1 | // Copyright (C) 2016 The Qt Company Ltd. |
2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
3 | |
4 | #include "abstract3drenderer_p.h" |
5 | #include "texturehelper_p.h" |
6 | #include "q3dcamera_p.h" |
7 | #include "q3dtheme_p.h" |
8 | #include "qvalue3daxisformatter_p.h" |
9 | #include "shaderhelper_p.h" |
10 | #include "qcustom3ditem_p.h" |
11 | #include "qcustom3dlabel_p.h" |
12 | #include "qcustom3dvolume_p.h" |
13 | #include "scatter3drenderer_p.h" |
14 | |
15 | #include <QtCore/qmath.h> |
16 | #include <QtGui/QOffscreenSurface> |
17 | #include <QtCore/QThread> |
18 | |
19 | QT_BEGIN_NAMESPACE |
20 | |
21 | // Defined in shaderhelper.cpp |
22 | extern void discardDebugMsgs(QtMsgType type, const QMessageLogContext &context, const QString &msg); |
23 | |
24 | const qreal doublePi(M_PI * 2.0); |
25 | const int polarGridRoundness(64); |
26 | const qreal polarGridAngle(doublePi / qreal(polarGridRoundness)); |
27 | const float polarGridAngleDegrees(float(360.0 / qreal(polarGridRoundness))); |
28 | const qreal polarGridHalfAngle(polarGridAngle / 2.0); |
29 | |
30 | Abstract3DRenderer::Abstract3DRenderer(Abstract3DController *controller) |
31 | : QObject(0), |
32 | m_hasNegativeValues(false), |
33 | m_cachedTheme(new Q3DTheme()), |
34 | m_drawer(new Drawer(m_cachedTheme)), |
35 | m_cachedShadowQuality(QAbstract3DGraph::ShadowQualityMedium), |
36 | m_autoScaleAdjustment(1.0f), |
37 | m_cachedSelectionMode(QAbstract3DGraph::SelectionNone), |
38 | m_cachedOptimizationHint(QAbstract3DGraph::OptimizationDefault), |
39 | m_textureHelper(0), |
40 | m_depthTexture(0), |
41 | m_cachedScene(new Q3DScene()), |
42 | m_selectionDirty(true), |
43 | m_selectionState(SelectNone), |
44 | m_devicePixelRatio(1.0f), |
45 | m_selectionLabelDirty(true), |
46 | m_clickResolved(false), |
47 | m_graphPositionQueryPending(false), |
48 | m_graphPositionQueryResolved(false), |
49 | m_clickedSeries(0), |
50 | m_clickedType(QAbstract3DGraph::ElementNone), |
51 | m_selectedLabelIndex(-1), |
52 | m_selectedCustomItemIndex(-1), |
53 | m_selectionLabelItem(0), |
54 | m_visibleSeriesCount(0), |
55 | m_customItemShader(0), |
56 | m_volumeTextureShader(0), |
57 | m_volumeTextureLowDefShader(0), |
58 | m_volumeTextureSliceShader(0), |
59 | m_volumeSliceFrameShader(0), |
60 | m_labelShader(0), |
61 | m_cursorPositionShader(0), |
62 | m_cursorPositionFrameBuffer(0), |
63 | m_cursorPositionTexture(0), |
64 | m_useOrthoProjection(false), |
65 | m_xFlipped(false), |
66 | m_yFlipped(false), |
67 | m_zFlipped(false), |
68 | m_yFlippedForGrid(false), |
69 | m_backgroundObj(0), |
70 | m_gridLineObj(0), |
71 | m_labelObj(0), |
72 | m_positionMapperObj(0), |
73 | m_graphAspectRatio(2.0f), |
74 | m_graphHorizontalAspectRatio(0.0f), |
75 | m_polarGraph(false), |
76 | m_radialLabelOffset(1.0f), |
77 | m_polarRadius(2.0f), |
78 | m_xRightAngleRotation(QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: 90.0f)), |
79 | m_yRightAngleRotation(QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: 90.0f)), |
80 | m_zRightAngleRotation(QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: 90.0f)), |
81 | m_xRightAngleRotationNeg(QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: -90.0f)), |
82 | m_yRightAngleRotationNeg(QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: -90.0f)), |
83 | m_zRightAngleRotationNeg(QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: -90.0f)), |
84 | m_xFlipRotation(QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: -180.0f)), |
85 | m_zFlipRotation(QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: -180.0f)), |
86 | m_requestedMargin(-1.0f), |
87 | m_vBackgroundMargin(0.1f), |
88 | m_hBackgroundMargin(0.1f), |
89 | m_scaleXWithBackground(0.0f), |
90 | m_scaleYWithBackground(0.0f), |
91 | m_scaleZWithBackground(0.0f), |
92 | m_oldCameraTarget(QVector3D(2000.0f, 2000.0f, 2000.0f)), // Just random invalid target |
93 | m_reflectionEnabled(false), |
94 | m_reflectivity(0.5), |
95 | #if !QT_CONFIG(opengles2) |
96 | m_funcs_2_1(0), |
97 | #endif |
98 | m_context(0), |
99 | m_isOpenGLES(true) |
100 | |
101 | { |
102 | initializeOpenGLFunctions(); |
103 | m_isOpenGLES = Utils::isOpenGLES(); |
104 | #if !QT_CONFIG(opengles2) |
105 | if (!m_isOpenGLES) { |
106 | // Discard warnings about deprecated functions |
107 | QtMessageHandler handler = qInstallMessageHandler(discardDebugMsgs); |
108 | |
109 | m_funcs_2_1 = new QOpenGLFunctions_2_1; |
110 | if (m_funcs_2_1) |
111 | m_funcs_2_1->initializeOpenGLFunctions(); |
112 | |
113 | // Restore original message handler |
114 | qInstallMessageHandler(handler); |
115 | |
116 | if (!m_funcs_2_1) |
117 | qFatal(msg: "OpenGL version is too low, at least 2.1 is required" ); |
118 | } |
119 | #endif |
120 | QObject::connect(sender: m_drawer, signal: &Drawer::drawerChanged, context: this, slot: &Abstract3DRenderer::updateTextures); |
121 | QObject::connect(sender: this, signal: &Abstract3DRenderer::needRender, context: controller, |
122 | slot: &Abstract3DController::needRender, type: Qt::QueuedConnection); |
123 | QObject::connect(sender: this, signal: &Abstract3DRenderer::requestShadowQuality, context: controller, |
124 | slot: &Abstract3DController::handleRequestShadowQuality, type: Qt::QueuedConnection); |
125 | } |
126 | |
127 | Abstract3DRenderer::~Abstract3DRenderer() |
128 | { |
129 | contextCleanup(); |
130 | delete m_drawer; |
131 | delete m_cachedScene; |
132 | delete m_cachedTheme; |
133 | delete m_selectionLabelItem; |
134 | delete m_customItemShader; |
135 | delete m_volumeTextureShader; |
136 | delete m_volumeTextureLowDefShader; |
137 | delete m_volumeSliceFrameShader; |
138 | delete m_volumeTextureSliceShader; |
139 | delete m_labelShader; |
140 | delete m_cursorPositionShader; |
141 | |
142 | foreach (SeriesRenderCache *cache, m_renderCacheList) { |
143 | cache->cleanup(texHelper: m_textureHelper); |
144 | delete cache; |
145 | } |
146 | m_renderCacheList.clear(); |
147 | |
148 | foreach (CustomRenderItem *item, m_customRenderCache) { |
149 | GLuint texture = item->texture(); |
150 | m_textureHelper->deleteTexture(texture: &texture); |
151 | delete item; |
152 | } |
153 | m_customRenderCache.clear(); |
154 | |
155 | ObjectHelper::releaseObjectHelper(cacheId: this, obj&: m_backgroundObj); |
156 | ObjectHelper::releaseObjectHelper(cacheId: this, obj&: m_gridLineObj); |
157 | ObjectHelper::releaseObjectHelper(cacheId: this, obj&: m_labelObj); |
158 | ObjectHelper::releaseObjectHelper(cacheId: this, obj&: m_positionMapperObj); |
159 | |
160 | if (m_textureHelper) { |
161 | m_textureHelper->deleteTexture(texture: &m_depthTexture); |
162 | m_textureHelper->deleteTexture(texture: &m_cursorPositionTexture); |
163 | delete m_textureHelper; |
164 | } |
165 | |
166 | m_axisCacheX.clearLabels(); |
167 | m_axisCacheY.clearLabels(); |
168 | m_axisCacheZ.clearLabels(); |
169 | |
170 | #if !QT_CONFIG(opengles2) |
171 | delete m_funcs_2_1; |
172 | #endif |
173 | } |
174 | |
175 | void Abstract3DRenderer::contextCleanup() |
176 | { |
177 | if (QOpenGLContext::currentContext()) |
178 | m_textureHelper->glDeleteFramebuffers(n: 1, framebuffers: &m_cursorPositionFrameBuffer); |
179 | } |
180 | |
181 | void Abstract3DRenderer::initializeOpenGL() |
182 | { |
183 | m_context = QOpenGLContext::currentContext(); |
184 | |
185 | // Set OpenGL features |
186 | glEnable(GL_DEPTH_TEST); |
187 | glDepthFunc(GL_LESS); |
188 | glEnable(GL_CULL_FACE); |
189 | glCullFace(GL_BACK); |
190 | |
191 | #if !QT_CONFIG(opengles2) |
192 | if (!m_isOpenGLES) { |
193 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
194 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
195 | glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); |
196 | } |
197 | #endif |
198 | |
199 | m_textureHelper = new TextureHelper(); |
200 | m_drawer->initializeOpenGL(); |
201 | |
202 | axisCacheForOrientation(orientation: QAbstract3DAxis::AxisOrientationX).setDrawer(m_drawer); |
203 | axisCacheForOrientation(orientation: QAbstract3DAxis::AxisOrientationY).setDrawer(m_drawer); |
204 | axisCacheForOrientation(orientation: QAbstract3DAxis::AxisOrientationZ).setDrawer(m_drawer); |
205 | |
206 | initLabelShaders(QStringLiteral(":/shaders/vertexLabel" ), |
207 | QStringLiteral(":/shaders/fragmentLabel" )); |
208 | |
209 | initCursorPositionShaders(QStringLiteral(":/shaders/vertexPosition" ), |
210 | QStringLiteral(":/shaders/fragmentPositionMap" )); |
211 | |
212 | loadLabelMesh(); |
213 | loadPositionMapperMesh(); |
214 | |
215 | QObject::connect(sender: m_context.data(), signal: &QOpenGLContext::aboutToBeDestroyed, |
216 | context: this, slot: &Abstract3DRenderer::contextCleanup); |
217 | } |
218 | |
219 | void Abstract3DRenderer::render(const GLuint defaultFboHandle) |
220 | { |
221 | if (defaultFboHandle) { |
222 | glDepthMask(flag: true); |
223 | glEnable(GL_DEPTH_TEST); |
224 | glDepthFunc(GL_LESS); |
225 | glEnable(GL_CULL_FACE); |
226 | glCullFace(GL_BACK); |
227 | glDisable(GL_BLEND); // For QtQuick2 blending is enabled by default, but we don't want it to be |
228 | } |
229 | |
230 | // Clear the graph background to the theme color |
231 | glViewport(x: m_viewport.x(), |
232 | y: m_viewport.y(), |
233 | width: m_viewport.width(), |
234 | height: m_viewport.height()); |
235 | glScissor(x: m_viewport.x(), |
236 | y: m_viewport.y(), |
237 | width: m_viewport.width(), |
238 | height: m_viewport.height()); |
239 | glEnable(GL_SCISSOR_TEST); |
240 | QVector4D clearColor = Utils::vectorFromColor(color: m_cachedTheme->windowColor()); |
241 | glClearColor(red: clearColor.x(), green: clearColor.y(), blue: clearColor.z(), alpha: 1.0f); |
242 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
243 | glDisable(GL_SCISSOR_TEST); |
244 | } |
245 | |
246 | void Abstract3DRenderer::updateSelectionState(SelectionState state) |
247 | { |
248 | m_selectionState = state; |
249 | } |
250 | |
251 | void Abstract3DRenderer::initGradientShaders(const QString &vertexShader, |
252 | const QString &fragmentShader) |
253 | { |
254 | // Do nothing by default |
255 | Q_UNUSED(vertexShader); |
256 | Q_UNUSED(fragmentShader); |
257 | } |
258 | |
259 | void Abstract3DRenderer::initStaticSelectedItemShaders(const QString &vertexShader, |
260 | const QString &fragmentShader, |
261 | const QString &gradientVertexShader, |
262 | const QString &gradientFragmentShader) |
263 | { |
264 | // Do nothing by default |
265 | Q_UNUSED(vertexShader); |
266 | Q_UNUSED(fragmentShader); |
267 | Q_UNUSED(gradientVertexShader); |
268 | Q_UNUSED(gradientFragmentShader); |
269 | } |
270 | |
271 | void Abstract3DRenderer::initCustomItemShaders(const QString &vertexShader, |
272 | const QString &fragmentShader) |
273 | { |
274 | delete m_customItemShader; |
275 | m_customItemShader = new ShaderHelper(this, vertexShader, fragmentShader); |
276 | m_customItemShader->initialize(); |
277 | } |
278 | |
279 | void Abstract3DRenderer::initVolumeTextureShaders(const QString &vertexShader, |
280 | const QString &fragmentShader, |
281 | const QString &fragmentLowDefShader, |
282 | const QString &sliceShader, |
283 | const QString &sliceFrameVertexShader, |
284 | const QString &sliceFrameShader) |
285 | { |
286 | |
287 | delete m_volumeTextureShader; |
288 | m_volumeTextureShader = new ShaderHelper(this, vertexShader, fragmentShader); |
289 | m_volumeTextureShader->initialize(); |
290 | |
291 | delete m_volumeTextureLowDefShader; |
292 | m_volumeTextureLowDefShader = new ShaderHelper(this, vertexShader, fragmentLowDefShader); |
293 | m_volumeTextureLowDefShader->initialize(); |
294 | |
295 | delete m_volumeTextureSliceShader; |
296 | m_volumeTextureSliceShader = new ShaderHelper(this, vertexShader, sliceShader); |
297 | m_volumeTextureSliceShader->initialize(); |
298 | |
299 | delete m_volumeSliceFrameShader; |
300 | m_volumeSliceFrameShader = new ShaderHelper(this, sliceFrameVertexShader, sliceFrameShader); |
301 | m_volumeSliceFrameShader->initialize(); |
302 | } |
303 | |
304 | void Abstract3DRenderer::initLabelShaders(const QString &vertexShader, const QString &fragmentShader) |
305 | { |
306 | delete m_labelShader; |
307 | m_labelShader = new ShaderHelper(this, vertexShader, fragmentShader); |
308 | m_labelShader->initialize(); |
309 | } |
310 | |
311 | void Abstract3DRenderer::initCursorPositionShaders(const QString &vertexShader, |
312 | const QString &fragmentShader) |
313 | { |
314 | // Init the shader |
315 | delete m_cursorPositionShader; |
316 | m_cursorPositionShader = new ShaderHelper(this, vertexShader, fragmentShader); |
317 | m_cursorPositionShader->initialize(); |
318 | } |
319 | |
320 | void Abstract3DRenderer::initCursorPositionBuffer() |
321 | { |
322 | m_textureHelper->deleteTexture(texture: &m_cursorPositionTexture); |
323 | m_textureHelper->glDeleteFramebuffers(n: 1, framebuffers: &m_cursorPositionFrameBuffer); |
324 | m_cursorPositionFrameBuffer = 0; |
325 | |
326 | if (m_primarySubViewport.size().isEmpty()) |
327 | return; |
328 | |
329 | m_cursorPositionTexture = |
330 | m_textureHelper->createCursorPositionTexture(size: m_primarySubViewport.size(), |
331 | frameBuffer&: m_cursorPositionFrameBuffer); |
332 | } |
333 | |
334 | void Abstract3DRenderer::updateTheme(Q3DTheme *theme) |
335 | { |
336 | // Synchronize the controller theme with renderer |
337 | bool updateDrawer = theme->d_ptr->sync(other&: *m_cachedTheme->d_ptr); |
338 | |
339 | if (updateDrawer) |
340 | m_drawer->setTheme(m_cachedTheme); |
341 | } |
342 | |
343 | void Abstract3DRenderer::updateScene(Q3DScene *scene) |
344 | { |
345 | m_viewport = scene->d_ptr->glViewport(); |
346 | m_secondarySubViewport = scene->d_ptr->glSecondarySubViewport(); |
347 | |
348 | if (m_primarySubViewport != scene->d_ptr->glPrimarySubViewport()) { |
349 | // Resize of primary subviewport means resizing shadow and selection buffers |
350 | m_primarySubViewport = scene->d_ptr->glPrimarySubViewport(); |
351 | handleResize(); |
352 | } |
353 | |
354 | if (m_devicePixelRatio != scene->devicePixelRatio()) { |
355 | m_devicePixelRatio = scene->devicePixelRatio(); |
356 | handleResize(); |
357 | } |
358 | |
359 | QPoint logicalPixelPosition = scene->selectionQueryPosition(); |
360 | m_inputPosition = QPoint(logicalPixelPosition.x() * m_devicePixelRatio, |
361 | logicalPixelPosition.y() * m_devicePixelRatio); |
362 | |
363 | QPoint logicalGraphPosition = scene->graphPositionQuery(); |
364 | m_graphPositionQuery = QPoint(logicalGraphPosition.x() * m_devicePixelRatio, |
365 | logicalGraphPosition.y() * m_devicePixelRatio); |
366 | |
367 | // Synchronize the renderer scene to controller scene |
368 | scene->d_ptr->sync(other&: *m_cachedScene->d_ptr); |
369 | |
370 | updateCameraViewport(); |
371 | |
372 | if (Q3DScene::invalidSelectionPoint() == logicalPixelPosition) { |
373 | updateSelectionState(state: SelectNone); |
374 | } else { |
375 | if (scene->isSlicingActive()) { |
376 | if (scene->isPointInPrimarySubView(point: logicalPixelPosition)) |
377 | updateSelectionState(state: SelectOnOverview); |
378 | else if (scene->isPointInSecondarySubView(point: logicalPixelPosition)) |
379 | updateSelectionState(state: SelectOnSlice); |
380 | else |
381 | updateSelectionState(state: SelectNone); |
382 | } else { |
383 | updateSelectionState(state: SelectOnScene); |
384 | } |
385 | } |
386 | |
387 | if (Q3DScene::invalidSelectionPoint() != logicalGraphPosition) |
388 | m_graphPositionQueryPending = true; |
389 | |
390 | // Queue up another render when we have a query that needs resolving. |
391 | // This is needed because QtQuick scene graph can sometimes do a sync without following it up |
392 | // with a render. |
393 | if (m_graphPositionQueryPending || m_selectionState != SelectNone) |
394 | emit needRender(); |
395 | } |
396 | |
397 | void Abstract3DRenderer::updateTextures() |
398 | { |
399 | m_axisCacheX.updateTextures(); |
400 | m_axisCacheY.updateTextures(); |
401 | m_axisCacheZ.updateTextures(); |
402 | } |
403 | |
404 | void Abstract3DRenderer::reInitShaders() |
405 | { |
406 | if (!m_isOpenGLES) { |
407 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
408 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
409 | && qobject_cast<Scatter3DRenderer *>(object: this)) { |
410 | initGradientShaders(QStringLiteral(":/shaders/vertexShadow" ), |
411 | QStringLiteral(":/shaders/fragmentShadow" )); |
412 | initStaticSelectedItemShaders(QStringLiteral(":/shaders/vertexShadow" ), |
413 | QStringLiteral(":/shaders/fragmentShadowNoTex" ), |
414 | QStringLiteral(":/shaders/vertexShadow" ), |
415 | QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY" )); |
416 | initShaders(QStringLiteral(":/shaders/vertexShadowNoMatrices" ), |
417 | QStringLiteral(":/shaders/fragmentShadowNoTex" )); |
418 | } else { |
419 | initGradientShaders(QStringLiteral(":/shaders/vertexShadow" ), |
420 | QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY" )); |
421 | initShaders(QStringLiteral(":/shaders/vertexShadow" ), |
422 | QStringLiteral(":/shaders/fragmentShadowNoTex" )); |
423 | } |
424 | initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow" ), |
425 | QStringLiteral(":/shaders/fragmentShadowNoTex" )); |
426 | initCustomItemShaders(QStringLiteral(":/shaders/vertexShadow" ), |
427 | QStringLiteral(":/shaders/fragmentShadow" )); |
428 | } else { |
429 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
430 | && qobject_cast<Scatter3DRenderer *>(object: this)) { |
431 | initGradientShaders(QStringLiteral(":/shaders/vertexTexture" ), |
432 | QStringLiteral(":/shaders/fragmentTexture" )); |
433 | initStaticSelectedItemShaders(QStringLiteral(":/shaders/vertex" ), |
434 | QStringLiteral(":/shaders/fragment" ), |
435 | QStringLiteral(":/shaders/vertex" ), |
436 | QStringLiteral(":/shaders/fragmentColorOnY" )); |
437 | initShaders(QStringLiteral(":/shaders/vertexNoMatrices" ), |
438 | QStringLiteral(":/shaders/fragment" )); |
439 | } else { |
440 | initGradientShaders(QStringLiteral(":/shaders/vertex" ), |
441 | QStringLiteral(":/shaders/fragmentColorOnY" )); |
442 | initShaders(QStringLiteral(":/shaders/vertex" ), |
443 | QStringLiteral(":/shaders/fragment" )); |
444 | } |
445 | initBackgroundShaders(QStringLiteral(":/shaders/vertex" ), |
446 | QStringLiteral(":/shaders/fragment" )); |
447 | initCustomItemShaders(QStringLiteral(":/shaders/vertexTexture" ), |
448 | QStringLiteral(":/shaders/fragmentTexture" )); |
449 | } |
450 | initVolumeTextureShaders(QStringLiteral(":/shaders/vertexTexture3D" ), |
451 | QStringLiteral(":/shaders/fragmentTexture3D" ), |
452 | QStringLiteral(":/shaders/fragmentTexture3DLowDef" ), |
453 | QStringLiteral(":/shaders/fragmentTexture3DSlice" ), |
454 | QStringLiteral(":/shaders/vertexPosition" ), |
455 | QStringLiteral(":/shaders/fragment3DSliceFrames" )); |
456 | } else { |
457 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
458 | && qobject_cast<Scatter3DRenderer *>(object: this)) { |
459 | initGradientShaders(QStringLiteral(":/shaders/vertexTexture" ), |
460 | QStringLiteral(":/shaders/fragmentTextureES2" )); |
461 | initStaticSelectedItemShaders(QStringLiteral(":/shaders/vertex" ), |
462 | QStringLiteral(":/shaders/fragmentES2" ), |
463 | QStringLiteral(":/shaders/vertex" ), |
464 | QStringLiteral(":/shaders/fragmentColorOnYES2" )); |
465 | initShaders(QStringLiteral(":/shaders/vertexNoMatrices" ), |
466 | QStringLiteral(":/shaders/fragmentES2" )); |
467 | } else { |
468 | initGradientShaders(QStringLiteral(":/shaders/vertex" ), |
469 | QStringLiteral(":/shaders/fragmentColorOnYES2" )); |
470 | initShaders(QStringLiteral(":/shaders/vertex" ), |
471 | QStringLiteral(":/shaders/fragmentES2" )); |
472 | } |
473 | initBackgroundShaders(QStringLiteral(":/shaders/vertex" ), |
474 | QStringLiteral(":/shaders/fragmentES2" )); |
475 | initCustomItemShaders(QStringLiteral(":/shaders/vertexTexture" ), |
476 | QStringLiteral(":/shaders/fragmentTextureES2" )); |
477 | } |
478 | } |
479 | |
480 | void Abstract3DRenderer::handleShadowQualityChange() |
481 | { |
482 | reInitShaders(); |
483 | |
484 | if (m_cachedScene->activeLight()->isAutoPosition() |
485 | || m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
486 | m_cachedScene->d_ptr->setLightPositionRelativeToCamera(relativePosition: defaultLightPos); |
487 | emit needRender(); |
488 | } |
489 | if (m_isOpenGLES && m_cachedShadowQuality != QAbstract3DGraph::ShadowQualityNone) { |
490 | emit requestShadowQuality(quality: QAbstract3DGraph::ShadowQualityNone); |
491 | qWarning(msg: "Shadows are not yet supported for OpenGL ES2" ); |
492 | m_cachedShadowQuality = QAbstract3DGraph::ShadowQualityNone; |
493 | } |
494 | } |
495 | |
496 | void Abstract3DRenderer::updateSelectionMode(QAbstract3DGraph::SelectionFlags mode) |
497 | { |
498 | m_cachedSelectionMode = mode; |
499 | m_selectionDirty = true; |
500 | } |
501 | |
502 | void Abstract3DRenderer::updateAspectRatio(float ratio) |
503 | { |
504 | m_graphAspectRatio = ratio; |
505 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
506 | cache->setDataDirty(true); |
507 | } |
508 | |
509 | void Abstract3DRenderer::updateHorizontalAspectRatio(float ratio) |
510 | { |
511 | m_graphHorizontalAspectRatio = ratio; |
512 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
513 | cache->setDataDirty(true); |
514 | } |
515 | |
516 | void Abstract3DRenderer::updatePolar(bool enable) |
517 | { |
518 | m_polarGraph = enable; |
519 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
520 | cache->setDataDirty(true); |
521 | } |
522 | |
523 | void Abstract3DRenderer::updateRadialLabelOffset(float offset) |
524 | { |
525 | m_radialLabelOffset = offset; |
526 | } |
527 | |
528 | void Abstract3DRenderer::updateMargin(float margin) |
529 | { |
530 | m_requestedMargin = margin; |
531 | } |
532 | |
533 | void Abstract3DRenderer::updateOptimizationHint(QAbstract3DGraph::OptimizationHints hint) |
534 | { |
535 | m_cachedOptimizationHint = hint; |
536 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
537 | cache->setDataDirty(true); |
538 | } |
539 | |
540 | void Abstract3DRenderer::handleResize() |
541 | { |
542 | if (m_primarySubViewport.width() == 0 || m_primarySubViewport.height() == 0) |
543 | return; |
544 | |
545 | // Recalculate zoom |
546 | calculateZoomLevel(); |
547 | |
548 | // Re-init selection buffer |
549 | initSelectionBuffer(); |
550 | |
551 | // Re-init depth buffer |
552 | updateDepthBuffer(); |
553 | |
554 | initCursorPositionBuffer(); |
555 | } |
556 | |
557 | void Abstract3DRenderer::calculateZoomLevel() |
558 | { |
559 | // Calculate zoom level based on aspect ratio |
560 | GLfloat div; |
561 | GLfloat zoomAdjustment; |
562 | div = qMin(a: m_primarySubViewport.width(), b: m_primarySubViewport.height()); |
563 | zoomAdjustment = defaultRatio |
564 | * ((m_primarySubViewport.width() / div) |
565 | / (m_primarySubViewport.height() / div)); |
566 | m_autoScaleAdjustment = qMin(a: zoomAdjustment, b: 1.0f); // clamp to 1.0f |
567 | } |
568 | |
569 | void Abstract3DRenderer::updateAxisType(QAbstract3DAxis::AxisOrientation orientation, |
570 | QAbstract3DAxis::AxisType type) |
571 | { |
572 | axisCacheForOrientation(orientation).setType(type); |
573 | } |
574 | |
575 | void Abstract3DRenderer::updateAxisTitle(QAbstract3DAxis::AxisOrientation orientation, |
576 | const QString &title) |
577 | { |
578 | axisCacheForOrientation(orientation).setTitle(title); |
579 | } |
580 | |
581 | void Abstract3DRenderer::updateAxisLabels(QAbstract3DAxis::AxisOrientation orientation, |
582 | const QStringList &labels) |
583 | { |
584 | axisCacheForOrientation(orientation).setLabels(labels); |
585 | } |
586 | |
587 | void Abstract3DRenderer::updateAxisRange(QAbstract3DAxis::AxisOrientation orientation, |
588 | float min, float max) |
589 | { |
590 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
591 | cache.setMin(min); |
592 | cache.setMax(max); |
593 | |
594 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
595 | cache->setDataDirty(true); |
596 | } |
597 | |
598 | void Abstract3DRenderer::updateAxisSegmentCount(QAbstract3DAxis::AxisOrientation orientation, |
599 | int count) |
600 | { |
601 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
602 | cache.setSegmentCount(count); |
603 | } |
604 | |
605 | void Abstract3DRenderer::updateAxisSubSegmentCount(QAbstract3DAxis::AxisOrientation orientation, |
606 | int count) |
607 | { |
608 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
609 | cache.setSubSegmentCount(count); |
610 | } |
611 | |
612 | void Abstract3DRenderer::updateAxisLabelFormat(QAbstract3DAxis::AxisOrientation orientation, |
613 | const QString &format) |
614 | { |
615 | axisCacheForOrientation(orientation).setLabelFormat(format); |
616 | } |
617 | |
618 | void Abstract3DRenderer::updateAxisReversed(QAbstract3DAxis::AxisOrientation orientation, |
619 | bool enable) |
620 | { |
621 | axisCacheForOrientation(orientation).setReversed(enable); |
622 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
623 | cache->setDataDirty(true); |
624 | } |
625 | |
626 | void Abstract3DRenderer::updateAxisFormatter(QAbstract3DAxis::AxisOrientation orientation, |
627 | QValue3DAxisFormatter *formatter) |
628 | { |
629 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
630 | if (cache.ctrlFormatter() != formatter) { |
631 | delete cache.formatter(); |
632 | cache.setFormatter(formatter->createNewInstance()); |
633 | cache.setCtrlFormatter(formatter); |
634 | } |
635 | formatter->d_ptr->populateCopy(copy&: *(cache.formatter())); |
636 | cache.markPositionsDirty(); |
637 | |
638 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
639 | cache->setDataDirty(true); |
640 | } |
641 | |
642 | void Abstract3DRenderer::updateAxisLabelAutoRotation(QAbstract3DAxis::AxisOrientation orientation, |
643 | float angle) |
644 | { |
645 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
646 | if (cache.labelAutoRotation() != angle) |
647 | cache.setLabelAutoRotation(angle); |
648 | } |
649 | |
650 | void Abstract3DRenderer::updateAxisTitleVisibility(QAbstract3DAxis::AxisOrientation orientation, |
651 | bool visible) |
652 | { |
653 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
654 | if (cache.isTitleVisible() != visible) |
655 | cache.setTitleVisible(visible); |
656 | } |
657 | |
658 | void Abstract3DRenderer::updateAxisTitleFixed(QAbstract3DAxis::AxisOrientation orientation, |
659 | bool fixed) |
660 | { |
661 | AxisRenderCache &cache = axisCacheForOrientation(orientation); |
662 | if (cache.isTitleFixed() != fixed) |
663 | cache.setTitleFixed(fixed); |
664 | } |
665 | |
666 | void Abstract3DRenderer::modifiedSeriesList(const QList<QAbstract3DSeries *> &seriesList) |
667 | { |
668 | foreach (QAbstract3DSeries *series, seriesList) { |
669 | SeriesRenderCache *cache = m_renderCacheList.value(key: series, defaultValue: 0); |
670 | if (cache) |
671 | cache->setDataDirty(true); |
672 | } |
673 | } |
674 | |
675 | void Abstract3DRenderer::fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh) |
676 | { |
677 | // Default implementation does nothing. |
678 | Q_UNUSED(fileName); |
679 | Q_UNUSED(mesh); |
680 | } |
681 | |
682 | void Abstract3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesList) |
683 | { |
684 | foreach (SeriesRenderCache *cache, m_renderCacheList) |
685 | cache->setValid(false); |
686 | |
687 | m_visibleSeriesCount = 0; |
688 | int seriesCount = seriesList.size(); |
689 | for (int i = 0; i < seriesCount; i++) { |
690 | QAbstract3DSeries *series = seriesList.at(i); |
691 | SeriesRenderCache *cache = m_renderCacheList.value(key: series); |
692 | bool newSeries = false; |
693 | if (!cache) { |
694 | cache = createNewCache(series); |
695 | m_renderCacheList[series] = cache; |
696 | newSeries = true; |
697 | } |
698 | cache->setValid(true); |
699 | cache->populate(newSeries); |
700 | if (cache->isVisible()) |
701 | m_visibleSeriesCount++; |
702 | } |
703 | |
704 | // Remove non-valid objects from the cache list |
705 | foreach (SeriesRenderCache *cache, m_renderCacheList) { |
706 | if (!cache->isValid()) |
707 | cleanCache(cache); |
708 | } |
709 | } |
710 | |
711 | void Abstract3DRenderer::updateCustomData(const QList<QCustom3DItem *> &customItems) |
712 | { |
713 | if (customItems.isEmpty() && m_customRenderCache.isEmpty()) |
714 | return; |
715 | |
716 | foreach (CustomRenderItem *item, m_customRenderCache) |
717 | item->setValid(false); |
718 | |
719 | int itemCount = customItems.size(); |
720 | // Check custom item list for items that are not yet in render item cache |
721 | for (int i = 0; i < itemCount; i++) { |
722 | QCustom3DItem *item = customItems.at(i); |
723 | CustomRenderItem *renderItem = m_customRenderCache.value(key: item); |
724 | if (!renderItem) |
725 | renderItem = addCustomItem(item); |
726 | if (renderItem) { |
727 | renderItem->setValid(true); |
728 | renderItem->setIndex(i); // always update index, as it must match the custom item index |
729 | } |
730 | } |
731 | |
732 | // Check render item cache and remove items that are not in customItems list anymore |
733 | foreach (CustomRenderItem *renderItem, m_customRenderCache) { |
734 | if (!renderItem->isValid()) { |
735 | m_customRenderCache.remove(key: renderItem->itemPointer()); |
736 | GLuint texture = renderItem->texture(); |
737 | m_textureHelper->deleteTexture(texture: &texture); |
738 | delete renderItem; |
739 | } |
740 | } |
741 | |
742 | m_customItemDrawOrder.clear(); |
743 | m_customItemDrawOrder = QList<QCustom3DItem *>(customItems); |
744 | } |
745 | |
746 | void Abstract3DRenderer::updateCustomItems() |
747 | { |
748 | // Check all items |
749 | foreach (CustomRenderItem *item, m_customRenderCache) |
750 | updateCustomItem(renderItem: item); |
751 | } |
752 | |
753 | SeriesRenderCache *Abstract3DRenderer::createNewCache(QAbstract3DSeries *series) |
754 | { |
755 | return new SeriesRenderCache(series, this); |
756 | } |
757 | |
758 | void Abstract3DRenderer::cleanCache(SeriesRenderCache *cache) |
759 | { |
760 | m_renderCacheList.remove(key: cache->series()); |
761 | cache->cleanup(texHelper: m_textureHelper); |
762 | delete cache; |
763 | } |
764 | |
765 | AxisRenderCache &Abstract3DRenderer::axisCacheForOrientation( |
766 | QAbstract3DAxis::AxisOrientation orientation) |
767 | { |
768 | switch (orientation) { |
769 | case QAbstract3DAxis::AxisOrientationX: |
770 | return m_axisCacheX; |
771 | case QAbstract3DAxis::AxisOrientationY: |
772 | return m_axisCacheY; |
773 | case QAbstract3DAxis::AxisOrientationZ: |
774 | return m_axisCacheZ; |
775 | default: |
776 | qFatal(msg: "Abstract3DRenderer::axisCacheForOrientation" ); |
777 | return m_axisCacheX; |
778 | } |
779 | } |
780 | |
781 | void Abstract3DRenderer::lowerShadowQuality() |
782 | { |
783 | QAbstract3DGraph::ShadowQuality newQuality = QAbstract3DGraph::ShadowQualityNone; |
784 | |
785 | switch (m_cachedShadowQuality) { |
786 | case QAbstract3DGraph::ShadowQualityHigh: |
787 | qWarning(msg: "Creating high quality shadows failed. Changing to medium quality." ); |
788 | newQuality = QAbstract3DGraph::ShadowQualityMedium; |
789 | break; |
790 | case QAbstract3DGraph::ShadowQualityMedium: |
791 | qWarning(msg: "Creating medium quality shadows failed. Changing to low quality." ); |
792 | newQuality = QAbstract3DGraph::ShadowQualityLow; |
793 | break; |
794 | case QAbstract3DGraph::ShadowQualityLow: |
795 | qWarning(msg: "Creating low quality shadows failed. Switching shadows off." ); |
796 | newQuality = QAbstract3DGraph::ShadowQualityNone; |
797 | break; |
798 | case QAbstract3DGraph::ShadowQualitySoftHigh: |
799 | qWarning(msg: "Creating soft high quality shadows failed. Changing to soft medium quality." ); |
800 | newQuality = QAbstract3DGraph::ShadowQualitySoftMedium; |
801 | break; |
802 | case QAbstract3DGraph::ShadowQualitySoftMedium: |
803 | qWarning(msg: "Creating soft medium quality shadows failed. Changing to soft low quality." ); |
804 | newQuality = QAbstract3DGraph::ShadowQualitySoftLow; |
805 | break; |
806 | case QAbstract3DGraph::ShadowQualitySoftLow: |
807 | qWarning(msg: "Creating soft low quality shadows failed. Switching shadows off." ); |
808 | newQuality = QAbstract3DGraph::ShadowQualityNone; |
809 | break; |
810 | default: |
811 | // You'll never get here |
812 | break; |
813 | } |
814 | |
815 | emit requestShadowQuality(quality: newQuality); |
816 | updateShadowQuality(quality: newQuality); |
817 | } |
818 | |
819 | void Abstract3DRenderer::drawAxisTitleY(const QVector3D &sideLabelRotation, |
820 | const QVector3D &backLabelRotation, |
821 | const QVector3D &sideLabelTrans, |
822 | const QVector3D &backLabelTrans, |
823 | const QQuaternion &totalSideRotation, |
824 | const QQuaternion &totalBackRotation, |
825 | AbstractRenderItem &dummyItem, |
826 | const Q3DCamera *activeCamera, |
827 | float labelsMaxWidth, |
828 | const QMatrix4x4 &viewMatrix, |
829 | const QMatrix4x4 &projectionMatrix, |
830 | ShaderHelper *shader) |
831 | { |
832 | float scaleFactor = m_drawer->scaledFontSize() / m_axisCacheY.titleItem().size().height(); |
833 | float titleOffset = 2.0f * (labelMargin + (labelsMaxWidth * scaleFactor)); |
834 | float yRotation; |
835 | QVector3D titleTrans; |
836 | QQuaternion totalRotation; |
837 | if (m_xFlipped == m_zFlipped) { |
838 | yRotation = backLabelRotation.y(); |
839 | titleTrans = backLabelTrans; |
840 | totalRotation = totalBackRotation; |
841 | } else { |
842 | yRotation = sideLabelRotation.y(); |
843 | titleTrans = sideLabelTrans; |
844 | totalRotation = totalSideRotation; |
845 | } |
846 | |
847 | QQuaternion offsetRotator = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: yRotation); |
848 | QVector3D titleOffsetVector = |
849 | offsetRotator.rotatedVector(vector: QVector3D(-titleOffset, 0.0f, 0.0f)); |
850 | |
851 | QQuaternion titleRotation; |
852 | if (m_axisCacheY.isTitleFixed()) { |
853 | titleRotation = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: yRotation) |
854 | * m_zRightAngleRotation; |
855 | } else { |
856 | titleRotation = totalRotation * m_zRightAngleRotation; |
857 | } |
858 | dummyItem.setTranslation(titleTrans + titleOffsetVector); |
859 | |
860 | m_drawer->drawLabel(item: dummyItem, labelItem: m_axisCacheY.titleItem(), viewmatrix: viewMatrix, |
861 | projectionmatrix: projectionMatrix, positionComp: zeroVector, rotation: titleRotation, itemHeight: 0, |
862 | mode: m_cachedSelectionMode, shader, object: m_labelObj, camera: activeCamera, |
863 | useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment: Qt::AlignBottom); |
864 | } |
865 | |
866 | void Abstract3DRenderer::drawAxisTitleX(const QVector3D &labelRotation, |
867 | const QVector3D &labelTrans, |
868 | const QQuaternion &totalRotation, |
869 | AbstractRenderItem &dummyItem, |
870 | const Q3DCamera *activeCamera, |
871 | float labelsMaxWidth, |
872 | const QMatrix4x4 &viewMatrix, |
873 | const QMatrix4x4 &projectionMatrix, |
874 | ShaderHelper *shader, |
875 | bool radial) |
876 | { |
877 | float scaleFactor = m_drawer->scaledFontSize() / m_axisCacheX.titleItem().size().height(); |
878 | float titleOffset; |
879 | if (radial) |
880 | titleOffset = -2.0f * (labelMargin + m_drawer->scaledFontSize()); |
881 | else |
882 | titleOffset = 2.0f * (labelMargin + (labelsMaxWidth * scaleFactor)); |
883 | float zRotation = 0.0f; |
884 | float yRotation = 0.0f; |
885 | float xRotation = -90.0f + labelRotation.z(); |
886 | float offsetRotation = labelRotation.z(); |
887 | float = -90.0f; |
888 | Qt::AlignmentFlag alignment = Qt::AlignTop; |
889 | if (m_yFlippedForGrid) { |
890 | alignment = Qt::AlignBottom; |
891 | zRotation = 180.0f; |
892 | if (m_zFlipped) { |
893 | titleOffset = -titleOffset; |
894 | if (m_xFlipped) { |
895 | offsetRotation = -offsetRotation; |
896 | extraRotation = -extraRotation; |
897 | } else { |
898 | xRotation = -90.0f - labelRotation.z(); |
899 | } |
900 | } else { |
901 | yRotation = 180.0f; |
902 | if (m_xFlipped) { |
903 | offsetRotation = -offsetRotation; |
904 | xRotation = -90.0f - labelRotation.z(); |
905 | } else { |
906 | extraRotation = -extraRotation; |
907 | } |
908 | } |
909 | } else { |
910 | if (m_zFlipped) { |
911 | titleOffset = -titleOffset; |
912 | if (m_xFlipped) { |
913 | yRotation = 180.0f; |
914 | offsetRotation = -offsetRotation; |
915 | } else { |
916 | yRotation = 180.0f; |
917 | xRotation = -90.0f - labelRotation.z(); |
918 | extraRotation = -extraRotation; |
919 | } |
920 | if (m_yFlipped) { |
921 | alignment = Qt::AlignBottom; |
922 | extraRotation = -extraRotation; |
923 | if (m_xFlipped) |
924 | xRotation = 90.0f + labelRotation.z(); |
925 | else |
926 | xRotation = 90.0f - labelRotation.z(); |
927 | } |
928 | } else { |
929 | if (m_xFlipped) { |
930 | offsetRotation = -offsetRotation; |
931 | xRotation = -90.0f - labelRotation.z(); |
932 | extraRotation = -extraRotation; |
933 | } |
934 | if (m_yFlipped) { |
935 | xRotation = 90.0f + labelRotation.z(); |
936 | alignment = Qt::AlignBottom; |
937 | extraRotation = -extraRotation; |
938 | if (m_xFlipped) |
939 | xRotation = 90.0f - labelRotation.z(); |
940 | } |
941 | } |
942 | } |
943 | |
944 | if (radial) { |
945 | if (m_zFlipped) { |
946 | titleOffset = -titleOffset; |
947 | } else { |
948 | if (m_yFlippedForGrid) |
949 | alignment = Qt::AlignTop; |
950 | else |
951 | alignment = Qt::AlignBottom; |
952 | } |
953 | } |
954 | |
955 | if (offsetRotation == 180.0f || offsetRotation == -180.0f) |
956 | offsetRotation = 0.0f; |
957 | QQuaternion offsetRotator = QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: offsetRotation); |
958 | QVector3D titleOffsetVector = |
959 | offsetRotator.rotatedVector(vector: QVector3D(0.0f, 0.0f, titleOffset)); |
960 | |
961 | QQuaternion titleRotation; |
962 | if (m_axisCacheX.isTitleFixed()) { |
963 | titleRotation = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: zRotation) |
964 | * QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: yRotation) |
965 | * QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: xRotation); |
966 | } else { |
967 | titleRotation = totalRotation |
968 | * QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: extraRotation); |
969 | } |
970 | dummyItem.setTranslation(labelTrans + titleOffsetVector); |
971 | |
972 | m_drawer->drawLabel(item: dummyItem, labelItem: m_axisCacheX.titleItem(), viewmatrix: viewMatrix, |
973 | projectionmatrix: projectionMatrix, positionComp: zeroVector, rotation: titleRotation, itemHeight: 0, |
974 | mode: m_cachedSelectionMode, shader, object: m_labelObj, camera: activeCamera, |
975 | useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment); |
976 | } |
977 | |
978 | void Abstract3DRenderer::drawAxisTitleZ(const QVector3D &labelRotation, |
979 | const QVector3D &labelTrans, |
980 | const QQuaternion &totalRotation, |
981 | AbstractRenderItem &dummyItem, |
982 | const Q3DCamera *activeCamera, |
983 | float labelsMaxWidth, |
984 | const QMatrix4x4 &viewMatrix, |
985 | const QMatrix4x4 &projectionMatrix, |
986 | ShaderHelper *shader) |
987 | { |
988 | float scaleFactor = m_drawer->scaledFontSize() / m_axisCacheZ.titleItem().size().height(); |
989 | float titleOffset = 2.0f * (labelMargin + (labelsMaxWidth * scaleFactor)); |
990 | float zRotation = labelRotation.z(); |
991 | float yRotation = -90.0f; |
992 | float xRotation = -90.0f; |
993 | float = 90.0f; |
994 | Qt::AlignmentFlag alignment = Qt::AlignTop; |
995 | if (m_yFlippedForGrid) { |
996 | alignment = Qt::AlignBottom; |
997 | xRotation = -xRotation; |
998 | if (m_zFlipped) { |
999 | if (m_xFlipped) { |
1000 | titleOffset = -titleOffset; |
1001 | zRotation = -zRotation; |
1002 | extraRotation = -extraRotation; |
1003 | } else { |
1004 | zRotation = -zRotation; |
1005 | yRotation = -yRotation; |
1006 | } |
1007 | } else { |
1008 | if (m_xFlipped) { |
1009 | titleOffset = -titleOffset; |
1010 | } else { |
1011 | extraRotation = -extraRotation; |
1012 | yRotation = -yRotation; |
1013 | } |
1014 | } |
1015 | } else { |
1016 | if (m_zFlipped) { |
1017 | zRotation = -zRotation; |
1018 | if (m_xFlipped) { |
1019 | titleOffset = -titleOffset; |
1020 | } else { |
1021 | extraRotation = -extraRotation; |
1022 | yRotation = -yRotation; |
1023 | } |
1024 | } else { |
1025 | if (m_xFlipped) { |
1026 | titleOffset = -titleOffset; |
1027 | extraRotation = -extraRotation; |
1028 | } else { |
1029 | yRotation = -yRotation; |
1030 | } |
1031 | } |
1032 | if (m_yFlipped) { |
1033 | xRotation = -xRotation; |
1034 | alignment = Qt::AlignBottom; |
1035 | extraRotation = -extraRotation; |
1036 | } |
1037 | } |
1038 | |
1039 | float offsetRotation = zRotation; |
1040 | if (offsetRotation == 180.0f || offsetRotation == -180.0f) |
1041 | offsetRotation = 0.0f; |
1042 | QQuaternion offsetRotator = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: offsetRotation); |
1043 | QVector3D titleOffsetVector = |
1044 | offsetRotator.rotatedVector(vector: QVector3D(titleOffset, 0.0f, 0.0f)); |
1045 | |
1046 | QQuaternion titleRotation; |
1047 | if (m_axisCacheZ.isTitleFixed()) { |
1048 | titleRotation = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: zRotation) |
1049 | * QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: yRotation) |
1050 | * QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: xRotation); |
1051 | } else { |
1052 | titleRotation = totalRotation |
1053 | * QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: extraRotation); |
1054 | } |
1055 | dummyItem.setTranslation(labelTrans + titleOffsetVector); |
1056 | |
1057 | m_drawer->drawLabel(item: dummyItem, labelItem: m_axisCacheZ.titleItem(), viewmatrix: viewMatrix, |
1058 | projectionmatrix: projectionMatrix, positionComp: zeroVector, rotation: titleRotation, itemHeight: 0, |
1059 | mode: m_cachedSelectionMode, shader, object: m_labelObj, camera: activeCamera, |
1060 | useDepth: true, rotateAlong: true, position: Drawer::LabelMid, alignment); |
1061 | } |
1062 | |
1063 | void Abstract3DRenderer::loadGridLineMesh() |
1064 | { |
1065 | ObjectHelper::resetObjectHelper(cacheId: this, obj&: m_gridLineObj, |
1066 | QStringLiteral(":/defaultMeshes/plane" )); |
1067 | } |
1068 | |
1069 | void Abstract3DRenderer::loadLabelMesh() |
1070 | { |
1071 | ObjectHelper::resetObjectHelper(cacheId: this, obj&: m_labelObj, |
1072 | QStringLiteral(":/defaultMeshes/plane" )); |
1073 | } |
1074 | |
1075 | void Abstract3DRenderer::loadPositionMapperMesh() |
1076 | { |
1077 | ObjectHelper::resetObjectHelper(cacheId: this, obj&: m_positionMapperObj, |
1078 | QStringLiteral(":/defaultMeshes/barFull" )); |
1079 | } |
1080 | |
1081 | void Abstract3DRenderer::generateBaseColorTexture(const QColor &color, GLuint *texture) |
1082 | { |
1083 | m_textureHelper->deleteTexture(texture); |
1084 | *texture = m_textureHelper->createUniformTexture(color); |
1085 | } |
1086 | |
1087 | void Abstract3DRenderer::fixGradientAndGenerateTexture(QLinearGradient *gradient, |
1088 | GLuint *gradientTexture) |
1089 | { |
1090 | // Readjust start/stop to match gradient texture size |
1091 | gradient->setStart(x: qreal(gradientTextureWidth), y: qreal(gradientTextureHeight)); |
1092 | gradient->setFinalStop(x: 0.0, y: 0.0); |
1093 | |
1094 | m_textureHelper->deleteTexture(texture: gradientTexture); |
1095 | |
1096 | *gradientTexture = m_textureHelper->createGradientTexture(gradient: *gradient); |
1097 | } |
1098 | |
1099 | LabelItem &Abstract3DRenderer::selectionLabelItem() |
1100 | { |
1101 | if (!m_selectionLabelItem) |
1102 | m_selectionLabelItem = new LabelItem; |
1103 | return *m_selectionLabelItem; |
1104 | } |
1105 | |
1106 | void Abstract3DRenderer::setSelectionLabel(const QString &label) |
1107 | { |
1108 | if (m_selectionLabelItem) |
1109 | m_selectionLabelItem->clear(); |
1110 | m_selectionLabel = label; |
1111 | } |
1112 | |
1113 | QString &Abstract3DRenderer::selectionLabel() |
1114 | { |
1115 | return m_selectionLabel; |
1116 | } |
1117 | |
1118 | QVector4D Abstract3DRenderer::indexToSelectionColor(GLint index) |
1119 | { |
1120 | GLubyte idxRed = index & 0xff; |
1121 | GLubyte idxGreen = (index & 0xff00) >> 8; |
1122 | GLubyte idxBlue = (index & 0xff0000) >> 16; |
1123 | |
1124 | return QVector4D(idxRed, idxGreen, idxBlue, 0); |
1125 | } |
1126 | |
1127 | CustomRenderItem *Abstract3DRenderer::addCustomItem(QCustom3DItem *item) |
1128 | { |
1129 | CustomRenderItem *newItem = new CustomRenderItem(); |
1130 | newItem->setRenderer(this); |
1131 | newItem->setItemPointer(item); // Store pointer for render item updates |
1132 | if (!newItem->setMesh(item->meshFile())) { |
1133 | delete newItem; |
1134 | return nullptr; |
1135 | } |
1136 | newItem->setOrigPosition(item->position()); |
1137 | newItem->setOrigScaling(item->scaling()); |
1138 | newItem->setScalingAbsolute(item->isScalingAbsolute()); |
1139 | newItem->setPositionAbsolute(item->isPositionAbsolute()); |
1140 | QImage textureImage = item->d_ptr->textureImage(); |
1141 | bool facingCamera = false; |
1142 | GLuint texture = 0; |
1143 | if (item->d_ptr->m_isLabelItem) { |
1144 | QCustom3DLabel *labelItem = static_cast<QCustom3DLabel *>(item); |
1145 | newItem->setLabelItem(true); |
1146 | float pointSize = labelItem->font().pointSizeF(); |
1147 | // Check do we have custom visuals or need to use theme |
1148 | if (!labelItem->dptr()->m_customVisuals) { |
1149 | // Recreate texture using theme |
1150 | labelItem->dptr()->createTextureImage(bgrColor: m_cachedTheme->labelBackgroundColor(), |
1151 | txtColor: m_cachedTheme->labelTextColor(), |
1152 | background: m_cachedTheme->isLabelBackgroundEnabled(), |
1153 | borders: m_cachedTheme->isLabelBorderEnabled()); |
1154 | pointSize = m_cachedTheme->font().pointSizeF(); |
1155 | textureImage = item->d_ptr->textureImage(); |
1156 | } |
1157 | // Calculate scaling based on text (texture size), font size and asked scaling |
1158 | float scaledFontSize = (0.05f + pointSize / 500.0f) / float(textureImage.height()); |
1159 | QVector3D scaling = newItem->origScaling(); |
1160 | scaling.setX(scaling.x() * textureImage.width() * scaledFontSize); |
1161 | scaling.setY(scaling.y() * textureImage.height() * scaledFontSize); |
1162 | newItem->setOrigScaling(scaling); |
1163 | // Check if facing camera |
1164 | facingCamera = labelItem->isFacingCamera(); |
1165 | } else if (item->d_ptr->m_isVolumeItem && !m_isOpenGLES) { |
1166 | QCustom3DVolume *volumeItem = static_cast<QCustom3DVolume *>(item); |
1167 | newItem->setTextureWidth(volumeItem->textureWidth()); |
1168 | newItem->setTextureHeight(volumeItem->textureHeight()); |
1169 | newItem->setTextureDepth(volumeItem->textureDepth()); |
1170 | if (volumeItem->textureFormat() == QImage::Format_Indexed8) |
1171 | newItem->setColorTable(volumeItem->colorTable()); |
1172 | newItem->setTextureFormat(volumeItem->textureFormat()); |
1173 | newItem->setVolume(true); |
1174 | newItem->setBlendNeeded(true); |
1175 | texture = m_textureHelper->create3DTexture(data: volumeItem->textureData(), |
1176 | width: volumeItem->textureWidth(), |
1177 | height: volumeItem->textureHeight(), |
1178 | depth: volumeItem->textureDepth(), |
1179 | dataFormat: volumeItem->textureFormat()); |
1180 | newItem->setSliceIndexX(volumeItem->sliceIndexX()); |
1181 | newItem->setSliceIndexY(volumeItem->sliceIndexY()); |
1182 | newItem->setSliceIndexZ(volumeItem->sliceIndexZ()); |
1183 | newItem->setAlphaMultiplier(volumeItem->alphaMultiplier()); |
1184 | newItem->setPreserveOpacity(volumeItem->preserveOpacity()); |
1185 | newItem->setUseHighDefShader(volumeItem->useHighDefShader()); |
1186 | |
1187 | newItem->setDrawSlices(volumeItem->drawSlices()); |
1188 | newItem->setDrawSliceFrames(volumeItem->drawSliceFrames()); |
1189 | newItem->setSliceFrameColor(volumeItem->sliceFrameColor()); |
1190 | newItem->setSliceFrameWidths(volumeItem->sliceFrameWidths()); |
1191 | newItem->setSliceFrameGaps(volumeItem->sliceFrameGaps()); |
1192 | newItem->setSliceFrameThicknesses(volumeItem->sliceFrameThicknesses()); |
1193 | } |
1194 | recalculateCustomItemScalingAndPos(item: newItem); |
1195 | newItem->setRotation(item->rotation()); |
1196 | |
1197 | // In OpenGL ES we simply draw volumes as regular custom item placeholders. |
1198 | if (!item->d_ptr->m_isVolumeItem || m_isOpenGLES) |
1199 | { |
1200 | newItem->setBlendNeeded(textureImage.hasAlphaChannel()); |
1201 | texture = m_textureHelper->create2DTexture(image: textureImage, useTrilinearFiltering: true, convert: true, smoothScale: true); |
1202 | } |
1203 | newItem->setTexture(texture); |
1204 | item->d_ptr->clearTextureImage(); |
1205 | newItem->setVisible(item->isVisible()); |
1206 | newItem->setShadowCasting(item->isShadowCasting()); |
1207 | newItem->setFacingCamera(facingCamera); |
1208 | m_customRenderCache.insert(key: item, value: newItem); |
1209 | return newItem; |
1210 | } |
1211 | |
1212 | void Abstract3DRenderer::recalculateCustomItemScalingAndPos(CustomRenderItem *item) |
1213 | { |
1214 | if (!m_polarGraph && !item->isLabel() && !item->isScalingAbsolute() |
1215 | && !item->isPositionAbsolute()) { |
1216 | QVector3D scale = item->origScaling() / 2.0f; |
1217 | QVector3D pos = item->origPosition(); |
1218 | QVector3D minBounds(pos.x() - scale.x(), |
1219 | pos.y() - scale.y(), |
1220 | pos.z() + scale.z()); |
1221 | QVector3D maxBounds(pos.x() + scale.x(), |
1222 | pos.y() + scale.y(), |
1223 | pos.z() - scale.z()); |
1224 | QVector3D minCorner = convertPositionToTranslation(position: minBounds, isAbsolute: false); |
1225 | QVector3D maxCorner = convertPositionToTranslation(position: maxBounds, isAbsolute: false); |
1226 | scale = QVector3D(qAbs(t: maxCorner.x() - minCorner.x()), |
1227 | qAbs(t: maxCorner.y() - minCorner.y()), |
1228 | qAbs(t: maxCorner.z() - minCorner.z())) / 2.0f; |
1229 | if (item->isVolume()) { |
1230 | // Only volume items need to scale and reposition according to bounds |
1231 | QVector3D minBoundsNormal = minCorner; |
1232 | QVector3D maxBoundsNormal = maxCorner; |
1233 | // getVisibleItemBounds returns bounds normalized for fragment shader [-1,1] |
1234 | // Y and Z are also flipped. |
1235 | getVisibleItemBounds(minBounds&: minBoundsNormal, maxBounds&: maxBoundsNormal); |
1236 | item->setMinBounds(minBoundsNormal); |
1237 | item->setMaxBounds(maxBoundsNormal); |
1238 | // For scaling calculations, we want [0,1] normalized values |
1239 | minBoundsNormal = item->minBoundsNormal(); |
1240 | maxBoundsNormal = item->maxBoundsNormal(); |
1241 | |
1242 | // Rescale and reposition the item so that it doesn't go over the edges |
1243 | QVector3D adjScaling = |
1244 | QVector3D(scale.x() * (maxBoundsNormal.x() - minBoundsNormal.x()), |
1245 | scale.y() * (maxBoundsNormal.y() - minBoundsNormal.y()), |
1246 | scale.z() * (maxBoundsNormal.z() - minBoundsNormal.z())); |
1247 | |
1248 | item->setScaling(adjScaling); |
1249 | |
1250 | QVector3D adjPos = item->origPosition(); |
1251 | QVector3D dataExtents = QVector3D(maxBounds.x() - minBounds.x(), |
1252 | maxBounds.y() - minBounds.y(), |
1253 | maxBounds.z() - minBounds.z()) / 2.0f; |
1254 | adjPos.setX(adjPos.x() + (dataExtents.x() * minBoundsNormal.x()) |
1255 | - (dataExtents.x() * (1.0f - maxBoundsNormal.x()))); |
1256 | adjPos.setY(adjPos.y() + (dataExtents.y() * minBoundsNormal.y()) |
1257 | - (dataExtents.y() * (1.0f - maxBoundsNormal.y()))); |
1258 | adjPos.setZ(adjPos.z() + (dataExtents.z() * minBoundsNormal.z()) |
1259 | - (dataExtents.z() * (1.0f - maxBoundsNormal.z()))); |
1260 | item->setPosition(adjPos); |
1261 | } else { |
1262 | // Only scale for non-volume items, and do not readjust position |
1263 | item->setScaling(scale); |
1264 | item->setPosition(item->origPosition()); |
1265 | } |
1266 | } else { |
1267 | item->setScaling(item->origScaling()); |
1268 | item->setPosition(item->origPosition()); |
1269 | if (item->isVolume()) { |
1270 | // Y and Z need to be flipped as shader flips those axes |
1271 | item->setMinBounds(QVector3D(-1.0f, 1.0f, 1.0f)); |
1272 | item->setMaxBounds(QVector3D(1.0f, -1.0f, -1.0f)); |
1273 | } |
1274 | } |
1275 | QVector3D translation = convertPositionToTranslation(position: item->position(), |
1276 | isAbsolute: item->isPositionAbsolute()); |
1277 | item->setTranslation(translation); |
1278 | } |
1279 | |
1280 | void Abstract3DRenderer::updateCustomItem(CustomRenderItem *renderItem) |
1281 | { |
1282 | QCustom3DItem *item = renderItem->itemPointer(); |
1283 | if (item->d_ptr->m_dirtyBits.meshDirty) { |
1284 | renderItem->setMesh(item->meshFile()); |
1285 | item->d_ptr->m_dirtyBits.meshDirty = false; |
1286 | } |
1287 | if (item->d_ptr->m_dirtyBits.positionDirty) { |
1288 | renderItem->setOrigPosition(item->position()); |
1289 | renderItem->setPositionAbsolute(item->isPositionAbsolute()); |
1290 | if (!item->d_ptr->m_dirtyBits.scalingDirty) |
1291 | recalculateCustomItemScalingAndPos(item: renderItem); |
1292 | item->d_ptr->m_dirtyBits.positionDirty = false; |
1293 | } |
1294 | if (item->d_ptr->m_dirtyBits.scalingDirty) { |
1295 | QVector3D scaling = item->scaling(); |
1296 | renderItem->setOrigScaling(scaling); |
1297 | renderItem->setScalingAbsolute(item->isScalingAbsolute()); |
1298 | // In case we have label item, we need to recreate texture for scaling adjustment |
1299 | if (item->d_ptr->m_isLabelItem) { |
1300 | QCustom3DLabel *labelItem = static_cast<QCustom3DLabel *>(item); |
1301 | float pointSize = labelItem->font().pointSizeF(); |
1302 | // Check do we have custom visuals or need to use theme |
1303 | if (labelItem->dptr()->m_customVisuals) { |
1304 | // Recreate texture |
1305 | labelItem->dptr()->createTextureImage(); |
1306 | } else { |
1307 | // Recreate texture using theme |
1308 | labelItem->dptr()->createTextureImage(bgrColor: m_cachedTheme->labelBackgroundColor(), |
1309 | txtColor: m_cachedTheme->labelTextColor(), |
1310 | background: m_cachedTheme->isLabelBackgroundEnabled(), |
1311 | borders: m_cachedTheme->isLabelBorderEnabled()); |
1312 | pointSize = m_cachedTheme->font().pointSizeF(); |
1313 | } |
1314 | QImage textureImage = item->d_ptr->textureImage(); |
1315 | // Calculate scaling based on text (texture size), font size and asked scaling |
1316 | float scaledFontSize = (0.05f + pointSize / 500.0f) / float(textureImage.height()); |
1317 | scaling.setX(scaling.x() * textureImage.width() * scaledFontSize); |
1318 | scaling.setY(scaling.y() * textureImage.height() * scaledFontSize); |
1319 | item->d_ptr->clearTextureImage(); |
1320 | renderItem->setOrigScaling(scaling); |
1321 | } |
1322 | recalculateCustomItemScalingAndPos(item: renderItem); |
1323 | item->d_ptr->m_dirtyBits.scalingDirty = false; |
1324 | } |
1325 | if (item->d_ptr->m_dirtyBits.rotationDirty) { |
1326 | renderItem->setRotation(item->rotation()); |
1327 | item->d_ptr->m_dirtyBits.rotationDirty = false; |
1328 | } |
1329 | if (item->d_ptr->m_dirtyBits.textureDirty) { |
1330 | QImage textureImage = item->d_ptr->textureImage(); |
1331 | if (item->d_ptr->m_isLabelItem) { |
1332 | QCustom3DLabel *labelItem = static_cast<QCustom3DLabel *>(item); |
1333 | // Check do we have custom visuals or need to use theme |
1334 | if (!labelItem->dptr()->m_customVisuals) { |
1335 | // Recreate texture using theme |
1336 | labelItem->dptr()->createTextureImage(bgrColor: m_cachedTheme->labelBackgroundColor(), |
1337 | txtColor: m_cachedTheme->labelTextColor(), |
1338 | background: m_cachedTheme->isLabelBackgroundEnabled(), |
1339 | borders: m_cachedTheme->isLabelBorderEnabled()); |
1340 | textureImage = item->d_ptr->textureImage(); |
1341 | } |
1342 | } else if (!item->d_ptr->m_isVolumeItem || m_isOpenGLES) { |
1343 | renderItem->setBlendNeeded(textureImage.hasAlphaChannel()); |
1344 | GLuint oldTexture = renderItem->texture(); |
1345 | m_textureHelper->deleteTexture(texture: &oldTexture); |
1346 | GLuint texture = m_textureHelper->create2DTexture(image: textureImage, useTrilinearFiltering: true, convert: true, smoothScale: true); |
1347 | renderItem->setTexture(texture); |
1348 | } |
1349 | item->d_ptr->clearTextureImage(); |
1350 | item->d_ptr->m_dirtyBits.textureDirty = false; |
1351 | } |
1352 | if (item->d_ptr->m_dirtyBits.visibleDirty) { |
1353 | renderItem->setVisible(item->isVisible()); |
1354 | item->d_ptr->m_dirtyBits.visibleDirty = false; |
1355 | } |
1356 | if (item->d_ptr->m_dirtyBits.shadowCastingDirty) { |
1357 | renderItem->setShadowCasting(item->isShadowCasting()); |
1358 | item->d_ptr->m_dirtyBits.shadowCastingDirty = false; |
1359 | } |
1360 | if (item->d_ptr->m_isLabelItem) { |
1361 | QCustom3DLabel *labelItem = static_cast<QCustom3DLabel *>(item); |
1362 | if (labelItem->dptr()->m_facingCameraDirty) { |
1363 | renderItem->setFacingCamera(labelItem->isFacingCamera()); |
1364 | labelItem->dptr()->m_facingCameraDirty = false; |
1365 | } |
1366 | } else if (item->d_ptr->m_isVolumeItem && !m_isOpenGLES) { |
1367 | QCustom3DVolume *volumeItem = static_cast<QCustom3DVolume *>(item); |
1368 | if (volumeItem->dptr()->m_dirtyBitsVolume.colorTableDirty) { |
1369 | renderItem->setColorTable(volumeItem->colorTable()); |
1370 | volumeItem->dptr()->m_dirtyBitsVolume.colorTableDirty = false; |
1371 | } |
1372 | if (volumeItem->dptr()->m_dirtyBitsVolume.textureDimensionsDirty |
1373 | || volumeItem->dptr()->m_dirtyBitsVolume.textureDataDirty |
1374 | || volumeItem->dptr()->m_dirtyBitsVolume.textureFormatDirty) { |
1375 | GLuint oldTexture = renderItem->texture(); |
1376 | m_textureHelper->deleteTexture(texture: &oldTexture); |
1377 | GLuint texture = m_textureHelper->create3DTexture(data: volumeItem->textureData(), |
1378 | width: volumeItem->textureWidth(), |
1379 | height: volumeItem->textureHeight(), |
1380 | depth: volumeItem->textureDepth(), |
1381 | dataFormat: volumeItem->textureFormat()); |
1382 | renderItem->setTexture(texture); |
1383 | renderItem->setTextureWidth(volumeItem->textureWidth()); |
1384 | renderItem->setTextureHeight(volumeItem->textureHeight()); |
1385 | renderItem->setTextureDepth(volumeItem->textureDepth()); |
1386 | renderItem->setTextureFormat(volumeItem->textureFormat()); |
1387 | volumeItem->dptr()->m_dirtyBitsVolume.textureDimensionsDirty = false; |
1388 | volumeItem->dptr()->m_dirtyBitsVolume.textureDataDirty = false; |
1389 | volumeItem->dptr()->m_dirtyBitsVolume.textureFormatDirty = false; |
1390 | } |
1391 | if (volumeItem->dptr()->m_dirtyBitsVolume.slicesDirty) { |
1392 | renderItem->setDrawSlices(volumeItem->drawSlices()); |
1393 | renderItem->setDrawSliceFrames(volumeItem->drawSliceFrames()); |
1394 | renderItem->setSliceFrameColor(volumeItem->sliceFrameColor()); |
1395 | renderItem->setSliceFrameWidths(volumeItem->sliceFrameWidths()); |
1396 | renderItem->setSliceFrameGaps(volumeItem->sliceFrameGaps()); |
1397 | renderItem->setSliceFrameThicknesses(volumeItem->sliceFrameThicknesses()); |
1398 | renderItem->setSliceIndexX(volumeItem->sliceIndexX()); |
1399 | renderItem->setSliceIndexY(volumeItem->sliceIndexY()); |
1400 | renderItem->setSliceIndexZ(volumeItem->sliceIndexZ()); |
1401 | volumeItem->dptr()->m_dirtyBitsVolume.slicesDirty = false; |
1402 | } |
1403 | if (volumeItem->dptr()->m_dirtyBitsVolume.alphaDirty) { |
1404 | renderItem->setAlphaMultiplier(volumeItem->alphaMultiplier()); |
1405 | renderItem->setPreserveOpacity(volumeItem->preserveOpacity()); |
1406 | volumeItem->dptr()->m_dirtyBitsVolume.alphaDirty = false; |
1407 | } |
1408 | if (volumeItem->dptr()->m_dirtyBitsVolume.shaderDirty) { |
1409 | renderItem->setUseHighDefShader(volumeItem->useHighDefShader()); |
1410 | volumeItem->dptr()->m_dirtyBitsVolume.shaderDirty = false; |
1411 | } |
1412 | } |
1413 | } |
1414 | |
1415 | void Abstract3DRenderer::updateCustomItemPositions() |
1416 | { |
1417 | foreach (CustomRenderItem *renderItem, m_customRenderCache) |
1418 | recalculateCustomItemScalingAndPos(item: renderItem); |
1419 | } |
1420 | |
1421 | void Abstract3DRenderer::drawCustomItems(RenderingState state, |
1422 | ShaderHelper *regularShader, |
1423 | const QMatrix4x4 &viewMatrix, |
1424 | const QMatrix4x4 &projectionViewMatrix, |
1425 | const QMatrix4x4 &depthProjectionViewMatrix, |
1426 | GLuint depthTexture, |
1427 | GLfloat shadowQuality, |
1428 | GLfloat reflection) |
1429 | { |
1430 | if (m_customRenderCache.isEmpty()) |
1431 | return; |
1432 | |
1433 | ShaderHelper *shader = regularShader; |
1434 | shader->bind(); |
1435 | |
1436 | if (RenderingNormal == state) { |
1437 | shader->setUniformValue(uniform: shader->lightP(), value: m_cachedScene->activeLight()->position()); |
1438 | shader->setUniformValue(uniform: shader->ambientS(), value: m_cachedTheme->ambientLightStrength()); |
1439 | shader->setUniformValue(uniform: shader->lightColor(), |
1440 | value: Utils::vectorFromColor(color: m_cachedTheme->lightColor())); |
1441 | shader->setUniformValue(uniform: shader->view(), value: viewMatrix); |
1442 | } |
1443 | |
1444 | // Draw custom items - first regular and then volumes |
1445 | bool volumeDetected = false; |
1446 | int loopCount = 0; |
1447 | while (loopCount < 2) { |
1448 | for (QCustom3DItem *customItem : std::as_const(t&: m_customItemDrawOrder)) { |
1449 | CustomRenderItem *item = m_customRenderCache.value(key: customItem); |
1450 | // Check that the render item is visible, and skip drawing if not |
1451 | // Also check if reflected item is on the "wrong" side, and skip drawing if it is |
1452 | if (!item->isVisible() || ((m_reflectionEnabled && reflection < 0.0f) |
1453 | && (m_yFlipped == (item->translation().y() >= 0.0)))) { |
1454 | continue; |
1455 | } |
1456 | if (loopCount == 0) { |
1457 | if (item->isVolume()) { |
1458 | volumeDetected = true; |
1459 | continue; |
1460 | } |
1461 | } else { |
1462 | if (!item->isVolume()) |
1463 | continue; |
1464 | } |
1465 | |
1466 | // If the render item is in data coordinates and not within axis ranges, skip it |
1467 | if (!item->isPositionAbsolute() |
1468 | && (item->position().x() < m_axisCacheX.min() |
1469 | || item->position().x() > m_axisCacheX.max() |
1470 | || item->position().z() < m_axisCacheZ.min() |
1471 | || item->position().z() > m_axisCacheZ.max() |
1472 | || item->position().y() < m_axisCacheY.min() |
1473 | || item->position().y() > m_axisCacheY.max())) { |
1474 | continue; |
1475 | } |
1476 | |
1477 | QMatrix4x4 modelMatrix; |
1478 | QMatrix4x4 itModelMatrix; |
1479 | QMatrix4x4 MVPMatrix; |
1480 | |
1481 | QQuaternion rotation = item->rotation(); |
1482 | // Check if the (label) item should be facing camera, and adjust rotation accordingly |
1483 | if (item->isFacingCamera()) { |
1484 | float camRotationX = m_cachedScene->activeCamera()->xRotation(); |
1485 | float camRotationY = m_cachedScene->activeCamera()->yRotation(); |
1486 | rotation = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, angle: -camRotationX) |
1487 | * QQuaternion::fromAxisAndAngle(x: 1.0f, y: 0.0f, z: 0.0f, angle: -camRotationY); |
1488 | } |
1489 | |
1490 | if (m_reflectionEnabled) { |
1491 | if (reflection < 0.0f) { |
1492 | if (item->itemPointer()->d_ptr->m_isLabelItem) |
1493 | continue; |
1494 | else |
1495 | glCullFace(GL_FRONT); |
1496 | } else { |
1497 | glCullFace(GL_BACK); |
1498 | } |
1499 | QVector3D trans = item->translation(); |
1500 | trans.setY(reflection * trans.y()); |
1501 | modelMatrix.translate(vector: trans); |
1502 | if (reflection < 0.0f) { |
1503 | QQuaternion mirror = QQuaternion(rotation.scalar(), |
1504 | -rotation.x(), rotation.y(), -rotation.z()); |
1505 | modelMatrix.rotate(quaternion: mirror); |
1506 | itModelMatrix.rotate(quaternion: mirror); |
1507 | } else { |
1508 | modelMatrix.rotate(quaternion: rotation); |
1509 | itModelMatrix.rotate(quaternion: rotation); |
1510 | } |
1511 | QVector3D scale = item->scaling(); |
1512 | scale.setY(reflection * scale.y()); |
1513 | modelMatrix.scale(vector: scale); |
1514 | } else { |
1515 | modelMatrix.translate(vector: item->translation()); |
1516 | modelMatrix.rotate(quaternion: rotation); |
1517 | modelMatrix.scale(vector: item->scaling()); |
1518 | itModelMatrix.rotate(quaternion: rotation); |
1519 | } |
1520 | if (!item->isFacingCamera()) |
1521 | itModelMatrix.scale(vector: item->scaling()); |
1522 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1523 | |
1524 | if (RenderingNormal == state) { |
1525 | // Normal render |
1526 | ShaderHelper *prevShader = shader; |
1527 | if (item->isVolume() && !m_isOpenGLES) { |
1528 | if (item->drawSlices() && |
1529 | (item->sliceIndexX() >= 0 |
1530 | || item->sliceIndexY() >= 0 |
1531 | || item->sliceIndexZ() >= 0)) { |
1532 | shader = m_volumeTextureSliceShader; |
1533 | } else if (item->useHighDefShader()) { |
1534 | shader = m_volumeTextureShader; |
1535 | } else { |
1536 | shader = m_volumeTextureLowDefShader; |
1537 | } |
1538 | } else if (item->isLabel()) { |
1539 | shader = m_labelShader; |
1540 | } else { |
1541 | shader = regularShader; |
1542 | } |
1543 | if (shader != prevShader) |
1544 | shader->bind(); |
1545 | shader->setUniformValue(uniform: shader->model(), value: modelMatrix); |
1546 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
1547 | shader->setUniformValue(uniform: shader->nModel(), value: itModelMatrix.inverted().transposed()); |
1548 | |
1549 | if (item->isBlendNeeded()) { |
1550 | glEnable(GL_BLEND); |
1551 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
1552 | if (!item->isVolume() && !m_isOpenGLES) |
1553 | glDisable(GL_CULL_FACE); |
1554 | } else { |
1555 | glDisable(GL_BLEND); |
1556 | glEnable(GL_CULL_FACE); |
1557 | } |
1558 | |
1559 | if (!m_isOpenGLES && m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone |
1560 | && !item->isVolume()) { |
1561 | // Set shadow shader bindings |
1562 | shader->setUniformValue(uniform: shader->shadowQ(), value: shadowQuality); |
1563 | shader->setUniformValue(uniform: shader->depth(), value: depthProjectionViewMatrix * modelMatrix); |
1564 | shader->setUniformValue(uniform: shader->lightS(), value: m_cachedTheme->lightStrength() / 10.0f); |
1565 | m_drawer->drawObject(shader, object: item->mesh(), textureId: item->texture(), depthTextureId: depthTexture); |
1566 | } else { |
1567 | // Set shadowless shader bindings |
1568 | if (item->isVolume() && !m_isOpenGLES) { |
1569 | QVector3D cameraPos = m_cachedScene->activeCamera()->position(); |
1570 | cameraPos = MVPMatrix.inverted().map(point: cameraPos); |
1571 | // Adjust camera position according to min/max bounds |
1572 | cameraPos = -(cameraPos |
1573 | + ((oneVector - cameraPos) * item->minBoundsNormal()) |
1574 | - ((oneVector + cameraPos) * (oneVector - item->maxBoundsNormal()))); |
1575 | shader->setUniformValue(uniform: shader->cameraPositionRelativeToModel(), value: cameraPos); |
1576 | GLint color8Bit = (item->textureFormat() == QImage::Format_Indexed8) ? 1 : 0; |
1577 | if (color8Bit) { |
1578 | shader->setUniformValueArray(uniform: shader->colorIndex(), |
1579 | values: item->colorTable().constData(), count: 256); |
1580 | } |
1581 | shader->setUniformValue(uniform: shader->color8Bit(), value: color8Bit); |
1582 | shader->setUniformValue(uniform: shader->alphaMultiplier(), value: item->alphaMultiplier()); |
1583 | shader->setUniformValue(uniform: shader->preserveOpacity(), |
1584 | value: item->preserveOpacity() ? 1 : 0); |
1585 | |
1586 | shader->setUniformValue(uniform: shader->minBounds(), value: item->minBounds()); |
1587 | shader->setUniformValue(uniform: shader->maxBounds(), value: item->maxBounds()); |
1588 | |
1589 | if (shader == m_volumeTextureSliceShader) { |
1590 | shader->setUniformValue(uniform: shader->volumeSliceIndices(), |
1591 | value: item->sliceFractions()); |
1592 | } else { |
1593 | // Precalculate texture dimensions so we can optimize |
1594 | // ray stepping to hit every texture layer. |
1595 | QVector3D textureDimensions(1.0f / float(item->textureWidth()), |
1596 | 1.0f / float(item->textureHeight()), |
1597 | 1.0f / float(item->textureDepth())); |
1598 | |
1599 | // Worst case scenario sample count |
1600 | int sampleCount; |
1601 | if (shader == m_volumeTextureLowDefShader) { |
1602 | sampleCount = qMax(a: item->textureWidth(), |
1603 | b: qMax(a: item->textureDepth(), b: item->textureHeight())); |
1604 | // Further improve speed with big textures by simply dropping every |
1605 | // other sample: |
1606 | if (sampleCount > 256) |
1607 | sampleCount /= 2; |
1608 | } else { |
1609 | sampleCount = item->textureWidth() + item->textureHeight() |
1610 | + item->textureDepth(); |
1611 | } |
1612 | shader->setUniformValue(uniform: shader->textureDimensions(), value: textureDimensions); |
1613 | shader->setUniformValue(uniform: shader->sampleCount(), value: sampleCount); |
1614 | } |
1615 | if (item->drawSliceFrames()) { |
1616 | // Set up the slice frame shader |
1617 | glDisable(GL_CULL_FACE); |
1618 | m_volumeSliceFrameShader->bind(); |
1619 | m_volumeSliceFrameShader->setUniformValue( |
1620 | uniform: m_volumeSliceFrameShader->color(), value: item->sliceFrameColor()); |
1621 | |
1622 | // Draw individual slice frames. |
1623 | if (item->sliceIndexX() >= 0) |
1624 | drawVolumeSliceFrame(item, axis: Qt::XAxis, projectionViewMatrix); |
1625 | if (item->sliceIndexY() >= 0) |
1626 | drawVolumeSliceFrame(item, axis: Qt::YAxis, projectionViewMatrix); |
1627 | if (item->sliceIndexZ() >= 0) |
1628 | drawVolumeSliceFrame(item, axis: Qt::ZAxis, projectionViewMatrix); |
1629 | |
1630 | glEnable(GL_CULL_FACE); |
1631 | shader->bind(); |
1632 | } |
1633 | m_drawer->drawObject(shader, object: item->mesh(), textureId: 0, depthTextureId: 0, textureId3D: item->texture()); |
1634 | } else { |
1635 | shader->setUniformValue(uniform: shader->lightS(), value: m_cachedTheme->lightStrength()); |
1636 | m_drawer->drawObject(shader, object: item->mesh(), textureId: item->texture()); |
1637 | } |
1638 | } |
1639 | } else if (RenderingSelection == state) { |
1640 | // Selection render |
1641 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
1642 | QVector4D itemColor = indexToSelectionColor(index: item->index()); |
1643 | itemColor.setW(customItemAlpha); |
1644 | itemColor /= 255.0f; |
1645 | shader->setUniformValue(uniform: shader->color(), value: itemColor); |
1646 | m_drawer->drawObject(shader, object: item->mesh()); |
1647 | } else if (item->isShadowCasting()) { |
1648 | // Depth render |
1649 | shader->setUniformValue(uniform: shader->MVP(), value: depthProjectionViewMatrix * modelMatrix); |
1650 | m_drawer->drawObject(shader, object: item->mesh()); |
1651 | } |
1652 | } |
1653 | loopCount++; |
1654 | if (!volumeDetected) |
1655 | loopCount++; // Skip second run if no volumes detected |
1656 | } |
1657 | |
1658 | if (RenderingNormal == state) { |
1659 | glDisable(GL_BLEND); |
1660 | glEnable(GL_CULL_FACE); |
1661 | } |
1662 | } |
1663 | |
1664 | void Abstract3DRenderer::drawVolumeSliceFrame(const CustomRenderItem *item, Qt::Axis axis, |
1665 | const QMatrix4x4 &projectionViewMatrix) |
1666 | { |
1667 | QVector2D frameWidth; |
1668 | QVector3D frameScaling; |
1669 | QVector3D translation = item->translation(); |
1670 | QQuaternion rotation = item->rotation(); |
1671 | float fracTrans; |
1672 | bool needRotate = !rotation.isIdentity(); |
1673 | QMatrix4x4 rotationMatrix; |
1674 | if (needRotate) |
1675 | rotationMatrix.rotate(quaternion: rotation); |
1676 | |
1677 | if (axis == Qt::XAxis) { |
1678 | fracTrans = item->sliceFractions().x(); |
1679 | float range = item->maxBoundsNormal().x() - item->minBoundsNormal().x(); |
1680 | float minMult = item->minBoundsNormal().x() / range; |
1681 | float maxMult = (1.0f - item->maxBoundsNormal().x()) / range; |
1682 | fracTrans = fracTrans - ((1.0f - fracTrans) * minMult) + ((1.0f + fracTrans) * maxMult); |
1683 | if (needRotate) |
1684 | translation += rotationMatrix.map(point: QVector3D(fracTrans * item->scaling().x(), 0.0f, 0.0f)); |
1685 | else |
1686 | translation.setX(translation.x() + fracTrans * item->scaling().x()); |
1687 | frameScaling = QVector3D(item->scaling().z() |
1688 | + (item->scaling().z() * item->sliceFrameGaps().z()) |
1689 | + (item->scaling().z() * item->sliceFrameWidths().z()), |
1690 | item->scaling().y() |
1691 | + (item->scaling().y() * item->sliceFrameGaps().y()) |
1692 | + (item->scaling().y() * item->sliceFrameWidths().y()), |
1693 | item->scaling().x() * item->sliceFrameThicknesses().x()); |
1694 | frameWidth = QVector2D(item->scaling().z() * item->sliceFrameWidths().z(), |
1695 | item->scaling().y() * item->sliceFrameWidths().y()); |
1696 | rotation *= m_yRightAngleRotation; |
1697 | } else if (axis == Qt::YAxis) { |
1698 | fracTrans = item->sliceFractions().y(); |
1699 | float range = item->maxBoundsNormal().y() - item->minBoundsNormal().y(); |
1700 | // Y axis is logically flipped, so we need to swam min and max bounds |
1701 | float minMult = (1.0f - item->maxBoundsNormal().y()) / range; |
1702 | float maxMult = item->minBoundsNormal().y() / range; |
1703 | fracTrans = fracTrans - ((1.0f - fracTrans) * minMult) + ((1.0f + fracTrans) * maxMult); |
1704 | if (needRotate) |
1705 | translation -= rotationMatrix.map(point: QVector3D(0.0f, fracTrans * item->scaling().y(), 0.0f)); |
1706 | else |
1707 | translation.setY(translation.y() - fracTrans * item->scaling().y()); |
1708 | frameScaling = QVector3D(item->scaling().x() |
1709 | + (item->scaling().x() * item->sliceFrameGaps().x()) |
1710 | + (item->scaling().x() * item->sliceFrameWidths().x()), |
1711 | item->scaling().z() |
1712 | + (item->scaling().z() * item->sliceFrameGaps().z()) |
1713 | + (item->scaling().z() * item->sliceFrameWidths().z()), |
1714 | item->scaling().y() * item->sliceFrameThicknesses().y()); |
1715 | frameWidth = QVector2D(item->scaling().x() * item->sliceFrameWidths().x(), |
1716 | item->scaling().z() * item->sliceFrameWidths().z()); |
1717 | rotation *= m_xRightAngleRotation; |
1718 | } else { // Z axis |
1719 | fracTrans = item->sliceFractions().z(); |
1720 | float range = item->maxBoundsNormal().z() - item->minBoundsNormal().z(); |
1721 | // Z axis is logically flipped, so we need to swam min and max bounds |
1722 | float minMult = (1.0f - item->maxBoundsNormal().z()) / range; |
1723 | float maxMult = item->minBoundsNormal().z() / range; |
1724 | fracTrans = fracTrans - ((1.0f - fracTrans) * minMult) + ((1.0f + fracTrans) * maxMult); |
1725 | if (needRotate) |
1726 | translation -= rotationMatrix.map(point: QVector3D(0.0f, 0.0f, fracTrans * item->scaling().z())); |
1727 | else |
1728 | translation.setZ(translation.z() - fracTrans * item->scaling().z()); |
1729 | frameScaling = QVector3D(item->scaling().x() |
1730 | + (item->scaling().x() * item->sliceFrameGaps().x()) |
1731 | + (item->scaling().x() * item->sliceFrameWidths().x()), |
1732 | item->scaling().y() |
1733 | + (item->scaling().y() * item->sliceFrameGaps().y()) |
1734 | + (item->scaling().y() * item->sliceFrameWidths().y()), |
1735 | item->scaling().z() * item->sliceFrameThicknesses().z()); |
1736 | frameWidth = QVector2D(item->scaling().x() * item->sliceFrameWidths().x(), |
1737 | item->scaling().y() * item->sliceFrameWidths().y()); |
1738 | } |
1739 | |
1740 | // If the slice is outside the shown area, don't show the frame |
1741 | if (fracTrans < -1.0 || fracTrans > 1.0) |
1742 | return; |
1743 | |
1744 | // Shader needs the width of clear space in the middle. |
1745 | frameWidth.setX(1.0f - (frameWidth.x() / frameScaling.x())); |
1746 | frameWidth.setY(1.0f - (frameWidth.y() / frameScaling.y())); |
1747 | |
1748 | QMatrix4x4 modelMatrix; |
1749 | QMatrix4x4 mvpMatrix; |
1750 | |
1751 | modelMatrix.translate(vector: translation); |
1752 | modelMatrix.rotate(quaternion: rotation); |
1753 | modelMatrix.scale(vector: frameScaling); |
1754 | mvpMatrix = projectionViewMatrix * modelMatrix; |
1755 | m_volumeSliceFrameShader->setUniformValue(uniform: m_volumeSliceFrameShader->MVP(), value: mvpMatrix); |
1756 | m_volumeSliceFrameShader->setUniformValue(uniform: m_volumeSliceFrameShader->sliceFrameWidth(), |
1757 | value: frameWidth); |
1758 | |
1759 | m_drawer->drawObject(shader: m_volumeSliceFrameShader, object: item->mesh()); |
1760 | |
1761 | } |
1762 | |
1763 | void Abstract3DRenderer::queriedGraphPosition(const QMatrix4x4 &projectionViewMatrix, |
1764 | const QVector3D &scaling, |
1765 | GLuint defaultFboHandle) |
1766 | { |
1767 | m_cursorPositionShader->bind(); |
1768 | |
1769 | // Set up mapper framebuffer |
1770 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: m_cursorPositionFrameBuffer); |
1771 | glViewport(x: 0, y: 0, |
1772 | width: m_primarySubViewport.width(), |
1773 | height: m_primarySubViewport.height()); |
1774 | glClearColor(red: 1.0f, green: 1.0f, blue: 1.0f, alpha: 1.0f); |
1775 | glClear(GL_COLOR_BUFFER_BIT); |
1776 | glDisable(GL_DITHER); // Dither may affect colors if enabled |
1777 | glEnable(GL_CULL_FACE); |
1778 | glCullFace(GL_FRONT); |
1779 | |
1780 | // Draw a cube scaled to the graph dimensions |
1781 | QMatrix4x4 modelMatrix; |
1782 | QMatrix4x4 MVPMatrix; |
1783 | |
1784 | modelMatrix.scale(vector: scaling); |
1785 | |
1786 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1787 | m_cursorPositionShader->setUniformValue(uniform: m_cursorPositionShader->MVP(), value: MVPMatrix); |
1788 | m_drawer->drawObject(shader: m_cursorPositionShader, object: m_positionMapperObj); |
1789 | |
1790 | QVector4D dataColor = Utils::getSelection(mousepos: m_graphPositionQuery, |
1791 | height: m_primarySubViewport.height()); |
1792 | if (dataColor.w() > 0.0f) { |
1793 | // If position is outside the graph, set the position well outside the graph boundaries |
1794 | dataColor = QVector4D(-10000.0f, -10000.0f, -10000.0f, 0.0f); |
1795 | } else { |
1796 | // Normalize to range [0.0, 1.0] |
1797 | dataColor /= 255.0f; |
1798 | } |
1799 | |
1800 | // Restore state |
1801 | glEnable(GL_DITHER); |
1802 | glCullFace(GL_BACK); |
1803 | |
1804 | // Note: Zeroing the frame buffer before resetting it is a workaround for flickering that occurs |
1805 | // during zoom in some environments. |
1806 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: 0); |
1807 | |
1808 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: defaultFboHandle); |
1809 | glViewport(x: m_primarySubViewport.x(), |
1810 | y: m_primarySubViewport.y(), |
1811 | width: m_primarySubViewport.width(), |
1812 | height: m_primarySubViewport.height()); |
1813 | |
1814 | QVector3D normalizedValues = dataColor.toVector3D() * 2.0f; |
1815 | normalizedValues -= oneVector; |
1816 | m_queriedGraphPosition = QVector3D(normalizedValues.x(), |
1817 | normalizedValues.y(), |
1818 | normalizedValues.z()); |
1819 | m_graphPositionQueryResolved = true; |
1820 | m_graphPositionQueryPending = false; |
1821 | } |
1822 | |
1823 | void Abstract3DRenderer::calculatePolarXZ(const QVector3D &dataPos, float &x, float &z) const |
1824 | { |
1825 | // x is angular, z is radial |
1826 | qreal angle = m_axisCacheX.formatter()->positionAt(value: dataPos.x()) * doublePi; |
1827 | qreal radius = m_axisCacheZ.formatter()->positionAt(value: dataPos.z()); |
1828 | |
1829 | // Convert angle & radius to X and Z coords |
1830 | x = float(radius * qSin(v: angle)) * m_polarRadius; |
1831 | z = -float(radius * qCos(v: angle)) * m_polarRadius; |
1832 | } |
1833 | |
1834 | void Abstract3DRenderer::drawRadialGrid(ShaderHelper *shader, float yFloorLinePos, |
1835 | const QMatrix4x4 &projectionViewMatrix, |
1836 | const QMatrix4x4 &depthMatrix) |
1837 | { |
1838 | static QList<QQuaternion> lineRotations; |
1839 | if (!lineRotations.size()) { |
1840 | lineRotations.resize(size: polarGridRoundness); |
1841 | for (int j = 0; j < polarGridRoundness; j++) { |
1842 | lineRotations[j] = QQuaternion::fromAxisAndAngle(x: 0.0f, y: 1.0f, z: 0.0f, |
1843 | angle: polarGridAngleDegrees * float(j)); |
1844 | } |
1845 | } |
1846 | int gridLineCount = m_axisCacheZ.gridLineCount(); |
1847 | const QList<float> &gridPositions = m_axisCacheZ.formatter()->gridPositions(); |
1848 | const QList<float> &subGridPositions = m_axisCacheZ.formatter()->subGridPositions(); |
1849 | int mainSize = gridPositions.size(); |
1850 | QVector3D translateVector(0.0f, yFloorLinePos, 0.0f); |
1851 | QQuaternion finalRotation = m_xRightAngleRotationNeg; |
1852 | if (m_yFlippedForGrid) |
1853 | finalRotation *= m_xFlipRotation; |
1854 | |
1855 | for (int i = 0; i < gridLineCount; i++) { |
1856 | float gridPosition = (i >= mainSize) |
1857 | ? subGridPositions.at(i: i - mainSize) : gridPositions.at(i); |
1858 | float radiusFraction = m_polarRadius * gridPosition; |
1859 | QVector3D gridLineScaler(radiusFraction * float(qSin(v: polarGridHalfAngle)), |
1860 | gridLineWidth, gridLineWidth); |
1861 | translateVector.setZ(gridPosition * m_polarRadius); |
1862 | for (int j = 0; j < polarGridRoundness; j++) { |
1863 | QMatrix4x4 modelMatrix; |
1864 | QMatrix4x4 itModelMatrix; |
1865 | modelMatrix.rotate(quaternion: lineRotations.at(i: j)); |
1866 | itModelMatrix.rotate(quaternion: lineRotations.at(i: j)); |
1867 | modelMatrix.translate(vector: translateVector); |
1868 | modelMatrix.scale(vector: gridLineScaler); |
1869 | itModelMatrix.scale(vector: gridLineScaler); |
1870 | modelMatrix.rotate(quaternion: finalRotation); |
1871 | itModelMatrix.rotate(quaternion: finalRotation); |
1872 | QMatrix4x4 MVPMatrix = projectionViewMatrix * modelMatrix; |
1873 | |
1874 | shader->setUniformValue(uniform: shader->model(), value: modelMatrix); |
1875 | shader->setUniformValue(uniform: shader->nModel(), value: itModelMatrix.inverted().transposed()); |
1876 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
1877 | if (!m_isOpenGLES) { |
1878 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1879 | // Set shadow shader bindings |
1880 | QMatrix4x4 depthMVPMatrix = depthMatrix * modelMatrix; |
1881 | shader->setUniformValue(uniform: shader->depth(), value: depthMVPMatrix); |
1882 | // Draw the object |
1883 | m_drawer->drawObject(shader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
1884 | } else { |
1885 | // Draw the object |
1886 | m_drawer->drawObject(shader, object: m_gridLineObj); |
1887 | } |
1888 | } else { |
1889 | m_drawer->drawLine(shader); |
1890 | } |
1891 | } |
1892 | } |
1893 | } |
1894 | |
1895 | void Abstract3DRenderer::drawAngularGrid(ShaderHelper *shader, float yFloorLinePos, |
1896 | const QMatrix4x4 &projectionViewMatrix, |
1897 | const QMatrix4x4 &depthMatrix) |
1898 | { |
1899 | float halfRatio((m_polarRadius + (labelMargin / 2.0f)) / 2.0f); |
1900 | QVector3D gridLineScaler(gridLineWidth, gridLineWidth, halfRatio); |
1901 | int gridLineCount = m_axisCacheX.gridLineCount(); |
1902 | const QList<float> &gridPositions = m_axisCacheX.formatter()->gridPositions(); |
1903 | const QList<float> &subGridPositions = m_axisCacheX.formatter()->subGridPositions(); |
1904 | int mainSize = gridPositions.size(); |
1905 | QVector3D translateVector(0.0f, yFloorLinePos, -halfRatio); |
1906 | QQuaternion finalRotation; |
1907 | if (m_isOpenGLES) |
1908 | finalRotation = m_yRightAngleRotationNeg; |
1909 | else |
1910 | finalRotation = m_xRightAngleRotationNeg; |
1911 | if (m_yFlippedForGrid) |
1912 | finalRotation *= m_xFlipRotation; |
1913 | for (int i = 0; i < gridLineCount; i++) { |
1914 | QMatrix4x4 modelMatrix; |
1915 | QMatrix4x4 itModelMatrix; |
1916 | float gridPosition = (i >= mainSize) |
1917 | ? subGridPositions.at(i: i - mainSize) : gridPositions.at(i); |
1918 | QQuaternion lineRotation = QQuaternion::fromAxisAndAngle(axis: upVector, angle: gridPosition * 360.0f); |
1919 | modelMatrix.rotate(quaternion: lineRotation); |
1920 | itModelMatrix.rotate(quaternion: lineRotation); |
1921 | modelMatrix.translate(vector: translateVector); |
1922 | modelMatrix.scale(vector: gridLineScaler); |
1923 | itModelMatrix.scale(vector: gridLineScaler); |
1924 | modelMatrix.rotate(quaternion: finalRotation); |
1925 | itModelMatrix.rotate(quaternion: finalRotation); |
1926 | QMatrix4x4 MVPMatrix = projectionViewMatrix * modelMatrix; |
1927 | |
1928 | shader->setUniformValue(uniform: shader->model(), value: modelMatrix); |
1929 | shader->setUniformValue(uniform: shader->nModel(), value: itModelMatrix.inverted().transposed()); |
1930 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
1931 | if (m_isOpenGLES) { |
1932 | m_drawer->drawLine(shader); |
1933 | } else { |
1934 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1935 | // Set shadow shader bindings |
1936 | QMatrix4x4 depthMVPMatrix = depthMatrix * modelMatrix; |
1937 | shader->setUniformValue(uniform: shader->depth(), value: depthMVPMatrix); |
1938 | // Draw the object |
1939 | m_drawer->drawObject(shader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
1940 | } else { |
1941 | // Draw the object |
1942 | m_drawer->drawObject(shader, object: m_gridLineObj); |
1943 | } |
1944 | } |
1945 | } |
1946 | } |
1947 | |
1948 | float Abstract3DRenderer::calculatePolarBackgroundMargin() |
1949 | { |
1950 | // Check each extents of each angular label |
1951 | // Calculate angular position |
1952 | QList<float> &labelPositions = m_axisCacheX.formatter()->labelPositions(); |
1953 | float actualLabelHeight = m_drawer->scaledFontSize() * 2.0f; // All labels are same height |
1954 | float maxNeededMargin = 0.0f; |
1955 | |
1956 | // Axis title needs to be accounted for |
1957 | if (m_axisCacheX.isTitleVisible()) |
1958 | maxNeededMargin = 2.0f * actualLabelHeight + 3.0f * labelMargin; |
1959 | |
1960 | for (int label = 0; label < labelPositions.size(); label++) { |
1961 | QSize labelSize = m_axisCacheX.labelItems().at(i: label)->size(); |
1962 | float actualLabelWidth = actualLabelHeight / labelSize.height() * labelSize.width(); |
1963 | float labelPosition = labelPositions.at(i: label); |
1964 | qreal angle = labelPosition * M_PI * 2.0; |
1965 | float x = qAbs(t: (m_polarRadius + labelMargin) * float(qSin(v: angle))) |
1966 | + actualLabelWidth - m_polarRadius + labelMargin; |
1967 | float z = qAbs(t: -(m_polarRadius + labelMargin) * float(qCos(v: angle))) |
1968 | + actualLabelHeight - m_polarRadius + labelMargin; |
1969 | float neededMargin = qMax(a: x, b: z); |
1970 | maxNeededMargin = qMax(a: maxNeededMargin, b: neededMargin); |
1971 | } |
1972 | |
1973 | return maxNeededMargin; |
1974 | } |
1975 | |
1976 | void Abstract3DRenderer::updateCameraViewport() |
1977 | { |
1978 | QVector3D adjustedTarget = m_cachedScene->activeCamera()->target(); |
1979 | fixCameraTarget(target&: adjustedTarget); |
1980 | if (m_oldCameraTarget != adjustedTarget) { |
1981 | QVector3D cameraBase = cameraDistanceVector + adjustedTarget; |
1982 | |
1983 | m_cachedScene->activeCamera()->d_ptr->setBaseOrientation(defaultPosition: cameraBase, |
1984 | defaultTarget: adjustedTarget, |
1985 | defaultUp: upVector); |
1986 | m_oldCameraTarget = adjustedTarget; |
1987 | } |
1988 | m_cachedScene->activeCamera()->d_ptr->updateViewMatrix(zoomAdjustment: m_autoScaleAdjustment); |
1989 | // Set light position (i.e rotate light with activeCamera, a bit above it). |
1990 | // Check if we want to use automatic light positioning even without shadows |
1991 | if (m_cachedScene->activeLight()->isAutoPosition() |
1992 | || m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1993 | m_cachedScene->d_ptr->setLightPositionRelativeToCamera(relativePosition: defaultLightPos); |
1994 | } |
1995 | } |
1996 | |
1997 | QT_END_NAMESPACE |
1998 | |