| 1 | // Copyright (C) 2016 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "drawer_p.h" |
| 5 | #include "shaderhelper_p.h" |
| 6 | #include "surfaceobject_p.h" |
| 7 | #include "utils_p.h" |
| 8 | #include "texturehelper_p.h" |
| 9 | #include "abstract3drenderer_p.h" |
| 10 | #include "scatterpointbufferhelper_p.h" |
| 11 | |
| 12 | #include <QtGui/QMatrix4x4> |
| 13 | #include <QtGui/qquaternion.h> |
| 14 | |
| 15 | #include <QtCore/qmath.h> |
| 16 | |
| 17 | static void initResources() |
| 18 | { |
| 19 | Q_INIT_RESOURCE(datavisualizationshaders); |
| 20 | Q_INIT_RESOURCE(datavisualizationmeshes); |
| 21 | } |
| 22 | |
| 23 | Q_CONSTRUCTOR_FUNCTION(initResources) |
| 24 | |
| 25 | QT_BEGIN_NAMESPACE |
| 26 | |
| 27 | // Vertex array buffer for point |
| 28 | const GLfloat point_data[] = {0.0f, 0.0f, 0.0f}; |
| 29 | |
| 30 | // Vertex array buffer for line |
| 31 | const GLfloat line_data[] = { |
| 32 | -1.0f, 0.0f, 0.0f, |
| 33 | 1.0f, 0.0f, 0.0f, |
| 34 | }; |
| 35 | |
| 36 | Drawer::Drawer(Q3DTheme *theme) |
| 37 | : m_theme(theme), |
| 38 | m_textureHelper(0), |
| 39 | m_pointbuffer(0), |
| 40 | m_linebuffer(0), |
| 41 | m_scaledFontSize(0.0f) |
| 42 | { |
| 43 | } |
| 44 | |
| 45 | Drawer::~Drawer() |
| 46 | { |
| 47 | delete m_textureHelper; |
| 48 | if (QOpenGLContext::currentContext()) { |
| 49 | glDeleteBuffers(n: 1, buffers: &m_pointbuffer); |
| 50 | glDeleteBuffers(n: 1, buffers: &m_linebuffer); |
| 51 | } |
| 52 | } |
| 53 | |
| 54 | void Drawer::initializeOpenGL() |
| 55 | { |
| 56 | initializeOpenGLFunctions(); |
| 57 | if (!m_textureHelper) |
| 58 | m_textureHelper = new TextureHelper(); |
| 59 | } |
| 60 | |
| 61 | void Drawer::setTheme(Q3DTheme *theme) |
| 62 | { |
| 63 | m_theme = theme; |
| 64 | m_scaledFontSize = 0.05f + m_theme->font().pointSizeF() / 500.0f; |
| 65 | emit drawerChanged(); |
| 66 | } |
| 67 | |
| 68 | Q3DTheme *Drawer::theme() const |
| 69 | { |
| 70 | return m_theme; |
| 71 | } |
| 72 | |
| 73 | QFont Drawer::font() const |
| 74 | { |
| 75 | return m_theme->font(); |
| 76 | } |
| 77 | |
| 78 | void Drawer::drawObject(ShaderHelper *shader, AbstractObjectHelper *object, GLuint textureId, |
| 79 | GLuint depthTextureId, GLuint textureId3D) |
| 80 | { |
| 81 | #if QT_CONFIG(opengles2) |
| 82 | Q_UNUSED(textureId3D); |
| 83 | #endif |
| 84 | if (textureId) { |
| 85 | // Activate texture |
| 86 | glActiveTexture(GL_TEXTURE0); |
| 87 | glBindTexture(GL_TEXTURE_2D, texture: textureId); |
| 88 | shader->setUniformValue(uniform: shader->texture(), value: 0); |
| 89 | } |
| 90 | |
| 91 | if (depthTextureId) { |
| 92 | // Activate depth texture |
| 93 | glActiveTexture(GL_TEXTURE1); |
| 94 | glBindTexture(GL_TEXTURE_2D, texture: depthTextureId); |
| 95 | shader->setUniformValue(uniform: shader->shadow(), value: 1); |
| 96 | } |
| 97 | #if !QT_CONFIG(opengles2) |
| 98 | if (textureId3D) { |
| 99 | // Activate texture |
| 100 | glActiveTexture(GL_TEXTURE2); |
| 101 | glBindTexture(GL_TEXTURE_3D, texture: textureId3D); |
| 102 | shader->setUniformValue(uniform: shader->texture(), value: 2); |
| 103 | } |
| 104 | #endif |
| 105 | |
| 106 | // 1st attribute buffer : vertices |
| 107 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 108 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->vertexBuf()); |
| 109 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 110 | |
| 111 | // 2nd attribute buffer : normals |
| 112 | if (shader->normalAtt() >= 0) { |
| 113 | glEnableVertexAttribArray(index: shader->normalAtt()); |
| 114 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->normalBuf()); |
| 115 | glVertexAttribPointer(indx: shader->normalAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 116 | } |
| 117 | |
| 118 | // 3rd attribute buffer : UVs |
| 119 | if (shader->uvAtt() >= 0) { |
| 120 | glEnableVertexAttribArray(index: shader->uvAtt()); |
| 121 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->uvBuf()); |
| 122 | glVertexAttribPointer(indx: shader->uvAtt(), size: 2, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 123 | } |
| 124 | |
| 125 | // Index buffer |
| 126 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: object->elementBuf()); |
| 127 | |
| 128 | // Draw the triangles |
| 129 | glDrawElements(GL_TRIANGLES, count: object->indexCount(), GL_UNSIGNED_INT, indices: (void*)0); |
| 130 | |
| 131 | // Free buffers |
| 132 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 133 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
| 134 | |
| 135 | if (shader->uvAtt() >= 0) |
| 136 | glDisableVertexAttribArray(index: shader->uvAtt()); |
| 137 | if (shader->normalAtt() >= 0) |
| 138 | glDisableVertexAttribArray(index: shader->normalAtt()); |
| 139 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 140 | |
| 141 | // Release textures |
| 142 | #if !QT_CONFIG(opengles2) |
| 143 | if (textureId3D) { |
| 144 | glActiveTexture(GL_TEXTURE2); |
| 145 | glBindTexture(GL_TEXTURE_3D, texture: 0); |
| 146 | } |
| 147 | #endif |
| 148 | if (depthTextureId) { |
| 149 | glActiveTexture(GL_TEXTURE1); |
| 150 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
| 151 | } |
| 152 | if (textureId) { |
| 153 | glActiveTexture(GL_TEXTURE0); |
| 154 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
| 155 | } |
| 156 | } |
| 157 | |
| 158 | void Drawer::drawSelectionObject(ShaderHelper *shader, AbstractObjectHelper *object) |
| 159 | { |
| 160 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 161 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->vertexBuf()); |
| 162 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void *)0); |
| 163 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: object->elementBuf()); |
| 164 | glDrawElements(GL_TRIANGLES, count: object->indexCount(), GL_UNSIGNED_INT, indices: (void *)0); |
| 165 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
| 166 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 167 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 168 | } |
| 169 | |
| 170 | void Drawer::drawSurfaceGrid(ShaderHelper *shader, SurfaceObject *object) |
| 171 | { |
| 172 | // Get grid line color |
| 173 | QVector4D lineColor = Utils::vectorFromColor(color: object->wireframeColor()); |
| 174 | shader->setUniformValue(uniform: shader->color(), value: lineColor); |
| 175 | |
| 176 | // 1st attribute buffer : vertices |
| 177 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 178 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->vertexBuf()); |
| 179 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 180 | |
| 181 | // Index buffer |
| 182 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: object->gridElementBuf()); |
| 183 | |
| 184 | // Draw the lines |
| 185 | glDrawElements(GL_LINES, count: object->gridIndexCount(), GL_UNSIGNED_INT, indices: (void*)0); |
| 186 | |
| 187 | // Free buffers |
| 188 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 189 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
| 190 | |
| 191 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 192 | } |
| 193 | |
| 194 | void Drawer::drawPoint(ShaderHelper *shader) |
| 195 | { |
| 196 | // Draw a single point |
| 197 | |
| 198 | // Generate vertex buffer for point if it does not exist |
| 199 | if (!m_pointbuffer) { |
| 200 | glGenBuffers(n: 1, buffers: &m_pointbuffer); |
| 201 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_pointbuffer); |
| 202 | glBufferData(GL_ARRAY_BUFFER, size: sizeof(point_data), data: point_data, GL_STATIC_DRAW); |
| 203 | } |
| 204 | |
| 205 | // 1st attribute buffer : vertices |
| 206 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 207 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_pointbuffer); |
| 208 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 209 | |
| 210 | // Draw the point |
| 211 | glDrawArrays(GL_POINTS, first: 0, count: 1); |
| 212 | |
| 213 | // Free buffers |
| 214 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 215 | |
| 216 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 217 | } |
| 218 | |
| 219 | void Drawer::drawPoints(ShaderHelper *shader, ScatterPointBufferHelper *object, GLuint textureId) |
| 220 | { |
| 221 | if (textureId) { |
| 222 | // Activate texture |
| 223 | glActiveTexture(GL_TEXTURE0); |
| 224 | glBindTexture(GL_TEXTURE_2D, texture: textureId); |
| 225 | shader->setUniformValue(uniform: shader->texture(), value: 0); |
| 226 | } |
| 227 | |
| 228 | // 1st attribute buffer : vertices |
| 229 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 230 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->pointBuf()); |
| 231 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 232 | |
| 233 | // 2nd attribute buffer : UVs |
| 234 | if (textureId) { |
| 235 | glEnableVertexAttribArray(index: shader->uvAtt()); |
| 236 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->uvBuf()); |
| 237 | glVertexAttribPointer(indx: shader->uvAtt(), size: 2, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 238 | } |
| 239 | |
| 240 | // Draw the points |
| 241 | glDrawArrays(GL_POINTS, first: 0, count: object->indexCount()); |
| 242 | |
| 243 | // Free buffers |
| 244 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 245 | |
| 246 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 247 | |
| 248 | if (textureId) { |
| 249 | glDisableVertexAttribArray(index: shader->uvAtt()); |
| 250 | glActiveTexture(GL_TEXTURE0); |
| 251 | glBindTexture(GL_TEXTURE_2D, texture: 0); |
| 252 | } |
| 253 | } |
| 254 | |
| 255 | void Drawer::drawLine(ShaderHelper *shader) |
| 256 | { |
| 257 | // Draw a single line |
| 258 | |
| 259 | // Generate vertex buffer for line if it does not exist |
| 260 | if (!m_linebuffer) { |
| 261 | glGenBuffers(n: 1, buffers: &m_linebuffer); |
| 262 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_linebuffer); |
| 263 | glBufferData(GL_ARRAY_BUFFER, size: sizeof(line_data), data: line_data, GL_STATIC_DRAW); |
| 264 | } |
| 265 | |
| 266 | // 1st attribute buffer : vertices |
| 267 | glEnableVertexAttribArray(index: shader->posAtt()); |
| 268 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_linebuffer); |
| 269 | glVertexAttribPointer(indx: shader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, ptr: (void*)0); |
| 270 | |
| 271 | // Draw the line |
| 272 | glDrawArrays(GL_LINES, first: 0, count: 2); |
| 273 | |
| 274 | // Free buffers |
| 275 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 276 | |
| 277 | glDisableVertexAttribArray(index: shader->posAtt()); |
| 278 | } |
| 279 | |
| 280 | void Drawer::drawLabel(const AbstractRenderItem &item, const LabelItem &labelItem, |
| 281 | const QMatrix4x4 &viewmatrix, const QMatrix4x4 &projectionmatrix, |
| 282 | const QVector3D &positionComp, const QQuaternion &rotation, |
| 283 | GLfloat itemHeight, QAbstract3DGraph::SelectionFlags mode, |
| 284 | ShaderHelper *shader, ObjectHelper *object, |
| 285 | const Q3DCamera *camera, bool useDepth, bool rotateAlong, |
| 286 | LabelPosition position, Qt::Alignment alignment, bool isSlicing, |
| 287 | bool isSelecting) |
| 288 | { |
| 289 | // Draw label |
| 290 | if (!labelItem.textureId()) |
| 291 | return; // No texture, skip |
| 292 | |
| 293 | QSize textureSize = labelItem.size(); |
| 294 | QMatrix4x4 modelMatrix; |
| 295 | QMatrix4x4 MVPMatrix; |
| 296 | GLfloat xPosition = 0.0f; |
| 297 | GLfloat yPosition = 0.0f; |
| 298 | GLfloat zPosition = positionComp.z(); |
| 299 | |
| 300 | switch (position) { |
| 301 | case LabelBelow: { |
| 302 | yPosition = item.translation().y() - (positionComp.y() / 2.0f) + itemHeight - 0.1f; |
| 303 | break; |
| 304 | } |
| 305 | case LabelLow: { |
| 306 | yPosition = -positionComp.y(); |
| 307 | break; |
| 308 | } |
| 309 | case LabelMid: { |
| 310 | yPosition = item.translation().y(); |
| 311 | break; |
| 312 | } |
| 313 | case LabelHigh: { |
| 314 | yPosition = item.translation().y() + itemHeight / 2.0f; |
| 315 | break; |
| 316 | } |
| 317 | case LabelOver: { |
| 318 | yPosition = item.translation().y() - (positionComp.y() / 2.0f) + itemHeight + 0.1f; |
| 319 | break; |
| 320 | } |
| 321 | case LabelBottom: { |
| 322 | yPosition = -2.75f + positionComp.y(); |
| 323 | xPosition = 0.0f; |
| 324 | break; |
| 325 | } |
| 326 | case LabelTop: { |
| 327 | yPosition = 2.75f - positionComp.y(); |
| 328 | xPosition = 0.0f; |
| 329 | break; |
| 330 | } |
| 331 | case LabelLeft: { |
| 332 | yPosition = 0.0f; |
| 333 | xPosition = -2.75f; |
| 334 | break; |
| 335 | } |
| 336 | case LabelRight: { |
| 337 | yPosition = 0.0f; |
| 338 | xPosition = 2.75f; |
| 339 | break; |
| 340 | } |
| 341 | } |
| 342 | |
| 343 | // Calculate scale factor to get uniform font size |
| 344 | GLfloat scaleFactor = m_scaledFontSize / (GLfloat)textureSize.height(); |
| 345 | |
| 346 | // Apply alignment |
| 347 | QVector3D anchorPoint; |
| 348 | |
| 349 | if (alignment & Qt::AlignLeft) |
| 350 | anchorPoint.setX(float(textureSize.width()) * scaleFactor); |
| 351 | else if (alignment & Qt::AlignRight) |
| 352 | anchorPoint.setX(float(-textureSize.width()) * scaleFactor); |
| 353 | |
| 354 | if (alignment & Qt::AlignTop) |
| 355 | anchorPoint.setY(float(-textureSize.height()) * scaleFactor); |
| 356 | else if (alignment & Qt::AlignBottom) |
| 357 | anchorPoint.setY(float(textureSize.height()) * scaleFactor); |
| 358 | |
| 359 | if (position < LabelBottom) { |
| 360 | xPosition = item.translation().x(); |
| 361 | if (useDepth) |
| 362 | zPosition = item.translation().z(); |
| 363 | else if (mode.testFlag(flag: QAbstract3DGraph::SelectionColumn) && isSlicing) |
| 364 | xPosition = -(item.translation().z()) + positionComp.z(); // flip first to left |
| 365 | } |
| 366 | |
| 367 | // Position label |
| 368 | modelMatrix.translate(x: xPosition, y: yPosition, z: zPosition); |
| 369 | |
| 370 | // Rotate |
| 371 | if (useDepth && !rotateAlong) { |
| 372 | float yComp = float(qRadiansToDegrees(radians: qTan(v: positionComp.y() / cameraDistance))); |
| 373 | // Apply negative camera rotations to keep labels facing camera |
| 374 | float camRotationX = camera->xRotation(); |
| 375 | float camRotationY = camera->yRotation(); |
| 376 | modelMatrix.rotate(angle: -camRotationX, x: 0.0f, y: 1.0f, z: 0.0f); |
| 377 | modelMatrix.rotate(angle: -camRotationY - yComp, x: 1.0f, y: 0.0f, z: 0.0f); |
| 378 | } else { |
| 379 | modelMatrix.rotate(quaternion: rotation); |
| 380 | } |
| 381 | modelMatrix.translate(vector: anchorPoint); |
| 382 | |
| 383 | // Scale label based on text size |
| 384 | modelMatrix.scale(vector: QVector3D((GLfloat)textureSize.width() * scaleFactor, |
| 385 | m_scaledFontSize, |
| 386 | 0.0f)); |
| 387 | |
| 388 | MVPMatrix = projectionmatrix * viewmatrix * modelMatrix; |
| 389 | |
| 390 | shader->setUniformValue(uniform: shader->MVP(), value: MVPMatrix); |
| 391 | |
| 392 | if (isSelecting) { |
| 393 | // Draw the selection object |
| 394 | drawSelectionObject(shader, object); |
| 395 | } else { |
| 396 | // Draw the object |
| 397 | drawObject(shader, object, textureId: labelItem.textureId()); |
| 398 | } |
| 399 | } |
| 400 | |
| 401 | void Drawer::generateSelectionLabelTexture(Abstract3DRenderer *renderer) |
| 402 | { |
| 403 | LabelItem &labelItem = renderer->selectionLabelItem(); |
| 404 | generateLabelItem(item&: labelItem, text: renderer->selectionLabel()); |
| 405 | } |
| 406 | |
| 407 | void Drawer::generateLabelItem(LabelItem &item, const QString &text, int widestLabel) |
| 408 | { |
| 409 | initializeOpenGL(); |
| 410 | |
| 411 | item.clear(); |
| 412 | |
| 413 | if (!text.isEmpty()) { |
| 414 | // Create labels |
| 415 | // Print label into a QImage using QPainter |
| 416 | QImage label = Utils::printTextToImage(font: m_theme->font(), |
| 417 | text, |
| 418 | bgrColor: m_theme->labelBackgroundColor(), |
| 419 | txtColor: m_theme->labelTextColor(), |
| 420 | labelBackground: m_theme->isLabelBackgroundEnabled(), |
| 421 | borders: m_theme->isLabelBorderEnabled(), |
| 422 | maxLabelWidth: widestLabel); |
| 423 | |
| 424 | // Set label size |
| 425 | item.setSize(label.size()); |
| 426 | // Insert text texture into label (also deletes the old texture) |
| 427 | item.setTextureId(m_textureHelper->create2DTexture(image: label, useTrilinearFiltering: true, convert: true)); |
| 428 | } |
| 429 | } |
| 430 | |
| 431 | QT_END_NAMESPACE |
| 432 | |