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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 | |