| 1 | // Copyright (C) 2016 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "scatterobjectbufferhelper_p.h" |
| 5 | #include "objecthelper_p.h" |
| 6 | |
| 7 | #include <QtGui/QVector2D> |
| 8 | #include <QtGui/QMatrix4x4> |
| 9 | #include <QtGui/qquaternion.h> |
| 10 | |
| 11 | #include <QtCore/qmath.h> |
| 12 | |
| 13 | QT_BEGIN_NAMESPACE |
| 14 | |
| 15 | const GLfloat ScatterObjectBufferHelper::itemScaler = 3.0f; |
| 16 | |
| 17 | ScatterObjectBufferHelper::ScatterObjectBufferHelper() |
| 18 | : m_scaleY(0.0f) |
| 19 | { |
| 20 | } |
| 21 | |
| 22 | ScatterObjectBufferHelper::~ScatterObjectBufferHelper() |
| 23 | { |
| 24 | } |
| 25 | |
| 26 | void ScatterObjectBufferHelper::fullLoad(ScatterSeriesRenderCache *cache, qreal dotScale) |
| 27 | { |
| 28 | m_indexCount = 0; |
| 29 | |
| 30 | ObjectHelper *dotObj = cache->object(); |
| 31 | const ScatterRenderItemArray &renderArray = cache->renderArray(); |
| 32 | const uint renderArraySize = renderArray.size(); |
| 33 | |
| 34 | if (renderArraySize == 0) |
| 35 | return; // No use to go forward |
| 36 | |
| 37 | uint itemCount = 0; |
| 38 | QQuaternion seriesRotation(cache->meshRotation()); |
| 39 | |
| 40 | if (m_meshDataLoaded) { |
| 41 | // Delete old data |
| 42 | glDeleteBuffers(n: 1, buffers: &m_vertexbuffer); |
| 43 | glDeleteBuffers(n: 1, buffers: &m_uvbuffer); |
| 44 | glDeleteBuffers(n: 1, buffers: &m_normalbuffer); |
| 45 | glDeleteBuffers(n: 1, buffers: &m_elementbuffer); |
| 46 | m_vertexbuffer = 0; |
| 47 | m_uvbuffer = 0; |
| 48 | m_normalbuffer = 0; |
| 49 | m_elementbuffer = 0; |
| 50 | m_meshDataLoaded = false; |
| 51 | } |
| 52 | |
| 53 | // Index vertices |
| 54 | const QList<GLuint> indices = dotObj->indices(); |
| 55 | const QList<QVector3D> indexed_vertices = dotObj->indexedvertices(); |
| 56 | const QList<QVector2D> indexed_uvs = dotObj->indexedUVs(); |
| 57 | const QList<QVector3D> indexed_normals = dotObj->indexedNormals(); |
| 58 | const int indicesCount = indices.size(); |
| 59 | const int verticeCount = indexed_vertices.size(); |
| 60 | const int uvsCount = indexed_uvs.size(); |
| 61 | const int normalsCount = indexed_normals.size(); |
| 62 | |
| 63 | float itemSize = cache->itemSize() / itemScaler; |
| 64 | if (itemSize == 0.0f) |
| 65 | itemSize = dotScale; |
| 66 | QVector3D modelScaler(itemSize, itemSize, itemSize); |
| 67 | QMatrix4x4 modelMatrix; |
| 68 | if (!seriesRotation.isIdentity()) { |
| 69 | QMatrix4x4 matrix; |
| 70 | matrix.rotate(quaternion: seriesRotation); |
| 71 | modelMatrix = matrix.transposed(); |
| 72 | } |
| 73 | modelMatrix.scale(vector: modelScaler); |
| 74 | |
| 75 | QList<QVector3D> scaled_vertices; |
| 76 | scaled_vertices.resize(size: verticeCount); |
| 77 | for (int i = 0; i < verticeCount; i++) |
| 78 | scaled_vertices[i] = (QVector4D(indexed_vertices[i]) * modelMatrix).toVector3D(); |
| 79 | |
| 80 | QList<GLuint> buffered_indices; |
| 81 | QList<QVector3D> buffered_vertices; |
| 82 | QList<QVector2D> buffered_uvs; |
| 83 | QList<QVector3D> buffered_normals; |
| 84 | |
| 85 | buffered_indices.resize(size: indicesCount * renderArraySize); |
| 86 | buffered_vertices.resize(size: verticeCount * renderArraySize); |
| 87 | buffered_normals.resize(size: normalsCount * renderArraySize); |
| 88 | buffered_uvs.resize(size: uvsCount * renderArraySize); |
| 89 | |
| 90 | if (cache->colorStyle() == Q3DTheme::ColorStyleRangeGradient) |
| 91 | createRangeGradientUVs(cache, buffered_uvs); |
| 92 | else if (cache->colorStyle() == Q3DTheme::ColorStyleObjectGradient) |
| 93 | createObjectGradientUVs(cache, buffered_uvs, indexed_vertices); |
| 94 | |
| 95 | QVector2D dummyUV(0.0f, 0.0f); |
| 96 | |
| 97 | cache->bufferIndices().resize(size: renderArraySize); |
| 98 | |
| 99 | for (uint i = 0; i < renderArraySize; i++) { |
| 100 | const ScatterRenderItem &item = renderArray.at(i); |
| 101 | if (!item.isVisible()) |
| 102 | continue; |
| 103 | else |
| 104 | cache->bufferIndices()[i] = itemCount; |
| 105 | |
| 106 | int offset = itemCount * verticeCount; |
| 107 | if (item.rotation().isIdentity()) { |
| 108 | for (int j = 0; j < verticeCount; j++) { |
| 109 | buffered_vertices[j + offset] = scaled_vertices[j] + item.translation(); |
| 110 | buffered_normals[j + offset] = indexed_normals[j]; |
| 111 | } |
| 112 | } else { |
| 113 | QMatrix4x4 matrix; |
| 114 | QQuaternion totalRotation = seriesRotation * item.rotation(); |
| 115 | matrix.rotate(quaternion: totalRotation); |
| 116 | matrix.scale(vector: modelScaler); |
| 117 | QMatrix4x4 itModelMatrix = matrix.inverted(); |
| 118 | modelMatrix = matrix.transposed(); // Because of row-column major difference |
| 119 | |
| 120 | for (int j = 0; j < verticeCount; j++) { |
| 121 | buffered_vertices[j + offset] |
| 122 | = (QVector4D(indexed_vertices[j]) * modelMatrix).toVector3D() |
| 123 | + item.translation(); |
| 124 | buffered_normals[j + offset] |
| 125 | = (QVector4D(indexed_normals[j]) * itModelMatrix).toVector3D(); |
| 126 | } |
| 127 | } |
| 128 | |
| 129 | if (cache->colorStyle() == Q3DTheme::ColorStyleUniform) { |
| 130 | offset = itemCount * uvsCount; |
| 131 | for (int j = 0; j < uvsCount; j++) |
| 132 | buffered_uvs[j + offset] = dummyUV; |
| 133 | } |
| 134 | |
| 135 | int offsetVertice = itemCount * verticeCount; |
| 136 | offset = itemCount * indicesCount; |
| 137 | for (int j = 0; j < indicesCount; j++) |
| 138 | buffered_indices[j + offset] = GLuint(indices[j] + offsetVertice); |
| 139 | |
| 140 | itemCount++; |
| 141 | } |
| 142 | |
| 143 | m_indexCount = indicesCount * itemCount; |
| 144 | |
| 145 | if (itemCount > 0) { |
| 146 | glGenBuffers(n: 1, buffers: &m_vertexbuffer); |
| 147 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_vertexbuffer); |
| 148 | glBufferData(GL_ARRAY_BUFFER, size: verticeCount * itemCount * sizeof(QVector3D), |
| 149 | data: &buffered_vertices.at(i: 0), |
| 150 | GL_STATIC_DRAW); |
| 151 | |
| 152 | glGenBuffers(n: 1, buffers: &m_normalbuffer); |
| 153 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_normalbuffer); |
| 154 | glBufferData(GL_ARRAY_BUFFER, size: normalsCount * itemCount * sizeof(QVector3D), |
| 155 | data: &buffered_normals.at(i: 0), |
| 156 | GL_STATIC_DRAW); |
| 157 | |
| 158 | glGenBuffers(n: 1, buffers: &m_uvbuffer); |
| 159 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_uvbuffer); |
| 160 | glBufferData(GL_ARRAY_BUFFER, size: uvsCount * itemCount * sizeof(QVector2D), |
| 161 | data: &buffered_uvs.at(i: 0), GL_STATIC_DRAW); |
| 162 | |
| 163 | glGenBuffers(n: 1, buffers: &m_elementbuffer); |
| 164 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: m_elementbuffer); |
| 165 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, size: indicesCount * itemCount * sizeof(GLint), |
| 166 | data: &buffered_indices.at(i: 0), GL_STATIC_DRAW); |
| 167 | |
| 168 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 169 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer: 0); |
| 170 | |
| 171 | m_meshDataLoaded = true; |
| 172 | } |
| 173 | } |
| 174 | |
| 175 | void ScatterObjectBufferHelper::updateUVs(ScatterSeriesRenderCache *cache) |
| 176 | { |
| 177 | ObjectHelper *dotObj = cache->object(); |
| 178 | const int uvsCount = dotObj->indexedUVs().size(); |
| 179 | const ScatterRenderItemArray &renderArray = cache->renderArray(); |
| 180 | const bool updateAll = (cache->updateIndices().size() == 0); |
| 181 | const int updateSize = updateAll ? renderArray.size() : cache->updateIndices().size(); |
| 182 | |
| 183 | if (!updateSize) |
| 184 | return; |
| 185 | |
| 186 | QList<QVector2D> buffered_uvs; |
| 187 | buffered_uvs.resize(size: uvsCount * updateSize); |
| 188 | |
| 189 | uint itemCount = 0; |
| 190 | if (cache->colorStyle() == Q3DTheme::ColorStyleRangeGradient) { |
| 191 | itemCount = createRangeGradientUVs(cache, buffered_uvs); |
| 192 | } else if (cache->colorStyle() == Q3DTheme::ColorStyleObjectGradient) { |
| 193 | const QList<QVector3D> indexed_vertices = dotObj->indexedvertices(); |
| 194 | itemCount = createObjectGradientUVs(cache, buffered_uvs, indexed_vertices); |
| 195 | } |
| 196 | |
| 197 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_uvbuffer); |
| 198 | int itemSize = uvsCount * sizeof(QVector2D); |
| 199 | if (cache->updateIndices().size()) { |
| 200 | int pos = 0; |
| 201 | for (int i = 0; i < updateSize; i++) { |
| 202 | int index = cache->updateIndices().at(i); |
| 203 | if (renderArray.at(i: index).isVisible()) { |
| 204 | int dataPos = cache->bufferIndices().at(i: index); |
| 205 | glBufferSubData(GL_ARRAY_BUFFER, offset: itemSize * dataPos, size: itemSize, |
| 206 | data: &buffered_uvs.at(i: uvsCount * pos++)); |
| 207 | } |
| 208 | } |
| 209 | } else { |
| 210 | glBufferData(GL_ARRAY_BUFFER, size: itemSize * itemCount, data: &buffered_uvs.at(i: 0), GL_STATIC_DRAW); |
| 211 | } |
| 212 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 213 | } |
| 214 | |
| 215 | uint ScatterObjectBufferHelper::createRangeGradientUVs(ScatterSeriesRenderCache *cache, |
| 216 | QList<QVector2D> &buffered_uvs) |
| 217 | { |
| 218 | ObjectHelper *dotObj = cache->object(); |
| 219 | const int uvsCount = dotObj->indexedUVs().size(); |
| 220 | const ScatterRenderItemArray &renderArray = cache->renderArray(); |
| 221 | const bool updateAll = (cache->updateIndices().size() == 0); |
| 222 | const int updateSize = updateAll ? renderArray.size() : cache->updateIndices().size(); |
| 223 | const float yAdjustment = 0.1f; |
| 224 | const float flippedYAdjustment = 0.9f; |
| 225 | |
| 226 | QVector2D uv; |
| 227 | uv.setX(0.0f); |
| 228 | uint pos = 0; |
| 229 | for (int i = 0; i < updateSize; i++) { |
| 230 | int index = updateAll ? i : cache->updateIndices().at(i); |
| 231 | const ScatterRenderItem &item = renderArray.at(i: index); |
| 232 | if (!item.isVisible()) |
| 233 | continue; |
| 234 | |
| 235 | float y = ((item.translation().y() + m_scaleY) * 0.5f) / m_scaleY; |
| 236 | |
| 237 | // Avoid values near gradient texel boundary, as this causes artifacts |
| 238 | // with some graphics cards. |
| 239 | const float floorY = float(qFloor(v: y * gradientTextureHeight)); |
| 240 | const float diff = (y * gradientTextureHeight) - floorY; |
| 241 | if (diff < yAdjustment) |
| 242 | y += yAdjustment / gradientTextureHeight; |
| 243 | else if (diff > flippedYAdjustment) |
| 244 | y -= yAdjustment / gradientTextureHeight; |
| 245 | uv.setY(y); |
| 246 | |
| 247 | int offset = pos * uvsCount; |
| 248 | for (int j = 0; j < uvsCount; j++) |
| 249 | buffered_uvs[j + offset] = uv; |
| 250 | |
| 251 | pos++; |
| 252 | } |
| 253 | |
| 254 | return pos; |
| 255 | } |
| 256 | |
| 257 | uint ScatterObjectBufferHelper::createObjectGradientUVs(ScatterSeriesRenderCache *cache, |
| 258 | QList<QVector2D> &buffered_uvs, |
| 259 | const QList<QVector3D> &indexed_vertices) |
| 260 | { |
| 261 | ObjectHelper *dotObj = cache->object(); |
| 262 | const int uvsCount = dotObj->indexedUVs().size(); |
| 263 | const ScatterRenderItemArray &renderArray = cache->renderArray(); |
| 264 | const uint renderArraySize = renderArray.size(); |
| 265 | |
| 266 | QVector2D uv; |
| 267 | uv.setX(0.0f); |
| 268 | uint pos = 0; |
| 269 | for (uint i = 0; i < renderArraySize; i++) { |
| 270 | const ScatterRenderItem &item = renderArray.at(i); |
| 271 | if (!item.isVisible()) |
| 272 | continue; |
| 273 | |
| 274 | int offset = pos * uvsCount; |
| 275 | for (int j = 0; j < uvsCount; j++) { |
| 276 | uv.setY((indexed_vertices.at(i: j).y() + 1.0f) / 2.0f); |
| 277 | buffered_uvs[j + offset] = uv; |
| 278 | } |
| 279 | |
| 280 | pos++; |
| 281 | } |
| 282 | |
| 283 | return pos; |
| 284 | } |
| 285 | |
| 286 | void ScatterObjectBufferHelper::update(ScatterSeriesRenderCache *cache, qreal dotScale) |
| 287 | { |
| 288 | ObjectHelper *dotObj = cache->object(); |
| 289 | const ScatterRenderItemArray &renderArray = cache->renderArray(); |
| 290 | const bool updateAll = (cache->updateIndices().size() == 0); |
| 291 | const int updateSize = updateAll ? renderArray.size() : cache->updateIndices().size(); |
| 292 | QQuaternion seriesRotation(cache->meshRotation()); |
| 293 | |
| 294 | if (!updateSize) |
| 295 | return; |
| 296 | |
| 297 | // Index vertices |
| 298 | const QList<QVector3D> indexed_vertices = dotObj->indexedvertices(); |
| 299 | int verticeCount = indexed_vertices.size(); |
| 300 | |
| 301 | float itemSize = cache->itemSize() / itemScaler; |
| 302 | if (itemSize == 0.0f) |
| 303 | itemSize = dotScale; |
| 304 | QVector3D modelScaler(itemSize, itemSize, itemSize); |
| 305 | QMatrix4x4 modelMatrix; |
| 306 | if (!seriesRotation.isIdentity()) { |
| 307 | QMatrix4x4 matrix; |
| 308 | matrix.rotate(quaternion: seriesRotation); |
| 309 | modelMatrix = matrix.transposed(); |
| 310 | } |
| 311 | modelMatrix.scale(vector: modelScaler); |
| 312 | |
| 313 | QList<QVector3D> scaled_vertices; |
| 314 | scaled_vertices.resize(size: verticeCount); |
| 315 | for (int i = 0; i < verticeCount; i++) |
| 316 | scaled_vertices[i] = (QVector4D(indexed_vertices[i]) * modelMatrix).toVector3D(); |
| 317 | |
| 318 | QList<QVector3D> buffered_vertices; |
| 319 | buffered_vertices.resize(size: verticeCount * updateSize); |
| 320 | |
| 321 | int itemCount = 0; |
| 322 | for (int i = 0; i < updateSize; i++) { |
| 323 | int index = updateAll ? i : cache->updateIndices().at(i); |
| 324 | const ScatterRenderItem &item = renderArray.at(i: index); |
| 325 | if (!item.isVisible()) |
| 326 | continue; |
| 327 | |
| 328 | const int offset = itemCount * verticeCount; |
| 329 | if (item.rotation().isIdentity()) { |
| 330 | for (int j = 0; j < verticeCount; j++) |
| 331 | buffered_vertices[j + offset] = scaled_vertices[j] + item.translation(); |
| 332 | } else { |
| 333 | QMatrix4x4 matrix; |
| 334 | matrix.rotate(quaternion: seriesRotation * item.rotation()); |
| 335 | modelMatrix = matrix.transposed(); |
| 336 | modelMatrix.scale(vector: modelScaler); |
| 337 | |
| 338 | for (int j = 0; j < verticeCount; j++) { |
| 339 | buffered_vertices[j + offset] |
| 340 | = (QVector4D(indexed_vertices[j]) * modelMatrix).toVector3D() |
| 341 | + item.translation(); |
| 342 | } |
| 343 | } |
| 344 | itemCount++; |
| 345 | } |
| 346 | |
| 347 | glBindBuffer(GL_ARRAY_BUFFER, buffer: m_vertexbuffer); |
| 348 | int sizeOfItem = verticeCount * sizeof(QVector3D); |
| 349 | if (updateAll) { |
| 350 | if (itemCount) { |
| 351 | glBufferData(GL_ARRAY_BUFFER, size: itemCount * sizeOfItem, |
| 352 | data: &buffered_vertices.at(i: 0), GL_STATIC_DRAW); |
| 353 | } |
| 354 | } else { |
| 355 | itemCount = 0; |
| 356 | for (int i = 0; i < updateSize; i++) { |
| 357 | int index = updateAll ? i : cache->updateIndices().at(i); |
| 358 | if (renderArray.at(i: index).isVisible()) { |
| 359 | glBufferSubData(GL_ARRAY_BUFFER, offset: cache->bufferIndices().at(i: index) * sizeOfItem, |
| 360 | size: sizeOfItem, data: &buffered_vertices.at(i: itemCount * verticeCount)); |
| 361 | itemCount++; |
| 362 | } |
| 363 | } |
| 364 | } |
| 365 | glBindBuffer(GL_ARRAY_BUFFER, buffer: 0); |
| 366 | |
| 367 | m_meshDataLoaded = true; |
| 368 | } |
| 369 | |
| 370 | QT_END_NAMESPACE |
| 371 | |