1 | // Copyright (C) 2016 The Qt Company Ltd. |
2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
3 | |
4 | #undef QT_NO_FOREACH // this file contains unported legacy Q_FOREACH uses |
5 | |
6 | #include "scatter3drenderer_p.h" |
7 | #include "q3dcamera_p.h" |
8 | #include "shaderhelper_p.h" |
9 | #include "texturehelper_p.h" |
10 | #include "utils_p.h" |
11 | #include "scatterseriesrendercache_p.h" |
12 | #include "scatterobjectbufferhelper_p.h" |
13 | #include "scatterpointbufferhelper_p.h" |
14 | |
15 | #include <QtCore/qmath.h> |
16 | |
17 | // You can verify that depth buffer drawing works correctly by uncommenting this. |
18 | // You should see the scene from where the light is |
19 | //#define SHOW_DEPTH_TEXTURE_SCENE |
20 | |
21 | QT_BEGIN_NAMESPACE |
22 | |
23 | const GLfloat defaultMinSize = 0.01f; |
24 | const GLfloat defaultMaxSize = 0.1f; |
25 | const GLfloat itemScaler = 3.0f; |
26 | |
27 | Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller) |
28 | : Abstract3DRenderer(controller), |
29 | m_selectedItem(0), |
30 | m_updateLabels(false), |
31 | m_dotShader(0), |
32 | m_dotGradientShader(0), |
33 | m_staticSelectedItemGradientShader(0), |
34 | m_staticSelectedItemShader(0), |
35 | m_pointShader(0), |
36 | m_depthShader(0), |
37 | m_selectionShader(0), |
38 | m_backgroundShader(0), |
39 | m_staticGradientPointShader(0), |
40 | m_bgrTexture(0), |
41 | m_selectionTexture(0), |
42 | m_depthFrameBuffer(0), |
43 | m_selectionFrameBuffer(0), |
44 | m_selectionDepthBuffer(0), |
45 | m_shadowQualityToShader(100.0f), |
46 | m_shadowQualityMultiplier(3), |
47 | m_scaleX(0.0f), |
48 | m_scaleY(0.0f), |
49 | m_scaleZ(0.0f), |
50 | m_selectedItemIndex(Scatter3DController::invalidSelectionIndex()), |
51 | m_selectedSeriesCache(0), |
52 | m_oldSelectedSeriesCache(0), |
53 | m_dotSizeScale(1.0f), |
54 | m_maxItemSize(0.0f), |
55 | m_clickedIndex(Scatter3DController::invalidSelectionIndex()), |
56 | m_havePointSeries(false), |
57 | m_haveMeshSeries(false), |
58 | m_haveUniformColorMeshSeries(false), |
59 | m_haveGradientMeshSeries(false) |
60 | { |
61 | initializeOpenGL(); |
62 | } |
63 | |
64 | Scatter3DRenderer::~Scatter3DRenderer() |
65 | { |
66 | contextCleanup(); |
67 | delete m_dotShader; |
68 | delete m_staticSelectedItemGradientShader; |
69 | delete m_staticSelectedItemShader; |
70 | delete m_dotGradientShader; |
71 | delete m_depthShader; |
72 | delete m_selectionShader; |
73 | delete m_backgroundShader; |
74 | delete m_staticGradientPointShader; |
75 | } |
76 | |
77 | void Scatter3DRenderer::contextCleanup() |
78 | { |
79 | if (QOpenGLContext::currentContext()) { |
80 | m_textureHelper->glDeleteFramebuffers(n: 1, framebuffers: &m_selectionFrameBuffer); |
81 | m_textureHelper->glDeleteRenderbuffers(n: 1, renderbuffers: &m_selectionDepthBuffer); |
82 | m_textureHelper->deleteTexture(texture: &m_selectionTexture); |
83 | m_textureHelper->glDeleteFramebuffers(n: 1, framebuffers: &m_depthFrameBuffer); |
84 | m_textureHelper->deleteTexture(texture: &m_bgrTexture); |
85 | } |
86 | } |
87 | |
88 | void Scatter3DRenderer::initializeOpenGL() |
89 | { |
90 | Abstract3DRenderer::initializeOpenGL(); |
91 | |
92 | // Initialize shaders |
93 | |
94 | if (!m_isOpenGLES) { |
95 | initDepthShader(); // For shadows |
96 | loadGridLineMesh(); |
97 | } else { |
98 | initPointShader(); |
99 | } |
100 | |
101 | // Init selection shader |
102 | initSelectionShader(); |
103 | |
104 | // Set view port |
105 | glViewport(x: m_primarySubViewport.x(), |
106 | y: m_primarySubViewport.y(), |
107 | width: m_primarySubViewport.width(), |
108 | height: m_primarySubViewport.height()); |
109 | |
110 | // Load background mesh (we need to be initialized first) |
111 | loadBackgroundMesh(); |
112 | } |
113 | |
114 | void Scatter3DRenderer::fixCameraTarget(QVector3D &target) |
115 | { |
116 | target.setX(target.x() * m_scaleX); |
117 | target.setY(target.y() * m_scaleY); |
118 | target.setZ(target.z() * -m_scaleZ); |
119 | } |
120 | |
121 | void Scatter3DRenderer::getVisibleItemBounds(QVector3D &minBounds, QVector3D &maxBounds) |
122 | { |
123 | // The inputs are the item bounds in OpenGL coordinates. |
124 | // The outputs limit these bounds to visible ranges, normalized to range [-1, 1] |
125 | // Volume shader flips the Y and Z axes, so we need to set negatives of actual values to those |
126 | float itemRangeX = (maxBounds.x() - minBounds.x()); |
127 | float itemRangeY = (maxBounds.y() - minBounds.y()); |
128 | float itemRangeZ = (maxBounds.z() - minBounds.z()); |
129 | |
130 | if (minBounds.x() < -m_scaleX) |
131 | minBounds.setX(-1.0f + (2.0f * qAbs(t: minBounds.x() + m_scaleX) / itemRangeX)); |
132 | else |
133 | minBounds.setX(-1.0f); |
134 | |
135 | if (minBounds.y() < -m_scaleY) |
136 | minBounds.setY(-(-1.0f + (2.0f * qAbs(t: minBounds.y() + m_scaleY) / itemRangeY))); |
137 | else |
138 | minBounds.setY(1.0f); |
139 | |
140 | if (minBounds.z() < -m_scaleZ) |
141 | minBounds.setZ(-(-1.0f + (2.0f * qAbs(t: minBounds.z() + m_scaleZ) / itemRangeZ))); |
142 | else |
143 | minBounds.setZ(1.0f); |
144 | |
145 | if (maxBounds.x() > m_scaleX) |
146 | maxBounds.setX(1.0f - (2.0f * qAbs(t: maxBounds.x() - m_scaleX) / itemRangeX)); |
147 | else |
148 | maxBounds.setX(1.0f); |
149 | |
150 | if (maxBounds.y() > m_scaleY) |
151 | maxBounds.setY(-(1.0f - (2.0f * qAbs(t: maxBounds.y() - m_scaleY) / itemRangeY))); |
152 | else |
153 | maxBounds.setY(-1.0f); |
154 | |
155 | if (maxBounds.z() > m_scaleZ) |
156 | maxBounds.setZ(-(1.0f - (2.0f * qAbs(t: maxBounds.z() - m_scaleZ) / itemRangeZ))); |
157 | else |
158 | maxBounds.setZ(-1.0f); |
159 | } |
160 | |
161 | void Scatter3DRenderer::updateData() |
162 | { |
163 | calculateSceneScalingFactors(); |
164 | int totalDataSize = 0; |
165 | |
166 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
167 | ScatterSeriesRenderCache *cache = static_cast<ScatterSeriesRenderCache *>(baseCache); |
168 | if (cache->isVisible()) { |
169 | const QScatter3DSeries *currentSeries = cache->series(); |
170 | ScatterRenderItemArray &renderArray = cache->renderArray(); |
171 | QScatterDataProxy *dataProxy = currentSeries->dataProxy(); |
172 | const QScatterDataArray &dataArray = *dataProxy->array(); |
173 | int dataSize = dataArray.size(); |
174 | totalDataSize += dataSize; |
175 | if (cache->dataDirty()) { |
176 | if (dataSize != renderArray.size()) |
177 | renderArray.resize(size: dataSize); |
178 | |
179 | for (int i = 0; i < dataSize; i++) |
180 | updateRenderItem(dataItem: dataArray.at(i), renderItem&: renderArray[i]); |
181 | |
182 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic)) |
183 | cache->setStaticBufferDirty(true); |
184 | |
185 | cache->setDataDirty(false); |
186 | } |
187 | } |
188 | } |
189 | |
190 | if (totalDataSize) { |
191 | m_dotSizeScale = GLfloat(qBound(min: defaultMinSize, |
192 | val: 2.0f / float(qSqrt(v: qreal(totalDataSize))), |
193 | max: defaultMaxSize)); |
194 | } |
195 | |
196 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic)) { |
197 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
198 | ScatterSeriesRenderCache *cache = static_cast<ScatterSeriesRenderCache *>(baseCache); |
199 | if (cache->isVisible()) { |
200 | ScatterRenderItemArray &renderArray = cache->renderArray(); |
201 | const int renderArraySize = renderArray.size(); |
202 | |
203 | if (cache->mesh() == QAbstract3DSeries::MeshPoint) { |
204 | ScatterPointBufferHelper *points = cache->bufferPoints(); |
205 | if (!points) { |
206 | points = new ScatterPointBufferHelper(); |
207 | cache->setBufferPoints(points); |
208 | } |
209 | points->setScaleY(m_scaleY); |
210 | points->load(cache); |
211 | } else { |
212 | ScatterObjectBufferHelper *object = cache->bufferObject(); |
213 | if (!object) { |
214 | object = new ScatterObjectBufferHelper(); |
215 | cache->setBufferObject(object); |
216 | } |
217 | if (renderArraySize != cache->oldArraySize() |
218 | || cache->object()->objectFile() != cache->oldMeshFileName() |
219 | || cache->staticBufferDirty()) { |
220 | object->setScaleY(m_scaleY); |
221 | object->fullLoad(cache, dotScale: m_dotSizeScale); |
222 | cache->setOldArraySize(renderArraySize); |
223 | cache->setOldMeshFileName(cache->object()->objectFile()); |
224 | } else { |
225 | object->update(cache, dotScale: m_dotSizeScale); |
226 | } |
227 | } |
228 | |
229 | cache->setStaticBufferDirty(false); |
230 | } |
231 | } |
232 | } |
233 | |
234 | updateSelectedItem(index: m_selectedItemIndex, |
235 | series: m_selectedSeriesCache ? m_selectedSeriesCache->series() : 0); |
236 | } |
237 | |
238 | void Scatter3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesList) |
239 | { |
240 | int seriesCount = seriesList.size(); |
241 | |
242 | // Check OptimizationStatic specific issues before populate marks changeTracker done |
243 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic)) { |
244 | for (int i = 0; i < seriesCount; i++) { |
245 | QScatter3DSeries *scatterSeries = static_cast<QScatter3DSeries *>(seriesList[i]); |
246 | if (scatterSeries->isVisible()) { |
247 | QAbstract3DSeriesChangeBitField &changeTracker = scatterSeries->d_ptr->m_changeTracker; |
248 | ScatterSeriesRenderCache *cache = |
249 | static_cast<ScatterSeriesRenderCache *>(m_renderCacheList.value(key: scatterSeries)); |
250 | if (cache) { |
251 | if (changeTracker.baseGradientChanged || changeTracker.colorStyleChanged) |
252 | cache->setStaticObjectUVDirty(true); |
253 | if (cache->itemSize() != scatterSeries->itemSize()) |
254 | cache->setStaticBufferDirty(true); |
255 | } |
256 | } |
257 | } |
258 | } |
259 | |
260 | Abstract3DRenderer::updateSeries(seriesList); |
261 | |
262 | float maxItemSize = 0.0f; |
263 | float itemSize = 0.0f; |
264 | bool noSelection = true; |
265 | |
266 | m_havePointSeries = false; |
267 | m_haveMeshSeries = false; |
268 | m_haveUniformColorMeshSeries = false; |
269 | m_haveGradientMeshSeries = false; |
270 | |
271 | for (int i = 0; i < seriesCount; i++) { |
272 | QScatter3DSeries *scatterSeries = static_cast<QScatter3DSeries *>(seriesList[i]); |
273 | if (scatterSeries->isVisible()) { |
274 | ScatterSeriesRenderCache *cache = |
275 | static_cast<ScatterSeriesRenderCache *>(m_renderCacheList.value(key: scatterSeries)); |
276 | itemSize = scatterSeries->itemSize(); |
277 | if (maxItemSize < itemSize) |
278 | maxItemSize = itemSize; |
279 | if (cache->itemSize() != itemSize) |
280 | cache->setItemSize(itemSize); |
281 | if (noSelection |
282 | && scatterSeries->selectedItem() != QScatter3DSeries::invalidSelectionIndex()) { |
283 | if (m_selectionLabel != cache->itemLabel()) |
284 | m_selectionLabelDirty = true; |
285 | noSelection = false; |
286 | } |
287 | |
288 | if (cache->mesh() == QAbstract3DSeries::MeshPoint) { |
289 | m_havePointSeries = true; |
290 | } else { |
291 | m_haveMeshSeries = true; |
292 | if (cache->colorStyle() == Q3DTheme::ColorStyleUniform) |
293 | m_haveUniformColorMeshSeries = true; |
294 | else |
295 | m_haveGradientMeshSeries = true; |
296 | } |
297 | |
298 | if (cache->staticBufferDirty()) { |
299 | if (cache->mesh() != QAbstract3DSeries::MeshPoint) { |
300 | ScatterObjectBufferHelper *object = cache->bufferObject(); |
301 | object->update(cache, dotScale: m_dotSizeScale); |
302 | } |
303 | cache->setStaticBufferDirty(false); |
304 | } |
305 | if (cache->staticObjectUVDirty()) { |
306 | if (cache->mesh() == QAbstract3DSeries::MeshPoint) { |
307 | ScatterPointBufferHelper *object = cache->bufferPoints(); |
308 | object->updateUVs(cache); |
309 | } else { |
310 | ScatterObjectBufferHelper *object = cache->bufferObject(); |
311 | object->updateUVs(cache); |
312 | } |
313 | cache->setStaticObjectUVDirty(false); |
314 | } |
315 | } |
316 | } |
317 | m_maxItemSize = maxItemSize; |
318 | calculateSceneScalingFactors(); |
319 | |
320 | if (noSelection) { |
321 | if (!selectionLabel().isEmpty()) |
322 | m_selectionLabelDirty = true; |
323 | m_selectedSeriesCache = 0; |
324 | } |
325 | } |
326 | |
327 | SeriesRenderCache *Scatter3DRenderer::createNewCache(QAbstract3DSeries *series) |
328 | { |
329 | return new ScatterSeriesRenderCache(series, this); |
330 | } |
331 | |
332 | void Scatter3DRenderer::updateItems(const QList<Scatter3DController::ChangeItem> &items) |
333 | { |
334 | ScatterSeriesRenderCache *cache = 0; |
335 | const QScatter3DSeries *prevSeries = 0; |
336 | const QScatterDataArray *dataArray = 0; |
337 | const bool optimizationStatic = m_cachedOptimizationHint.testFlag( |
338 | flag: QAbstract3DGraph::OptimizationStatic); |
339 | |
340 | foreach (Scatter3DController::ChangeItem item, items) { |
341 | QScatter3DSeries *currentSeries = item.series; |
342 | if (currentSeries != prevSeries) { |
343 | cache = static_cast<ScatterSeriesRenderCache *>(m_renderCacheList.value(key: currentSeries)); |
344 | prevSeries = currentSeries; |
345 | dataArray = item.series->dataProxy()->array(); |
346 | // Invisible series render caches are not updated, but instead just marked dirty, so that |
347 | // they can be completely recalculated when they are turned visible. |
348 | if (!cache->isVisible() && !cache->dataDirty()) |
349 | cache->setDataDirty(true); |
350 | } |
351 | if (cache->isVisible()) { |
352 | const int index = item.index; |
353 | if (index >= cache->renderArray().size()) |
354 | continue; // Items removed from array for same render |
355 | bool oldVisibility = false; |
356 | ScatterRenderItem &item = cache->renderArray()[index]; |
357 | if (optimizationStatic) |
358 | oldVisibility = item.isVisible(); |
359 | updateRenderItem(dataItem: dataArray->at(i: index), renderItem&: item); |
360 | if (optimizationStatic) { |
361 | if (!cache->visibilityChanged() && oldVisibility != item.isVisible()) |
362 | cache->setVisibilityChanged(true); |
363 | cache->updateIndices().append(t: index); |
364 | } |
365 | } |
366 | } |
367 | if (optimizationStatic) { |
368 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
369 | ScatterSeriesRenderCache *cache = static_cast<ScatterSeriesRenderCache *>(baseCache); |
370 | if (cache->isVisible() && cache->updateIndices().size()) { |
371 | if (cache->mesh() == QAbstract3DSeries::MeshPoint) { |
372 | cache->bufferPoints()->update(cache); |
373 | if (cache->colorStyle() == Q3DTheme::ColorStyleRangeGradient) |
374 | cache->bufferPoints()->updateUVs(cache); |
375 | } else { |
376 | if (cache->visibilityChanged()) { |
377 | // If any change changes item visibility, full load is needed to |
378 | // resize the buffers. |
379 | cache->updateIndices().clear(); |
380 | cache->bufferObject()->fullLoad(cache, dotScale: m_dotSizeScale); |
381 | } else { |
382 | cache->bufferObject()->update(cache, dotScale: m_dotSizeScale); |
383 | if (cache->colorStyle() == Q3DTheme::ColorStyleRangeGradient) |
384 | cache->bufferObject()->updateUVs(cache); |
385 | } |
386 | } |
387 | cache->updateIndices().clear(); |
388 | } |
389 | cache->setVisibilityChanged(false); |
390 | } |
391 | } |
392 | } |
393 | |
394 | void Scatter3DRenderer::updateScene(Q3DScene *scene) |
395 | { |
396 | scene->activeCamera()->d_ptr->setMinYRotation(-90.0f); |
397 | |
398 | Abstract3DRenderer::updateScene(scene); |
399 | } |
400 | |
401 | void Scatter3DRenderer::updateAxisLabels(QAbstract3DAxis::AxisOrientation orientation, |
402 | const QStringList &labels) |
403 | { |
404 | Abstract3DRenderer::updateAxisLabels(orientation, labels); |
405 | |
406 | // Angular axis label dimensions affect the chart dimensions |
407 | if (m_polarGraph && orientation == QAbstract3DAxis::AxisOrientationX) |
408 | calculateSceneScalingFactors(); |
409 | } |
410 | |
411 | void Scatter3DRenderer::updateAxisTitleVisibility(QAbstract3DAxis::AxisOrientation orientation, |
412 | bool visible) |
413 | { |
414 | Abstract3DRenderer::updateAxisTitleVisibility(orientation, visible); |
415 | |
416 | // Angular axis title existence affects the chart dimensions |
417 | if (m_polarGraph && orientation == QAbstract3DAxis::AxisOrientationX) |
418 | calculateSceneScalingFactors(); |
419 | } |
420 | |
421 | void Scatter3DRenderer::updateOptimizationHint(QAbstract3DGraph::OptimizationHints hint) |
422 | { |
423 | Abstract3DRenderer::updateOptimizationHint(hint); |
424 | |
425 | Abstract3DRenderer::reInitShaders(); |
426 | |
427 | if (m_isOpenGLES && hint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
428 | && !m_staticGradientPointShader) { |
429 | initStaticPointShaders(QStringLiteral(":/shaders/vertexPointES2_UV" ), |
430 | QStringLiteral(":/shaders/fragmentLabel" )); |
431 | } |
432 | } |
433 | |
434 | void Scatter3DRenderer::updateMargin(float margin) |
435 | { |
436 | Abstract3DRenderer::updateMargin(margin); |
437 | calculateSceneScalingFactors(); |
438 | } |
439 | |
440 | void Scatter3DRenderer::resetClickedStatus() |
441 | { |
442 | m_clickedIndex = Scatter3DController::invalidSelectionIndex(); |
443 | m_clickedSeries = 0; |
444 | } |
445 | |
446 | void Scatter3DRenderer::render(GLuint defaultFboHandle) |
447 | { |
448 | // Handle GL state setup for FBO buffers and clearing of the render surface |
449 | Abstract3DRenderer::render(defaultFboHandle); |
450 | |
451 | if (m_axisCacheX.positionsDirty()) |
452 | m_axisCacheX.updateAllPositions(); |
453 | if (m_axisCacheY.positionsDirty()) |
454 | m_axisCacheY.updateAllPositions(); |
455 | if (m_axisCacheZ.positionsDirty()) |
456 | m_axisCacheZ.updateAllPositions(); |
457 | |
458 | // Draw dots scene |
459 | drawScene(defaultFboHandle); |
460 | } |
461 | |
462 | void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) |
463 | { |
464 | GLfloat backgroundRotation = 0; |
465 | GLfloat selectedItemSize = 0.0f; |
466 | |
467 | // Get the optimization flag |
468 | const bool optimizationDefault = |
469 | !m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic); |
470 | |
471 | const Q3DCamera *activeCamera = m_cachedScene->activeCamera(); |
472 | |
473 | QVector4D lightColor = Utils::vectorFromColor(color: m_cachedTheme->lightColor()); |
474 | |
475 | // Specify viewport |
476 | glViewport(x: m_primarySubViewport.x(), |
477 | y: m_primarySubViewport.y(), |
478 | width: m_primarySubViewport.width(), |
479 | height: m_primarySubViewport.height()); |
480 | |
481 | // Set up projection matrix |
482 | QMatrix4x4 projectionMatrix; |
483 | GLfloat viewPortRatio = (GLfloat)m_primarySubViewport.width() |
484 | / (GLfloat)m_primarySubViewport.height(); |
485 | if (m_useOrthoProjection) { |
486 | GLfloat orthoRatio = 2.0f; |
487 | projectionMatrix.ortho(left: -viewPortRatio * orthoRatio, right: viewPortRatio * orthoRatio, |
488 | bottom: -orthoRatio, top: orthoRatio, |
489 | nearPlane: 0.0f, farPlane: 100.0f); |
490 | } else { |
491 | projectionMatrix.perspective(verticalAngle: 45.0f, aspectRatio: viewPortRatio, nearPlane: 0.1f, farPlane: 100.0f); |
492 | } |
493 | |
494 | // Calculate view matrix |
495 | QMatrix4x4 viewMatrix = activeCamera->d_ptr->viewMatrix(); |
496 | QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix; |
497 | |
498 | // Calculate label flipping |
499 | if (viewMatrix.row(index: 0).x() > 0) |
500 | m_zFlipped = false; |
501 | else |
502 | m_zFlipped = true; |
503 | if (viewMatrix.row(index: 0).z() <= 0) |
504 | m_xFlipped = false; |
505 | else |
506 | m_xFlipped = true; |
507 | |
508 | // Check if we're viewing the scene from below |
509 | if (viewMatrix.row(index: 2).y() < 0) |
510 | m_yFlipped = true; |
511 | else |
512 | m_yFlipped = false; |
513 | m_yFlippedForGrid = m_yFlipped; // Polar axis grid drawing in abstract needs this |
514 | |
515 | // Calculate background rotation |
516 | if (!m_zFlipped && !m_xFlipped) |
517 | backgroundRotation = 270.0f; |
518 | else if (!m_zFlipped && m_xFlipped) |
519 | backgroundRotation = 180.0f; |
520 | else if (m_zFlipped && m_xFlipped) |
521 | backgroundRotation = 90.0f; |
522 | else if (m_zFlipped && !m_xFlipped) |
523 | backgroundRotation = 0.0f; |
524 | |
525 | // Get light position from the scene |
526 | QVector3D lightPos = m_cachedScene->activeLight()->position(); |
527 | |
528 | // Introduce regardless of shadow quality to simplify logic |
529 | QMatrix4x4 depthProjectionViewMatrix; |
530 | |
531 | ShaderHelper *pointSelectionShader; |
532 | if (!m_isOpenGLES) { |
533 | #if !QT_CONFIG(opengles2) |
534 | if (m_havePointSeries) { |
535 | glEnable(GL_POINT_SMOOTH); |
536 | glEnable(GL_PROGRAM_POINT_SIZE); |
537 | } |
538 | |
539 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
540 | // Render scene into a depth texture for using with shadow mapping |
541 | // Bind depth shader |
542 | m_depthShader->bind(); |
543 | |
544 | // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows. |
545 | glViewport(x: 0, y: 0, |
546 | width: m_primarySubViewport.width() * m_shadowQualityMultiplier, |
547 | height: m_primarySubViewport.height() * m_shadowQualityMultiplier); |
548 | |
549 | // Enable drawing to framebuffer |
550 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: m_depthFrameBuffer); |
551 | glClear(GL_DEPTH_BUFFER_BIT); |
552 | |
553 | // Set front face culling to reduce self-shadowing issues |
554 | glCullFace(GL_FRONT); |
555 | |
556 | QMatrix4x4 depthViewMatrix; |
557 | QMatrix4x4 depthProjectionMatrix; |
558 | |
559 | // Get the depth view matrix |
560 | // It may be possible to hack lightPos here if we want to make some tweaks to shadow |
561 | QVector3D depthLightPos = activeCamera->d_ptr->calculatePositionRelativeToCamera( |
562 | relativePosition: zeroVector, fixedRotation: 0.0f, distanceModifier: 2.5f / m_autoScaleAdjustment); |
563 | depthViewMatrix.lookAt(eye: depthLightPos, center: zeroVector, up: upVector); |
564 | // Set the depth projection matrix |
565 | depthProjectionMatrix.perspective(verticalAngle: 15.0f, aspectRatio: viewPortRatio, nearPlane: 3.0f, farPlane: 100.0f); |
566 | depthProjectionViewMatrix = depthProjectionMatrix * depthViewMatrix; |
567 | |
568 | // Draw dots to depth buffer |
569 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
570 | if (baseCache->isVisible()) { |
571 | ScatterSeriesRenderCache *cache = |
572 | static_cast<ScatterSeriesRenderCache *>(baseCache); |
573 | ObjectHelper *dotObj = cache->object(); |
574 | QQuaternion seriesRotation(cache->meshRotation()); |
575 | const ScatterRenderItemArray &renderArray = cache->renderArray(); |
576 | const int renderArraySize = renderArray.size(); |
577 | bool drawingPoints = (cache->mesh() == QAbstract3DSeries::MeshPoint); |
578 | float itemSize = cache->itemSize() / itemScaler; |
579 | if (itemSize == 0.0f) |
580 | itemSize = m_dotSizeScale; |
581 | if (drawingPoints) { |
582 | // Scale points based on shadow quality for shadows, not by zoom level |
583 | m_funcs_2_1->glPointSize(size: itemSize * 100.0f * m_shadowQualityMultiplier); |
584 | } |
585 | QVector3D modelScaler(itemSize, itemSize, itemSize); |
586 | |
587 | if (!optimizationDefault |
588 | && ((drawingPoints && cache->bufferPoints()->indexCount() == 0) |
589 | || (!drawingPoints && cache->bufferObject()->indexCount() == 0))) { |
590 | continue; |
591 | } |
592 | |
593 | int loopCount = 1; |
594 | if (optimizationDefault) |
595 | loopCount = renderArraySize; |
596 | for (int dot = 0; dot < loopCount; dot++) { |
597 | const ScatterRenderItem &item = renderArray.at(i: dot); |
598 | if (!item.isVisible() && optimizationDefault) |
599 | continue; |
600 | |
601 | QMatrix4x4 modelMatrix; |
602 | QMatrix4x4 MVPMatrix; |
603 | |
604 | if (optimizationDefault) { |
605 | modelMatrix.translate(vector: item.translation()); |
606 | if (!drawingPoints) { |
607 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) |
608 | modelMatrix.rotate(quaternion: seriesRotation * item.rotation()); |
609 | modelMatrix.scale(vector: modelScaler); |
610 | } |
611 | } |
612 | |
613 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
614 | |
615 | m_depthShader->setUniformValue(uniform: m_depthShader->MVP(), value: MVPMatrix); |
616 | |
617 | if (drawingPoints) { |
618 | if (optimizationDefault) |
619 | m_drawer->drawPoint(shader: m_depthShader); |
620 | else |
621 | m_drawer->drawPoints(shader: m_depthShader, object: cache->bufferPoints(), textureId: 0); |
622 | } else { |
623 | if (optimizationDefault) { |
624 | // 1st attribute buffer : vertices |
625 | glEnableVertexAttribArray(index: m_depthShader->posAtt()); |
626 | glBindBuffer(GL_ARRAY_BUFFER, buffer: dotObj->vertexBuf()); |
627 | glVertexAttribPointer(indx: m_depthShader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, |
628 | ptr: (void *)0); |
629 | |
630 | // Index buffer |
631 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: dotObj->elementBuf()); |
632 | |
633 | // Draw the triangles |
634 | glDrawElements(GL_TRIANGLES, count: dotObj->indexCount(), |
635 | GL_UNSIGNED_INT, indices: (void *)0); |
636 | |
637 | // Free buffers |
638 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
639 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
640 | |
641 | glDisableVertexAttribArray(index: m_depthShader->posAtt()); |
642 | } else { |
643 | ScatterObjectBufferHelper *object = cache->bufferObject(); |
644 | // 1st attribute buffer : vertices |
645 | glEnableVertexAttribArray(index: m_depthShader->posAtt()); |
646 | glBindBuffer(GL_ARRAY_BUFFER, buffer: object->vertexBuf()); |
647 | glVertexAttribPointer(indx: m_depthShader->posAtt(), size: 3, GL_FLOAT, GL_FALSE, stride: 0, |
648 | ptr: (void *)0); |
649 | |
650 | // Index buffer |
651 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: object->elementBuf()); |
652 | |
653 | // Draw the triangles |
654 | glDrawElements(GL_TRIANGLES, count: object->indexCount(), |
655 | GL_UNSIGNED_INT, indices: (void *)0); |
656 | |
657 | // Free buffers |
658 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
659 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
660 | |
661 | glDisableVertexAttribArray(index: m_depthShader->posAtt()); |
662 | } |
663 | } |
664 | } |
665 | } |
666 | } |
667 | |
668 | Abstract3DRenderer::drawCustomItems(state: RenderingDepth, regularShader: m_depthShader, viewMatrix, |
669 | projectionViewMatrix, |
670 | depthProjectionViewMatrix, depthTexture: m_depthTexture, |
671 | shadowQuality: m_shadowQualityToShader); |
672 | |
673 | // Disable drawing to framebuffer (= enable drawing to screen) |
674 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: defaultFboHandle); |
675 | |
676 | // Reset culling to normal |
677 | glCullFace(GL_BACK); |
678 | |
679 | // Revert to original viewport |
680 | glViewport(x: m_primarySubViewport.x(), |
681 | y: m_primarySubViewport.y(), |
682 | width: m_primarySubViewport.width(), |
683 | height: m_primarySubViewport.height()); |
684 | } |
685 | #endif |
686 | pointSelectionShader = m_selectionShader; |
687 | } else { |
688 | pointSelectionShader = m_pointShader; |
689 | } |
690 | |
691 | ShaderHelper *selectionShader = m_selectionShader; |
692 | |
693 | // Do position mapping when necessary |
694 | if (m_graphPositionQueryPending) { |
695 | QVector3D graphDimensions(m_scaleX, m_scaleY, m_scaleZ); |
696 | queriedGraphPosition(projectionViewMatrix, scaling: graphDimensions, defaultFboHandle); |
697 | emit needRender(); |
698 | } |
699 | |
700 | // Skip selection mode drawing if we have no selection mode |
701 | if (m_cachedSelectionMode > QAbstract3DGraph::SelectionNone |
702 | && SelectOnScene == m_selectionState |
703 | && (m_visibleSeriesCount > 0 || !m_customRenderCache.isEmpty()) |
704 | && m_selectionTexture) { |
705 | // Draw dots to selection buffer |
706 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: m_selectionFrameBuffer); |
707 | glViewport(x: 0, y: 0, |
708 | width: m_primarySubViewport.width(), |
709 | height: m_primarySubViewport.height()); |
710 | |
711 | glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used |
712 | glClearColor(red: 1.0f, green: 1.0f, blue: 1.0f, alpha: 1.0f); // Set clear color to white (= skipColor) |
713 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer |
714 | glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled |
715 | |
716 | bool previousDrawingPoints = false; |
717 | int totalIndex = 0; |
718 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
719 | if (baseCache->isVisible()) { |
720 | ScatterSeriesRenderCache *cache = |
721 | static_cast<ScatterSeriesRenderCache *>(baseCache); |
722 | ObjectHelper *dotObj = cache->object(); |
723 | QQuaternion seriesRotation(cache->meshRotation()); |
724 | const ScatterRenderItemArray &renderArray = cache->renderArray(); |
725 | const int renderArraySize = renderArray.size(); |
726 | bool drawingPoints = (cache->mesh() == QAbstract3DSeries::MeshPoint); |
727 | float itemSize = cache->itemSize() / itemScaler; |
728 | if (itemSize == 0.0f) |
729 | itemSize = m_dotSizeScale; |
730 | #if !QT_CONFIG(opengles2) |
731 | if (drawingPoints && !m_isOpenGLES) |
732 | m_funcs_2_1->glPointSize(size: itemSize * activeCamera->zoomLevel()); |
733 | #endif |
734 | QVector3D modelScaler(itemSize, itemSize, itemSize); |
735 | |
736 | // Rebind selection shader if it has changed |
737 | if (!totalIndex || drawingPoints != previousDrawingPoints) { |
738 | previousDrawingPoints = drawingPoints; |
739 | if (drawingPoints) |
740 | selectionShader = pointSelectionShader; |
741 | else |
742 | selectionShader = m_selectionShader; |
743 | |
744 | selectionShader->bind(); |
745 | } |
746 | cache->setSelectionIndexOffset(totalIndex); |
747 | for (int dot = 0; dot < renderArraySize; dot++) { |
748 | const ScatterRenderItem &item = renderArray.at(i: dot); |
749 | if (!item.isVisible()) { |
750 | totalIndex++; |
751 | continue; |
752 | } |
753 | |
754 | QMatrix4x4 modelMatrix; |
755 | QMatrix4x4 MVPMatrix; |
756 | |
757 | modelMatrix.translate(vector: item.translation()); |
758 | if (!drawingPoints) { |
759 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) |
760 | modelMatrix.rotate(quaternion: seriesRotation * item.rotation()); |
761 | modelMatrix.scale(vector: modelScaler); |
762 | } |
763 | |
764 | MVPMatrix = projectionViewMatrix * modelMatrix; |
765 | |
766 | QVector4D dotColor = indexToSelectionColor(index: totalIndex++); |
767 | dotColor /= 255.0f; |
768 | |
769 | selectionShader->setUniformValue(uniform: selectionShader->MVP(), value: MVPMatrix); |
770 | selectionShader->setUniformValue(uniform: selectionShader->color(), value: dotColor); |
771 | |
772 | if (drawingPoints) |
773 | m_drawer->drawPoint(shader: selectionShader); |
774 | else |
775 | m_drawer->drawSelectionObject(shader: selectionShader, object: dotObj); |
776 | } |
777 | } |
778 | } |
779 | |
780 | Abstract3DRenderer::drawCustomItems(state: RenderingSelection, regularShader: m_selectionShader, |
781 | viewMatrix, projectionViewMatrix, |
782 | depthProjectionViewMatrix, depthTexture: m_depthTexture, |
783 | shadowQuality: m_shadowQualityToShader); |
784 | |
785 | drawLabels(drawSelection: true, activeCamera, viewMatrix, projectionMatrix); |
786 | |
787 | glEnable(GL_DITHER); |
788 | |
789 | // Read color under cursor |
790 | QVector4D clickedColor = Utils::getSelection(mousepos: m_inputPosition, |
791 | height: m_viewport.height()); |
792 | selectionColorToSeriesAndIndex(color: clickedColor, index&: m_clickedIndex, series&: m_clickedSeries); |
793 | m_clickResolved = true; |
794 | |
795 | emit needRender(); |
796 | |
797 | // Revert to original fbo and viewport |
798 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer: defaultFboHandle); |
799 | glViewport(x: m_primarySubViewport.x(), |
800 | y: m_primarySubViewport.y(), |
801 | width: m_primarySubViewport.width(), |
802 | height: m_primarySubViewport.height()); |
803 | } |
804 | |
805 | // Draw dots |
806 | ShaderHelper *dotShader = 0; |
807 | GLuint gradientTexture = 0; |
808 | bool dotSelectionFound = false; |
809 | ScatterRenderItem *selectedItem(0); |
810 | QVector4D baseColor; |
811 | QVector4D dotColor; |
812 | |
813 | bool previousDrawingPoints = false; |
814 | Q3DTheme::ColorStyle previousMeshColorStyle = Q3DTheme::ColorStyleUniform; |
815 | if (m_haveMeshSeries) { |
816 | // Set unchanging shader bindings |
817 | if (m_haveGradientMeshSeries) { |
818 | m_dotGradientShader->bind(); |
819 | m_dotGradientShader->setUniformValue(uniform: m_dotGradientShader->lightP(), value: lightPos); |
820 | m_dotGradientShader->setUniformValue(uniform: m_dotGradientShader->view(), value: viewMatrix); |
821 | m_dotGradientShader->setUniformValue(uniform: m_dotGradientShader->ambientS(), |
822 | value: m_cachedTheme->ambientLightStrength()); |
823 | m_dotGradientShader->setUniformValue(uniform: m_dotGradientShader->lightColor(), value: lightColor); |
824 | } |
825 | if (m_haveUniformColorMeshSeries) { |
826 | m_dotShader->bind(); |
827 | m_dotShader->setUniformValue(uniform: m_dotShader->lightP(), value: lightPos); |
828 | m_dotShader->setUniformValue(uniform: m_dotShader->view(), value: viewMatrix); |
829 | m_dotShader->setUniformValue(uniform: m_dotShader->ambientS(), |
830 | value: m_cachedTheme->ambientLightStrength()); |
831 | m_dotShader->setUniformValue(uniform: m_dotShader->lightColor(), value: lightColor); |
832 | dotShader = m_dotShader; |
833 | } else { |
834 | dotShader = m_dotGradientShader; |
835 | previousMeshColorStyle = Q3DTheme::ColorStyleRangeGradient; |
836 | m_dotGradientShader->setUniformValue(uniform: m_dotGradientShader->gradientHeight(), value: 0.0f); |
837 | } |
838 | } else { |
839 | dotShader = pointSelectionShader; |
840 | } |
841 | |
842 | float rangeGradientYScaler = 0.5f / m_scaleY; |
843 | |
844 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
845 | if (baseCache->isVisible()) { |
846 | ScatterSeriesRenderCache *cache = |
847 | static_cast<ScatterSeriesRenderCache *>(baseCache); |
848 | ObjectHelper *dotObj = cache->object(); |
849 | QQuaternion seriesRotation(cache->meshRotation()); |
850 | ScatterRenderItemArray &renderArray = cache->renderArray(); |
851 | const int renderArraySize = renderArray.size(); |
852 | bool selectedSeries = m_cachedSelectionMode > QAbstract3DGraph::SelectionNone |
853 | && (m_selectedSeriesCache == cache); |
854 | bool drawingPoints = (cache->mesh() == QAbstract3DSeries::MeshPoint); |
855 | Q3DTheme::ColorStyle colorStyle = cache->colorStyle(); |
856 | bool colorStyleIsUniform = (colorStyle == Q3DTheme::ColorStyleUniform); |
857 | bool useColor = colorStyleIsUniform || drawingPoints; |
858 | bool rangeGradientPoints = drawingPoints |
859 | && (colorStyle == Q3DTheme::ColorStyleRangeGradient); |
860 | float itemSize = cache->itemSize() / itemScaler; |
861 | if (itemSize == 0.0f) |
862 | itemSize = m_dotSizeScale; |
863 | #if !QT_CONFIG(opengles2) |
864 | if (drawingPoints && !m_isOpenGLES) |
865 | m_funcs_2_1->glPointSize(size: itemSize * activeCamera->zoomLevel()); |
866 | #endif |
867 | QVector3D modelScaler(itemSize, itemSize, itemSize); |
868 | int gradientImageHeight = cache->gradientImage().height(); |
869 | int maxGradientPositition = gradientImageHeight - 1; |
870 | |
871 | if (!optimizationDefault |
872 | && ((drawingPoints && cache->bufferPoints()->indexCount() == 0) |
873 | || (!drawingPoints && cache->bufferObject()->indexCount() == 0))) { |
874 | continue; |
875 | } |
876 | |
877 | // Rebind shader if it has changed |
878 | if (drawingPoints != previousDrawingPoints |
879 | || (!drawingPoints && |
880 | (colorStyleIsUniform != (previousMeshColorStyle |
881 | == Q3DTheme::ColorStyleUniform))) |
882 | || (!optimizationDefault && drawingPoints)) { |
883 | previousDrawingPoints = drawingPoints; |
884 | if (drawingPoints) { |
885 | if (!optimizationDefault && rangeGradientPoints) { |
886 | if (m_isOpenGLES) |
887 | dotShader = m_staticGradientPointShader; |
888 | else |
889 | dotShader = m_labelShader; |
890 | } else { |
891 | dotShader = pointSelectionShader; |
892 | } |
893 | } else { |
894 | if (colorStyleIsUniform) |
895 | dotShader = m_dotShader; |
896 | else |
897 | dotShader = m_dotGradientShader; |
898 | } |
899 | dotShader->bind(); |
900 | } |
901 | |
902 | if (!drawingPoints && !colorStyleIsUniform && previousMeshColorStyle != colorStyle) { |
903 | if (colorStyle == Q3DTheme::ColorStyleObjectGradient) { |
904 | dotShader->setUniformValue(uniform: dotShader->gradientMin(), value: 0.0f); |
905 | dotShader->setUniformValue(uniform: dotShader->gradientHeight(), |
906 | value: 0.5f); |
907 | } else { |
908 | // Each dot is of uniform color according to its Y-coordinate |
909 | dotShader->setUniformValue(uniform: dotShader->gradientHeight(), |
910 | value: 0.0f); |
911 | } |
912 | } |
913 | |
914 | if (!drawingPoints) |
915 | previousMeshColorStyle = colorStyle; |
916 | |
917 | if (useColor) { |
918 | baseColor = cache->baseColor(); |
919 | dotColor = baseColor; |
920 | } |
921 | int loopCount = 1; |
922 | if (optimizationDefault) |
923 | loopCount = renderArraySize; |
924 | |
925 | for (int i = 0; i < loopCount; i++) { |
926 | ScatterRenderItem &item = renderArray[i]; |
927 | if (!item.isVisible() && optimizationDefault) |
928 | continue; |
929 | |
930 | QMatrix4x4 modelMatrix; |
931 | QMatrix4x4 MVPMatrix; |
932 | QMatrix4x4 itModelMatrix; |
933 | |
934 | if (optimizationDefault) { |
935 | modelMatrix.translate(vector: item.translation()); |
936 | if (!drawingPoints) { |
937 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) { |
938 | QQuaternion totalRotation = seriesRotation * item.rotation(); |
939 | modelMatrix.rotate(quaternion: totalRotation); |
940 | itModelMatrix.rotate(quaternion: totalRotation); |
941 | } |
942 | modelMatrix.scale(vector: modelScaler); |
943 | itModelMatrix.scale(vector: modelScaler); |
944 | } |
945 | } |
946 | #ifdef SHOW_DEPTH_TEXTURE_SCENE |
947 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
948 | #else |
949 | MVPMatrix = projectionViewMatrix * modelMatrix; |
950 | #endif |
951 | |
952 | if (useColor) { |
953 | if (rangeGradientPoints) { |
954 | // Drawing points with range gradient |
955 | // Get color from gradient based on items y position converted to percent |
956 | int position = ((item.translation().y() + m_scaleY) * rangeGradientYScaler) * gradientImageHeight; |
957 | position = qMin(a: maxGradientPositition, b: position); // clamp to edge |
958 | dotColor = Utils::vectorFromColor( |
959 | color: cache->gradientImage().pixel(x: 0, y: position)); |
960 | } else { |
961 | dotColor = baseColor; |
962 | } |
963 | } else { |
964 | gradientTexture = cache->baseGradientTexture(); |
965 | } |
966 | |
967 | if (!optimizationDefault && rangeGradientPoints) |
968 | gradientTexture = cache->baseGradientTexture(); |
969 | |
970 | GLfloat lightStrength = m_cachedTheme->lightStrength(); |
971 | if (optimizationDefault && selectedSeries && (m_selectedItemIndex == i)) { |
972 | if (useColor) |
973 | dotColor = cache->singleHighlightColor(); |
974 | else |
975 | gradientTexture = cache->singleHighlightGradientTexture(); |
976 | lightStrength = m_cachedTheme->highlightLightStrength(); |
977 | // Save the reference to the item to be used in label drawing |
978 | selectedItem = &item; |
979 | dotSelectionFound = true; |
980 | // Save selected item size (adjusted with font size) for selection label |
981 | // positioning |
982 | selectedItemSize = itemSize + m_drawer->scaledFontSize() - 0.05f; |
983 | } |
984 | |
985 | if (!drawingPoints) { |
986 | // Set shader bindings |
987 | dotShader->setUniformValue(uniform: dotShader->model(), value: modelMatrix); |
988 | dotShader->setUniformValue(uniform: dotShader->nModel(), |
989 | value: itModelMatrix.inverted().transposed()); |
990 | } |
991 | |
992 | dotShader->setUniformValue(uniform: dotShader->MVP(), value: MVPMatrix); |
993 | if (useColor) { |
994 | dotShader->setUniformValue(uniform: dotShader->color(), value: dotColor); |
995 | } else if (colorStyle == Q3DTheme::ColorStyleRangeGradient) { |
996 | dotShader->setUniformValue(uniform: dotShader->gradientMin(), |
997 | value: (item.translation().y() + m_scaleY) |
998 | * rangeGradientYScaler); |
999 | } |
1000 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && !m_isOpenGLES) { |
1001 | if (!drawingPoints) { |
1002 | // Set shadow shader bindings |
1003 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1004 | dotShader->setUniformValue(uniform: dotShader->shadowQ(), value: m_shadowQualityToShader); |
1005 | dotShader->setUniformValue(uniform: dotShader->depth(), value: depthMVPMatrix); |
1006 | dotShader->setUniformValue(uniform: dotShader->lightS(), value: lightStrength / 10.0f); |
1007 | |
1008 | // Draw the object |
1009 | if (optimizationDefault) { |
1010 | m_drawer->drawObject(shader: dotShader, object: dotObj, textureId: gradientTexture, |
1011 | depthTextureId: m_depthTexture); |
1012 | } else { |
1013 | m_drawer->drawObject(shader: dotShader, object: cache->bufferObject(), textureId: gradientTexture, |
1014 | depthTextureId: m_depthTexture); |
1015 | } |
1016 | } else { |
1017 | // Draw the object |
1018 | if (optimizationDefault) |
1019 | m_drawer->drawPoint(shader: dotShader); |
1020 | else |
1021 | m_drawer->drawPoints(shader: dotShader, object: cache->bufferPoints(), textureId: gradientTexture); |
1022 | } |
1023 | } else { |
1024 | if (!drawingPoints) { |
1025 | // Set shadowless shader bindings |
1026 | dotShader->setUniformValue(uniform: dotShader->lightS(), value: lightStrength); |
1027 | // Draw the object |
1028 | if (optimizationDefault) |
1029 | m_drawer->drawObject(shader: dotShader, object: dotObj, textureId: gradientTexture); |
1030 | else |
1031 | m_drawer->drawObject(shader: dotShader, object: cache->bufferObject(), textureId: gradientTexture); |
1032 | } else { |
1033 | // Draw the object |
1034 | if (optimizationDefault) |
1035 | m_drawer->drawPoint(shader: dotShader); |
1036 | else |
1037 | m_drawer->drawPoints(shader: dotShader, object: cache->bufferPoints(), textureId: gradientTexture); |
1038 | } |
1039 | } |
1040 | } |
1041 | |
1042 | |
1043 | // Draw the selected item on static optimization |
1044 | if (!optimizationDefault && selectedSeries |
1045 | && m_selectedItemIndex != Scatter3DController::invalidSelectionIndex()) { |
1046 | ScatterRenderItem &item = renderArray[m_selectedItemIndex]; |
1047 | if (item.isVisible()) { |
1048 | ShaderHelper *selectionShader; |
1049 | if (drawingPoints) { |
1050 | selectionShader = pointSelectionShader; |
1051 | } else { |
1052 | if (colorStyleIsUniform) |
1053 | selectionShader = m_staticSelectedItemShader; |
1054 | else |
1055 | selectionShader = m_staticSelectedItemGradientShader; |
1056 | } |
1057 | selectionShader->bind(); |
1058 | |
1059 | ObjectHelper *dotObj = cache->object(); |
1060 | |
1061 | QMatrix4x4 modelMatrix; |
1062 | QMatrix4x4 itModelMatrix; |
1063 | |
1064 | modelMatrix.translate(vector: item.translation()); |
1065 | if (!drawingPoints) { |
1066 | if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) { |
1067 | QQuaternion totalRotation = seriesRotation * item.rotation(); |
1068 | modelMatrix.rotate(quaternion: totalRotation); |
1069 | itModelMatrix.rotate(quaternion: totalRotation); |
1070 | } |
1071 | modelMatrix.scale(vector: modelScaler); |
1072 | itModelMatrix.scale(vector: modelScaler); |
1073 | |
1074 | selectionShader->setUniformValue(uniform: selectionShader->lightP(), |
1075 | value: lightPos); |
1076 | selectionShader->setUniformValue(uniform: selectionShader->view(), |
1077 | value: viewMatrix); |
1078 | selectionShader->setUniformValue(uniform: selectionShader->ambientS(), |
1079 | value: m_cachedTheme->ambientLightStrength()); |
1080 | selectionShader->setUniformValue(uniform: selectionShader->lightColor(), |
1081 | value: lightColor); |
1082 | } |
1083 | |
1084 | QMatrix4x4 MVPMatrix; |
1085 | #ifdef SHOW_DEPTH_TEXTURE_SCENE |
1086 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1087 | #else |
1088 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1089 | #endif |
1090 | |
1091 | if (useColor) |
1092 | dotColor = cache->singleHighlightColor(); |
1093 | else |
1094 | gradientTexture = cache->singleHighlightGradientTexture(); |
1095 | GLfloat lightStrength = m_cachedTheme->highlightLightStrength(); |
1096 | // Save the reference to the item to be used in label drawing |
1097 | selectedItem = &item; |
1098 | dotSelectionFound = true; |
1099 | // Save selected item size (adjusted with font size) for selection label |
1100 | // positioning |
1101 | selectedItemSize = itemSize + m_drawer->scaledFontSize() - 0.05f; |
1102 | |
1103 | if (!drawingPoints) { |
1104 | // Set shader bindings |
1105 | selectionShader->setUniformValue(uniform: selectionShader->model(), value: modelMatrix); |
1106 | selectionShader->setUniformValue(uniform: selectionShader->nModel(), |
1107 | value: itModelMatrix.inverted().transposed()); |
1108 | if (!colorStyleIsUniform) { |
1109 | if (colorStyle == Q3DTheme::ColorStyleObjectGradient) { |
1110 | selectionShader->setUniformValue(uniform: selectionShader->gradientMin(), |
1111 | value: 0.0f); |
1112 | selectionShader->setUniformValue(uniform: selectionShader->gradientHeight(), |
1113 | value: 0.5f); |
1114 | } else { |
1115 | // Each dot is of uniform color according to its Y-coordinate |
1116 | selectionShader->setUniformValue(uniform: selectionShader->gradientHeight(), |
1117 | value: 0.0f); |
1118 | selectionShader->setUniformValue(uniform: selectionShader->gradientMin(), |
1119 | value: (item.translation().y() + m_scaleY) |
1120 | * rangeGradientYScaler); |
1121 | } |
1122 | } |
1123 | } |
1124 | |
1125 | selectionShader->setUniformValue(uniform: selectionShader->MVP(), value: MVPMatrix); |
1126 | if (useColor) |
1127 | selectionShader->setUniformValue(uniform: selectionShader->color(), value: dotColor); |
1128 | |
1129 | if (!drawingPoints) { |
1130 | glEnable(GL_POLYGON_OFFSET_FILL); |
1131 | glPolygonOffset(factor: -1.0f, units: 1.0f); |
1132 | } |
1133 | |
1134 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone |
1135 | && !m_isOpenGLES) { |
1136 | if (!drawingPoints) { |
1137 | // Set shadow shader bindings |
1138 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1139 | selectionShader->setUniformValue(uniform: selectionShader->shadowQ(), |
1140 | value: m_shadowQualityToShader); |
1141 | selectionShader->setUniformValue(uniform: selectionShader->depth(), |
1142 | value: depthMVPMatrix); |
1143 | selectionShader->setUniformValue(uniform: selectionShader->lightS(), |
1144 | value: lightStrength / 10.0f); |
1145 | |
1146 | // Draw the object |
1147 | m_drawer->drawObject(shader: selectionShader, object: dotObj, textureId: gradientTexture, |
1148 | depthTextureId: m_depthTexture); |
1149 | } else { |
1150 | // Draw the object |
1151 | m_drawer->drawPoint(shader: selectionShader); |
1152 | } |
1153 | } else { |
1154 | if (!drawingPoints) { |
1155 | // Set shadowless shader bindings |
1156 | selectionShader->setUniformValue(uniform: selectionShader->lightS(), |
1157 | value: lightStrength); |
1158 | // Draw the object |
1159 | m_drawer->drawObject(shader: selectionShader, object: dotObj, textureId: gradientTexture); |
1160 | } else { |
1161 | // Draw the object |
1162 | m_drawer->drawPoint(shader: selectionShader); |
1163 | } |
1164 | } |
1165 | |
1166 | if (!drawingPoints) |
1167 | glDisable(GL_POLYGON_OFFSET_FILL); |
1168 | } |
1169 | dotShader->bind(); |
1170 | } |
1171 | } |
1172 | } |
1173 | |
1174 | #if !QT_CONFIG(opengles2) |
1175 | if (m_havePointSeries) { |
1176 | glDisable(GL_POINT_SMOOTH); |
1177 | glDisable(GL_PROGRAM_POINT_SIZE); |
1178 | } |
1179 | #endif |
1180 | |
1181 | // Bind background shader |
1182 | m_backgroundShader->bind(); |
1183 | |
1184 | glCullFace(GL_BACK); |
1185 | |
1186 | // Draw background |
1187 | if (m_cachedTheme->isBackgroundEnabled() && m_backgroundObj) { |
1188 | QMatrix4x4 modelMatrix; |
1189 | QMatrix4x4 MVPMatrix; |
1190 | QMatrix4x4 itModelMatrix; |
1191 | |
1192 | QVector3D bgScale(m_scaleXWithBackground, m_scaleYWithBackground, |
1193 | m_scaleZWithBackground); |
1194 | modelMatrix.scale(vector: bgScale); |
1195 | // If we're viewing from below, background object must be flipped |
1196 | if (m_yFlipped) { |
1197 | modelMatrix.rotate(quaternion: m_xFlipRotation); |
1198 | modelMatrix.rotate(angle: 270.0f - backgroundRotation, x: 0.0f, y: 1.0f, z: 0.0f); |
1199 | } else { |
1200 | modelMatrix.rotate(angle: backgroundRotation, x: 0.0f, y: 1.0f, z: 0.0f); |
1201 | } |
1202 | itModelMatrix = modelMatrix; // Only scaling and rotations, can be used directly |
1203 | |
1204 | #ifdef SHOW_DEPTH_TEXTURE_SCENE |
1205 | MVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1206 | #else |
1207 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1208 | #endif |
1209 | QVector4D backgroundColor = Utils::vectorFromColor(color: m_cachedTheme->backgroundColor()); |
1210 | |
1211 | // Set shader bindings |
1212 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->lightP(), value: lightPos); |
1213 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->view(), value: viewMatrix); |
1214 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->model(), value: modelMatrix); |
1215 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->nModel(), |
1216 | value: itModelMatrix.inverted().transposed()); |
1217 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->MVP(), value: MVPMatrix); |
1218 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->color(), value: backgroundColor); |
1219 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->ambientS(), |
1220 | value: m_cachedTheme->ambientLightStrength() * 2.0f); |
1221 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->lightColor(), value: lightColor); |
1222 | |
1223 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && !m_isOpenGLES) { |
1224 | // Set shadow shader bindings |
1225 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1226 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->shadowQ(), |
1227 | value: m_shadowQualityToShader); |
1228 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->depth(), value: depthMVPMatrix); |
1229 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->lightS(), |
1230 | value: m_cachedTheme->lightStrength() / 10.0f); |
1231 | |
1232 | // Draw the object |
1233 | m_drawer->drawObject(shader: m_backgroundShader, object: m_backgroundObj, textureId: 0, depthTextureId: m_depthTexture); |
1234 | } else { |
1235 | // Set shadowless shader bindings |
1236 | m_backgroundShader->setUniformValue(uniform: m_backgroundShader->lightS(), |
1237 | value: m_cachedTheme->lightStrength()); |
1238 | |
1239 | // Draw the object |
1240 | m_drawer->drawObject(shader: m_backgroundShader, object: m_backgroundObj); |
1241 | } |
1242 | } |
1243 | |
1244 | // Draw grid lines |
1245 | QVector3D gridLineScaleX(m_scaleXWithBackground, gridLineWidth, gridLineWidth); |
1246 | QVector3D gridLineScaleZ(gridLineWidth, gridLineWidth, m_scaleZWithBackground); |
1247 | QVector3D gridLineScaleY(gridLineWidth, m_scaleYWithBackground, gridLineWidth); |
1248 | |
1249 | if (m_cachedTheme->isGridEnabled()) { |
1250 | ShaderHelper *lineShader; |
1251 | if (m_isOpenGLES) |
1252 | lineShader = m_selectionShader; // Plain color shader for GL_LINES |
1253 | else |
1254 | lineShader = m_backgroundShader; |
1255 | |
1256 | // Bind line shader |
1257 | lineShader->bind(); |
1258 | |
1259 | // Set unchanging shader bindings |
1260 | QVector4D lineColor = Utils::vectorFromColor(color: m_cachedTheme->gridLineColor()); |
1261 | lineShader->setUniformValue(uniform: lineShader->lightP(), value: lightPos); |
1262 | lineShader->setUniformValue(uniform: lineShader->view(), value: viewMatrix); |
1263 | lineShader->setUniformValue(uniform: lineShader->color(), value: lineColor); |
1264 | lineShader->setUniformValue(uniform: lineShader->ambientS(), value: m_cachedTheme->ambientLightStrength()); |
1265 | lineShader->setUniformValue(uniform: lineShader->lightColor(), value: lightColor); |
1266 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone && !m_isOpenGLES) { |
1267 | // Set shadowed shader bindings |
1268 | lineShader->setUniformValue(uniform: lineShader->shadowQ(), value: m_shadowQualityToShader); |
1269 | lineShader->setUniformValue(uniform: lineShader->lightS(), |
1270 | value: m_cachedTheme->lightStrength() / 20.0f); |
1271 | } else { |
1272 | // Set shadowless shader bindings |
1273 | lineShader->setUniformValue(uniform: lineShader->lightS(), |
1274 | value: m_cachedTheme->lightStrength() / 2.5f); |
1275 | } |
1276 | |
1277 | QQuaternion lineYRotation; |
1278 | QQuaternion lineXRotation; |
1279 | |
1280 | if (m_xFlipped) |
1281 | lineYRotation = m_yRightAngleRotationNeg; |
1282 | else |
1283 | lineYRotation = m_yRightAngleRotation; |
1284 | |
1285 | if (m_yFlippedForGrid) |
1286 | lineXRotation = m_xRightAngleRotation; |
1287 | else |
1288 | lineXRotation = m_xRightAngleRotationNeg; |
1289 | |
1290 | GLfloat yFloorLinePosition = -m_scaleYWithBackground + gridLineOffset; |
1291 | if (m_yFlippedForGrid) |
1292 | yFloorLinePosition = -yFloorLinePosition; |
1293 | |
1294 | // Rows (= Z) |
1295 | if (m_axisCacheZ.segmentCount() > 0) { |
1296 | // Floor lines |
1297 | int gridLineCount = m_axisCacheZ.gridLineCount(); |
1298 | if (m_polarGraph) { |
1299 | drawRadialGrid(shader: lineShader, yFloorLinePos: yFloorLinePosition, projectionViewMatrix, |
1300 | depthMatrix: depthProjectionViewMatrix); |
1301 | } else { |
1302 | for (int line = 0; line < gridLineCount; line++) { |
1303 | QMatrix4x4 modelMatrix; |
1304 | QMatrix4x4 MVPMatrix; |
1305 | QMatrix4x4 itModelMatrix; |
1306 | |
1307 | modelMatrix.translate(x: 0.0f, y: yFloorLinePosition, |
1308 | z: m_axisCacheZ.gridLinePosition(index: line)); |
1309 | |
1310 | modelMatrix.scale(vector: gridLineScaleX); |
1311 | itModelMatrix.scale(vector: gridLineScaleX); |
1312 | |
1313 | modelMatrix.rotate(quaternion: lineXRotation); |
1314 | itModelMatrix.rotate(quaternion: lineXRotation); |
1315 | |
1316 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1317 | |
1318 | // Set the rest of the shader bindings |
1319 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
1320 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
1321 | value: itModelMatrix.inverted().transposed()); |
1322 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
1323 | |
1324 | if (m_isOpenGLES) { |
1325 | m_drawer->drawLine(shader: lineShader); |
1326 | } else { |
1327 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1328 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1329 | // Set shadow shader bindings |
1330 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
1331 | // Draw the object |
1332 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
1333 | } else { |
1334 | // Draw the object |
1335 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
1336 | } |
1337 | } |
1338 | } |
1339 | |
1340 | // Side wall lines |
1341 | GLfloat = m_scaleXWithBackground - gridLineOffset; |
1342 | |
1343 | if (!m_xFlipped) |
1344 | lineXTrans = -lineXTrans; |
1345 | |
1346 | for (int line = 0; line < gridLineCount; line++) { |
1347 | QMatrix4x4 modelMatrix; |
1348 | QMatrix4x4 MVPMatrix; |
1349 | QMatrix4x4 itModelMatrix; |
1350 | |
1351 | modelMatrix.translate(x: lineXTrans, y: 0.0f, z: m_axisCacheZ.gridLinePosition(index: line)); |
1352 | |
1353 | modelMatrix.scale(vector: gridLineScaleY); |
1354 | itModelMatrix.scale(vector: gridLineScaleY); |
1355 | |
1356 | if (m_isOpenGLES) { |
1357 | modelMatrix.rotate(quaternion: m_zRightAngleRotation); |
1358 | itModelMatrix.rotate(quaternion: m_zRightAngleRotation); |
1359 | } else { |
1360 | modelMatrix.rotate(quaternion: lineYRotation); |
1361 | itModelMatrix.rotate(quaternion: lineYRotation); |
1362 | } |
1363 | |
1364 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1365 | |
1366 | // Set the rest of the shader bindings |
1367 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
1368 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
1369 | value: itModelMatrix.inverted().transposed()); |
1370 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
1371 | |
1372 | if (!m_isOpenGLES) { |
1373 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1374 | // Set shadow shader bindings |
1375 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1376 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
1377 | // Draw the object |
1378 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
1379 | } else { |
1380 | // Draw the object |
1381 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
1382 | } |
1383 | } else { |
1384 | m_drawer->drawLine(shader: lineShader); |
1385 | } |
1386 | } |
1387 | } |
1388 | } |
1389 | |
1390 | // Columns (= X) |
1391 | if (m_axisCacheX.segmentCount() > 0) { |
1392 | if (m_isOpenGLES) |
1393 | lineXRotation = m_yRightAngleRotation; |
1394 | // Floor lines |
1395 | int gridLineCount = m_axisCacheX.gridLineCount(); |
1396 | |
1397 | if (m_polarGraph) { |
1398 | drawAngularGrid(shader: lineShader, yFloorLinePos: yFloorLinePosition, projectionViewMatrix, |
1399 | depthMatrix: depthProjectionViewMatrix); |
1400 | } else { |
1401 | for (int line = 0; line < gridLineCount; line++) { |
1402 | QMatrix4x4 modelMatrix; |
1403 | QMatrix4x4 MVPMatrix; |
1404 | QMatrix4x4 itModelMatrix; |
1405 | |
1406 | modelMatrix.translate(x: m_axisCacheX.gridLinePosition(index: line), y: yFloorLinePosition, |
1407 | z: 0.0f); |
1408 | |
1409 | modelMatrix.scale(vector: gridLineScaleZ); |
1410 | itModelMatrix.scale(vector: gridLineScaleZ); |
1411 | |
1412 | modelMatrix.rotate(quaternion: lineXRotation); |
1413 | itModelMatrix.rotate(quaternion: lineXRotation); |
1414 | |
1415 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1416 | |
1417 | // Set the rest of the shader bindings |
1418 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
1419 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
1420 | value: itModelMatrix.inverted().transposed()); |
1421 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
1422 | |
1423 | if (!m_isOpenGLES) { |
1424 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1425 | // Set shadow shader bindings |
1426 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1427 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
1428 | // Draw the object |
1429 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
1430 | } else { |
1431 | // Draw the object |
1432 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
1433 | } |
1434 | } else { |
1435 | m_drawer->drawLine(shader: lineShader); |
1436 | } |
1437 | } |
1438 | |
1439 | // Back wall lines |
1440 | GLfloat lineZTrans = m_scaleZWithBackground - gridLineOffset; |
1441 | |
1442 | if (!m_zFlipped) |
1443 | lineZTrans = -lineZTrans; |
1444 | |
1445 | for (int line = 0; line < gridLineCount; line++) { |
1446 | QMatrix4x4 modelMatrix; |
1447 | QMatrix4x4 MVPMatrix; |
1448 | QMatrix4x4 itModelMatrix; |
1449 | |
1450 | modelMatrix.translate(x: m_axisCacheX.gridLinePosition(index: line), y: 0.0f, z: lineZTrans); |
1451 | |
1452 | modelMatrix.scale(vector: gridLineScaleY); |
1453 | itModelMatrix.scale(vector: gridLineScaleY); |
1454 | |
1455 | if (m_isOpenGLES) { |
1456 | modelMatrix.rotate(quaternion: m_zRightAngleRotation); |
1457 | itModelMatrix.rotate(quaternion: m_zRightAngleRotation); |
1458 | } else { |
1459 | if (m_zFlipped) { |
1460 | modelMatrix.rotate(quaternion: m_xFlipRotation); |
1461 | itModelMatrix.rotate(quaternion: m_xFlipRotation); |
1462 | } |
1463 | } |
1464 | |
1465 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1466 | |
1467 | // Set the rest of the shader bindings |
1468 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
1469 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
1470 | value: itModelMatrix.inverted().transposed()); |
1471 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
1472 | |
1473 | if (!m_isOpenGLES) { |
1474 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1475 | // Set shadow shader bindings |
1476 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1477 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
1478 | // Draw the object |
1479 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
1480 | } else { |
1481 | // Draw the object |
1482 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
1483 | } |
1484 | } else { |
1485 | m_drawer->drawLine(shader: lineShader); |
1486 | } |
1487 | } |
1488 | } |
1489 | } |
1490 | |
1491 | // Horizontal wall lines |
1492 | if (m_axisCacheY.segmentCount() > 0) { |
1493 | // Back wall |
1494 | int gridLineCount = m_axisCacheY.gridLineCount(); |
1495 | |
1496 | GLfloat lineZTrans = m_scaleZWithBackground - gridLineOffset; |
1497 | |
1498 | if (!m_zFlipped) |
1499 | lineZTrans = -lineZTrans; |
1500 | |
1501 | for (int line = 0; line < gridLineCount; line++) { |
1502 | QMatrix4x4 modelMatrix; |
1503 | QMatrix4x4 MVPMatrix; |
1504 | QMatrix4x4 itModelMatrix; |
1505 | |
1506 | modelMatrix.translate(x: 0.0f, y: m_axisCacheY.gridLinePosition(index: line), z: lineZTrans); |
1507 | |
1508 | modelMatrix.scale(vector: gridLineScaleX); |
1509 | itModelMatrix.scale(vector: gridLineScaleX); |
1510 | |
1511 | if (m_zFlipped) { |
1512 | modelMatrix.rotate(quaternion: m_xFlipRotation); |
1513 | itModelMatrix.rotate(quaternion: m_xFlipRotation); |
1514 | } |
1515 | |
1516 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1517 | |
1518 | // Set the rest of the shader bindings |
1519 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
1520 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
1521 | value: itModelMatrix.inverted().transposed()); |
1522 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
1523 | |
1524 | if (!m_isOpenGLES) { |
1525 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1526 | // Set shadow shader bindings |
1527 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1528 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
1529 | // Draw the object |
1530 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
1531 | } else { |
1532 | // Draw the object |
1533 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
1534 | } |
1535 | } else { |
1536 | m_drawer->drawLine(shader: lineShader); |
1537 | } |
1538 | } |
1539 | |
1540 | // Side wall |
1541 | GLfloat = m_scaleXWithBackground - gridLineOffset; |
1542 | |
1543 | if (!m_xFlipped) |
1544 | lineXTrans = -lineXTrans; |
1545 | |
1546 | for (int line = 0; line < gridLineCount; line++) { |
1547 | QMatrix4x4 modelMatrix; |
1548 | QMatrix4x4 MVPMatrix; |
1549 | QMatrix4x4 itModelMatrix; |
1550 | |
1551 | modelMatrix.translate(x: lineXTrans, y: m_axisCacheY.gridLinePosition(index: line), z: 0.0f); |
1552 | |
1553 | modelMatrix.scale(vector: gridLineScaleZ); |
1554 | itModelMatrix.scale(vector: gridLineScaleZ); |
1555 | |
1556 | modelMatrix.rotate(quaternion: lineYRotation); |
1557 | itModelMatrix.rotate(quaternion: lineYRotation); |
1558 | |
1559 | MVPMatrix = projectionViewMatrix * modelMatrix; |
1560 | |
1561 | // Set the rest of the shader bindings |
1562 | lineShader->setUniformValue(uniform: lineShader->model(), value: modelMatrix); |
1563 | lineShader->setUniformValue(uniform: lineShader->nModel(), |
1564 | value: itModelMatrix.inverted().transposed()); |
1565 | lineShader->setUniformValue(uniform: lineShader->MVP(), value: MVPMatrix); |
1566 | |
1567 | if (!m_isOpenGLES) { |
1568 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
1569 | // Set shadow shader bindings |
1570 | QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; |
1571 | lineShader->setUniformValue(uniform: lineShader->depth(), value: depthMVPMatrix); |
1572 | // Draw the object |
1573 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj, textureId: 0, depthTextureId: m_depthTexture); |
1574 | } else { |
1575 | // Draw the object |
1576 | m_drawer->drawObject(shader: lineShader, object: m_gridLineObj); |
1577 | } |
1578 | } else { |
1579 | m_drawer->drawLine(shader: lineShader); |
1580 | } |
1581 | } |
1582 | } |
1583 | } |
1584 | |
1585 | Abstract3DRenderer::drawCustomItems(state: RenderingNormal, regularShader: m_customItemShader, viewMatrix, |
1586 | projectionViewMatrix, depthProjectionViewMatrix, |
1587 | depthTexture: m_depthTexture, shadowQuality: m_shadowQualityToShader); |
1588 | |
1589 | drawLabels(drawSelection: false, activeCamera, viewMatrix, projectionMatrix); |
1590 | |
1591 | // Handle selection clearing and selection label drawing |
1592 | if (!dotSelectionFound) { |
1593 | // We have no ownership, don't delete. Just NULL the pointer. |
1594 | m_selectedItem = NULL; |
1595 | } else { |
1596 | glDisable(GL_DEPTH_TEST); |
1597 | // Draw the selection label |
1598 | LabelItem &labelItem = selectionLabelItem(); |
1599 | if (m_selectedItem != selectedItem || m_updateLabels |
1600 | || !labelItem.textureId() || m_selectionLabelDirty) { |
1601 | QString labelText = selectionLabel(); |
1602 | if (labelText.isNull() || m_selectionLabelDirty) { |
1603 | labelText = m_selectedSeriesCache->itemLabel(); |
1604 | setSelectionLabel(labelText); |
1605 | m_selectionLabelDirty = false; |
1606 | } |
1607 | m_drawer->generateLabelItem(item&: labelItem, text: labelText); |
1608 | m_selectedItem = selectedItem; |
1609 | } |
1610 | |
1611 | m_drawer->drawLabel(item: *selectedItem, labelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
1612 | positionComp: zeroVector, rotation: identityQuaternion, itemHeight: selectedItemSize, mode: m_cachedSelectionMode, |
1613 | shader: m_labelShader, object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: false, |
1614 | position: Drawer::LabelOver); |
1615 | |
1616 | // Reset label update flag; they should have been updated when we get here |
1617 | m_updateLabels = false; |
1618 | glEnable(GL_DEPTH_TEST); |
1619 | } |
1620 | |
1621 | glDisable(GL_BLEND); |
1622 | |
1623 | // Release shader |
1624 | glUseProgram(program: 0); |
1625 | |
1626 | m_selectionDirty = false; |
1627 | } |
1628 | |
1629 | void Scatter3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCamera, |
1630 | const QMatrix4x4 &viewMatrix, |
1631 | const QMatrix4x4 &projectionMatrix) { |
1632 | ShaderHelper *shader = 0; |
1633 | GLfloat alphaForValueSelection = labelValueAlpha / 255.0f; |
1634 | GLfloat alphaForRowSelection = labelRowAlpha / 255.0f; |
1635 | GLfloat alphaForColumnSelection = labelColumnAlpha / 255.0f; |
1636 | if (drawSelection) { |
1637 | shader = m_selectionShader; |
1638 | // m_selectionShader is already bound |
1639 | } else { |
1640 | shader = m_labelShader; |
1641 | shader->bind(); |
1642 | |
1643 | glEnable(GL_BLEND); |
1644 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
1645 | } |
1646 | |
1647 | glEnable(GL_POLYGON_OFFSET_FILL); |
1648 | |
1649 | float labelAutoAngle = m_axisCacheZ.labelAutoRotation(); |
1650 | float labelAngleFraction = labelAutoAngle / 90.0f; |
1651 | float fractionCamY = activeCamera->yRotation() * labelAngleFraction; |
1652 | float fractionCamX = activeCamera->xRotation() * labelAngleFraction; |
1653 | float labelsMaxWidth = 0.0f; |
1654 | |
1655 | int startIndex; |
1656 | int endIndex; |
1657 | int indexStep; |
1658 | |
1659 | // Z Labels |
1660 | if (m_axisCacheZ.segmentCount() > 0) { |
1661 | int labelCount = m_axisCacheZ.labelCount(); |
1662 | float labelXTrans = m_scaleXWithBackground + labelMargin; |
1663 | float labelYTrans = -m_scaleYWithBackground; |
1664 | if (m_polarGraph) { |
1665 | labelXTrans *= m_radialLabelOffset; |
1666 | // YTrans up only if over background |
1667 | if (m_radialLabelOffset < 1.0f) |
1668 | labelYTrans += gridLineOffset + gridLineWidth; |
1669 | } |
1670 | Qt::AlignmentFlag alignment = (m_xFlipped == m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
1671 | QVector3D labelRotation; |
1672 | if (m_xFlipped) |
1673 | labelXTrans = -labelXTrans; |
1674 | if (m_yFlipped) |
1675 | labelYTrans = -labelYTrans; |
1676 | if (labelAutoAngle == 0.0f) { |
1677 | if (m_zFlipped) |
1678 | labelRotation.setY(180.0f); |
1679 | if (m_yFlippedForGrid) { |
1680 | if (m_zFlipped) |
1681 | labelRotation.setY(180.0f); |
1682 | else |
1683 | labelRotation.setY(0.0f); |
1684 | labelRotation.setX(90.0f); |
1685 | } else { |
1686 | labelRotation.setX(-90.0f); |
1687 | } |
1688 | } else { |
1689 | if (m_zFlipped) |
1690 | labelRotation.setY(180.0f); |
1691 | if (m_yFlippedForGrid) { |
1692 | if (m_zFlipped) { |
1693 | if (m_xFlipped) { |
1694 | labelRotation.setX(90.0f - (labelAutoAngle - fractionCamX) |
1695 | * (-labelAutoAngle - fractionCamY) / labelAutoAngle); |
1696 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
1697 | } else { |
1698 | labelRotation.setX(90.0f + (labelAutoAngle + fractionCamX) |
1699 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
1700 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
1701 | } |
1702 | } else { |
1703 | if (m_xFlipped) { |
1704 | labelRotation.setX(90.0f + (labelAutoAngle - fractionCamX) |
1705 | * -(labelAutoAngle + fractionCamY) / labelAutoAngle); |
1706 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
1707 | } else { |
1708 | labelRotation.setX(90.0f - (labelAutoAngle + fractionCamX) |
1709 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
1710 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
1711 | } |
1712 | } |
1713 | } else { |
1714 | if (m_zFlipped) { |
1715 | if (m_xFlipped) { |
1716 | labelRotation.setX(-90.0f + (labelAutoAngle - fractionCamX) |
1717 | * (-labelAutoAngle + fractionCamY) / labelAutoAngle); |
1718 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
1719 | } else { |
1720 | labelRotation.setX(-90.0f - (labelAutoAngle + fractionCamX) |
1721 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
1722 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
1723 | } |
1724 | } else { |
1725 | if (m_xFlipped) { |
1726 | labelRotation.setX(-90.0f - (labelAutoAngle - fractionCamX) |
1727 | * (-labelAutoAngle + fractionCamY) / labelAutoAngle); |
1728 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
1729 | } else { |
1730 | labelRotation.setX(-90.0f + (labelAutoAngle + fractionCamX) |
1731 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
1732 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
1733 | } |
1734 | } |
1735 | } |
1736 | } |
1737 | QQuaternion totalRotation = Utils::calculateRotation(xyzRotations: labelRotation); |
1738 | QVector3D labelTrans = QVector3D(labelXTrans, labelYTrans, 0.0f); |
1739 | if (m_zFlipped) { |
1740 | startIndex = 0; |
1741 | endIndex = labelCount; |
1742 | indexStep = 1; |
1743 | } else { |
1744 | startIndex = labelCount - 1; |
1745 | endIndex = -1; |
1746 | indexStep = -1; |
1747 | } |
1748 | float offsetValue = 0.0f; |
1749 | for (int label = startIndex; label != endIndex; label = label + indexStep) { |
1750 | glPolygonOffset(factor: offsetValue++ / -10.0f, units: 1.0f); |
1751 | const LabelItem &axisLabelItem = *m_axisCacheZ.labelItems().at(i: label); |
1752 | // Draw the label here |
1753 | if (m_polarGraph) { |
1754 | float direction = m_zFlipped ? -1.0f : 1.0f; |
1755 | labelTrans.setZ((m_axisCacheZ.formatter()->labelPositions().at(i: label) |
1756 | * -m_polarRadius |
1757 | + m_drawer->scaledFontSize() + gridLineWidth) * direction); |
1758 | } else { |
1759 | labelTrans.setZ(m_axisCacheZ.labelPosition(index: label)); |
1760 | } |
1761 | if (label == 0 || label == (labelCount - 1)) { |
1762 | // If the margin is small, adjust the position of the edge labels to avoid overlapping |
1763 | // with labels of the other axes. |
1764 | float scaleFactor = m_drawer->scaledFontSize() / axisLabelItem.size().height(); |
1765 | float labelOverlap = qAbs(t: labelTrans.z()) |
1766 | + (scaleFactor * axisLabelItem.size().height() / 2.0f) |
1767 | - m_scaleZWithBackground + labelMargin; |
1768 | // No need to adjust quite as much on the front edges |
1769 | if (label != startIndex) |
1770 | labelOverlap /= 2.0f; |
1771 | if (labelOverlap > 0.0f) { |
1772 | if (label == 0) |
1773 | labelTrans.setZ(labelTrans.z() - labelOverlap); |
1774 | else |
1775 | labelTrans.setZ(labelTrans.z() + labelOverlap); |
1776 | } |
1777 | } |
1778 | m_dummyRenderItem.setTranslation(labelTrans); |
1779 | |
1780 | if (drawSelection) { |
1781 | QVector4D labelColor = QVector4D(label / 255.0f, 0.0f, 0.0f, |
1782 | alphaForRowSelection); |
1783 | shader->setUniformValue(uniform: shader->color(), value: labelColor); |
1784 | } |
1785 | |
1786 | m_drawer->drawLabel(item: m_dummyRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
1787 | positionComp: zeroVector, rotation: totalRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
1788 | shader, object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: true, |
1789 | position: Drawer::LabelMid, alignment, isSlicing: false, isSelecting: drawSelection); |
1790 | labelsMaxWidth = qMax(a: labelsMaxWidth, b: float(axisLabelItem.size().width())); |
1791 | } |
1792 | if (!drawSelection && m_axisCacheZ.isTitleVisible()) { |
1793 | if (m_polarGraph) { |
1794 | float titleZ = -m_polarRadius / 2.0f; |
1795 | if (m_zFlipped) |
1796 | titleZ = -titleZ; |
1797 | labelTrans.setZ(titleZ); |
1798 | } else { |
1799 | labelTrans.setZ(0.0f); |
1800 | } |
1801 | drawAxisTitleZ(labelRotation, labelTrans, totalRotation, dummyItem&: m_dummyRenderItem, |
1802 | activeCamera, labelsMaxWidth, viewMatrix, projectionMatrix, shader); |
1803 | } |
1804 | } |
1805 | |
1806 | // X Labels |
1807 | if (m_axisCacheX.segmentCount() > 0) { |
1808 | labelsMaxWidth = 0.0f; |
1809 | labelAutoAngle = m_axisCacheX.labelAutoRotation(); |
1810 | labelAngleFraction = labelAutoAngle / 90.0f; |
1811 | fractionCamY = activeCamera->yRotation() * labelAngleFraction; |
1812 | fractionCamX = activeCamera->xRotation() * labelAngleFraction; |
1813 | int labelCount = m_axisCacheX.labelCount(); |
1814 | float labelZTrans = 0.0f; |
1815 | float labelYTrans = -m_scaleYWithBackground; |
1816 | if (m_polarGraph) |
1817 | labelYTrans += gridLineOffset + gridLineWidth; |
1818 | else |
1819 | labelZTrans = m_scaleZWithBackground + labelMargin; |
1820 | |
1821 | Qt::Alignment alignment = (m_xFlipped != m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
1822 | QVector3D labelRotation; |
1823 | if (m_zFlipped) |
1824 | labelZTrans = -labelZTrans; |
1825 | if (m_yFlipped) |
1826 | labelYTrans = -labelYTrans; |
1827 | if (labelAutoAngle == 0.0f) { |
1828 | labelRotation = QVector3D(-90.0f, 90.0f, 0.0f); |
1829 | if (m_xFlipped) |
1830 | labelRotation.setY(-90.0f); |
1831 | if (m_yFlippedForGrid) { |
1832 | if (m_xFlipped) |
1833 | labelRotation.setY(-90.0f); |
1834 | else |
1835 | labelRotation.setY(90.0f); |
1836 | labelRotation.setX(90.0f); |
1837 | } |
1838 | } else { |
1839 | if (m_xFlipped) |
1840 | labelRotation.setY(-90.0f); |
1841 | else |
1842 | labelRotation.setY(90.0f); |
1843 | if (m_yFlippedForGrid) { |
1844 | if (m_zFlipped) { |
1845 | if (m_xFlipped) { |
1846 | labelRotation.setX(90.0f - (2.0f * labelAutoAngle - fractionCamX) |
1847 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
1848 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
1849 | } else { |
1850 | labelRotation.setX(90.0f - (2.0f * labelAutoAngle + fractionCamX) |
1851 | * (labelAutoAngle + fractionCamY) / labelAutoAngle); |
1852 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
1853 | } |
1854 | } else { |
1855 | if (m_xFlipped) { |
1856 | labelRotation.setX(90.0f + fractionCamX |
1857 | * -(labelAutoAngle + fractionCamY) / labelAutoAngle); |
1858 | labelRotation.setZ(labelAutoAngle + fractionCamY); |
1859 | } else { |
1860 | labelRotation.setX(90.0f - fractionCamX |
1861 | * (-labelAutoAngle - fractionCamY) / labelAutoAngle); |
1862 | labelRotation.setZ(-labelAutoAngle - fractionCamY); |
1863 | } |
1864 | } |
1865 | } else { |
1866 | if (m_zFlipped) { |
1867 | if (m_xFlipped) { |
1868 | labelRotation.setX(-90.0f + (2.0f * labelAutoAngle - fractionCamX) |
1869 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
1870 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
1871 | } else { |
1872 | labelRotation.setX(-90.0f + (2.0f * labelAutoAngle + fractionCamX) |
1873 | * (labelAutoAngle - fractionCamY) / labelAutoAngle); |
1874 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
1875 | } |
1876 | } else { |
1877 | if (m_xFlipped) { |
1878 | labelRotation.setX(-90.0f - fractionCamX |
1879 | * (-labelAutoAngle + fractionCamY) / labelAutoAngle); |
1880 | labelRotation.setZ(-labelAutoAngle + fractionCamY); |
1881 | } else { |
1882 | labelRotation.setX(-90.0f + fractionCamX |
1883 | * -(labelAutoAngle - fractionCamY) / labelAutoAngle); |
1884 | labelRotation.setZ(labelAutoAngle - fractionCamY); |
1885 | } |
1886 | } |
1887 | } |
1888 | } |
1889 | |
1890 | QQuaternion totalRotation = Utils::calculateRotation(xyzRotations: labelRotation); |
1891 | if (m_polarGraph) { |
1892 | if ((!m_yFlippedForGrid && (m_zFlipped != m_xFlipped)) |
1893 | || (m_yFlippedForGrid && (m_zFlipped == m_xFlipped))) { |
1894 | totalRotation *= m_zRightAngleRotation; |
1895 | } else { |
1896 | totalRotation *= m_zRightAngleRotationNeg; |
1897 | } |
1898 | } |
1899 | QVector3D labelTrans = QVector3D(0.0f, labelYTrans, labelZTrans); |
1900 | if (m_xFlipped) { |
1901 | startIndex = labelCount - 1; |
1902 | endIndex = -1; |
1903 | indexStep = -1; |
1904 | } else { |
1905 | startIndex = 0; |
1906 | endIndex = labelCount; |
1907 | indexStep = 1; |
1908 | } |
1909 | float offsetValue = 0.0f; |
1910 | bool showLastLabel = false; |
1911 | QList<float> &labelPositions = m_axisCacheX.formatter()->labelPositions(); |
1912 | int lastLabelPosIndex = labelPositions.size() - 1; |
1913 | if (labelPositions.size() |
1914 | && (labelPositions.at(i: lastLabelPosIndex) != 1.0f || labelPositions.at(i: 0) != 0.0f)) { |
1915 | // Avoid overlapping first and last label if they would get on same position |
1916 | showLastLabel = true; |
1917 | } |
1918 | |
1919 | for (int label = startIndex; label != endIndex; label = label + indexStep) { |
1920 | glPolygonOffset(factor: offsetValue++ / -10.0f, units: 1.0f); |
1921 | // Draw the label here |
1922 | if (m_polarGraph) { |
1923 | // Calculate angular position |
1924 | if (label == lastLabelPosIndex && !showLastLabel) |
1925 | continue; |
1926 | float labelPosition = labelPositions.at(i: label); |
1927 | qreal angle = labelPosition * M_PI * 2.0; |
1928 | labelTrans.setX((m_polarRadius + labelMargin) * float(qSin(v: angle))); |
1929 | labelTrans.setZ(-(m_polarRadius + labelMargin) * float(qCos(v: angle))); |
1930 | // Alignment depends on label angular position, as well as flips |
1931 | Qt::AlignmentFlag vAlignment = Qt::AlignCenter; |
1932 | Qt::AlignmentFlag hAlignment = Qt::AlignCenter; |
1933 | const float centerMargin = 0.005f; |
1934 | if (labelPosition < 0.25f - centerMargin || labelPosition > 0.75f + centerMargin) |
1935 | vAlignment = m_zFlipped ? Qt::AlignTop : Qt::AlignBottom; |
1936 | else if (labelPosition > 0.25f + centerMargin && labelPosition < 0.75f - centerMargin) |
1937 | vAlignment = m_zFlipped ? Qt::AlignBottom : Qt::AlignTop; |
1938 | |
1939 | if (labelPosition < 0.50f - centerMargin && labelPosition > centerMargin) |
1940 | hAlignment = m_zFlipped ? Qt::AlignRight : Qt::AlignLeft; |
1941 | else if (labelPosition < 1.0f - centerMargin && labelPosition > 0.5f + centerMargin) |
1942 | hAlignment = m_zFlipped ? Qt::AlignLeft : Qt::AlignRight; |
1943 | if (m_yFlippedForGrid && vAlignment != Qt::AlignCenter) |
1944 | vAlignment = (vAlignment == Qt::AlignTop) ? Qt::AlignBottom : Qt::AlignTop; |
1945 | alignment = vAlignment | hAlignment; |
1946 | } else { |
1947 | labelTrans.setX(m_axisCacheX.labelPosition(index: label)); |
1948 | } |
1949 | const LabelItem &axisLabelItem = *m_axisCacheX.labelItems().at(i: label); |
1950 | if (label == 0 || label == (labelCount - 1)) { |
1951 | // If the margin is small, adjust the position of the edge labels to avoid overlapping |
1952 | // with labels of the other axes. |
1953 | float scaleFactor = m_drawer->scaledFontSize() / axisLabelItem.size().height(); |
1954 | float labelOverlap = qAbs(t: labelTrans.x()) |
1955 | + (scaleFactor * axisLabelItem.size().height() / 2.0f) |
1956 | - m_scaleXWithBackground + labelMargin; |
1957 | // No need to adjust quite as much on the front edges |
1958 | if (label != startIndex) |
1959 | labelOverlap /= 2.0f; |
1960 | if (labelOverlap > 0.0f) { |
1961 | if (label == 0) |
1962 | labelTrans.setX(labelTrans.x() + labelOverlap); |
1963 | else |
1964 | labelTrans.setX(labelTrans.x() - labelOverlap); |
1965 | } |
1966 | } |
1967 | m_dummyRenderItem.setTranslation(labelTrans); |
1968 | |
1969 | if (drawSelection) { |
1970 | QVector4D labelColor = QVector4D(0.0f, label / 255.0f, 0.0f, |
1971 | alphaForColumnSelection); |
1972 | shader->setUniformValue(uniform: shader->color(), value: labelColor); |
1973 | } |
1974 | |
1975 | m_drawer->drawLabel(item: m_dummyRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
1976 | positionComp: zeroVector, rotation: totalRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
1977 | shader, object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: true, |
1978 | position: Drawer::LabelMid, alignment, isSlicing: false, isSelecting: drawSelection); |
1979 | labelsMaxWidth = qMax(a: labelsMaxWidth, b: float(axisLabelItem.size().width())); |
1980 | } |
1981 | if (!drawSelection && m_axisCacheX.isTitleVisible()) { |
1982 | labelTrans.setX(0.0f); |
1983 | bool radial = false; |
1984 | if (m_polarGraph) { |
1985 | if (m_xFlipped == m_zFlipped) |
1986 | totalRotation *= m_zRightAngleRotation; |
1987 | else |
1988 | totalRotation *= m_zRightAngleRotationNeg; |
1989 | if (m_yFlippedForGrid) |
1990 | totalRotation *= QQuaternion::fromAxisAndAngle(x: 0.0f, y: 0.0f, z: 1.0f, angle: -180.0f); |
1991 | labelTrans.setZ(-m_polarRadius); |
1992 | radial = true; |
1993 | } |
1994 | drawAxisTitleX(labelRotation, labelTrans, totalRotation, dummyItem&: m_dummyRenderItem, |
1995 | activeCamera, labelsMaxWidth, viewMatrix, projectionMatrix, shader, |
1996 | radial); |
1997 | } |
1998 | } |
1999 | |
2000 | // Y Labels |
2001 | if (m_axisCacheY.segmentCount() > 0) { |
2002 | labelsMaxWidth = 0.0f; |
2003 | labelAutoAngle = m_axisCacheY.labelAutoRotation(); |
2004 | labelAngleFraction = labelAutoAngle / 90.0f; |
2005 | fractionCamY = activeCamera->yRotation() * labelAngleFraction; |
2006 | fractionCamX = activeCamera->xRotation() * labelAngleFraction; |
2007 | int labelCount = m_axisCacheY.labelCount(); |
2008 | |
2009 | float labelXTrans = m_scaleXWithBackground; |
2010 | float labelZTrans = m_scaleZWithBackground; |
2011 | |
2012 | // Back & side wall |
2013 | float labelMarginXTrans = labelMargin; |
2014 | float labelMarginZTrans = labelMargin; |
2015 | QVector3D backLabelRotation(0.0f, -90.0f, 0.0f); |
2016 | QVector3D sideLabelRotation(0.0f, 0.0f, 0.0f); |
2017 | Qt::AlignmentFlag backAlignment = |
2018 | (m_xFlipped != m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
2019 | Qt::AlignmentFlag sideAlignment = |
2020 | (m_xFlipped == m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight; |
2021 | if (!m_xFlipped) { |
2022 | labelXTrans = -labelXTrans; |
2023 | labelMarginXTrans = -labelMargin; |
2024 | } |
2025 | if (m_zFlipped) { |
2026 | labelZTrans = -labelZTrans; |
2027 | labelMarginZTrans = -labelMargin; |
2028 | } |
2029 | if (labelAutoAngle == 0.0f) { |
2030 | if (!m_xFlipped) |
2031 | backLabelRotation.setY(90.0f); |
2032 | if (m_zFlipped) |
2033 | sideLabelRotation.setY(180.f); |
2034 | } else { |
2035 | // Orient side labels somewhat towards the camera |
2036 | if (m_xFlipped) { |
2037 | if (m_zFlipped) |
2038 | sideLabelRotation.setY(180.0f + (2.0f * labelAutoAngle) - fractionCamX); |
2039 | else |
2040 | sideLabelRotation.setY(-fractionCamX); |
2041 | backLabelRotation.setY(-90.0f + labelAutoAngle - fractionCamX); |
2042 | } else { |
2043 | if (m_zFlipped) |
2044 | sideLabelRotation.setY(180.0f - (2.0f * labelAutoAngle) - fractionCamX); |
2045 | else |
2046 | sideLabelRotation.setY(-fractionCamX); |
2047 | backLabelRotation.setY(90.0f - labelAutoAngle - fractionCamX); |
2048 | } |
2049 | } |
2050 | sideLabelRotation.setX(-fractionCamY); |
2051 | backLabelRotation.setX(-fractionCamY); |
2052 | |
2053 | QQuaternion totalSideRotation = Utils::calculateRotation(xyzRotations: sideLabelRotation); |
2054 | QQuaternion totalBackRotation = Utils::calculateRotation(xyzRotations: backLabelRotation); |
2055 | |
2056 | QVector3D labelTransBack = QVector3D(labelXTrans, 0.0f, labelZTrans + labelMarginZTrans); |
2057 | QVector3D labelTransSide(-labelXTrans - labelMarginXTrans, 0.0f, -labelZTrans); |
2058 | |
2059 | if (m_yFlipped) { |
2060 | startIndex = labelCount - 1; |
2061 | endIndex = -1; |
2062 | indexStep = -1; |
2063 | } else { |
2064 | startIndex = 0; |
2065 | endIndex = labelCount; |
2066 | indexStep = 1; |
2067 | } |
2068 | float offsetValue = 0.0f; |
2069 | for (int label = startIndex; label != endIndex; label = label + indexStep) { |
2070 | const LabelItem &axisLabelItem = *m_axisCacheY.labelItems().at(i: label); |
2071 | float labelYTrans = m_axisCacheY.labelPosition(index: label); |
2072 | |
2073 | glPolygonOffset(factor: offsetValue++ / -10.0f, units: 1.0f); |
2074 | |
2075 | if (drawSelection) { |
2076 | QVector4D labelColor = QVector4D(0.0f, 0.0f, label / 255.0f, |
2077 | alphaForValueSelection); |
2078 | shader->setUniformValue(uniform: shader->color(), value: labelColor); |
2079 | } |
2080 | |
2081 | if (label == startIndex) { |
2082 | // If the margin is small, adjust the position of the edge label to avoid |
2083 | // overlapping with labels of the other axes. |
2084 | float scaleFactor = m_drawer->scaledFontSize() / axisLabelItem.size().height(); |
2085 | float labelOverlap = qAbs(t: labelYTrans) |
2086 | + (scaleFactor * axisLabelItem.size().height() / 2.0f) |
2087 | - m_scaleYWithBackground + labelMargin; |
2088 | if (labelOverlap > 0.0f) { |
2089 | if (label == 0) |
2090 | labelYTrans += labelOverlap; |
2091 | else |
2092 | labelYTrans -= labelOverlap; |
2093 | } |
2094 | } |
2095 | |
2096 | // Back wall |
2097 | labelTransBack.setY(labelYTrans); |
2098 | m_dummyRenderItem.setTranslation(labelTransBack); |
2099 | m_drawer->drawLabel(item: m_dummyRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
2100 | positionComp: zeroVector, rotation: totalBackRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
2101 | shader, object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: true, |
2102 | position: Drawer::LabelMid, alignment: backAlignment, isSlicing: false, isSelecting: drawSelection); |
2103 | |
2104 | // Side wall |
2105 | labelTransSide.setY(labelYTrans); |
2106 | m_dummyRenderItem.setTranslation(labelTransSide); |
2107 | m_drawer->drawLabel(item: m_dummyRenderItem, labelItem: axisLabelItem, viewmatrix: viewMatrix, projectionmatrix: projectionMatrix, |
2108 | positionComp: zeroVector, rotation: totalSideRotation, itemHeight: 0, mode: m_cachedSelectionMode, |
2109 | shader, object: m_labelObj, camera: activeCamera, useDepth: true, rotateAlong: true, |
2110 | position: Drawer::LabelMid, alignment: sideAlignment, isSlicing: false, isSelecting: drawSelection); |
2111 | labelsMaxWidth = qMax(a: labelsMaxWidth, b: float(axisLabelItem.size().width())); |
2112 | } |
2113 | if (!drawSelection && m_axisCacheY.isTitleVisible()) { |
2114 | labelTransSide.setY(0.0f); |
2115 | labelTransBack.setY(0.0f); |
2116 | drawAxisTitleY(sideLabelRotation, backLabelRotation, sideLabelTrans: labelTransSide, backLabelTrans: labelTransBack, |
2117 | totalSideRotation, totalBackRotation, dummyItem&: m_dummyRenderItem, activeCamera, |
2118 | labelsMaxWidth, viewMatrix, projectionMatrix, |
2119 | shader); |
2120 | } |
2121 | } |
2122 | glDisable(GL_POLYGON_OFFSET_FILL); |
2123 | } |
2124 | |
2125 | void Scatter3DRenderer::updateSelectedItem(int index, QScatter3DSeries *series) |
2126 | { |
2127 | m_selectionDirty = true; |
2128 | m_selectionLabelDirty = true; |
2129 | m_selectedSeriesCache = |
2130 | static_cast<ScatterSeriesRenderCache *>(m_renderCacheList.value(key: series, defaultValue: 0)); |
2131 | m_selectedItemIndex = Scatter3DController::invalidSelectionIndex(); |
2132 | |
2133 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
2134 | && m_oldSelectedSeriesCache |
2135 | && m_oldSelectedSeriesCache->mesh() == QAbstract3DSeries::MeshPoint) { |
2136 | m_oldSelectedSeriesCache->bufferPoints()->popPoint(); |
2137 | m_oldSelectedSeriesCache = 0; |
2138 | } |
2139 | |
2140 | if (m_selectedSeriesCache) { |
2141 | const ScatterRenderItemArray &renderArray = m_selectedSeriesCache->renderArray(); |
2142 | if (index < renderArray.size() && index >= 0) { |
2143 | m_selectedItemIndex = index; |
2144 | |
2145 | if (m_cachedOptimizationHint.testFlag(flag: QAbstract3DGraph::OptimizationStatic) |
2146 | && m_selectedSeriesCache->mesh() == QAbstract3DSeries::MeshPoint) { |
2147 | m_selectedSeriesCache->bufferPoints()->pushPoint(pointIndex: m_selectedItemIndex); |
2148 | m_oldSelectedSeriesCache = m_selectedSeriesCache; |
2149 | } |
2150 | } |
2151 | } |
2152 | } |
2153 | |
2154 | void Scatter3DRenderer::updateShadowQuality(QAbstract3DGraph::ShadowQuality quality) |
2155 | { |
2156 | m_cachedShadowQuality = quality; |
2157 | switch (quality) { |
2158 | case QAbstract3DGraph::ShadowQualityLow: |
2159 | m_shadowQualityToShader = 33.3f; |
2160 | m_shadowQualityMultiplier = 1; |
2161 | break; |
2162 | case QAbstract3DGraph::ShadowQualityMedium: |
2163 | m_shadowQualityToShader = 100.0f; |
2164 | m_shadowQualityMultiplier = 3; |
2165 | break; |
2166 | case QAbstract3DGraph::ShadowQualityHigh: |
2167 | m_shadowQualityToShader = 200.0f; |
2168 | m_shadowQualityMultiplier = 5; |
2169 | break; |
2170 | case QAbstract3DGraph::ShadowQualitySoftLow: |
2171 | m_shadowQualityToShader = 5.0f; |
2172 | m_shadowQualityMultiplier = 1; |
2173 | break; |
2174 | case QAbstract3DGraph::ShadowQualitySoftMedium: |
2175 | m_shadowQualityToShader = 10.0f; |
2176 | m_shadowQualityMultiplier = 3; |
2177 | break; |
2178 | case QAbstract3DGraph::ShadowQualitySoftHigh: |
2179 | m_shadowQualityToShader = 15.0f; |
2180 | m_shadowQualityMultiplier = 4; |
2181 | break; |
2182 | default: |
2183 | m_shadowQualityToShader = 0.0f; |
2184 | m_shadowQualityMultiplier = 1; |
2185 | break; |
2186 | } |
2187 | |
2188 | handleShadowQualityChange(); |
2189 | |
2190 | // Re-init depth buffer |
2191 | updateDepthBuffer(); |
2192 | } |
2193 | |
2194 | void Scatter3DRenderer::loadBackgroundMesh() |
2195 | { |
2196 | ObjectHelper::resetObjectHelper(cacheId: this, obj&: m_backgroundObj, |
2197 | QStringLiteral(":/defaultMeshes/background" )); |
2198 | } |
2199 | |
2200 | void Scatter3DRenderer::updateTextures() |
2201 | { |
2202 | Abstract3DRenderer::updateTextures(); |
2203 | |
2204 | // Drawer has changed; this flag needs to be checked when checking if we need to update labels |
2205 | m_updateLabels = true; |
2206 | |
2207 | if (m_polarGraph) |
2208 | calculateSceneScalingFactors(); |
2209 | } |
2210 | |
2211 | void Scatter3DRenderer::fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh) |
2212 | { |
2213 | // Load full version of meshes that have it available |
2214 | if (mesh != QAbstract3DSeries::MeshSphere |
2215 | && mesh != QAbstract3DSeries::MeshMinimal |
2216 | && mesh != QAbstract3DSeries::MeshPoint |
2217 | && mesh != QAbstract3DSeries::MeshArrow) { |
2218 | fileName.append(QStringLiteral("Full" )); |
2219 | } |
2220 | } |
2221 | |
2222 | void Scatter3DRenderer::calculateTranslation(ScatterRenderItem &item) |
2223 | { |
2224 | // We need to normalize translations |
2225 | const QVector3D &pos = item.position(); |
2226 | float xTrans; |
2227 | float yTrans = m_axisCacheY.positionAt(value: pos.y()); |
2228 | float zTrans; |
2229 | if (m_polarGraph) { |
2230 | calculatePolarXZ(dataPos: pos, x&: xTrans, z&: zTrans); |
2231 | } else { |
2232 | xTrans = m_axisCacheX.positionAt(value: pos.x()); |
2233 | zTrans = m_axisCacheZ.positionAt(value: pos.z()); |
2234 | } |
2235 | item.setTranslation(QVector3D(xTrans, yTrans, zTrans)); |
2236 | } |
2237 | |
2238 | void Scatter3DRenderer::calculateSceneScalingFactors() |
2239 | { |
2240 | if (m_requestedMargin < 0.0f) { |
2241 | if (m_maxItemSize > defaultMaxSize) |
2242 | m_hBackgroundMargin = m_maxItemSize / itemScaler; |
2243 | else |
2244 | m_hBackgroundMargin = defaultMaxSize; |
2245 | m_vBackgroundMargin = m_hBackgroundMargin; |
2246 | } else { |
2247 | m_hBackgroundMargin = m_requestedMargin; |
2248 | m_vBackgroundMargin = m_requestedMargin; |
2249 | } |
2250 | if (m_polarGraph) { |
2251 | float polarMargin = calculatePolarBackgroundMargin(); |
2252 | m_hBackgroundMargin = qMax(a: m_hBackgroundMargin, b: polarMargin); |
2253 | } |
2254 | |
2255 | float horizontalAspectRatio; |
2256 | if (m_polarGraph) |
2257 | horizontalAspectRatio = 1.0f; |
2258 | else |
2259 | horizontalAspectRatio = m_graphHorizontalAspectRatio; |
2260 | |
2261 | QSizeF areaSize; |
2262 | if (horizontalAspectRatio == 0.0f) { |
2263 | areaSize.setHeight(m_axisCacheZ.max() - m_axisCacheZ.min()); |
2264 | areaSize.setWidth(m_axisCacheX.max() - m_axisCacheX.min()); |
2265 | } else { |
2266 | areaSize.setHeight(1.0f); |
2267 | areaSize.setWidth(horizontalAspectRatio); |
2268 | } |
2269 | |
2270 | float horizontalMaxDimension; |
2271 | if (m_graphAspectRatio > 2.0f) { |
2272 | horizontalMaxDimension = 2.0f; |
2273 | m_scaleY = 2.0f / m_graphAspectRatio; |
2274 | } else { |
2275 | horizontalMaxDimension = m_graphAspectRatio; |
2276 | m_scaleY = 1.0f; |
2277 | } |
2278 | if (m_polarGraph) |
2279 | m_polarRadius = horizontalMaxDimension; |
2280 | |
2281 | float scaleFactor = qMax(a: areaSize.width(), b: areaSize.height()); |
2282 | m_scaleX = horizontalMaxDimension * areaSize.width() / scaleFactor; |
2283 | m_scaleZ = horizontalMaxDimension * areaSize.height() / scaleFactor; |
2284 | |
2285 | m_scaleXWithBackground = m_scaleX + m_hBackgroundMargin; |
2286 | m_scaleYWithBackground = m_scaleY + m_vBackgroundMargin; |
2287 | m_scaleZWithBackground = m_scaleZ + m_hBackgroundMargin; |
2288 | |
2289 | m_axisCacheX.setScale(m_scaleX * 2.0f); |
2290 | m_axisCacheY.setScale(m_scaleY * 2.0f); |
2291 | m_axisCacheZ.setScale(-m_scaleZ * 2.0f); |
2292 | m_axisCacheX.setTranslate(-m_scaleX); |
2293 | m_axisCacheY.setTranslate(-m_scaleY); |
2294 | m_axisCacheZ.setTranslate(m_scaleZ); |
2295 | |
2296 | updateCameraViewport(); |
2297 | updateCustomItemPositions(); |
2298 | } |
2299 | |
2300 | void Scatter3DRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader) |
2301 | { |
2302 | delete m_dotShader; |
2303 | m_dotShader = new ShaderHelper(this, vertexShader, fragmentShader); |
2304 | m_dotShader->initialize(); |
2305 | } |
2306 | |
2307 | void Scatter3DRenderer::initGradientShaders(const QString &vertexShader, |
2308 | const QString &fragmentShader) |
2309 | { |
2310 | delete m_dotGradientShader; |
2311 | m_dotGradientShader = new ShaderHelper(this, vertexShader, fragmentShader); |
2312 | m_dotGradientShader->initialize(); |
2313 | |
2314 | } |
2315 | |
2316 | void Scatter3DRenderer::initStaticSelectedItemShaders(const QString &vertexShader, |
2317 | const QString &fragmentShader, |
2318 | const QString &gradientVertexShader, |
2319 | const QString &gradientFragmentShader) |
2320 | { |
2321 | delete m_staticSelectedItemShader; |
2322 | m_staticSelectedItemShader = new ShaderHelper(this, vertexShader, fragmentShader); |
2323 | m_staticSelectedItemShader->initialize(); |
2324 | |
2325 | delete m_staticSelectedItemGradientShader; |
2326 | m_staticSelectedItemGradientShader = new ShaderHelper(this, gradientVertexShader, |
2327 | gradientFragmentShader); |
2328 | m_staticSelectedItemGradientShader->initialize(); |
2329 | } |
2330 | |
2331 | void Scatter3DRenderer::initSelectionShader() |
2332 | { |
2333 | delete m_selectionShader; |
2334 | m_selectionShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexPlainColor" ), |
2335 | QStringLiteral(":/shaders/fragmentPlainColor" )); |
2336 | m_selectionShader->initialize(); |
2337 | } |
2338 | |
2339 | void Scatter3DRenderer::initSelectionBuffer() |
2340 | { |
2341 | m_textureHelper->deleteTexture(texture: &m_selectionTexture); |
2342 | |
2343 | if (m_primarySubViewport.size().isEmpty()) |
2344 | return; |
2345 | |
2346 | m_selectionTexture = m_textureHelper->createSelectionTexture(size: m_primarySubViewport.size(), |
2347 | frameBuffer&: m_selectionFrameBuffer, |
2348 | depthBuffer&: m_selectionDepthBuffer); |
2349 | } |
2350 | |
2351 | void Scatter3DRenderer::initDepthShader() |
2352 | { |
2353 | if (!m_isOpenGLES) { |
2354 | if (m_depthShader) |
2355 | delete m_depthShader; |
2356 | m_depthShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexDepth" ), |
2357 | QStringLiteral(":/shaders/fragmentDepth" )); |
2358 | m_depthShader->initialize(); |
2359 | } |
2360 | } |
2361 | |
2362 | void Scatter3DRenderer::updateDepthBuffer() |
2363 | { |
2364 | if (!m_isOpenGLES) { |
2365 | m_textureHelper->deleteTexture(texture: &m_depthTexture); |
2366 | |
2367 | if (m_primarySubViewport.size().isEmpty()) |
2368 | return; |
2369 | |
2370 | if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { |
2371 | m_depthTexture = m_textureHelper->createDepthTextureFrameBuffer(size: m_primarySubViewport.size(), |
2372 | frameBuffer&: m_depthFrameBuffer, |
2373 | textureSize: m_shadowQualityMultiplier); |
2374 | if (!m_depthTexture) |
2375 | lowerShadowQuality(); |
2376 | } |
2377 | } |
2378 | } |
2379 | |
2380 | void Scatter3DRenderer::initPointShader() |
2381 | { |
2382 | if (m_isOpenGLES) { |
2383 | if (m_pointShader) |
2384 | delete m_pointShader; |
2385 | m_pointShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexPointES2" ), |
2386 | QStringLiteral(":/shaders/fragmentPlainColor" )); |
2387 | m_pointShader->initialize(); |
2388 | } |
2389 | } |
2390 | |
2391 | void Scatter3DRenderer::initBackgroundShaders(const QString &vertexShader, |
2392 | const QString &fragmentShader) |
2393 | { |
2394 | if (m_backgroundShader) |
2395 | delete m_backgroundShader; |
2396 | m_backgroundShader = new ShaderHelper(this, vertexShader, fragmentShader); |
2397 | m_backgroundShader->initialize(); |
2398 | } |
2399 | |
2400 | void Scatter3DRenderer::initStaticPointShaders(const QString &vertexShader, |
2401 | const QString &fragmentShader) |
2402 | { |
2403 | if (m_staticGradientPointShader) |
2404 | delete m_staticGradientPointShader; |
2405 | m_staticGradientPointShader = new ShaderHelper(this, vertexShader, fragmentShader); |
2406 | m_staticGradientPointShader->initialize(); |
2407 | } |
2408 | |
2409 | void Scatter3DRenderer::selectionColorToSeriesAndIndex(const QVector4D &color, |
2410 | int &index, |
2411 | QAbstract3DSeries *&series) |
2412 | { |
2413 | m_clickedType = QAbstract3DGraph::ElementNone; |
2414 | m_selectedLabelIndex = -1; |
2415 | m_selectedCustomItemIndex = -1; |
2416 | if (color != selectionSkipColor) { |
2417 | if (color.w() == labelRowAlpha) { |
2418 | // Row selection |
2419 | index = Scatter3DController::invalidSelectionIndex(); |
2420 | m_selectedLabelIndex = color.x(); |
2421 | m_clickedType = QAbstract3DGraph::ElementAxisZLabel; |
2422 | } else if (color.w() == labelColumnAlpha) { |
2423 | // Column selection |
2424 | index = Scatter3DController::invalidSelectionIndex(); |
2425 | m_selectedLabelIndex = color.y(); |
2426 | m_clickedType = QAbstract3DGraph::ElementAxisXLabel; |
2427 | } else if (color.w() == labelValueAlpha) { |
2428 | // Value selection |
2429 | index = Scatter3DController::invalidSelectionIndex(); |
2430 | m_selectedLabelIndex = color.z(); |
2431 | m_clickedType = QAbstract3DGraph::ElementAxisYLabel; |
2432 | } else if (color.w() == customItemAlpha) { |
2433 | // Custom item selection |
2434 | index = Scatter3DController::invalidSelectionIndex(); |
2435 | m_selectedCustomItemIndex = int(color.x()) |
2436 | + (int(color.y()) << 8) |
2437 | + (int(color.z()) << 16); |
2438 | m_clickedType = QAbstract3DGraph::ElementCustomItem; |
2439 | } else { |
2440 | int totalIndex = int(color.x()) |
2441 | + (int(color.y()) << 8) |
2442 | + (int(color.z()) << 16); |
2443 | // Find the series and adjust the index accordingly |
2444 | foreach (SeriesRenderCache *baseCache, m_renderCacheList) { |
2445 | if (baseCache->isVisible()) { |
2446 | ScatterSeriesRenderCache *cache = |
2447 | static_cast<ScatterSeriesRenderCache *>(baseCache); |
2448 | int offset = cache->selectionIndexOffset(); |
2449 | if (totalIndex >= offset |
2450 | && totalIndex < (offset + cache->renderArray().size())) { |
2451 | index = totalIndex - offset; |
2452 | series = cache->series(); |
2453 | m_clickedType = QAbstract3DGraph::ElementSeries; |
2454 | return; |
2455 | } |
2456 | } |
2457 | } |
2458 | } |
2459 | } |
2460 | |
2461 | // No valid match found |
2462 | index = Scatter3DController::invalidSelectionIndex(); |
2463 | series = 0; |
2464 | } |
2465 | |
2466 | void Scatter3DRenderer::updateRenderItem(const QScatterDataItem &dataItem, |
2467 | ScatterRenderItem &renderItem) |
2468 | { |
2469 | QVector3D dotPos = dataItem.position(); |
2470 | if ((dotPos.x() >= m_axisCacheX.min() && dotPos.x() <= m_axisCacheX.max() ) |
2471 | && (dotPos.y() >= m_axisCacheY.min() && dotPos.y() <= m_axisCacheY.max()) |
2472 | && (dotPos.z() >= m_axisCacheZ.min() && dotPos.z() <= m_axisCacheZ.max())) { |
2473 | renderItem.setPosition(dotPos); |
2474 | renderItem.setVisible(true); |
2475 | if (!dataItem.rotation().isIdentity()) |
2476 | renderItem.setRotation(dataItem.rotation().normalized()); |
2477 | else |
2478 | renderItem.setRotation(identityQuaternion); |
2479 | calculateTranslation(item&: renderItem); |
2480 | } else { |
2481 | renderItem.setVisible(false); |
2482 | } |
2483 | } |
2484 | |
2485 | QVector3D Scatter3DRenderer::convertPositionToTranslation(const QVector3D &position, |
2486 | bool isAbsolute) |
2487 | { |
2488 | float xTrans = 0.0f; |
2489 | float yTrans = 0.0f; |
2490 | float zTrans = 0.0f; |
2491 | if (!isAbsolute) { |
2492 | if (m_polarGraph) { |
2493 | calculatePolarXZ(dataPos: position, x&: xTrans, z&: zTrans); |
2494 | } else { |
2495 | xTrans = m_axisCacheX.positionAt(value: position.x()); |
2496 | zTrans = m_axisCacheZ.positionAt(value: position.z()); |
2497 | } |
2498 | yTrans = m_axisCacheY.positionAt(value: position.y()); |
2499 | } else { |
2500 | xTrans = position.x() * m_scaleX; |
2501 | yTrans = position.y() * m_scaleY; |
2502 | zTrans = position.z() * -m_scaleZ; |
2503 | } |
2504 | return QVector3D(xTrans, yTrans, zTrans); |
2505 | } |
2506 | |
2507 | QT_END_NAMESPACE |
2508 | |