| 2082 | |
| 2083 | if (m_yFlipped) { |
| 2084 | startIndex = labelCount - 1; |
| 2085 | endIndex = -1; |
| 2086 | indexStep = -1; |
| 2087 | } else { |
| 2088 | startIndex = 0; |
| 2089 | endIndex = labelCount; |
| 2090 | indexStep = 1; |
| 2091 | } |
| 2092 | float offsetValue = 0.0f; |
| 2093 | for (int label = startIndex; label != endIndex; label = label + indexStep) { |
| 2094 | const LabelItem &axisLabelItem = *m_axisCacheY.labelItems().at(i: label); |
| 2095 | float labelYTrans = m_axisCacheY.labelPosition(index: label); |
| 2096 | |
| 2097 | glPolygonOffset(factor: offsetValue++ / -10.0f, units: 1.0f); |
| 2098 | |
| 2099 | if (drawSelection) { |
| 2100 | QVector4D labelColor = QVector4D(0.0f, 0.0f, label / 255.0f, |
| 2101 | alphaForValueSelection); |
| 2102 | shader->setUniformValue(uniform: shader->color(), value: labelColor); |
| 2103 | } |
| 2104 | |
| 2105 | if (label == startIndex) { |
| 2106 | // If the margin is small, adjust the position of the edge label to avoid |
| 2107 | // overlapping with labels of the other axes. |
| 2108 | float scaleFactor = m_drawer->scaledFontSize() / axisLabelItem.size().height(); |
| 2109 | float labelOverlap = qAbs(t: labelYTrans) |
| 2110 | + (scaleFactor * axisLabelItem.size().height() / 2.0f) |
| 2111 | - m_scaleYWithBackground + labelMargin; |
| 2112 | if (labelOverlap > 0.0f) { |
| 2113 | if (label == 0) |
| 2114 | labelYTrans += labelOverlap; |
| 2115 | else |
| 2116 | labelYTrans -= labelOverlap; |
| 2117 | } |
| 2118 | } |
| 2119 | |
| 2120 | // Back wall |
| 2121 | labelTransBack.setY(labelYTrans); |
| 2122 | m_dummyRenderItem.setTranslation(labelTransBack); |
| 2123 | m_drawer->drawLabel(item: m_dummyRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 2124 | positionComp: zeroVector, rotation: totalBackRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
| 2125 | shader, object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: true, |
| 2126 | position: Drawer::LabelMid, alignment: backAlignment, isSlicing: false, isSelecting: drawSelection); |
| 2127 | |
| 2128 | // Side wall |
| 2129 | labelTransSide.setY(labelYTrans); |
| 2130 | m_dummyRenderItem.setTranslation(labelTransSide); |
| 2131 | m_drawer->drawLabel(item: m_dummyRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
| 2132 | positionComp: zeroVector, rotation: totalSideRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
| 2133 | shader, object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: true, |
| 2134 | position: Drawer::LabelMid, alignment: sideAlignment, isSlicing: false, isSelecting: drawSelection); |
| 2135 | labelsMaxWidth = qMax(a: labelsMaxWidth, b: float(axisLabelItem.size().width())); |
| 2136 | } |
| 2137 | if (!drawSelection && m_axisCacheY.isTitleVisible()) { |
| 2138 | labelTransSide.setY(0.0f); |
| 2139 | labelTransBack.setY(0.0f); |
| 2140 | drawAxisTitleY(sideLabelRotation, backLabelRotation, sideLabelTrans: labelTransSide, backLabelTrans: labelTransBack, |
| 2141 | totalSideRotation, totalBackRotation, dummyItem&: m_dummyRenderItem, activeCamera, |
| 2142 | labelsMaxWidth, viewMatrix, projectionMatrix, |
| 2143 | shader); |
| 2144 | } |
| 2145 | } |
| 2146 | glDisable(GL_POLYGON_OFFSET_FILL); |
| 2147 | } |
| 2148 | |
| 2149 | void Scatter3DRenderer::updateSelectedItem(int index, QScatter3DSeries *series) |
| 2150 | { |
| 2151 | m_selectionDirty = true; |
| 2152 | m_selectionLabelDirty = true; |
| 2153 | m_selectedSeriesCache = |
| 2154 | static_cast<ScatterSeriesRenderCache *>(m_renderCacheList.value(akey: series, adefaultValue: 0)); |
| 2155 | m_selectedItemIndex = Scatter3DController::invalidSelectionIndex(); |
| 2156 | |
| 2157 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
| 2158 | && m_oldSelectedSeriesCache |
| 2159 | && m_oldSelectedSeriesCache->mesh() == QAbstract3DSeries::MeshPoint) { |
| 2160 | m_oldSelectedSeriesCache->bufferPoints()->popPoint(); |
| 2161 | m_oldSelectedSeriesCache = 0; |
| 2162 | } |
| 2163 | |
| 2164 | if (m_selectedSeriesCache) { |
| 2165 | const ScatterRenderItemArray &renderArray = m_selectedSeriesCache->renderArray(); |
| 2166 | if (index < renderArray.size() && index >= 0) { |
| 2167 | m_selectedItemIndex = index; |
| 2168 | |
| 2169 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
| 2170 | && m_selectedSeriesCache->mesh() == QAbstract3DSeries::MeshPoint) { |
| 2171 | m_selectedSeriesCache->bufferPoints()->pushPoint(pointIndex: m_selectedItemIndex); |
| 2172 | m_oldSelectedSeriesCache = m_selectedSeriesCache; |
| 2173 | } |
| 2174 | } |
| 2175 | } |
| 2176 | } |
| 2177 | |
| 2178 | void Scatter3DRenderer::updateShadowQuality(QAbstract3DGraph::ShadowQuality quality) |
| 2179 | { |
| 2180 | m_cachedShadowQuality = quality; |
| 2181 | switch (quality) { |
| 2182 | case QAbstract3DGraph::ShadowQualityLow: |
| 2183 | m_shadowQualityToShader = 33.3f; |
| 2184 | m_shadowQualityMultiplier = 1; |
| 2185 | break; |
| 2186 | case QAbstract3DGraph::ShadowQualityMedium: |
| 2187 | m_shadowQualityToShader = 100.0f; |
| 2188 | m_shadowQualityMultiplier = 3; |
| 2189 | break; |
| 2190 | case QAbstract3DGraph::ShadowQualityHigh: |
| 2191 | m_shadowQualityToShader = 200.0f; |
| 2192 | m_shadowQualityMultiplier = 5; |
| 2193 | break; |
| 2194 | case QAbstract3DGraph::ShadowQualitySoftLow: |
| 2195 | m_shadowQualityToShader = 5.0f; |
| 2196 | m_shadowQualityMultiplier = 1; |
| 2197 | break; |
| 2198 | case QAbstract3DGraph::ShadowQualitySoftMedium: |
| 2199 | m_shadowQualityToShader = 10.0f; |
| 2200 | m_shadowQualityMultiplier = 3; |
| 2201 | break; |
| 2202 | case QAbstract3DGraph::ShadowQualitySoftHigh: |
| 2203 | m_shadowQualityToShader = 15.0f; |
| 2204 | m_shadowQualityMultiplier = 4; |
| 2205 | break; |
| 2206 | default: |
| 2207 | m_shadowQualityToShader = 0.0f; |
| 2208 | m_shadowQualityMultiplier = 1; |
| 2209 | break; |
| 2210 | } |
| 2211 | |
| 2212 | handleShadowQualityChange(); |
| 2213 | |
| 2214 | // Re-init depth buffer |
| 2215 | updateDepthBuffer(); |
| 2216 | } |
| 2217 | |
| 2218 | void Scatter3DRenderer::loadBackgroundMesh() |
| 2219 | { |
| 2220 | ObjectHelper::resetObjectHelper(cacheId: this, obj&: m_backgroundObj, |
| 2221 | QStringLiteral(":/defaultMeshes/background" )); |
| 2222 | } |
| 2223 | |
| 2224 | void Scatter3DRenderer::updateTextures() |
| 2225 | { |
| 2226 | Abstract3DRenderer::updateTextures(); |
| 2227 | |
| 2228 | // Drawer has changed; this flag needs to be checked when checking if we need to update labels |
| 2229 | m_updateLabels = true; |
| 2230 | |
| 2231 | if (m_polarGraph) |
| 2232 | calculateSceneScalingFactors(); |
| 2233 | } |
| 2234 | |
| 2235 | void Scatter3DRenderer::fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh) |
| 2236 | { |
| 2237 | // Load full version of meshes that have it available |
| 2238 | if (mesh != QAbstract3DSeries::MeshSphere |
| 2239 | && mesh != QAbstract3DSeries::MeshMinimal |
| 2240 | && mesh != QAbstract3DSeries::MeshPoint |
| 2241 | && mesh != QAbstract3DSeries::MeshArrow) { |
| 2242 | fileName.append(QStringLiteral("Full" )); |
| 2243 | } |
| 2244 | } |
| 2245 | |
| 2246 | void Scatter3DRenderer::calculateTranslation(ScatterRenderItem &item) |
| 2247 | { |
| 2248 | // We need to normalize translations |
| 2249 | const QVector3D &pos = item.position(); |
| 2250 | float xTrans; |
| 2251 | float yTrans = m_axisCacheY.positionAt(value: pos.y()); |
| 2252 | float zTrans; |
| 2253 | if (m_polarGraph) { |
| 2254 | calculatePolarXZ(dataPos: pos, x&: xTrans, z&: zTrans); |
| 2255 | } else { |
| 2256 | xTrans = m_axisCacheX.positionAt(value: pos.x()); |
| 2257 | zTrans = m_axisCacheZ.positionAt(value: pos.z()); |
| 2258 | } |
| 2259 | item.setTranslation(QVector3D(xTrans, yTrans, zTrans)); |
| 2260 | } |
| 2261 | |
| 2262 | void Scatter3DRenderer::calculateSceneScalingFactors() |
| 2263 | { |
| 2264 | if (m_requestedMargin < 0.0f) { |
| 2265 | if (m_maxItemSize > defaultMaxSize) |
| 2266 | m_hBackgroundMargin = m_maxItemSize / itemScaler; |
| 2267 | else |
| 2268 | m_hBackgroundMargin = defaultMaxSize; |
| 2269 | m_vBackgroundMargin = m_hBackgroundMargin; |
| 2270 | } else { |
| 2271 | m_hBackgroundMargin = m_requestedMargin; |
| 2272 | m_vBackgroundMargin = m_requestedMargin; |
| 2273 | } |
| 2274 | if (m_polarGraph) { |
| 2275 | float polarMargin = calculatePolarBackgroundMargin(); |
| 2276 | m_hBackgroundMargin = qMax(a: m_hBackgroundMargin, b: polarMargin); |
| 2277 | } |
| 2278 | |
| 2279 | float horizontalAspectRatio; |
| 2280 | if (m_polarGraph) |
| 2281 | horizontalAspectRatio = 1.0f; |
| 2282 | else |
| 2283 | horizontalAspectRatio = m_graphHorizontalAspectRatio; |
| 2284 | |
| 2285 | QSizeF areaSize; |
| 2286 | if (horizontalAspectRatio == 0.0f) { |
| 2287 | areaSize.setHeight(m_axisCacheZ.max() - m_axisCacheZ.min()); |
| 2288 | areaSize.setWidth(m_axisCacheX.max() - m_axisCacheX.min()); |
| 2289 | } else { |
| 2290 | areaSize.setHeight(1.0f); |
| 2291 | areaSize.setWidth(horizontalAspectRatio); |
| 2292 | } |
| 2293 | |
| 2294 | float horizontalMaxDimension; |
| 2295 | if (m_graphAspectRatio > 2.0f) { |
| 2296 | horizontalMaxDimension = 2.0f; |
| 2297 | m_scaleY = 2.0f / m_graphAspectRatio; |
| 2298 | } else { |
| 2299 | horizontalMaxDimension = m_graphAspectRatio; |
| 2300 | m_scaleY = 1.0f; |
| 2301 | } |
| 2302 | if (m_polarGraph) |
| 2303 | m_polarRadius = horizontalMaxDimension; |
| 2304 | |
| 2305 | float scaleFactor = qMax(a: areaSize.width(), b: areaSize.height()); |
| 2306 | m_scaleX = horizontalMaxDimension * areaSize.width() / scaleFactor; |
| 2307 | m_scaleZ = horizontalMaxDimension * areaSize.height() / scaleFactor; |
| 2308 | |
| 2309 | m_scaleXWithBackground = m_scaleX + m_hBackgroundMargin; |
| 2310 | m_scaleYWithBackground = m_scaleY + m_vBackgroundMargin; |
| 2311 | m_scaleZWithBackground = m_scaleZ + m_hBackgroundMargin; |
| 2312 | |
| 2313 | m_axisCacheX.setScale(m_scaleX * 2.0f); |
| 2314 | m_axisCacheY.setScale(m_scaleY * 2.0f); |
| 2315 | m_axisCacheZ.setScale(-m_scaleZ * 2.0f); |
| 2316 | m_axisCacheX.setTranslate(-m_scaleX); |
| 2317 | m_axisCacheY.setTranslate(-m_scaleY); |
| 2318 | m_axisCacheZ.setTranslate(m_scaleZ); |
| 2319 | |
| 2320 | updateCameraViewport(); |
| 2321 | updateCustomItemPositions(); |
| 2322 | } |
| 2323 | |
| 2324 | void Scatter3DRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader) |
| 2325 | { |
| 2326 | delete m_dotShader; |
| 2327 | m_dotShader = new ShaderHelper(this, vertexShader, fragmentShader); |
| 2328 | m_dotShader->initialize(); |
| 2329 | } |
| 2330 | |
| 2331 | void Scatter3DRenderer::initGradientShaders(const QString &vertexShader, |
| 2332 | const QString &fragmentShader) |
| 2333 | { |
| 2334 | delete m_dotGradientShader; |
| 2335 | m_dotGradientShader = new ShaderHelper(this, vertexShader, fragmentShader); |
| 2336 | m_dotGradientShader->initialize(); |
| 2337 | |
| 2338 | } |
| 2339 | |
| 2340 | void Scatter3DRenderer::initStaticSelectedItemShaders(const QString &vertexShader, |
| 2341 | const QString &fragmentShader, |
| 2342 | const QString &gradientVertexShader, |
| 2343 | const QString &gradientFragmentShader) |
| 2344 | { |
| 2345 | delete m_staticSelectedItemShader; |
| 2346 | m_staticSelectedItemShader = new ShaderHelper(this, vertexShader, fragmentShader); |
| 2347 | m_staticSelectedItemShader->initialize(); |
| 2348 | |
| 2349 | delete m_staticSelectedItemGradientShader; |
| 2350 | m_staticSelectedItemGradientShader = new ShaderHelper(this, gradientVertexShader, |
| 2351 | gradientFragmentShader); |
| 2352 | m_staticSelectedItemGradientShader->initialize(); |
| 2353 | } |
| 2354 | |
| 2355 | void Scatter3DRenderer::initSelectionShader() |
| 2356 | { |
| 2357 | delete m_selectionShader; |
| 2358 | m_selectionShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexPlainColor" ), |
| 2359 | QStringLiteral(":/shaders/fragmentPlainColor" )); |
| 2360 | m_selectionShader->initialize(); |
| 2361 | } |
| 2362 | |
| 2363 | void Scatter3DRenderer::initSelectionBuffer() |
| 2364 | { |
| 2365 | m_textureHelper->deleteTexture(texture: &m_selectionTexture); |
| 2366 | |
| 2367 | if (m_primarySubViewport.size().isEmpty()) |
| 2368 | return; |
| 2369 | |
| 2370 | m_selectionTexture = m_textureHelper->createSelectionTexture(size: m_primarySubViewport.size(), |
| 2371 | frameBuffer&: m_selectionFrameBuffer, |
| 2372 | depthBuffer&: m_selectionDepthBuffer); |
| 2373 | } |
| 2374 | |
| 2375 | void Scatter3DRenderer::initDepthShader() |
| 2376 | { |
| 2377 | if (!m_isOpenGLES) { |
| 2378 | if (m_depthShader) |
| 2379 | delete m_depthShader; |
| 2380 | m_depthShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexDepth" ), |
| 2381 | QStringLiteral(":/shaders/fragmentDepth" )); |
| 2382 | m_depthShader->initialize(); |
| 2383 | } |
| 2384 | } |
| 2385 | |
| 2386 | void Scatter3DRenderer::updateDepthBuffer() |
| 2387 | { |
| 2388 | if (!m_isOpenGLES) { |
| 2389 | m_textureHelper->deleteTexture(texture: &m_depthTexture); |
| 2390 | |
| 2391 | if (m_primarySubViewport.size().isEmpty()) |
| 2392 | return; |
| 2393 | |
| 2394 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
| 2395 | m_depthTexture = m_textureHelper->createDepthTextureFrameBuffer(size: m_primarySubViewport.size(), |
| 2396 | frameBuffer&: m_depthFrameBuffer, |
| 2397 | textureSize: m_shadowQualityMultiplier); |
| 2398 | if (!m_depthTexture) |
| 2399 | lowerShadowQuality(); |
| 2400 | } |
| 2401 | } |
| 2402 | } |
| 2403 | |
| 2404 | void Scatter3DRenderer::initPointShader() |
| 2405 | { |
| 2406 | if (m_isOpenGLES) { |
| 2407 | if (m_pointShader) |
| 2408 | delete m_pointShader; |
| 2409 | m_pointShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexPointES2" ), |
| 2410 | QStringLiteral(":/shaders/fragmentPlainColor" )); |
| 2411 | m_pointShader->initialize(); |
| 2412 | } |
| 2413 | } |
| 2414 | |
| 2415 | void Scatter3DRenderer::initBackgroundShaders(const QString &vertexShader, |
| 2416 | const QString &fragmentShader) |
| 2417 | { |
| 2418 | if (m_backgroundShader) |
| 2419 | delete m_backgroundShader; |
| 2420 | m_backgroundShader = new ShaderHelper(this, vertexShader, fragmentShader); |
| 2421 | m_backgroundShader->initialize(); |
| 2422 | } |
| 2423 | |
| 2424 | void Scatter3DRenderer::initStaticPointShaders(const QString &vertexShader, |
| 2425 | const QString &fragmentShader) |
| 2426 | { |
| 2427 | if (m_staticGradientPointShader) |
| 2428 | delete m_staticGradientPointShader; |
| 2429 | m_staticGradientPointShader = new ShaderHelper(this, vertexShader, fragmentShader); |
| 2430 | m_staticGradientPointShader->initialize(); |
| 2431 | } |
| 2432 | |
| 2433 | void Scatter3DRenderer::selectionColorToSeriesAndIndex(const QVector4D &color, |
| 2434 | int &index, |
| 2435 | QAbstract3DSeries *&series) |
| 2436 | { |
| 2437 | m_clickedType = QAbstract3DGraph::ElementNone; |
| 2438 | m_selectedLabelIndex = -1; |
| 2439 | m_selectedCustomItemIndex = -1; |
| 2440 | if (color != selectionSkipColor) { |
| 2441 | if (color.w() == labelRowAlpha) { |
| 2442 | // Row selection |
| 2443 | index = Scatter3DController::invalidSelectionIndex(); |
| 2444 | m_selectedLabelIndex = color.x(); |
| 2445 | m_clickedType = QAbstract3DGraph::ElementAxisZLabel; |
| 2446 | } else if (color.w() == labelColumnAlpha) { |
| 2447 | // Column selection |
| 2448 | index = Scatter3DController::invalidSelectionIndex(); |
| 2449 | m_selectedLabelIndex = color.y(); |
| 2450 | m_clickedType = QAbstract3DGraph::ElementAxisXLabel; |
| 2451 | } else if (color.w() == labelValueAlpha) { |
| 2452 | // Value selection |
| 2453 | index = Scatter3DController::invalidSelectionIndex(); |
| 2454 | m_selectedLabelIndex = color.z(); |
| 2455 | m_clickedType = QAbstract3DGraph::ElementAxisYLabel; |
| 2456 | } else if (color.w() == customItemAlpha) { |
| 2457 | // Custom item selection |
| 2458 | index = Scatter3DController::invalidSelectionIndex(); |
| 2459 | m_selectedCustomItemIndex = int(color.x()) |
| 2460 | + (int(color.y()) << 8) |
| 2461 | + (int(color.z()) << 16); |
| 2462 | m_clickedType = QAbstract3DGraph::ElementCustomItem; |
| 2463 | } else { |
| 2464 | int totalIndex = int(color.x()) |
| 2465 | + (int(color.y()) << 8) |
| 2466 | + (int(color.z()) << 16); |
| 2467 | // Find the series and adjust the index accordingly |
| 2468 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
| 2469 | if (baseCache->isVisible()) { |
| 2470 | ScatterSeriesRenderCache *cache = |
| 2471 | static_cast<ScatterSeriesRenderCache *>(baseCache); |
| 2472 | int offset = cache->selectionIndexOffset(); |
| 2473 | if (totalIndex >= offset |
| 2474 | && totalIndex < (offset + cache->renderArray().size())) { |
| 2475 | index = totalIndex - offset; |
| 2476 | series = cache->series(); |
| 2477 | m_clickedType = QAbstract3DGraph::ElementSeries; |
| 2478 | return; |
| 2479 | } |
| 2480 | } |
| 2481 | } |
| 2482 | } |
| 2483 | } |
| 2484 | |
| 2485 | // No valid match found |
| 2486 | index = Scatter3DController::invalidSelectionIndex(); |
| 2487 | series = 0; |
| 2488 | } |
| 2489 | |
| 2490 | void Scatter3DRenderer::updateRenderItem(const QScatterDataItem &dataItem, |
| 2491 | ScatterRenderItem &renderItem) |
| 2492 | { |
| 2493 | QVector3D dotPos = dataItem.position(); |
| 2494 | if ((dotPos.x() >= m_axisCacheX.min() && dotPos.x() <= m_axisCacheX.max() ) |
| 2495 | && (dotPos.y() >= m_axisCacheY.min() && dotPos.y() <= m_axisCacheY.max()) |
| 2496 | && (dotPos.z() >= m_axisCacheZ.min() && dotPos.z() <= m_axisCacheZ.max())) { |
| 2497 | renderItem.setPosition(dotPos); |
| 2498 | renderItem.setVisible(true); |
| 2499 | if (!dataItem.rotation().isIdentity()) |
| 2500 | renderItem.setRotation(dataItem.rotation().normalized()); |
| 2501 | else |
| 2502 | renderItem.setRotation(identityQuaternion); |
| 2503 | calculateTranslation(item&: renderItem); |
| 2504 | } else { |
| 2505 | renderItem.setVisible(false); |
| 2506 | } |
| 2507 | } |
| 2508 | |
| 2509 | QVector3D Scatter3DRenderer::convertPositionToTranslation(const QVector3D &position, |
| 2510 | bool isAbsolute) |
| 2511 | { |
| 2512 | float xTrans = 0.0f; |
| 2513 | float yTrans = 0.0f; |
| 2514 | float zTrans = 0.0f; |
| 2515 | if (!isAbsolute) { |
| 2516 | if (m_polarGraph) { |
| 2517 | calculatePolarXZ(dataPos: position, x&: xTrans, z&: zTrans); |
| 2518 | } else { |
| 2519 | xTrans = m_axisCacheX.positionAt(value: position.x()); |
| 2520 | zTrans = m_axisCacheZ.positionAt(value: position.z()); |
| 2521 | } |
| 2522 | yTrans = m_axisCacheY.positionAt(value: position.y()); |
| 2523 | } else { |
| 2524 | xTrans = position.x() * m_scaleX; |
| 2525 | yTrans = position.y() * m_scaleY; |
| 2526 | zTrans = position.z() * -m_scaleZ; |
| 2527 | } |
| 2528 | return QVector3D(xTrans, yTrans, zTrans); |
| 2529 | } |
| 2530 | |
| 2531 | QT_END_NAMESPACE_DATAVISUALIZATION |
| 2532 | |