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authorKeränen Pasi <pasi.keranen@digia.com>2013-06-20 08:48:27 +0300
committerPasi Keränen <pasi.keranen@digia.com>2013-06-20 09:42:33 +0300
commit421a89336f6a561123e28687ba86167806a1b883 (patch)
tree0c301949357bc19ff2b76187b824067443db0f6f
parent5fbf8b3259d882b4be6c1162d137be0d75493d8b (diff)
3D bars renderer vs. controller split started.
Change-Id: I250daca9142800c060dcb4ff7cc1927eb8e74d64 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com> Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
-rw-r--r--src/datavis3d/engine/bars3dcontroller.cpp2175
-rw-r--r--src/datavis3d/engine/bars3dcontroller_p.h120
-rw-r--r--src/datavis3d/engine/bars3drenderer.cpp2360
-rw-r--r--src/datavis3d/engine/bars3drenderer_p.h280
-rw-r--r--src/datavis3d/engine/qdataitem.h1
-rw-r--r--src/datavis3d/engine/qdatarow.h1
-rw-r--r--src/datavis3d/engine/qdataset.h1
-rw-r--r--src/datavis3d/engine/theme_p.h1
-rw-r--r--src/datavis3d/utils/texturehelper_p.h1
9 files changed, 2701 insertions, 2239 deletions
diff --git a/src/datavis3d/engine/bars3dcontroller.cpp b/src/datavis3d/engine/bars3dcontroller.cpp
index 851586e6..3524eadc 100644
--- a/src/datavis3d/engine/bars3dcontroller.cpp
+++ b/src/datavis3d/engine/bars3dcontroller.cpp
@@ -80,105 +80,13 @@ const GLfloat gridLineWidth = 0.005f;
static QVector3D skipColor = QVector3D(255, 255, 255); // Selection texture's background color
Bars3dController::Bars3dController(QRect rect)
- : m_mousePressed(MouseNone),
- m_mousePos(QPoint(0, 0)),
- m_selectionMode(ModeBar),
- m_boundingRect(rect.x(), rect.y(), rect.width(), rect.height()),
- m_objFile(QStringLiteral(":/defaultMeshes/bar")),
- m_theme(new Theme()),
- m_labelTransparency(TransparencyFromTheme),
- m_font(QFont(QStringLiteral("Arial"))),
- m_gridEnabled(true),
- m_bgrEnabled(true),
- m_shadowQuality(ShadowLow),
- m_sampleCount(0, 0),
- m_selectedBar(0),
- m_dataSet(new QDataSet()),
- m_axisLabelX(QStringLiteral("X")),
- m_axisLabelZ(QStringLiteral("Z")),
- m_axisLabelY(QStringLiteral("Y")),
- m_zoomSelection(0),
- m_tickCount(0),
- m_tickStep(0),
- m_negativeValues(false),
- m_renderer(0),
- m_camera(new CameraHelper()),
- m_xFlipped(false),
- m_zFlipped(false),
- m_yFlipped(false),
- m_sceneViewPort(rect.x(), rect.y(), rect.width(), rect.height()),
- m_zoomViewPort(rect.x(), rect.y(), rect.width(), rect.height()),
- m_zoomActivated(false),
- m_paintDevice(0),
- m_updateLabels(false),
- m_isInitialized(false),
- m_barShader(0),
- m_depthShader(0),
- m_selectionShader(0),
- m_backgroundShader(0),
- m_labelShader(0),
- m_barObj(0),
- m_backgroundObj(0),
- m_gridLineObj(0),
- m_labelObj(0),
- m_drawer(new Drawer(*m_theme, m_font, m_labelTransparency)),
- m_bgrTexture(0),
- m_depthTexture(0),
- m_selectionTexture(0),
- m_depthFrameBuffer(0),
- m_selectionFrameBuffer(0),
- m_selectionDepthBuffer(0),
- m_shadowQualityToShader(33.3f),
- m_zoomLevel(100),
- m_zoomAdjustment(1.0f),
- m_horizontalRotation(-45.0f),
- m_verticalRotation(15.0f),
- m_barThickness(QSizeF(0.75f, 0.75f)),
- m_barSpacing(m_barThickness * 3.0f),
- m_heightNormalizer(0.0f),
- m_yAdjustment(0.0f),
- m_rowWidth(0),
- m_columnDepth(0),
- m_maxDimension(0),
- m_scaleX(0),
- m_scaleZ(0),
- m_scaleFactor(0),
- m_maxSceneSize(40.0)
-#ifdef DISPLAY_RENDER_SPEED
- ,m_isFirstFrame(true),
- m_numFrames(0)
-#endif
-
+ : m_renderer(new Bars3dRenderer(rect, this)),
+ m_isInitialized(false)
{
- m_theme = new Theme();
- m_dataSet->d_ptr->setDrawer(m_drawer);
- QObject::connect(m_drawer, &Drawer::drawerChanged, this, &Bars3dController::updateTextures);
}
Bars3dController::~Bars3dController()
{
-#ifndef USE_HAX0R_SELECTION
- m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer);
- m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
- m_textureHelper->deleteTexture(&m_selectionTexture);
-#endif
- m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer);
- m_textureHelper->deleteTexture(&m_bgrTexture);
- delete m_dataSet;
- if (m_zoomSelection) {
- m_zoomSelection->d_ptr->clear();
- delete m_zoomSelection;
- }
- delete m_barShader;
- delete m_depthShader;
- delete m_selectionShader;
- delete m_backgroundShader;
- delete m_barObj;
- delete m_backgroundObj;
- delete m_gridLineObj;
- delete m_textureHelper;
- delete m_drawer;
- delete m_camera;
}
void Bars3dController::initializeOpenGL()
@@ -187,98 +95,8 @@ void Bars3dController::initializeOpenGL()
if (m_isInitialized)
return;
- m_renderer = new Bars3dRenderer(this);
- initializeOpenGLFunctions();
-
- m_textureHelper = new TextureHelper();
- m_drawer->initializeOpenGL();
-
- // Initialize shaders
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- } else {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragmentColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
-#else
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentColorOnYES2"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
-#endif
-
- initLabelShaders(QStringLiteral(":/shaders/vertexLabel"),
- QStringLiteral(":/shaders/fragmentLabel"));
-
-#if !defined(QT_OPENGL_ES_2)
- // Init depth shader (for shadows). Init in any case, easier to handle shadow activation if done via api.
- initDepthShader();
-#endif
-
- // Init selection shader
- initSelectionShader();
-
- // Load default mesh
- loadBarMesh();
-
- // Load grid line mesh
- loadGridLineMesh();
-
- // Load label mesh
- loadLabelMesh();
-
- // Set OpenGL features
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
-
-#if !defined(QT_OPENGL_ES_2)
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
- glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
-#endif
-
- // Set initial camera position
- // X must be 0 for rotation to work - we can use "setCameraRotation" for setting it later
- m_camera->setDefaultCameraOrientation(QVector3D(0.0f, 0.0f, 6.0f + zComp),
- QVector3D(0.0f, 0.0f, zComp),
- QVector3D(0.0f, 1.0f, 0.0f));
-
- // Set view port
- glViewport(m_zoomViewPort.x(), m_zoomViewPort.y(),
- m_zoomViewPort.width(), m_zoomViewPort.height());
-
- // Set initialized -flag
+ m_renderer->initializeOpenGL();
m_isInitialized = true;
-
- // Resize in case we've missed resize events
- // Resize calls initSelectionBuffer and initDepthBuffer, so they don't need to be called here
- resizeNotify();
-
- // Load background mesh (we need to be initialized first)
- loadBackgroundMesh();
}
void Bars3dController::render(const GLuint defaultFboHandle)
@@ -286,2150 +104,283 @@ void Bars3dController::render(const GLuint defaultFboHandle)
if (!m_isInitialized)
return;
-#ifdef DISPLAY_RENDER_SPEED
- // For speed computation
- if (m_isFirstFrame) {
- m_lastFrameTime.start();
- m_isFirstFrame = false;
- }
-
- // Measure speed (as milliseconds per frame)
- m_numFrames++;
- if (m_lastFrameTime.elapsed() >= 1000) { // print only if last measurement was more than 1s ago
- qDebug() << qreal(m_lastFrameTime.elapsed()) / qreal(m_numFrames) << "ms/frame (=" << qreal(m_numFrames) << "fps)";
- m_numFrames = 0;
- m_lastFrameTime.restart();
- }
-#endif
-
- if (defaultFboHandle) {
- glDepthMask(true);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- }
-
- QVector3D clearColor = Utils::vectorFromColor(m_theme->m_windowColor);
- glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- // If zoom selection is on, draw zoom scene
- drawZoomScene();
- // Draw bars scene
- drawScene(defaultFboHandle);
-}
-
-void Bars3dController::drawZoomScene()
-{
- // If no zoom, return
- if (!m_zoomActivated)
- return;
-
- GLfloat barPosX = 0;
- GLint startBar = 0;
- GLint stopBar = m_zoomSelection->d_ptr->row().size();
- GLint stepBar = 1;
- QVector3D lightPos;
-
- // Specify viewport
- glViewport(m_zoomViewPort.x(), m_zoomViewPort.y(),
- m_zoomViewPort.width(), m_zoomViewPort.height());
-
- // Set up projection matrix
- QMatrix4x4 projectionMatrix;
- projectionMatrix.perspective(45.0f, (GLfloat)m_zoomViewPort.width()
- / (GLfloat)m_zoomViewPort.height(), 0.1f, 100.0f);
-
-#ifdef ROTATE_ZOOM_SELECTION
- // Calculate view matrix
- QMatrix4x4 viewMatrix = m_camera->calculateViewMatrix(m_mousePos,
- m_zoomLevel
- * m_zoomAdjustment,
- m_zoomViewPort.width(),
- m_zoomViewPort.height());
-
- // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos))
- lightPos = m_camera->calculateLightPosition(defaultLightPos);
-
- if (viewMatrix.row(0).z() <= 0) {
- startBar = m_zoomSelection->d_ptr->row().size() - 1;
- stopBar = -1;
- stepBar = -1;
- }
-#else
- // Set view matrix
- QMatrix4x4 viewMatrix;
-
- // Adjust scaling (zoom rate based on aspect ratio)
- GLfloat camPosZoomed = 5.0f / m_zoomAdjustment + zComp;
-
- viewMatrix.lookAt(QVector3D(0.0f, 0.0f, camPosZoomed),
- QVector3D(0.0f, 0.0f, zComp),
- QVector3D(0.0f, 1.0f, 0.0f));
-
- // Set light position a bit below the camera to reduce glare (depends on do we have row or column zoom)
- QVector3D zoomLightPos = defaultLightPos;
- zoomLightPos.setY(-10.0f);
- if (ModeZoomColumn == m_selectionMode)
- lightPos = m_camera->calculateLightPosition(zoomLightPos, -85.0f);
- else
- lightPos = m_camera->calculateLightPosition(zoomLightPos, 5.0f);
-#endif
-
- // Bind bar shader
- m_barShader->bind();
-
- // Draw bars
- // Draw the selected row / column
- for (int bar = startBar; bar != stopBar; bar += stepBar) {
- QDataItem *item = m_zoomSelection->d_ptr->getItem(bar);
- if (!item)
- continue;
-
- GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
-
- if (barHeight < 0)
- glCullFace(GL_FRONT);
- else
- glCullFace(GL_BACK);
-
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- GLfloat barPosY = item->d_ptr->translation().y() - m_yAdjustment / 2.0f + 0.2f; // we need some room for labels underneath; add +0.2f
- if (ModeZoomRow == m_selectionMode)
- barPosX = item->d_ptr->translation().x();
- else
- barPosX = -(item->d_ptr->translation().z() - zComp); // flip z; frontmost bar to the left
- modelMatrix.translate(barPosX, barPosY, zComp);
- modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
- itModelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
-
- QVector3D baseColor = Utils::vectorFromColor(m_theme->m_baseColor);
- QVector3D heightColor = Utils::vectorFromColor(m_theme->m_heightColor) * barHeight;
-
- QVector3D barColor = baseColor + heightColor;
-
- GLfloat lightStrength = m_theme->m_lightStrength;
-
- if (barHeight != 0) {
- // Set shader bindings
- m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
- m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
- m_barShader->setUniformValue(m_barShader->color(), barColor);
- m_barShader->setUniformValue(m_barShader->lightS(), lightStrength);
- m_barShader->setUniformValue(m_barShader->ambientS(),
- m_theme->m_ambientStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_barObj);
- }
- }
-
- // Release bar shader
- m_barShader->release();
-
- // Draw labels
- m_labelShader->bind();
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_TEXTURE_2D);
- glCullFace(GL_BACK);
- if (m_labelTransparency > TransparencyNone) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- // Draw labels for axes
- QDataItem *dummyItem = NULL;
- LabelItem x;
- LabelItem z;
- LabelItem y;
- m_dataSet->d_ptr->axisLabelItems(&x, &z, &y);
- LabelItem zoomSelectionLabel = m_zoomSelection->d_ptr->labelItem();
- if (ModeZoomRow == m_selectionMode) {
- m_drawer->drawLabel(*dummyItem, zoomSelectionLabel, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, m_camera, false, false, LabelTop);
- m_drawer->drawLabel(*dummyItem, z, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, m_camera, false, false, LabelBottom);
- } else {
- m_drawer->drawLabel(*dummyItem, x, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, m_camera, false, false, LabelBottom);
- m_drawer->drawLabel(*dummyItem, zoomSelectionLabel, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, m_camera, false, false, LabelTop);
- }
- m_drawer->drawLabel(*dummyItem, y, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 90.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, m_camera, false, false, LabelLeft);
-
- // Draw labels for bars
- for (int col = 0; col < m_zoomSelection->d_ptr->row().size(); col++) {
- QDataItem *item = m_zoomSelection->d_ptr->getItem(col);
- // Draw values
- m_drawer->drawLabel(*item, item->d_ptr->label(), viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, m_camera);
- // Draw labels
- LabelItem labelItem;
- if (ModeZoomRow == m_selectionMode) {
- if (m_dataSet->d_ptr->columnLabelItems().size() > col) {
- // If draw order of bars is flipped, label draw order should be too
- if (m_xFlipped) {
- labelItem = m_dataSet->d_ptr->columnLabelItems().at(
- m_dataSet->d_ptr->columnLabelItems().size() - col - 1);
- } else {
- labelItem = m_dataSet->d_ptr->columnLabelItems().at(col);
- }
- }
- } else {
- if (m_dataSet->d_ptr->rowLabelItems().size() > col) {
- // If draw order of bars is flipped, label draw order should be too
- if (m_zFlipped) {
- labelItem = m_dataSet->d_ptr->rowLabelItems().at(
- m_dataSet->d_ptr->rowLabelItems().size() - col - 1);
- } else {
- labelItem = m_dataSet->d_ptr->rowLabelItems().at(col);
- }
- }
- }
- m_drawer->drawLabel(*item, labelItem, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, -45.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, m_camera, false, false, LabelBelow);
- }
-
- glDisable(GL_TEXTURE_2D);
- if (m_labelTransparency > TransparencyNone)
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
-
- // Release label shader
- m_labelShader->release();
-}
-
-void Bars3dController::drawScene(const GLuint defaultFboHandle)
-{
- GLint startBar = 0;
- GLint stopBar = 0;
- GLint stepBar = 0;
-
- GLint startRow = 0;
- GLint stopRow = 0;
- GLint stepRow = 0;
-
- GLfloat backgroundRotation = 0;
-
- GLfloat barPos = 0;
- GLfloat rowPos = 0;
-
- static QVector3D selection = skipColor;
-
- // Specify viewport
- glViewport(m_sceneViewPort.x(), m_sceneViewPort.y(),
- m_sceneViewPort.width(), m_sceneViewPort.height());
-
- // Set up projection matrix
- QMatrix4x4 projectionMatrix;
- projectionMatrix.perspective(45.0f, (GLfloat)m_sceneViewPort.width()
- / (GLfloat)m_sceneViewPort.height(), 0.1f, 100.0f);
-
- // Calculate view matrix
- QMatrix4x4 viewMatrix = m_camera->calculateViewMatrix(m_mousePos,
- m_zoomLevel
- * m_zoomAdjustment,
- m_sceneViewPort.width(),
- m_sceneViewPort.height(),
- m_negativeValues);
-
- // Calculate drawing order
- // Draw order is reversed to optimize amount of drawing (ie. draw front objects first, depth test handles not needing to draw objects behind them)
- if (viewMatrix.row(0).x() > 0) {
- startRow = 0;
- stopRow = m_sampleCount.second;
- stepRow = 1;
- m_zFlipped = false;
- } else {
- startRow = m_sampleCount.second - 1;
- stopRow = -1;
- stepRow = -1;
- m_zFlipped = true;
- }
- if (viewMatrix.row(0).z() <= 0) {
- startBar = 0;
- stopBar = m_sampleCount.first;
- stepBar = 1;
- m_xFlipped = false;
- } else {
- startBar = m_sampleCount.first - 1;
- stopBar = -1;
- stepBar = -1;
- m_xFlipped = true;
- }
-
- // Check if we're viewing the scene from below
- if (viewMatrix.row(2).y() < 0)
- m_yFlipped = true;
- else
- m_yFlipped = false;
-
- // calculate background rotation based on view matrix rotation
- if (viewMatrix.row(0).x() > 0 && viewMatrix.row(0).z() <= 0)
- backgroundRotation = 270.0f;
- else if (viewMatrix.row(0).x() > 0 && viewMatrix.row(0).z() > 0)
- backgroundRotation = 180.0f;
- else if (viewMatrix.row(0).x() <= 0 && viewMatrix.row(0).z() > 0)
- backgroundRotation = 90.0f;
- else if (viewMatrix.row(0).x() <= 0 && viewMatrix.row(0).z() <= 0)
- backgroundRotation = 0.0f;
-
- // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos))
- QVector3D lightPos = m_camera->calculateLightPosition(defaultLightPos);
- //lightPos = QVector3D(0.0f, 4.0f, zComp); // center of bars, 4.0f above - for testing
-
- // Skip depth rendering if we're in zoom mode
- // TODO: Fix this, causes problems if depth rendering is off in zoom mode
- // Introduce regardless of shadow quality to simplify logic
- QMatrix4x4 depthViewMatrix;
- QMatrix4x4 depthProjectionMatrix;
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone/*!m_zoomActivated*/) {
- // Render scene into a depth texture for using with shadow mapping
- // Enable drawing to depth framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer);
- glClear(GL_DEPTH_BUFFER_BIT);
-
- // Bind depth shader
- m_depthShader->bind();
-
- // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows.
- glViewport(m_sceneViewPort.x(), m_sceneViewPort.y(),
- m_sceneViewPort.width() * m_shadowQuality,
- m_sceneViewPort.height() * m_shadowQuality);
-
- // Get the depth view matrix
- // It may be possible to hack lightPos here if we want to make some tweaks to shadow
- depthViewMatrix.lookAt(lightPos, QVector3D(0.0f, -m_yAdjustment, zComp),
- QVector3D(0.0f, 1.0f, 0.0f));
- // TODO: Why does depthViewMatrix.column(3).y() goes to zero when we're directly above? That causes the scene to be not drawn from above -> must be fixed
- //qDebug() << lightPos << depthViewMatrix << depthViewMatrix.column(3);
- // Set the depth projection matrix
-#ifdef USE_WIDER_SHADOWS
- // Use this for a bit exaggerated shadows
- depthProjectionMatrix.perspective(20.0f, (GLfloat)m_sceneViewPort.width()
- / (GLfloat)m_sceneViewPort.height(), 3.0f, 100.0f);
-#else
- // Use these for normal shadows, with the light further away
- depthProjectionMatrix = projectionMatrix;
-#endif
- // Draw bars to depth buffer
- for (int row = startRow; row != stopRow; row += stepRow) {
- for (int bar = startBar; bar != stopBar; bar += stepBar) {
- if (!m_dataSet->d_ptr->getRow(row))
- continue;
- QDataItem *item = m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar);
- if (!item)
- continue;
-
- GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
-
- // skip shadows for 0 -height bars
- if (barHeight == 0)
- continue;
-
- // Set front face culling for positive valued bars and back face culling for
- // negative valued bars to reduce self-shadowing issues
- if (barHeight < 0)
- glCullFace(GL_BACK);
- else
- glCullFace(GL_FRONT);
-
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
-
- barPos = (bar + 1) * (m_barSpacing.width());
- rowPos = (row + 1) * (m_barSpacing.height());
-
- modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
- barHeight - m_yAdjustment,
- (m_columnDepth - rowPos) / m_scaleFactor
- + zComp);
- modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
-
- MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- m_depthShader->setUniformValue(m_depthShader->MVP(), MVPMatrix);
-
- // 1st attribute buffer : vertices
- glEnableVertexAttribArray(m_depthShader->posAtt());
- glBindBuffer(GL_ARRAY_BUFFER, m_barObj->vertexBuf());
- glVertexAttribPointer(m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0,
- (void *)0);
-
- // Index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_barObj->elementBuf());
-
- // Draw the triangles
- glDrawElements(GL_TRIANGLES, m_barObj->indexCount(), GL_UNSIGNED_SHORT,
- (void *)0);
-
- // Free buffers
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- glDisableVertexAttribArray(m_depthShader->posAtt());
- }
- }
-
- // Disable drawing to depth framebuffer (= enable drawing to screen)
- glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
-
- // Release depth shader
- m_depthShader->release();
-
-#if 0 // Use this if you want to see what is being drawn to the framebuffer
- // You'll also have to comment out GL_COMPARE_R_TO_TEXTURE -line in texturehelper (if using it)
- m_labelShader->bind();
- glCullFace(GL_BACK);
- glEnable(GL_TEXTURE_2D);
- QMatrix4x4 modelMatrix;
- QMatrix4x4 viewmatrix;
- viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.5f + zComp),
- QVector3D(0.0f, 0.0f, zComp),
- QVector3D(0.0f, 1.0f, 0.0f));
- modelMatrix.translate(0.0, 0.0, zComp);
- QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix;
- m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
- m_drawer->drawObject(m_labelShader, m_labelObj,
- m_depthTexture);
- glDisable(GL_TEXTURE_2D);
- m_labelShader->release();
-#endif
- // Reset culling to normal
- glCullFace(GL_BACK);
-
- // Revert to original viewport
- glViewport(m_sceneViewPort.x(), m_sceneViewPort.y(),
- m_sceneViewPort.width(), m_sceneViewPort.height());
- }
-#endif
-
- // Skip selection mode drawing if we're zoomed or have no selection mode
- if (!m_zoomActivated && m_selectionMode > ModeNone) {
- // Bind selection shader
- m_selectionShader->bind();
-
- // Draw bars to selection buffer
-#ifndef USE_HAX0R_SELECTION
- glBindFramebuffer(GL_FRAMEBUFFER, m_selectionFrameBuffer);
- glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used
- glClearColor(skipColor.x() / 255, skipColor.y() / 255, skipColor.z() / 255, 1.0f); // Set clear color to white (= skipColor)
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer
-#endif
- glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled
- for (int row = startRow; row != stopRow; row += stepRow) {
- for (int bar = startBar; bar != stopBar; bar += stepBar) {
- if (!m_dataSet->d_ptr->getRow(row))
- continue;
- QDataItem *item = m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar);
- if (!item)
- continue;
-
- GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
-
- if (barHeight < 0)
- glCullFace(GL_FRONT);
- else
- glCullFace(GL_BACK);
-
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
-
- barPos = (bar + 1) * (m_barSpacing.width());
- rowPos = (row + 1) * (m_barSpacing.height());
-
- modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
- barHeight - m_yAdjustment,
- (m_columnDepth - rowPos) / m_scaleFactor
- + zComp);
- modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
-
- // TODO: Save position to qdataitem, so that we don't need to calculate it each time?
-
- //#if !defined(QT_OPENGL_ES_2)
- // QVector3D barColor = QVector3D((GLdouble)row / 32767.0,
- // (GLdouble)bar / 32767.0,
- // 0.0);
- //#else
- QVector3D barColor = QVector3D((GLdouble)row / 255.0,
- (GLdouble)bar / 255.0,
- 0.0);
- //#endif
-
- m_selectionShader->setUniformValue(m_selectionShader->MVP(),
- MVPMatrix);
- m_selectionShader->setUniformValue(m_selectionShader->color(),
- barColor);
-
-#ifdef USE_HAX0R_SELECTION
- // 1st attribute buffer : vertices
- glEnableVertexAttribArray(m_selectionShader->posAtt());
- glBindBuffer(GL_ARRAY_BUFFER, m_barObj->vertexBuf());
- glVertexAttribPointer(m_selectionShader->posAtt(),
- 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
-
- // Index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_barObj->elementBuf());
-
- // Draw the triangles
- glDrawElements(GL_TRIANGLES, m_barObj->indexCount(),
- GL_UNSIGNED_SHORT, (void *)0);
-
- // Free buffers
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- glDisableVertexAttribArray(m_selectionShader->posAtt());
-#else
- // 1st attribute buffer : vertices
- glEnableVertexAttribArray(m_selectionShader->posAtt());
- glBindBuffer(GL_ARRAY_BUFFER, m_barObj->vertexBuf());
- glVertexAttribPointer(m_selectionShader->posAtt(),
- 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
-
- // Index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_barObj->elementBuf());
-
- // Draw the triangles
- glDrawElements(GL_TRIANGLES, m_barObj->indexCount(), GL_UNSIGNED_SHORT,
- (void *)0);
-
- // Free buffers
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- glDisableVertexAttribArray(m_selectionShader->posAtt());
-#endif
- }
- }
- glEnable(GL_DITHER);
-
- // Read color under cursor
- if (Bars3dController::MouseOnScene == m_mousePressed)
- selection = Utils::getSelection(m_mousePos, height());
-
-#ifndef USE_HAX0R_SELECTION
- glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
-#endif
-
- // Release selection shader
- m_selectionShader->release();
-
-#if 0 // Use this if you want to see what is being drawn to the framebuffer
- glCullFace(GL_BACK);
- m_labelShader->bind();
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_TEXTURE_2D);
- QMatrix4x4 modelMatrix;
- QMatrix4x4 viewmatrix;
- viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.0f + zComp),
- QVector3D(0.0f, 0.0f, zComp),
- QVector3D(0.0f, 1.0f, 0.0f));
- modelMatrix.translate(0.0, 0.0, zComp);
- QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix;
- m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
- m_drawer->drawObject(m_labelShader, m_labelObj,
- m_selectionTexture);
- glDisable(GL_TEXTURE_2D);
- m_labelShader->release();
-#endif
-
-#ifdef USE_HAX0R_SELECTION
- // Set clear color
- QVector3D clearColor = Utils::vectorFromColor(m_theme->m_windowColor);
- glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f);
- // Clear after selection
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-#endif
- }
-
- // Enable texturing
- glEnable(GL_TEXTURE_2D);
-
- // Bind bar shader
- m_barShader->bind();
-
- // Draw bars
- if (!m_zoomActivated && m_zoomSelection)
- m_zoomSelection->d_ptr->clear();
- bool barSelectionFound = false;
- for (int row = startRow; row != stopRow; row += stepRow) {
- for (int bar = startBar; bar != stopBar; bar += stepBar) {
- if (!m_dataSet->d_ptr->getRow(row))
- continue;
- QDataItem *item = m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar);
- if (!item)
- continue;
-
- GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
-
- if (barHeight < 0)
- glCullFace(GL_FRONT);
- else
- glCullFace(GL_BACK);
-
- QMatrix4x4 modelMatrix;
- QMatrix4x4 itModelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
-
- barPos = (bar + 1) * (m_barSpacing.width());
- rowPos = (row + 1) * (m_barSpacing.height());
- modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
- barHeight - m_yAdjustment,
- (m_columnDepth - rowPos) / m_scaleFactor + zComp);
- modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
- itModelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
-#ifdef SHOW_DEPTH_TEXTURE_SCENE
- MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-#else
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
-#endif
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- QVector3D baseColor = Utils::vectorFromColor(m_theme->m_baseColor);
- QVector3D heightColor = Utils::vectorFromColor(m_theme->m_heightColor)
- * barHeight;
- QVector3D depthColor = Utils::vectorFromColor(m_theme->m_depthColor)
- * (float(row) / GLfloat(m_sampleCount.second));
-
- QVector3D barColor = baseColor + heightColor + depthColor;
-
- GLfloat lightStrength = m_theme->m_lightStrength;
- if (m_selectionMode > ModeNone) {
- Bars3dController::SelectionType selectionType = isSelected(row, bar,
- selection);
- switch (selectionType) {
- case Bars3dController::SelectionBar: {
- barColor = Utils::vectorFromColor(m_theme->m_highlightBarColor);
- lightStrength = m_theme->m_highlightLightStrength;
- // Insert data to QDataItem. We have no ownership, don't delete the previous one
- if (!m_zoomActivated) {
- m_selectedBar = item;
- if (m_dataSet->d_ptr->rowLabelItems().size() > row
- && m_dataSet->d_ptr->columnLabelItems().size() > bar) {
- m_selectedBar->setPosition(
- QPoint(m_dataSet->d_ptr->rowLabelItems().size()
- - row - 1,
- m_dataSet->d_ptr->columnLabelItems().size()
- - bar - 1));
- }
- item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
- barSelectionFound = true;
- if (m_selectionMode >= ModeZoomRow) {
- item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
- m_zoomSelection->addItem(item);
- }
- }
- break;
- }
- case Bars3dController::SelectionRow: {
- // Current bar is on the same row as the selected bar
- barColor = Utils::vectorFromColor(m_theme->m_highlightRowColor);
- lightStrength = m_theme->m_highlightLightStrength;
- if (!m_zoomActivated && ModeZoomRow == m_selectionMode) {
- item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
- m_zoomSelection->addItem(item);
- if (m_dataSet->d_ptr->rowLabelItems().size() > row) {
- m_zoomSelection->d_ptr->setLabelItem(
- m_dataSet->d_ptr->rowLabelItems().at(
- m_dataSet->d_ptr->rowLabelItems().size()
- - row - 1));
- }
- }
- break;
- }
- case Bars3dController::SelectionColumn: {
- // Current bar is on the same column as the selected bar
- barColor = Utils::vectorFromColor(m_theme->m_highlightColumnColor);
- lightStrength = m_theme->m_highlightLightStrength;
- if (!m_zoomActivated && ModeZoomColumn == m_selectionMode) {
- item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
- m_zoomSelection->addItem(item);
- if (m_dataSet->d_ptr->columnLabelItems().size() > bar) {
- m_zoomSelection->d_ptr->setLabelItem(
- m_dataSet->d_ptr->columnLabelItems().at(
- m_dataSet->d_ptr->columnLabelItems().size()
- - bar - 1));
- }
- }
- break;
- }
- case Bars3dController::SelectionNone: {
- // Current bar is not selected, nor on a row or column
- // do nothing
- break;
- }
- }
- }
-
- if (barHeight != 0) {
- // Set shader bindings
- m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
- m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.transposed().inverted());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
- m_barShader->setUniformValue(m_barShader->color(), barColor);
- m_barShader->setUniformValue(m_barShader->ambientS(),
- m_theme->m_ambientStrength);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(),
- m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(),
- depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_barObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(),
- lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_barObj);
- }
- }
- }
- }
-
- // Release bar shader
- m_barShader->release();
-
- // Bind background shader
- m_backgroundShader->bind();
-
- if (m_negativeValues)
- glDisable(GL_CULL_FACE);
- else
- glCullFace(GL_BACK);
-
- // Draw background
- if (m_bgrEnabled && m_backgroundObj) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- modelMatrix.translate(0.0f, 1.0f - m_yAdjustment, zComp);
- modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor,
- 1.0f,
- m_columnDepth / m_scaleFactor));
- modelMatrix.rotate(backgroundRotation, 0.0f, 1.0f, 0.0f);
- itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor,
- 1.0f,
- m_columnDepth / m_scaleFactor));
-
-#ifdef SHOW_DEPTH_TEXTURE_SCENE
- MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-#else
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
-#endif
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- QVector3D backgroundColor = Utils::vectorFromColor(m_theme->m_backgroundColor);
-
- // Set shader bindings
- m_backgroundShader->setUniformValue(m_backgroundShader->lightP(),
- lightPos);
- m_backgroundShader->setUniformValue(m_backgroundShader->view(),
- viewMatrix);
- m_backgroundShader->setUniformValue(m_backgroundShader->model(),
- modelMatrix);
- m_backgroundShader->setUniformValue(m_backgroundShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_backgroundShader->setUniformValue(m_backgroundShader->MVP(),
- MVPMatrix);
- m_backgroundShader->setUniformValue(m_backgroundShader->color(),
- backgroundColor);
- m_backgroundShader->setUniformValue(m_backgroundShader->ambientS(),
- m_theme->m_ambientStrength * 2.0f);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_backgroundShader->setUniformValue(m_backgroundShader->shadowQ(),
- m_shadowQualityToShader);
- m_backgroundShader->setUniformValue(m_backgroundShader->depth(),
- depthMVPMatrix);
- m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
- m_theme->m_lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_backgroundShader, m_backgroundObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
- m_theme->m_lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_backgroundShader, m_backgroundObj);
- }
- }
-
- // Release background shader
- m_backgroundShader->release();
-
- // Disable textures
- glDisable(GL_TEXTURE_2D);
-
- // Reset culling
- if (m_negativeValues) {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- }
-
- // Draw grid lines
- if (m_gridEnabled && m_heightNormalizer) {
- // Bind bar shader
- m_barShader->bind();
-
- // Set unchanging shader bindings
- QVector3D barColor = Utils::vectorFromColor(m_theme->m_gridLine);
- m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
- m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
- m_barShader->setUniformValue(m_barShader->color(), barColor);
- m_barShader->setUniformValue(m_barShader->ambientS(),
- m_theme->m_ambientStrength);
-
- // Floor lines: rows
- for (GLfloat row = 0.0f; row <= m_sampleCount.second; row++) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- rowPos = (row + 0.5f) * (m_barSpacing.height());
- modelMatrix.translate(0.0f, -m_yAdjustment,
- (m_columnDepth - rowPos) / m_scaleFactor + zComp);
- modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
- gridLineWidth));
- itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
- gridLineWidth));
- // If we're viewing from below, grid line object must be flipped
- if (m_yFlipped)
- modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- // Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(),
- m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(),
- depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
- }
- }
-
- // Floor lines: columns
- for (GLfloat bar = 0.0f; bar <= m_sampleCount.first; bar++) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- barPos = (bar + 0.5f) * (m_barSpacing.width());
- modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
- -m_yAdjustment, zComp);
- modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
- m_columnDepth / m_scaleFactor));
- itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
- m_columnDepth / m_scaleFactor));
-
- // If we're viewing from below, grid line object must be flipped
- if (m_yFlipped)
- modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- // Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(),
- m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(),
- depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
- }
- }
-
- // Wall lines: back wall
- GLfloat heightStep = m_heightNormalizer / 5.0f; // default to 5 lines
- GLfloat startLine;
-
- if (m_tickCount > 0)
- heightStep = m_tickStep;
-
- if (m_negativeValues)
- startLine = -m_heightNormalizer;
- else
- startLine = heightStep;
-
- for (GLfloat lineHeight = startLine; lineHeight <= m_heightNormalizer;
- lineHeight += heightStep) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- if (m_zFlipped) {
- modelMatrix.translate(0.0f,
- 2.0f * lineHeight / m_heightNormalizer
- - m_yAdjustment,
- m_columnDepth / m_scaleFactor + zComp);
- } else {
- modelMatrix.translate(0.0f,
- 2.0f * lineHeight / m_heightNormalizer
- - m_yAdjustment,
- -m_columnDepth / m_scaleFactor + zComp);
- }
- modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
- gridLineWidth));
- itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
- gridLineWidth));
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- // Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(),
- m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(),
- depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
- }
- }
-
- // Wall lines: side wall
- for (GLfloat lineHeight = startLine; lineHeight <= m_heightNormalizer;
- lineHeight += heightStep) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- if (m_xFlipped) {
- modelMatrix.translate(m_rowWidth / m_scaleFactor,
- 2.0f * lineHeight / m_heightNormalizer
- - m_yAdjustment,
- zComp);
- } else {
- modelMatrix.translate(-m_rowWidth / m_scaleFactor,
- 2.0f * lineHeight / m_heightNormalizer
- - m_yAdjustment,
- zComp);
- }
- modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
- m_columnDepth / m_scaleFactor));
- itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
- m_columnDepth / m_scaleFactor));
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- // Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(),
- m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(),
- depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
- }
- }
-
- // Release bar shader
- m_barShader->release();
- }
-
- // TODO: Draw y labels
-
- // Generate label textures for zoom selection if m_updateLabels is set
- if (m_zoomActivated && m_updateLabels) {
- // Create label textures
- for (int col = 0; col < m_zoomSelection->d_ptr->row().size(); col++) {
- QDataItem *item = m_zoomSelection->d_ptr->getItem(col);
- m_drawer->generateLabelTexture(item);
- }
- }
-
- // Handle zoom activation and label drawing
- if (!barSelectionFound) {
- // We have no ownership, don't delete. Just NULL the pointer.
- m_selectedBar = NULL;
- if (m_zoomActivated && Bars3dController::MouseOnOverview == m_mousePressed) {
- m_sceneViewPort = QRect(0, 0, width(), height());
- m_zoomActivated = false;
- }
- } else if (m_selectionMode >= ModeZoomRow
- && Bars3dController::MouseOnScene == m_mousePressed) {
- // Activate zoom mode
- m_zoomActivated = true;
- m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5);
-
- // Create label textures
- for (int col = 0; col < m_zoomSelection->d_ptr->row().size(); col++) {
- QDataItem *item = m_zoomSelection->d_ptr->getItem(col);
- m_drawer->generateLabelTexture(item);
- }
- } else {
- // Print value of selected bar
- static QDataItem *prevItem = m_selectedBar;
- m_labelShader->bind();
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_TEXTURE_2D);
- if (m_labelTransparency > TransparencyNone) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-#ifndef DISPLAY_FULL_DATA_ON_SELECTION
- // Draw just the value string of the selected bar
- if (prevItem != m_selectedBar || m_updateLabels) {
- m_drawer->generateLabelTexture(m_selectedBar);
- prevItem = m_selectedBar;
- }
-
- m_drawer->drawLabel(*m_selectedBar, m_selectedBar->label(),
- viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, true);
-#else
- static bool firstSelection = true;
- // Draw the value string followed by row label and column label
- LabelItem labelItem = m_selectedBar->d_ptr->selectionLabel();
- if (firstSelection || prevItem != m_selectedBar || m_updateLabels) {
- QString labelText = m_selectedBar->d_ptr->valueStr();
- if ((m_dataSet->d_ptr->columnLabels().size()
- > m_selectedBar->position().y())
- && (m_dataSet->d_ptr->rowLabels().size()
- > m_selectedBar->position().x())) {
- labelText.append(QStringLiteral(" ("));
- labelText.append(m_dataSet->d_ptr->rowLabels().at(
- m_selectedBar->position().x()));
- labelText.append(QStringLiteral(", "));
- labelText.append(m_dataSet->d_ptr->columnLabels().at(
- m_selectedBar->position().y()));
- labelText.append(QStringLiteral(")"));
- //qDebug() << labelText;
- }
- m_drawer->generateLabelItem(&labelItem, labelText);
- m_selectedBar->d_ptr->setSelectionLabel(labelItem);
- prevItem = m_selectedBar;
- firstSelection = false;
- }
-
- m_drawer->drawLabel(*m_selectedBar, labelItem, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, m_camera, true, false);
-#endif
- glDisable(GL_TEXTURE_2D);
- if (m_labelTransparency > TransparencyNone)
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
-
- // Release label shader
- m_labelShader->release();
-
- // Reset label update flag; they should have been updated when we get here
- m_updateLabels = false;
- }
-
- // TODO: Calculations done temporarily here. When optimizing, move to after data set addition? Keep drawing of the labels here.
- // Bind label shader
- m_labelShader->bind();
-
- glEnable(GL_TEXTURE_2D);
- if (m_labelTransparency > TransparencyNone) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- // Calculate the positions for row and column labels and store them into QDataItems (and QDataRows?)
- for (int row = 0; row != m_sampleCount.second; row += 1) {
- // Go through all rows and get position of max+1 or min-1 column, depending on x flip
- // We need only positions for them, labels have already been generated at QDataSet. Just add LabelItems
- rowPos = (row + 1) * (m_barSpacing.height());
- barPos = 0;
- GLfloat rotLabelX = -90.0f;
- GLfloat rotLabelY = 0.0f;
- GLfloat rotLabelZ = 0.0f;
- Qt::AlignmentFlag alignment = Qt::AlignRight;
- if (m_zFlipped)
- rotLabelY = 180.0f;
- if (m_xFlipped) {
- barPos = (m_sampleCount.first + 1) * (m_barSpacing.width());
- alignment = Qt::AlignLeft;
- }
- if (m_yFlipped) {
- if (m_zFlipped)
- rotLabelY = 0.0f;
- else
- rotLabelY = 180.0f;
- rotLabelZ = 180.0f;
- }
- QVector3D labelPos = QVector3D((m_rowWidth - barPos) / m_scaleFactor,
- -m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering"
- (m_columnDepth - rowPos) / m_scaleFactor
- + zComp);
-
- // TODO: Try it; draw the label here
-
- // Create a data item
- QDataItem *label = new QDataItem();
- label->d_ptr->setTranslation(labelPos);
- if (m_dataSet->d_ptr->rowLabelItems().size() > row) {
- label->d_ptr->setLabel(m_dataSet->d_ptr->rowLabelItems().at(
- m_dataSet->d_ptr->rowLabelItems().size() - row - 1));
- }
-
- //qDebug() << "labelPos, row" << row + 1 << ":" << labelPos << m_dataSet->d_ptr->rowLabels().at(row);
-
- m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(rotLabelX, rotLabelY, rotLabelZ),
- m_heightNormalizer, m_selectionMode,
- m_labelShader, m_labelObj, m_camera, true, true, LabelMid,
- alignment);
-
- delete label;
- }
- for (int bar = 0; bar != m_sampleCount.first; bar += 1) {
- // Go through all columns and get position of max+1 or min-1 row, depending on z flip
- // We need only positions for them, labels have already been generated at QDataSet. Just add LabelItems
- barPos = (bar + 1) * (m_barSpacing.width());
- rowPos = 0;
- GLfloat rotLabelX = -90.0f;
- GLfloat rotLabelY = 90.0f;
- GLfloat rotLabelZ = 0.0f;
- Qt::AlignmentFlag alignment = Qt::AlignLeft;
- if (m_xFlipped)
- rotLabelY = -90.0f;
- if (m_zFlipped) {
- rowPos = (m_sampleCount.second + 1) * (m_barSpacing.height());
- alignment = Qt::AlignRight;
- }
- if (m_yFlipped) {
- if (m_xFlipped)
- rotLabelY = -90.0f;
- else
- rotLabelY = 90.0f;
- rotLabelZ = 180.0f;
- }
- QVector3D labelPos = QVector3D((m_rowWidth - barPos) / m_scaleFactor,
- -m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering"
- (m_columnDepth - rowPos) / m_scaleFactor
- + zComp);
-
- // TODO: Try it; draw the label here
-
- // Create a data item
- QDataItem *label = new QDataItem();
- label->d_ptr->setTranslation(labelPos);
- if (m_dataSet->d_ptr->columnLabelItems().size() > bar) {
- label->d_ptr->setLabel(m_dataSet->d_ptr->columnLabelItems().at(
- m_dataSet->d_ptr->columnLabelItems().size()
- - bar - 1));
- }
-
- //qDebug() << "labelPos, col" << bar + 1 << ":" << labelPos << m_dataSet->d_ptr->columnLabels().at(bar);
-
- m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(rotLabelX, rotLabelY, rotLabelZ),
- m_heightNormalizer, m_selectionMode,
- m_labelShader, m_labelObj, m_camera, true, true, LabelMid,
- alignment);
-
- delete label;
- }
- glDisable(GL_TEXTURE_2D);
- if (m_labelTransparency > TransparencyNone)
- glDisable(GL_BLEND);
-
- // Release label shader
- m_labelShader->release();
+ m_renderer->render(defaultFboHandle);
}
#if defined(Q_OS_ANDROID)
void Bars3dController::mouseDoubleClickEvent(QMouseEvent *event)
{
- if (!m_zoomActivated) {
- m_mousePressed = Bars3dController::MouseOnScene;
- // update mouse positions to prevent jumping when releasing or repressing a button
- m_mousePos = event->pos();
- }
+ m_renderer->mouseDoubleClickEvent(event);
}
void Bars3dController::touchEvent(QTouchEvent *event)
{
- static int prevDistance = 0;
-
- QList<QTouchEvent::TouchPoint> points;
- points = event->touchPoints();
-
- if (points.count() == 2) {
- m_mousePressed = Bars3dController::MouseOnPinch;
-
- QPointF distance = points.at(0).pos() - points.at(1).pos();
- int newDistance = distance.manhattanLength();
- int zoomRate = 1;
- if (m_zoomLevel > 100)
- zoomRate = 5;
- if (newDistance > prevDistance)
- m_zoomLevel += zoomRate;
- else
- m_zoomLevel -= zoomRate;
- if (m_zoomLevel > 500)
- m_zoomLevel = 500;
- else if (m_zoomLevel < 10)
- m_zoomLevel = 10;
- prevDistance = newDistance;
- //qDebug() << "distance" << distance.manhattanLength();
- }
+ m_renderer->touchEvent(Qevent);
}
#endif
void Bars3dController::mousePressEvent(QMouseEvent *event, const QPoint &mousePos)
{
- if (Qt::LeftButton == event->button()) {
- if (m_zoomActivated) {
- if (event->pos().x() <= m_sceneViewPort.width()
- && event->pos().y() <= m_sceneViewPort.height()) {
- m_mousePressed = Bars3dController::MouseOnOverview;
- //qDebug() << "Mouse pressed on overview";
- } else {
- m_mousePressed = Bars3dController::MouseOnZoom;
- //qDebug() << "Mouse pressed on zoom";
- }
- } else {
-#if !defined(Q_OS_ANDROID)
- m_mousePressed = Bars3dController::MouseOnScene;
-#else
- m_mousePressed = Bars3dController::MouseRotating;
-#endif
- // update mouse positions to prevent jumping when releasing or repressing a button
- m_mousePos = event->pos();
- //qDebug() << "Mouse pressed on scene";
- }
- } else if (Qt::MiddleButton == event->button()) {
- // reset rotations
- m_mousePos = QPoint(0, 0);
- } else if (Qt::RightButton == event->button()) {
-#if !defined(Q_OS_ANDROID)
- m_mousePressed = Bars3dController::MouseRotating;
-#else
- m_mousePressed = Bars3dController::MouseOnScene;
-#endif
- // update mouse positions to prevent jumping when releasing or repressing a button
- m_mousePos = mousePos; //event->pos();
- }
- m_camera->updateMousePos(m_mousePos);
+ m_renderer->mousePressEvent(event, mousePos);
}
void Bars3dController::mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos)
{
- Q_UNUSED(event);
- if (Bars3dController::MouseRotating == m_mousePressed) {
- // update mouse positions to prevent jumping when releasing or repressing a button
- m_mousePos = mousePos; //event->pos();
- m_camera->updateMousePos(mousePos); //event->pos());
- }
- m_mousePressed = Bars3dController::MouseNone;
+ m_renderer->mouseReleaseEvent(event, mousePos);
}
void Bars3dController::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos)
{
- Q_UNUSED(event);
- if (Bars3dController::MouseRotating == m_mousePressed)
- m_mousePos = mousePos; //event->pos();
+ m_renderer->mouseMoveEvent(event, mousePos);
}
void Bars3dController::wheelEvent(QWheelEvent *event)
{
- if (m_zoomLevel > 100)
- m_zoomLevel += event->angleDelta().y() / 12;
- else if (m_zoomLevel > 50)
- m_zoomLevel += event->angleDelta().y() / 60;
- else
- m_zoomLevel += event->angleDelta().y() / 120;
- if (m_zoomLevel > 500)
- m_zoomLevel = 500;
- else if (m_zoomLevel < 10)
- m_zoomLevel = 10;
+ m_renderer->wheelEvent(event);
}
void Bars3dController::resizeNotify()
{
- if (!m_isInitialized)
- return;
-
- qDebug() << "Bars3dController::resizeEvent " << width() << "x" <<height();
-
- // Set view port
- if (m_zoomActivated)
- m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5);
- else
- m_sceneViewPort = QRect(0, 0, width(), height());
- m_zoomViewPort = QRect(0, 0, width(), height());
-
- // Calculate zoom level based on aspect ratio
- GLfloat div;
- GLfloat zoomAdjustment;
- div = qMin(width(), height());
- zoomAdjustment = defaultRatio * ((width() / div) / (height() / div));
- //qDebug() << "zoom adjustment" << zoomAdjustment;
- m_zoomAdjustment = qMin(zoomAdjustment, 1.0f); // clamp to 1.0f
-
- // Re-init selection buffer
- initSelectionBuffer();
-
-#if !defined(QT_OPENGL_ES_2)
- // Re-init depth buffer
- updateDepthBuffer();
-#endif
+ m_renderer->resizeNotify();
}
void Bars3dController::setBarSpecs(QSizeF thickness, QSizeF spacing, bool relative)
{
- m_barThickness = thickness;
- if (relative) {
- m_barSpacing.setWidth((thickness.width() * 2) * (spacing.width() + 1.0f));
- m_barSpacing.setHeight((thickness.height() * 2) * (spacing.height() + 1.0f));
- } else {
- m_barSpacing = thickness * 2 + spacing * 2;
- }
- // Calculate here and at setting sample space
- calculateSceneScalingFactors();
+ m_renderer->setBarSpecs(thickness, spacing, relative);
}
void Bars3dController::setBarType(BarStyle style, bool smooth)
{
- if (style == Bars) {
- if (smooth)
- m_objFile = QStringLiteral(":/defaultMeshes/barSmooth");
- else
- m_objFile = QStringLiteral(":/defaultMeshes/bar");
- } else if (style == Pyramids) {
- if (smooth)
- m_objFile = QStringLiteral(":/defaultMeshes/pyramidSmooth");
- else
- m_objFile = QStringLiteral(":/defaultMeshes/pyramid");
- } else if (style == Cones) {
- if (smooth)
- m_objFile = QStringLiteral(":/defaultMeshes/coneSmooth");
- else
- m_objFile = QStringLiteral(":/defaultMeshes/cone");
- } else if (style == Cylinders) {
- if (smooth)
- m_objFile = QStringLiteral(":/defaultMeshes/cylinderSmooth");
- else
- m_objFile = QStringLiteral(":/defaultMeshes/cylinder");
- } else if (style == BevelBars) {
- if (smooth)
- m_objFile = QStringLiteral(":/defaultMeshes/bevelbarSmooth");
- else
- m_objFile = QStringLiteral(":/defaultMeshes/bevelbar");
- }
- // Reload mesh data
- if (m_isInitialized)
- loadBarMesh();
+ m_renderer->setBarType(style, smooth);
}
void Bars3dController::setMeshFileName(const QString &objFileName)
{
- m_objFile = objFileName;
+ m_renderer->setMeshFileName(objFileName);
}
void Bars3dController::setupSampleSpace(int samplesRow, int samplesColumn, const QString &labelRow,
const QString &labelColumn, const QString &labelHeight)
{
- // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
- closeZoomMode();
- // Delete previous data set
- delete m_dataSet;
- m_dataSet = new QDataSet();
- m_sampleCount = qMakePair(samplesRow, samplesColumn);
- m_dataSet->setLabels(labelRow, labelColumn, labelHeight);
- // TODO: Invent "idiotproof" max scene size formula..
- // This seems to work ok if spacing is not negative (and row/column or column/row ratio is not too high)
- m_maxSceneSize = 2 * qSqrt(samplesRow * samplesColumn);
- //qDebug() << "maxSceneSize" << m_maxSceneSize;
- // Calculate here and at setting bar specs
- calculateSceneScalingFactors();
- m_axisLabelX = labelRow;
- m_axisLabelZ = labelColumn;
- m_axisLabelY = labelHeight;
+ m_renderer->setupSampleSpace(samplesRow, samplesColumn, labelRow, labelColumn, labelHeight);
}
void Bars3dController::setCameraPreset(CameraPreset preset)
{
- m_camera->setCameraPreset(preset);
+ m_renderer->setCameraPreset(preset);
}
void Bars3dController::setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance)
{
- m_horizontalRotation = qBound(-180.0f, horizontal, 180.0f);
- m_verticalRotation = qBound(0.0f, vertical, 90.0f);
- m_zoomLevel = qBound(10, distance, 500);
- m_camera->setCameraRotation(QPointF(m_horizontalRotation,
- m_verticalRotation));
- //qDebug() << "camera rotation set to" << m_horizontalRotation << m_verticalRotation;
+ m_renderer->setCameraPosition(horizontal, vertical, distance);
}
void Bars3dController::setTheme(ColorTheme theme)
{
- m_theme->useTheme(theme);
- m_drawer->setTheme(*m_theme);
- // Re-initialize shaders
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- }
- } else {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragmentColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
- }
-#else
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentColorOnYES2"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
- }
-#endif
+ m_renderer->setTheme(theme);
}
void Bars3dController::setBarColor(QColor baseColor, QColor heightColor, QColor depthColor,
bool uniform)
{
- m_theme->m_baseColor = baseColor;
- m_theme->m_heightColor = heightColor;
- m_theme->m_depthColor = depthColor;
- //qDebug() << "colors:" << m_baseColor << m_heightColor << m_depthColor;
- if (m_theme->m_uniformColor != uniform) {
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- }
- } else {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragmentColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
- }
-#else
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentColorOnYES2"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
- }
-#endif
- }
- m_theme->m_uniformColor = uniform;
+ m_renderer->setBarColor(baseColor, heightColor, depthColor, uniform);
}
void Bars3dController::setSelectionMode(SelectionMode mode)
{
- m_selectionMode = mode;
- // Disable zoom if selection mode changes
- closeZoomMode();
- // Create zoom selection if there isn't one
- if (mode >= ModeZoomRow && !m_zoomSelection)
- m_zoomSelection = new QDataRow();
+ m_renderer->setSelectionMode(mode);
}
SelectionMode Bars3dController::selectionMode()
{
- return m_selectionMode;
+ return m_renderer->selectionMode();
}
void Bars3dController::setFontSize(float fontsize)
{
- m_font.setPointSizeF(fontsize);
- m_drawer->setFont(m_font);
+ m_renderer->setFontSize(fontsize);
}
float Bars3dController::fontSize()
{
- return m_font.pointSizeF();
+ return m_renderer->fontSize();
}
void Bars3dController::setFont(const QFont &font)
{
- m_font = font;
- m_drawer->setFont(font);
+ m_renderer->setFont(font);
}
QFont Bars3dController::font()
{
- return m_font;
+ return m_renderer->font();
}
void Bars3dController::setLabelTransparency(LabelTransparency transparency)
{
- m_labelTransparency = transparency;
- m_drawer->setTransparency(transparency);
+ m_renderer->setLabelTransparency(transparency);
}
LabelTransparency Bars3dController::labelTransparency()
{
- return m_labelTransparency;
+ return m_renderer->labelTransparency();
}
void Bars3dController::setGridEnabled(bool enable)
{
- m_gridEnabled = enable;
+ m_renderer->setGridEnabled(enable);
}
bool Bars3dController::gridEnabled()
{
- return m_gridEnabled;
+ return m_renderer->gridEnabled();
}
void Bars3dController::setBackgroundEnabled(bool enable)
{
- if (m_bgrEnabled != enable) {
- m_bgrEnabled = enable;
- // Load changed bar type
- loadBarMesh();
- }
+ m_renderer->setBackgroundEnabled(enable);
}
bool Bars3dController::backgroundEnabled()
{
- return m_bgrEnabled;
+ return m_renderer->backgroundEnabled();
}
void Bars3dController::setShadowQuality(ShadowQuality quality)
{
- qDebug() << "Bars3dController::setShadowQuality";
- m_shadowQuality = quality;
- switch (quality) {
- case ShadowLow:
- m_shadowQualityToShader = 33.3f;
- break;
- case ShadowMedium:
- m_shadowQualityToShader = 100.0f;
- break;
- case ShadowHigh:
- m_shadowQualityToShader = 200.0f;
- break;
- default:
- m_shadowQualityToShader = 0.0f;
- break;
- }
- if (m_isInitialized) {
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Re-init shaders
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- } else {
- // Re-init shaders
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragmentColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
- // Re-init depth buffer
- updateDepthBuffer();
-#else
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentColorOnYES2"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
-#endif
- }
+ m_renderer->setShadowQuality(quality);
}
ShadowQuality Bars3dController::shadowQuality()
{
- return m_shadowQuality;
+ return m_renderer->shadowQuality();
}
void Bars3dController::setTickCount(GLint tickCount, GLfloat step, GLfloat minimum)
{
- m_tickCount = tickCount;
- m_tickStep = step;
- if (tickCount > 0 && step > 0) {
- m_heightNormalizer = tickCount * step;
- calculateHeightAdjustment(QPair<float, float>(minimum, m_heightNormalizer));
- }
+ m_renderer->setTickCount(tickCount, step, minimum);
}
void Bars3dController::addDataRow(const QVector<float> &dataRow, const QString &labelRow,
const QVector<QString> &labelsColumn)
{
- // Convert to QDataRow and add to QDataSet
- QDataRow *row = new QDataRow(labelRow);
- for (int i = 0; i < dataRow.size(); i++)
- row->addItem(new QDataItem(dataRow.at(i)));
- row->d_ptr->verifySize(m_sampleCount.first);
- m_dataSet->addRow(row);
- handleLimitChange();
- m_dataSet->setLabels(m_axisLabelX, m_axisLabelZ, m_axisLabelY,
- QVector<QString>(), labelsColumn);
- m_dataSet->d_ptr->verifySize(m_sampleCount.second);
+ // TODO: Needs work
+ m_renderer->addDataRow(dataRow, labelRow, labelsColumn);
}
void Bars3dController::addDataRow(const QVector<QDataItem*> &dataRow, const QString &labelRow,
const QVector<QString> &labelsColumn)
{
- // Convert to QDataRow and add to QDataSet
- QDataRow *row = new QDataRow(labelRow);
- for (int i = 0; i < dataRow.size(); i++)
- row->addItem(dataRow.at(i));
- row->d_ptr->verifySize(m_sampleCount.first);
- m_dataSet->addRow(row);
- handleLimitChange();
- m_dataSet->setLabels(m_axisLabelX, m_axisLabelZ, m_axisLabelY,
- QVector<QString>(), labelsColumn);
- m_dataSet->d_ptr->verifySize(m_sampleCount.second);
+ // TODO: Needs work
+ m_renderer->addDataRow(dataRow, labelRow, labelsColumn);
}
void Bars3dController::addDataRow(QDataRow *dataRow)
{
- QDataRow *row = dataRow;
- // Check that the input data fits into sample space, and resize if it doesn't
- row->d_ptr->verifySize(m_sampleCount.first);
- // With each new row, the previous data row must be moved back
- // ie. we need as many vectors as we have rows in the sample space
- m_dataSet->addRow(row);
- // if the added data pushed us over sample space, remove the oldest data set
- m_dataSet->d_ptr->verifySize(m_sampleCount.second);
- handleLimitChange();
+ // TODO: Needs work
+ m_renderer->addDataRow(dataRow);
}
void Bars3dController::addDataSet(const QVector< QVector<float> > &data,
const QVector<QString> &labelsRow,
const QVector<QString> &labelsColumn)
{
- // Copy axis labels
- QString xAxis;
- QString zAxis;
- QString yAxis;
- m_dataSet->d_ptr->axisLabels(&xAxis, &zAxis, &yAxis);
- // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
- closeZoomMode();
- // Delete old data set
- delete m_dataSet;
- m_dataSet = new QDataSet();
- // Give drawer to data set
- m_dataSet->d_ptr->setDrawer(m_drawer);
- // Convert to QDataRow and add to QDataSet
- QDataRow *row;
- for (int rowNr = 0; rowNr < data.size(); rowNr++) {
- if (labelsRow.size() >= (rowNr + 1))
- row = new QDataRow(labelsRow.at(rowNr));
- else
- row = new QDataRow();
- for (int colNr = 0; colNr < data.at(rowNr).size(); colNr++)
- row->addItem(new QDataItem(data.at(rowNr).at(colNr)));
- row->d_ptr->verifySize(m_sampleCount.first);
- m_dataSet->addRow(row);
- row++;
- }
- handleLimitChange();
- m_dataSet->setLabels(xAxis, zAxis, yAxis, labelsRow, labelsColumn);
- m_dataSet->d_ptr->verifySize(m_sampleCount.second);
+ // TODO: Needs work
+ m_renderer->addDataSet(data, labelsRow, labelsColumn);
}
void Bars3dController::addDataSet(const QVector< QVector<QDataItem*> > &data,
const QVector<QString> &labelsRow,
const QVector<QString> &labelsColumn)
{
- // Copy axis labels
- QString xAxis;
- QString zAxis;
- QString yAxis;
- m_dataSet->d_ptr->axisLabels(&xAxis, &zAxis, &yAxis);
- // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
- closeZoomMode();
- // Delete old data set
- delete m_dataSet;
- m_dataSet = new QDataSet();
- // Give drawer to data set
- m_dataSet->d_ptr->setDrawer(m_drawer);
- // Convert to QDataRow and add to QDataSet
- QDataRow *row;
- for (int rowNr = 0; rowNr < data.size(); rowNr++) {
- if (labelsRow.size() >= (rowNr + 1))
- row = new QDataRow(labelsRow.at(rowNr));
- else
- row = new QDataRow();
- for (int colNr = 0; colNr < data.at(rowNr).size(); colNr++)
- row->addItem(data.at(rowNr).at(colNr));
- row->d_ptr->verifySize(m_sampleCount.first);
- m_dataSet->addRow(row);
- row++;
- }
- handleLimitChange();
- m_dataSet->setLabels(xAxis, zAxis, yAxis, labelsRow, labelsColumn);
- m_dataSet->d_ptr->verifySize(m_sampleCount.second);
+ // TODO: Needs work
+ m_renderer->addDataSet(data, labelsRow, labelsColumn);
}
void Bars3dController::addDataSet(QDataSet* dataSet)
{
- // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
- closeZoomMode();
- // Delete old data set
- delete m_dataSet;
- // Check sizes
- dataSet->d_ptr->verifySize(m_sampleCount.second, m_sampleCount.first);
- // Take ownership of given set
- m_dataSet = dataSet;
- handleLimitChange();
- // Give drawer to data set
- m_dataSet->d_ptr->setDrawer(m_drawer);
+ // TODO: Needs work
+ m_renderer->addDataSet(dataSet);
}
const QSize Bars3dController::size()
{
- return m_boundingRect.size();
+ return m_renderer->size();
}
const QRect Bars3dController::boundingRect()
{
- return m_boundingRect;
+ return m_renderer->boundingRect();
}
void Bars3dController::setBoundingRect(const QRect boundingRect)
{
- m_boundingRect = boundingRect;
- resizeNotify();
+ m_renderer->setBoundingRect(boundingRect);
}
void Bars3dController::setWidth(const int width)
{
- m_boundingRect.setWidth(width);
- resizeNotify();
+ m_renderer->setWidth(width);
}
int Bars3dController::width()
{
- return m_boundingRect.width();
+ return m_renderer->width();
}
void Bars3dController::setHeight(const int height)
{
- m_boundingRect.setHeight(height);
- resizeNotify();
+ m_renderer->setHeight(height);
}
int Bars3dController::height()
{
- return m_boundingRect.height();
+ return m_renderer->height();
}
void Bars3dController::setX(const int x)
{
- m_boundingRect.setX(x);
+ m_renderer->setX(x);
}
int Bars3dController::x()
{
- return m_boundingRect.x();
+ return m_renderer->x();
}
void Bars3dController::setY(const int y)
{
- m_boundingRect.setY(y);
+ m_renderer->setY(y);
}
int Bars3dController::y()
{
- return m_boundingRect.y();
-}
-
-void Bars3dController::loadBarMesh()
-{
- QString objectFileName = m_objFile;
- if (m_barObj)
- delete m_barObj;
- // If background is disabled, load full version of bar mesh
- if (!m_bgrEnabled)
- objectFileName.append(QStringLiteral("Full"));
- m_barObj = new ObjectHelper(objectFileName);
- m_barObj->load();
-}
-
-void Bars3dController::loadBackgroundMesh()
-{
- if (!m_isInitialized)
- return;
-
- if (m_backgroundObj)
- delete m_backgroundObj;
- if (m_negativeValues)
- m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/negativeBackground"));
- else
- m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/background"));
- m_backgroundObj->load();
-}
-
-void Bars3dController::loadGridLineMesh()
-{
- if (m_gridLineObj)
- delete m_gridLineObj;
- m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar"));
- m_gridLineObj->load();
-}
-
-void Bars3dController::loadLabelMesh()
-{
- if (m_labelObj)
- delete m_labelObj;
- m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label"));
- m_labelObj->load();
-}
-
-void Bars3dController::initShaders(const QString &vertexShader, const QString &fragmentShader)
-{
- if (m_barShader)
- delete m_barShader;
- m_barShader = new ShaderHelper(this, vertexShader, fragmentShader);
- m_barShader->initialize();
-}
-
-void Bars3dController::initSelectionShader()
-{
- if (m_selectionShader)
- delete m_selectionShader;
- m_selectionShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSelection"),
- QStringLiteral(":/shaders/fragmentSelection"));
- m_selectionShader->initialize();
-}
-
-void Bars3dController::initSelectionBuffer()
-{
-#ifndef USE_HAX0R_SELECTION
- if (!m_isInitialized)
- return;
-
- if (m_selectionTexture)
- m_textureHelper->deleteTexture(&m_selectionTexture);
-
- m_selectionTexture = m_textureHelper->createSelectionTexture(m_sceneViewPort.size(),
- m_selectionFrameBuffer,
- m_selectionDepthBuffer);
-#endif
+ return m_renderer->y();
}
-#if !defined(QT_OPENGL_ES_2)
-void Bars3dController::initDepthShader()
-{
- if (m_depthShader)
- delete m_depthShader;
- m_depthShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexDepth"),
- QStringLiteral(":/shaders/fragmentDepth"));
- m_depthShader->initialize();
-}
-
-void Bars3dController::updateDepthBuffer()
-{
- if (!m_isInitialized)
- return;
-
- if (m_depthTexture) {
- m_textureHelper->deleteTexture(&m_depthTexture);
- m_depthTexture = 0;
- }
-
- if (m_shadowQuality > ShadowNone) {
- m_depthTexture = m_textureHelper->createDepthTexture(m_sceneViewPort.size(),
- m_depthFrameBuffer,
- m_shadowQuality);
- }
-}
-#endif
-
-void Bars3dController::initBackgroundShaders(const QString &vertexShader,
- const QString &fragmentShader)
-{
- if (m_backgroundShader)
- delete m_backgroundShader;
- m_backgroundShader = new ShaderHelper(this, vertexShader, fragmentShader);
- m_backgroundShader->initialize();
-}
-
-void Bars3dController::initLabelShaders(const QString &vertexShader, const QString &fragmentShader)
-{
- if (m_labelShader)
- delete m_labelShader;
- m_labelShader = new ShaderHelper(this, vertexShader, fragmentShader);
- m_labelShader->initialize();
-}
void Bars3dController::updateTextures()
{
// Drawer has changed; this flag needs to be checked when checking if we need to update labels
- m_updateLabels = true;
+ m_renderer->updateTextures();
}
-void Bars3dController::calculateSceneScalingFactors()
-{
- // Calculate scene scaling and translation factors
- m_rowWidth = ((m_sampleCount.first + 1) * m_barSpacing.width()) / 2.0f;
- m_columnDepth = ((m_sampleCount.second + 1) * m_barSpacing.height()) / 2.0f;
- m_maxDimension = qMax(m_rowWidth, m_columnDepth);
- m_scaleFactor = qMin((m_sampleCount.first * (m_maxDimension / m_maxSceneSize)),
- (m_sampleCount.second * (m_maxDimension / m_maxSceneSize)));
- m_scaleX = m_barThickness.width() / m_scaleFactor;
- m_scaleZ = m_barThickness.height() / m_scaleFactor;
- //qDebug() << "m_scaleX" << m_scaleX << "m_scaleFactor" << m_scaleFactor;
- //qDebug() << "m_scaleZ" << m_scaleZ << "m_scaleFactor" << m_scaleFactor;
- //qDebug() << "m_rowWidth:" << m_rowWidth << "m_columnDepth:" << m_columnDepth << "m_maxDimension:" << m_maxDimension;
-}
-void Bars3dController::calculateHeightAdjustment(const QPair<GLfloat, GLfloat> &limits)
-{
- // 2.0f = max difference between minimum and maximum value after scaling with m_heightNormalizer
- m_yAdjustment = 2.0f - ((limits.second - limits.first) / m_heightNormalizer);
- //qDebug() << m_yAdjustment;
-}
-
-Bars3dController::SelectionType Bars3dController::isSelected(GLint row, GLint bar,
+Bars3dRenderer::SelectionType Bars3dController::isSelected(GLint row, GLint bar,
const QVector3D &selection)
{
- //static QVector3D prevSel = selection; // TODO: For debugging
- SelectionType isSelectedType = SelectionNone;
-#ifdef USE_HAX0R_SELECTION
- if (selection == Utils::vectorFromColor(m_theme->m_windowColor))
-#else
- if (selection == skipColor)
-#endif
- return isSelectedType; // skip window
-
- //#if !defined(QT_OPENGL_ES_2)
- // QVector3D current = QVector3D((GLuint)row, (GLuint)bar, 0);
- //#else
- QVector3D current = QVector3D((GLubyte)row, (GLubyte)bar, 0);
- //#endif
-
- // TODO: For debugging
- //if (selection != prevSel) {
- // qDebug() << "current" << current.x() << current .y() << current.z();
- // qDebug() << "selection" << selection.x() << selection .y() << selection.z();
- // prevSel = selection;
- //}
- if (current == selection)
- isSelectedType = SelectionBar;
- else if (current.y() == selection.y() && (m_selectionMode == ModeBarAndColumn
- || m_selectionMode == ModeBarRowAndColumn
- || m_selectionMode == ModeZoomColumn))
- isSelectedType = SelectionColumn;
- else if (current.x() == selection.x() && (m_selectionMode == ModeBarAndRow
- || m_selectionMode == ModeBarRowAndColumn
- || m_selectionMode == ModeZoomRow))
- isSelectedType = SelectionRow;
- return isSelectedType;
+ return m_renderer->isSelected(row, bar, selection);
}
void Bars3dController::handleLimitChange()
{
- // Get the limits
- QPair<GLfloat, GLfloat> limits = m_dataSet->d_ptr->limitValues();
-
- // TODO: What if we have only negative values?
-
- // Check if we have negative values
- if (limits.first < 0 && !m_negativeValues) {
- m_negativeValues = true;
- // Reload background
- loadBackgroundMesh();
- } else if (limits.first >= 0 && m_negativeValues) {
- m_negativeValues = false;
- // Reload background
- loadBackgroundMesh();
- }
-
- // Don't auto-adjust height if tick count is set
- if (m_tickCount == 0) {
- m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first));
- calculateHeightAdjustment(limits);
- }
+ // TODO: Needs work
+ m_renderer->closeZoomMode();
}
void Bars3dController::closeZoomMode()
{
- m_zoomActivated = false;
- m_sceneViewPort = QRect(0, 0, this->width(), this->height());
+ m_renderer->closeZoomMode();
}
QT_DATAVIS3D_END_NAMESPACE
diff --git a/src/datavis3d/engine/bars3dcontroller_p.h b/src/datavis3d/engine/bars3dcontroller_p.h
index 7cef903b..0f8d46e4 100644
--- a/src/datavis3d/engine/bars3dcontroller_p.h
+++ b/src/datavis3d/engine/bars3dcontroller_p.h
@@ -49,19 +49,19 @@
//
// We mean it.
-#ifndef Q3DBARSSHARED_p_H
-#define Q3DBARSSHARED_p_H
-
-#include "qdatavis3dglobal.h"
-#include "qdatavis3namespace.h"
+#ifndef Q3DBARSCONTROLLER_p_H
+#define Q3DBARSCONTROLLER_p_H
#include <QtCore/QSize>
#include <QtCore/QObject>
-#include <QtGui/QOpenGLFunctions>
#include <QtGui/QFont>
#include <QTime>
#include <QWindow>
+#include "qdatavis3dglobal.h"
+#include "qdatavis3namespace.h"
+#include "bars3drenderer_p.h"
+
//#define DISPLAY_RENDER_SPEED
class QOpenGLPaintDevice;
@@ -80,115 +80,14 @@ class TextureHelper;
class Theme;
class Drawer;
class LabelItem;
-class Bars3dRenderer;
class CameraHelper;
-class QT_DATAVIS3D_EXPORT Bars3dController : public QObject, public QOpenGLFunctions
+class QT_DATAVIS3D_EXPORT Bars3dController : public QObject
{
Q_OBJECT
-public:
- enum SelectionType {
- SelectionNone = 0,
- SelectionBar,
- SelectionRow,
- SelectionColumn
- };
-
- enum MousePressType {
- MouseNone = 0,
- MouseOnScene,
- MouseOnOverview,
- MouseOnZoom,
- MouseRotating,
- MouseOnPinch
- };
-
- // TODO: Filter to the set of attributes to be moved to the model object.
- // * All GL rendering only related attribs should be moved out of this public set.
- // * All attribs that are modifiable from QML need to e in this set.
-
- // Interaction related parameters
- MousePressType m_mousePressed;
- QPoint m_mousePos;
- SelectionMode m_selectionMode;
-
- // Visual parameters
- QRect m_boundingRect;
- QString m_objFile;
- Theme *m_theme;
- LabelTransparency m_labelTransparency;
- QFont m_font;
- bool m_gridEnabled;
- bool m_bgrEnabled;
- ShadowQuality m_shadowQuality;
-
- // Data parameters
- QPair<int, int> m_sampleCount;
- QDataItem *m_selectedBar;
- QDataSet *m_dataSet;
- QString m_axisLabelX;
- QString m_axisLabelZ;
- QString m_axisLabelY;
- QDataRow *m_zoomSelection;
- GLint m_tickCount;
- GLfloat m_tickStep;
- bool m_negativeValues;
-
Bars3dRenderer *m_renderer;
- CameraHelper *m_camera;
-
-private:
-
- // Internal attributes purely related to how the scene is drawn with GL.
- bool m_xFlipped;
- bool m_zFlipped;
- bool m_yFlipped;
- QRect m_sceneViewPort;
- QRect m_zoomViewPort;
- bool m_zoomActivated;
- QOpenGLPaintDevice *m_paintDevice;
- bool m_updateLabels;
bool m_isInitialized;
- ShaderHelper *m_barShader;
- ShaderHelper *m_depthShader;
- ShaderHelper *m_selectionShader;
- ShaderHelper *m_backgroundShader;
- ShaderHelper *m_labelShader;
- ObjectHelper *m_barObj;
- ObjectHelper *m_backgroundObj;
- ObjectHelper *m_gridLineObj;
- ObjectHelper *m_labelObj;
- TextureHelper *m_textureHelper;
- Drawer *m_drawer;
- GLuint m_bgrTexture;
- GLuint m_depthTexture;
- GLuint m_selectionTexture;
- GLuint m_depthFrameBuffer;
- GLuint m_selectionFrameBuffer;
- GLuint m_selectionDepthBuffer;
- GLfloat m_shadowQualityToShader;
- GLint m_zoomLevel;
- GLfloat m_zoomAdjustment;
- GLfloat m_horizontalRotation;
- GLfloat m_verticalRotation;
- QSizeF m_barThickness;
- QSizeF m_barSpacing;
- GLfloat m_heightNormalizer;
- GLfloat m_yAdjustment;
- GLfloat m_rowWidth;
- GLfloat m_columnDepth;
- GLfloat m_maxDimension;
- GLfloat m_scaleX;
- GLfloat m_scaleZ;
- GLfloat m_scaleFactor;
- GLfloat m_maxSceneSize;
-
-#ifdef DISPLAY_RENDER_SPEED
- bool m_isFirstFrame;
- QTime m_lastFrameTime;
- GLint m_numFrames;
-#endif
public:
explicit Bars3dController(QRect rect);
@@ -331,13 +230,12 @@ public:
void updateTextures();
void calculateSceneScalingFactors();
void calculateHeightAdjustment(const QPair<GLfloat, GLfloat> &limits);
- SelectionType isSelected(GLint row, GLint bar, const QVector3D &selection);
+ Bars3dRenderer::SelectionType isSelected(GLint row, GLint bar, const QVector3D &selection);
void handleLimitChange();
void closeZoomMode();
private:
- void drawZoomScene();
- void drawScene(const GLuint defaultFboHandle);
+
Q_DISABLE_COPY(Bars3dController)
friend class DeclarativeBars;
diff --git a/src/datavis3d/engine/bars3drenderer.cpp b/src/datavis3d/engine/bars3drenderer.cpp
index f0bc4c8f..544b1e3e 100644
--- a/src/datavis3d/engine/bars3drenderer.cpp
+++ b/src/datavis3d/engine/bars3drenderer.cpp
@@ -39,8 +39,8 @@
**
****************************************************************************/
-#include "bars3drenderer_p.h"
#include "bars3dcontroller_p.h"
+#include "bars3drenderer_p.h"
#include "camerahelper_p.h"
#include "qdataitem_p.h"
#include "qdatarow_p.h"
@@ -53,11 +53,8 @@
#include "drawer_p.h"
#include <QMatrix4x4>
-#include <QOpenGLPaintDevice>
-#include <QPainter>
-#include <QScreen>
#include <QMouseEvent>
-
+#include <QThread>
#include <qmath.h>
#include <QDebug>
@@ -70,8 +67,6 @@
// You should see the scene from where the light is
//#define SHOW_DEPTH_TEXTURE_SCENE
-//#define DISPLAY_RENDER_SPEED
-
#ifdef DISPLAY_RENDER_SPEED
#include <QTime>
#endif
@@ -81,15 +76,2360 @@ QT_DATAVIS3D_BEGIN_NAMESPACE
//#define USE_HAX0R_SELECTION // keep this defined until the "real" method works
#define DISPLAY_FULL_DATA_ON_SELECTION // Append selection value text with row and column labels
-#include "bars3drenderer_p.h"
-#include "bars3dcontroller_p.h"
+const GLfloat gridLineWidth = 0.005f;
+static QVector3D skipColor = QVector3D(255, 255, 255); // Selection texture's background color
+
+Bars3dRenderer::Bars3dRenderer(QRect rect, Bars3dController *controller)
+ : QObject(controller),
+ m_controller(controller),
+ m_mousePressed(MouseNone),
+ m_mousePos(QPoint(0, 0)),
+ m_selectionMode(ModeBar),
+ m_boundingRect(rect.x(), rect.y(), rect.width(), rect.height()),
+ m_objFile(QStringLiteral(":/defaultMeshes/bar")),
+ m_theme(new Theme()),
+ m_labelTransparency(TransparencyFromTheme),
+ m_font(QFont(QStringLiteral("Arial"))),
+ m_gridEnabled(true),
+ m_bgrEnabled(true),
+ m_shadowQuality(ShadowLow),
+ m_sampleCount(0, 0),
+ m_selectedBar(0),
+ m_dataSet(new QDataSet()),
+ m_axisLabelX(QStringLiteral("X")),
+ m_axisLabelZ(QStringLiteral("Z")),
+ m_axisLabelY(QStringLiteral("Y")),
+ m_zoomSelection(0),
+ m_tickCount(0),
+ m_tickStep(0),
+ m_negativeValues(false),
+ m_camera(new CameraHelper()),
+ m_xFlipped(false),
+ m_zFlipped(false),
+ m_yFlipped(false),
+ m_sceneViewPort(rect.x(), rect.y(), rect.width(), rect.height()),
+ m_zoomViewPort(rect.x(), rect.y(), rect.width(), rect.height()),
+ m_zoomActivated(false),
+ m_paintDevice(0),
+ m_updateLabels(false),
+ m_isInitialized(false),
+ m_barShader(0),
+ m_depthShader(0),
+ m_selectionShader(0),
+ m_backgroundShader(0),
+ m_labelShader(0),
+ m_barObj(0),
+ m_backgroundObj(0),
+ m_gridLineObj(0),
+ m_labelObj(0),
+ m_drawer(new Drawer(*m_theme, m_font, m_labelTransparency)),
+ m_bgrTexture(0),
+ m_depthTexture(0),
+ m_selectionTexture(0),
+ m_depthFrameBuffer(0),
+ m_selectionFrameBuffer(0),
+ m_selectionDepthBuffer(0),
+ m_shadowQualityToShader(33.3f),
+ m_zoomLevel(100),
+ m_zoomAdjustment(1.0f),
+ m_horizontalRotation(-45.0f),
+ m_verticalRotation(15.0f),
+ m_barThickness(QSizeF(0.75f, 0.75f)),
+ m_barSpacing(m_barThickness * 3.0f),
+ m_heightNormalizer(0.0f),
+ m_yAdjustment(0.0f),
+ m_rowWidth(0),
+ m_columnDepth(0),
+ m_maxDimension(0),
+ m_scaleX(0),
+ m_scaleZ(0),
+ m_scaleFactor(0),
+ m_maxSceneSize(40.0)
+#ifdef DISPLAY_RENDER_SPEED
+ ,m_isFirstFrame(true),
+ m_numFrames(0)
+#endif
-Bars3dRenderer::Bars3dRenderer(Bars3dController *controller) : QObject(controller)
{
+ m_theme = new Theme();
+ m_dataSet->d_ptr->setDrawer(m_drawer);
+ QObject::connect(m_drawer, &Drawer::drawerChanged, this, &Bars3dRenderer::updateTextures);
}
Bars3dRenderer::~Bars3dRenderer()
{
+#ifndef USE_HAX0R_SELECTION
+ m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer);
+ m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
+ m_textureHelper->deleteTexture(&m_selectionTexture);
+#endif
+ m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer);
+ m_textureHelper->deleteTexture(&m_bgrTexture);
+ delete m_dataSet;
+ if (m_zoomSelection) {
+ m_zoomSelection->d_ptr->clear();
+ delete m_zoomSelection;
+ }
+ delete m_barShader;
+ delete m_depthShader;
+ delete m_selectionShader;
+ delete m_backgroundShader;
+ delete m_barObj;
+ delete m_backgroundObj;
+ delete m_gridLineObj;
+ delete m_textureHelper;
+ delete m_drawer;
+ delete m_camera;
+}
+
+void Bars3dRenderer::initializeOpenGL()
+{
+ // Initialization is called multiple times when Qt Quick components are used
+ if (m_isInitialized)
+ return;
+
+ initializeOpenGLFunctions();
+
+ m_textureHelper = new TextureHelper();
+ m_drawer->initializeOpenGL();
+
+ // Initialize shaders
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone) {
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTex"));
+ }
+ initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTex"));
+ } else {
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragmentColorOnY"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+ initBackgroundShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+#else
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentColorOnYES2"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentES2"));
+ }
+ initBackgroundShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentES2"));
+#endif
+
+ initLabelShaders(QStringLiteral(":/shaders/vertexLabel"),
+ QStringLiteral(":/shaders/fragmentLabel"));
+
+#if !defined(QT_OPENGL_ES_2)
+ // Init depth shader (for shadows). Init in any case, easier to handle shadow activation if done via api.
+ initDepthShader();
+#endif
+
+ // Init selection shader
+ initSelectionShader();
+
+ // Load default mesh
+ loadBarMesh();
+
+ // Load grid line mesh
+ loadGridLineMesh();
+
+ // Load label mesh
+ loadLabelMesh();
+
+ // Set OpenGL features
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+#if !defined(QT_OPENGL_ES_2)
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+ glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
+ glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
+#endif
+
+ // Set initial camera position
+ // X must be 0 for rotation to work - we can use "setCameraRotation" for setting it later
+ m_camera->setDefaultCameraOrientation(QVector3D(0.0f, 0.0f, 6.0f + zComp),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+
+ // Set view port
+ glViewport(m_zoomViewPort.x(), m_zoomViewPort.y(),
+ m_zoomViewPort.width(), m_zoomViewPort.height());
+
+ // Set initialized -flag
+ m_isInitialized = true;
+
+ // Resize in case we've missed resize events
+ // Resize calls initSelectionBuffer and initDepthBuffer, so they don't need to be called here
+ resizeNotify();
+
+ // Load background mesh (we need to be initialized first)
+ loadBackgroundMesh();
+}
+
+void Bars3dRenderer::render(const GLuint defaultFboHandle)
+{
+ if (!m_isInitialized)
+ return;
+
+#ifdef DISPLAY_RENDER_SPEED
+ // For speed computation
+ if (m_isFirstFrame) {
+ m_lastFrameTime.start();
+ m_isFirstFrame = false;
+ }
+
+ // Measure speed (as milliseconds per frame)
+ m_numFrames++;
+ if (m_lastFrameTime.elapsed() >= 1000) { // print only if last measurement was more than 1s ago
+ qDebug() << qreal(m_lastFrameTime.elapsed()) / qreal(m_numFrames) << "ms/frame (=" << qreal(m_numFrames) << "fps)";
+ m_numFrames = 0;
+ m_lastFrameTime.restart();
+ }
+#endif
+
+ if (defaultFboHandle) {
+ glDepthMask(true);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ }
+
+ QVector3D clearColor = Utils::vectorFromColor(m_theme->m_windowColor);
+ glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ // If zoom selection is on, draw zoom scene
+ drawZoomScene();
+ // Draw bars scene
+ drawScene(defaultFboHandle);
+}
+
+void Bars3dRenderer::drawZoomScene()
+{
+ // If no zoom, return
+ if (!m_zoomActivated)
+ return;
+
+ GLfloat barPosX = 0;
+ GLint startBar = 0;
+ GLint stopBar = m_zoomSelection->d_ptr->row().size();
+ GLint stepBar = 1;
+ QVector3D lightPos;
+
+ // Specify viewport
+ glViewport(m_zoomViewPort.x(), m_zoomViewPort.y(),
+ m_zoomViewPort.width(), m_zoomViewPort.height());
+
+ // Set up projection matrix
+ QMatrix4x4 projectionMatrix;
+ projectionMatrix.perspective(45.0f, (GLfloat)m_zoomViewPort.width()
+ / (GLfloat)m_zoomViewPort.height(), 0.1f, 100.0f);
+
+#ifdef ROTATE_ZOOM_SELECTION
+ // Calculate view matrix
+ QMatrix4x4 viewMatrix = m_camera->calculateViewMatrix(m_mousePos,
+ m_zoomLevel
+ * m_zoomAdjustment,
+ m_zoomViewPort.width(),
+ m_zoomViewPort.height());
+
+ // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos))
+ lightPos = m_camera->calculateLightPosition(defaultLightPos);
+
+ if (viewMatrix.row(0).z() <= 0) {
+ startBar = m_zoomSelection->d_ptr->row().size() - 1;
+ stopBar = -1;
+ stepBar = -1;
+ }
+#else
+ // Set view matrix
+ QMatrix4x4 viewMatrix;
+
+ // Adjust scaling (zoom rate based on aspect ratio)
+ GLfloat camPosZoomed = 5.0f / m_zoomAdjustment + zComp;
+
+ viewMatrix.lookAt(QVector3D(0.0f, 0.0f, camPosZoomed),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+
+ // Set light position a bit below the camera to reduce glare (depends on do we have row or column zoom)
+ QVector3D zoomLightPos = defaultLightPos;
+ zoomLightPos.setY(-10.0f);
+ if (ModeZoomColumn == m_selectionMode)
+ lightPos = m_camera->calculateLightPosition(zoomLightPos, -85.0f);
+ else
+ lightPos = m_camera->calculateLightPosition(zoomLightPos, 5.0f);
+#endif
+
+ // Bind bar shader
+ m_barShader->bind();
+
+ // Draw bars
+ // Draw the selected row / column
+ for (int bar = startBar; bar != stopBar; bar += stepBar) {
+ QDataItem *item = m_zoomSelection->d_ptr->getItem(bar);
+ if (!item)
+ continue;
+
+ GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
+
+ if (barHeight < 0)
+ glCullFace(GL_FRONT);
+ else
+ glCullFace(GL_BACK);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ GLfloat barPosY = item->d_ptr->translation().y() - m_yAdjustment / 2.0f + 0.2f; // we need some room for labels underneath; add +0.2f
+ if (ModeZoomRow == m_selectionMode)
+ barPosX = item->d_ptr->translation().x();
+ else
+ barPosX = -(item->d_ptr->translation().z() - zComp); // flip z; frontmost bar to the left
+ modelMatrix.translate(barPosX, barPosY, zComp);
+ modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
+ itModelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+
+ QVector3D baseColor = Utils::vectorFromColor(m_theme->m_baseColor);
+ QVector3D heightColor = Utils::vectorFromColor(m_theme->m_heightColor) * barHeight;
+
+ QVector3D barColor = baseColor + heightColor;
+
+ GLfloat lightStrength = m_theme->m_lightStrength;
+
+ if (barHeight != 0) {
+ // Set shader bindings
+ m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
+ m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
+ m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
+ m_barShader->setUniformValue(m_barShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+ m_barShader->setUniformValue(m_barShader->color(), barColor);
+ m_barShader->setUniformValue(m_barShader->lightS(), lightStrength);
+ m_barShader->setUniformValue(m_barShader->ambientS(),
+ m_theme->m_ambientStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_barObj);
+ }
+ }
+
+ // Release bar shader
+ m_barShader->release();
+
+ // Draw labels
+ m_labelShader->bind();
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_TEXTURE_2D);
+ glCullFace(GL_BACK);
+ if (m_labelTransparency > TransparencyNone) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ // Draw labels for axes
+ QDataItem *dummyItem = NULL;
+ LabelItem x;
+ LabelItem z;
+ LabelItem y;
+ m_dataSet->d_ptr->axisLabelItems(&x, &z, &y);
+ LabelItem zoomSelectionLabel = m_zoomSelection->d_ptr->labelItem();
+ if (ModeZoomRow == m_selectionMode) {
+ m_drawer->drawLabel(*dummyItem, zoomSelectionLabel, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
+ m_selectionMode, m_labelShader,
+ m_labelObj, m_camera, false, false, LabelTop);
+ m_drawer->drawLabel(*dummyItem, z, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
+ m_selectionMode, m_labelShader,
+ m_labelObj, m_camera, false, false, LabelBottom);
+ } else {
+ m_drawer->drawLabel(*dummyItem, x, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
+ m_selectionMode, m_labelShader,
+ m_labelObj, m_camera, false, false, LabelBottom);
+ m_drawer->drawLabel(*dummyItem, zoomSelectionLabel, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
+ m_selectionMode, m_labelShader,
+ m_labelObj, m_camera, false, false, LabelTop);
+ }
+ m_drawer->drawLabel(*dummyItem, y, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 90.0f), m_heightNormalizer,
+ m_selectionMode, m_labelShader,
+ m_labelObj, m_camera, false, false, LabelLeft);
+
+ // Draw labels for bars
+ for (int col = 0; col < m_zoomSelection->d_ptr->row().size(); col++) {
+ QDataItem *item = m_zoomSelection->d_ptr->getItem(col);
+ // Draw values
+ m_drawer->drawLabel(*item, item->d_ptr->label(), viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
+ m_selectionMode, m_labelShader,
+ m_labelObj, m_camera);
+ // Draw labels
+ LabelItem labelItem;
+ if (ModeZoomRow == m_selectionMode) {
+ if (m_dataSet->d_ptr->columnLabelItems().size() > col) {
+ // If draw order of bars is flipped, label draw order should be too
+ if (m_xFlipped) {
+ labelItem = m_dataSet->d_ptr->columnLabelItems().at(
+ m_dataSet->d_ptr->columnLabelItems().size() - col - 1);
+ } else {
+ labelItem = m_dataSet->d_ptr->columnLabelItems().at(col);
+ }
+ }
+ } else {
+ if (m_dataSet->d_ptr->rowLabelItems().size() > col) {
+ // If draw order of bars is flipped, label draw order should be too
+ if (m_zFlipped) {
+ labelItem = m_dataSet->d_ptr->rowLabelItems().at(
+ m_dataSet->d_ptr->rowLabelItems().size() - col - 1);
+ } else {
+ labelItem = m_dataSet->d_ptr->rowLabelItems().at(col);
+ }
+ }
+ }
+ m_drawer->drawLabel(*item, labelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, -45.0f), m_heightNormalizer,
+ m_selectionMode, m_labelShader,
+ m_labelObj, m_camera, false, false, LabelBelow);
+ }
+
+ glDisable(GL_TEXTURE_2D);
+ if (m_labelTransparency > TransparencyNone)
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+
+ // Release label shader
+ m_labelShader->release();
+}
+
+void Bars3dRenderer::drawScene(const GLuint defaultFboHandle)
+{
+ GLint startBar = 0;
+ GLint stopBar = 0;
+ GLint stepBar = 0;
+
+ GLint startRow = 0;
+ GLint stopRow = 0;
+ GLint stepRow = 0;
+
+ GLfloat backgroundRotation = 0;
+
+ GLfloat barPos = 0;
+ GLfloat rowPos = 0;
+
+ static QVector3D selection = skipColor;
+
+ // Specify viewport
+ glViewport(m_sceneViewPort.x(), m_sceneViewPort.y(),
+ m_sceneViewPort.width(), m_sceneViewPort.height());
+
+ // Set up projection matrix
+ QMatrix4x4 projectionMatrix;
+ projectionMatrix.perspective(45.0f, (GLfloat)m_sceneViewPort.width()
+ / (GLfloat)m_sceneViewPort.height(), 0.1f, 100.0f);
+
+ // Calculate view matrix
+ QMatrix4x4 viewMatrix = m_camera->calculateViewMatrix(m_mousePos,
+ m_zoomLevel
+ * m_zoomAdjustment,
+ m_sceneViewPort.width(),
+ m_sceneViewPort.height(),
+ m_negativeValues);
+
+ // Calculate drawing order
+ // Draw order is reversed to optimize amount of drawing (ie. draw front objects first, depth test handles not needing to draw objects behind them)
+ if (viewMatrix.row(0).x() > 0) {
+ startRow = 0;
+ stopRow = m_sampleCount.second;
+ stepRow = 1;
+ m_zFlipped = false;
+ } else {
+ startRow = m_sampleCount.second - 1;
+ stopRow = -1;
+ stepRow = -1;
+ m_zFlipped = true;
+ }
+ if (viewMatrix.row(0).z() <= 0) {
+ startBar = 0;
+ stopBar = m_sampleCount.first;
+ stepBar = 1;
+ m_xFlipped = false;
+ } else {
+ startBar = m_sampleCount.first - 1;
+ stopBar = -1;
+ stepBar = -1;
+ m_xFlipped = true;
+ }
+
+ // Check if we're viewing the scene from below
+ if (viewMatrix.row(2).y() < 0)
+ m_yFlipped = true;
+ else
+ m_yFlipped = false;
+
+ // calculate background rotation based on view matrix rotation
+ if (viewMatrix.row(0).x() > 0 && viewMatrix.row(0).z() <= 0)
+ backgroundRotation = 270.0f;
+ else if (viewMatrix.row(0).x() > 0 && viewMatrix.row(0).z() > 0)
+ backgroundRotation = 180.0f;
+ else if (viewMatrix.row(0).x() <= 0 && viewMatrix.row(0).z() > 0)
+ backgroundRotation = 90.0f;
+ else if (viewMatrix.row(0).x() <= 0 && viewMatrix.row(0).z() <= 0)
+ backgroundRotation = 0.0f;
+
+ // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos))
+ QVector3D lightPos = m_camera->calculateLightPosition(defaultLightPos);
+ //lightPos = QVector3D(0.0f, 4.0f, zComp); // center of bars, 4.0f above - for testing
+
+ // Skip depth rendering if we're in zoom mode
+ // TODO: Fix this, causes problems if depth rendering is off in zoom mode
+ // Introduce regardless of shadow quality to simplify logic
+ QMatrix4x4 depthViewMatrix;
+ QMatrix4x4 depthProjectionMatrix;
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone/*!m_zoomActivated*/) {
+ // Render scene into a depth texture for using with shadow mapping
+ // Enable drawing to depth framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ // Bind depth shader
+ m_depthShader->bind();
+
+ // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows.
+ glViewport(m_sceneViewPort.x(), m_sceneViewPort.y(),
+ m_sceneViewPort.width() * m_shadowQuality,
+ m_sceneViewPort.height() * m_shadowQuality);
+
+ // Get the depth view matrix
+ // It may be possible to hack lightPos here if we want to make some tweaks to shadow
+ depthViewMatrix.lookAt(lightPos, QVector3D(0.0f, -m_yAdjustment, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+ // TODO: Why does depthViewMatrix.column(3).y() goes to zero when we're directly above? That causes the scene to be not drawn from above -> must be fixed
+ //qDebug() << lightPos << depthViewMatrix << depthViewMatrix.column(3);
+ // Set the depth projection matrix
+#ifdef USE_WIDER_SHADOWS
+ // Use this for a bit exaggerated shadows
+ depthProjectionMatrix.perspective(20.0f, (GLfloat)m_sceneViewPort.width()
+ / (GLfloat)m_sceneViewPort.height(), 3.0f, 100.0f);
+#else
+ // Use these for normal shadows, with the light further away
+ depthProjectionMatrix = projectionMatrix;
+#endif
+ // Draw bars to depth buffer
+ for (int row = startRow; row != stopRow; row += stepRow) {
+ for (int bar = startBar; bar != stopBar; bar += stepBar) {
+ if (!m_dataSet->d_ptr->getRow(row))
+ continue;
+ QDataItem *item = m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar);
+ if (!item)
+ continue;
+
+ GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
+
+ // skip shadows for 0 -height bars
+ if (barHeight == 0)
+ continue;
+
+ // Set front face culling for positive valued bars and back face culling for
+ // negative valued bars to reduce self-shadowing issues
+ if (barHeight < 0)
+ glCullFace(GL_BACK);
+ else
+ glCullFace(GL_FRONT);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ barPos = (bar + 1) * (m_barSpacing.width());
+ rowPos = (row + 1) * (m_barSpacing.height());
+
+ modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
+ barHeight - m_yAdjustment,
+ (m_columnDepth - rowPos) / m_scaleFactor
+ + zComp);
+ modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
+
+ MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ m_depthShader->setUniformValue(m_depthShader->MVP(), MVPMatrix);
+
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(m_depthShader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, m_barObj->vertexBuf());
+ glVertexAttribPointer(m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0,
+ (void *)0);
+
+ // Index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_barObj->elementBuf());
+
+ // Draw the triangles
+ glDrawElements(GL_TRIANGLES, m_barObj->indexCount(), GL_UNSIGNED_SHORT,
+ (void *)0);
+
+ // Free buffers
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glDisableVertexAttribArray(m_depthShader->posAtt());
+ }
+ }
+
+ // Disable drawing to depth framebuffer (= enable drawing to screen)
+ glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
+
+ // Release depth shader
+ m_depthShader->release();
+
+#if 0 // Use this if you want to see what is being drawn to the framebuffer
+ // You'll also have to comment out GL_COMPARE_R_TO_TEXTURE -line in texturehelper (if using it)
+ m_labelShader->bind();
+ glCullFace(GL_BACK);
+ glEnable(GL_TEXTURE_2D);
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 viewmatrix;
+ viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.5f + zComp),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+ modelMatrix.translate(0.0, 0.0, zComp);
+ QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix;
+ m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
+ m_drawer->drawObject(m_labelShader, m_labelObj,
+ m_depthTexture);
+ glDisable(GL_TEXTURE_2D);
+ m_labelShader->release();
+#endif
+ // Reset culling to normal
+ glCullFace(GL_BACK);
+
+ // Revert to original viewport
+ glViewport(m_sceneViewPort.x(), m_sceneViewPort.y(),
+ m_sceneViewPort.width(), m_sceneViewPort.height());
+ }
+#endif
+
+ // Skip selection mode drawing if we're zoomed or have no selection mode
+ if (!m_zoomActivated && m_selectionMode > ModeNone) {
+ // Bind selection shader
+ m_selectionShader->bind();
+
+ // Draw bars to selection buffer
+#ifndef USE_HAX0R_SELECTION
+ glBindFramebuffer(GL_FRAMEBUFFER, m_selectionFrameBuffer);
+ glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used
+ glClearColor(skipColor.x() / 255, skipColor.y() / 255, skipColor.z() / 255, 1.0f); // Set clear color to white (= skipColor)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer
+#endif
+ glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled
+ for (int row = startRow; row != stopRow; row += stepRow) {
+ for (int bar = startBar; bar != stopBar; bar += stepBar) {
+ if (!m_dataSet->d_ptr->getRow(row))
+ continue;
+ QDataItem *item = m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar);
+ if (!item)
+ continue;
+
+ GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
+
+ if (barHeight < 0)
+ glCullFace(GL_FRONT);
+ else
+ glCullFace(GL_BACK);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ barPos = (bar + 1) * (m_barSpacing.width());
+ rowPos = (row + 1) * (m_barSpacing.height());
+
+ modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
+ barHeight - m_yAdjustment,
+ (m_columnDepth - rowPos) / m_scaleFactor
+ + zComp);
+ modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+
+ // TODO: Save position to qdataitem, so that we don't need to calculate it each time?
+
+ //#if !defined(QT_OPENGL_ES_2)
+ // QVector3D barColor = QVector3D((GLdouble)row / 32767.0,
+ // (GLdouble)bar / 32767.0,
+ // 0.0);
+ //#else
+ QVector3D barColor = QVector3D((GLdouble)row / 255.0,
+ (GLdouble)bar / 255.0,
+ 0.0);
+ //#endif
+
+ m_selectionShader->setUniformValue(m_selectionShader->MVP(),
+ MVPMatrix);
+ m_selectionShader->setUniformValue(m_selectionShader->color(),
+ barColor);
+
+#ifdef USE_HAX0R_SELECTION
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(m_selectionShader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, m_barObj->vertexBuf());
+ glVertexAttribPointer(m_selectionShader->posAtt(),
+ 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
+
+ // Index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_barObj->elementBuf());
+
+ // Draw the triangles
+ glDrawElements(GL_TRIANGLES, m_barObj->indexCount(),
+ GL_UNSIGNED_SHORT, (void *)0);
+
+ // Free buffers
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ glDisableVertexAttribArray(m_selectionShader->posAtt());
+#else
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(m_selectionShader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, m_barObj->vertexBuf());
+ glVertexAttribPointer(m_selectionShader->posAtt(),
+ 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
+
+ // Index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_barObj->elementBuf());
+
+ // Draw the triangles
+ glDrawElements(GL_TRIANGLES, m_barObj->indexCount(), GL_UNSIGNED_SHORT,
+ (void *)0);
+
+ // Free buffers
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glDisableVertexAttribArray(m_selectionShader->posAtt());
+#endif
+ }
+ }
+ glEnable(GL_DITHER);
+
+ // Read color under cursor
+ if (Bars3dRenderer::MouseOnScene == m_mousePressed)
+ selection = Utils::getSelection(m_mousePos, height());
+
+#ifndef USE_HAX0R_SELECTION
+ glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
+#endif
+
+ // Release selection shader
+ m_selectionShader->release();
+
+#if 0 // Use this if you want to see what is being drawn to the framebuffer
+ glCullFace(GL_BACK);
+ m_labelShader->bind();
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_TEXTURE_2D);
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 viewmatrix;
+ viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.0f + zComp),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+ modelMatrix.translate(0.0, 0.0, zComp);
+ QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix;
+ m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
+ m_drawer->drawObject(m_labelShader, m_labelObj,
+ m_selectionTexture);
+ glDisable(GL_TEXTURE_2D);
+ m_labelShader->release();
+#endif
+
+#ifdef USE_HAX0R_SELECTION
+ // Set clear color
+ QVector3D clearColor = Utils::vectorFromColor(m_theme->m_windowColor);
+ glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f);
+ // Clear after selection
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#endif
+ }
+
+ // Enable texturing
+ glEnable(GL_TEXTURE_2D);
+
+ // Bind bar shader
+ m_barShader->bind();
+
+ // Draw bars
+ if (!m_zoomActivated && m_zoomSelection)
+ m_zoomSelection->d_ptr->clear();
+ bool barSelectionFound = false;
+ for (int row = startRow; row != stopRow; row += stepRow) {
+ for (int bar = startBar; bar != stopBar; bar += stepBar) {
+ if (!m_dataSet->d_ptr->getRow(row))
+ continue;
+ QDataItem *item = m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar);
+ if (!item)
+ continue;
+
+ GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
+
+ if (barHeight < 0)
+ glCullFace(GL_FRONT);
+ else
+ glCullFace(GL_BACK);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 itModelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+
+ barPos = (bar + 1) * (m_barSpacing.width());
+ rowPos = (row + 1) * (m_barSpacing.height());
+ modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
+ barHeight - m_yAdjustment,
+ (m_columnDepth - rowPos) / m_scaleFactor + zComp);
+ modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
+ itModelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
+#ifdef SHOW_DEPTH_TEXTURE_SCENE
+ MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+#else
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+#endif
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ QVector3D baseColor = Utils::vectorFromColor(m_theme->m_baseColor);
+ QVector3D heightColor = Utils::vectorFromColor(m_theme->m_heightColor)
+ * barHeight;
+ QVector3D depthColor = Utils::vectorFromColor(m_theme->m_depthColor)
+ * (float(row) / GLfloat(m_sampleCount.second));
+
+ QVector3D barColor = baseColor + heightColor + depthColor;
+
+ GLfloat lightStrength = m_theme->m_lightStrength;
+ if (m_selectionMode > ModeNone) {
+ Bars3dRenderer::SelectionType selectionType = isSelected(row, bar,
+ selection);
+ switch (selectionType) {
+ case Bars3dRenderer::SelectionBar: {
+ barColor = Utils::vectorFromColor(m_theme->m_highlightBarColor);
+ lightStrength = m_theme->m_highlightLightStrength;
+ // Insert data to QDataItem. We have no ownership, don't delete the previous one
+ if (!m_zoomActivated) {
+ m_selectedBar = item;
+ if (m_dataSet->d_ptr->rowLabelItems().size() > row
+ && m_dataSet->d_ptr->columnLabelItems().size() > bar) {
+ m_selectedBar->setPosition(
+ QPoint(m_dataSet->d_ptr->rowLabelItems().size()
+ - row - 1,
+ m_dataSet->d_ptr->columnLabelItems().size()
+ - bar - 1));
+ }
+ item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
+ barSelectionFound = true;
+ if (m_selectionMode >= ModeZoomRow) {
+ item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
+ m_zoomSelection->addItem(item);
+ }
+ }
+ break;
+ }
+ case Bars3dRenderer::SelectionRow: {
+ // Current bar is on the same row as the selected bar
+ barColor = Utils::vectorFromColor(m_theme->m_highlightRowColor);
+ lightStrength = m_theme->m_highlightLightStrength;
+ if (!m_zoomActivated && ModeZoomRow == m_selectionMode) {
+ item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
+ m_zoomSelection->addItem(item);
+ if (m_dataSet->d_ptr->rowLabelItems().size() > row) {
+ m_zoomSelection->d_ptr->setLabelItem(
+ m_dataSet->d_ptr->rowLabelItems().at(
+ m_dataSet->d_ptr->rowLabelItems().size()
+ - row - 1));
+ }
+ }
+ break;
+ }
+ case Bars3dRenderer::SelectionColumn: {
+ // Current bar is on the same column as the selected bar
+ barColor = Utils::vectorFromColor(m_theme->m_highlightColumnColor);
+ lightStrength = m_theme->m_highlightLightStrength;
+ if (!m_zoomActivated && ModeZoomColumn == m_selectionMode) {
+ item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
+ m_zoomSelection->addItem(item);
+ if (m_dataSet->d_ptr->columnLabelItems().size() > bar) {
+ m_zoomSelection->d_ptr->setLabelItem(
+ m_dataSet->d_ptr->columnLabelItems().at(
+ m_dataSet->d_ptr->columnLabelItems().size()
+ - bar - 1));
+ }
+ }
+ break;
+ }
+ case Bars3dRenderer::SelectionNone: {
+ // Current bar is not selected, nor on a row or column
+ // do nothing
+ break;
+ }
+ }
+ }
+
+ if (barHeight != 0) {
+ // Set shader bindings
+ m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
+ m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
+ m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
+ m_barShader->setUniformValue(m_barShader->nModel(),
+ itModelMatrix.transposed().inverted());
+ m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+ m_barShader->setUniformValue(m_barShader->color(), barColor);
+ m_barShader->setUniformValue(m_barShader->ambientS(),
+ m_theme->m_ambientStrength);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone) {
+ // Set shadow shader bindings
+ m_barShader->setUniformValue(m_barShader->shadowQ(),
+ m_shadowQualityToShader);
+ m_barShader->setUniformValue(m_barShader->depth(),
+ depthMVPMatrix);
+ m_barShader->setUniformValue(m_barShader->lightS(),
+ lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_barObj,
+ 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ m_barShader->setUniformValue(m_barShader->lightS(),
+ lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_barObj);
+ }
+ }
+ }
+ }
+
+ // Release bar shader
+ m_barShader->release();
+
+ // Bind background shader
+ m_backgroundShader->bind();
+
+ if (m_negativeValues)
+ glDisable(GL_CULL_FACE);
+ else
+ glCullFace(GL_BACK);
+
+ // Draw background
+ if (m_bgrEnabled && m_backgroundObj) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(0.0f, 1.0f - m_yAdjustment, zComp);
+ modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor,
+ 1.0f,
+ m_columnDepth / m_scaleFactor));
+ modelMatrix.rotate(backgroundRotation, 0.0f, 1.0f, 0.0f);
+ itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor,
+ 1.0f,
+ m_columnDepth / m_scaleFactor));
+
+#ifdef SHOW_DEPTH_TEXTURE_SCENE
+ MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+#else
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+#endif
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ QVector3D backgroundColor = Utils::vectorFromColor(m_theme->m_backgroundColor);
+
+ // Set shader bindings
+ m_backgroundShader->setUniformValue(m_backgroundShader->lightP(),
+ lightPos);
+ m_backgroundShader->setUniformValue(m_backgroundShader->view(),
+ viewMatrix);
+ m_backgroundShader->setUniformValue(m_backgroundShader->model(),
+ modelMatrix);
+ m_backgroundShader->setUniformValue(m_backgroundShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_backgroundShader->setUniformValue(m_backgroundShader->MVP(),
+ MVPMatrix);
+ m_backgroundShader->setUniformValue(m_backgroundShader->color(),
+ backgroundColor);
+ m_backgroundShader->setUniformValue(m_backgroundShader->ambientS(),
+ m_theme->m_ambientStrength * 2.0f);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone) {
+ // Set shadow shader bindings
+ m_backgroundShader->setUniformValue(m_backgroundShader->shadowQ(),
+ m_shadowQualityToShader);
+ m_backgroundShader->setUniformValue(m_backgroundShader->depth(),
+ depthMVPMatrix);
+ m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
+ m_theme->m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_backgroundShader, m_backgroundObj,
+ 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
+ m_theme->m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_backgroundShader, m_backgroundObj);
+ }
+ }
+
+ // Release background shader
+ m_backgroundShader->release();
+
+ // Disable textures
+ glDisable(GL_TEXTURE_2D);
+
+ // Reset culling
+ if (m_negativeValues) {
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ }
+
+ // Draw grid lines
+ if (m_gridEnabled && m_heightNormalizer) {
+ // Bind bar shader
+ m_barShader->bind();
+
+ // Set unchanging shader bindings
+ QVector3D barColor = Utils::vectorFromColor(m_theme->m_gridLine);
+ m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
+ m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
+ m_barShader->setUniformValue(m_barShader->color(), barColor);
+ m_barShader->setUniformValue(m_barShader->ambientS(),
+ m_theme->m_ambientStrength);
+
+ // Floor lines: rows
+ for (GLfloat row = 0.0f; row <= m_sampleCount.second; row++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ rowPos = (row + 0.5f) * (m_barSpacing.height());
+ modelMatrix.translate(0.0f, -m_yAdjustment,
+ (m_columnDepth - rowPos) / m_scaleFactor + zComp);
+ modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
+ gridLineWidth));
+ itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
+ gridLineWidth));
+ // If we're viewing from below, grid line object must be flipped
+ if (m_yFlipped)
+ modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
+ m_barShader->setUniformValue(m_barShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone) {
+ // Set shadow shader bindings
+ m_barShader->setUniformValue(m_barShader->shadowQ(),
+ m_shadowQualityToShader);
+ m_barShader->setUniformValue(m_barShader->depth(),
+ depthMVPMatrix);
+ m_barShader->setUniformValue(m_barShader->lightS(),
+ m_theme->m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_gridLineObj,
+ 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ m_barShader->setUniformValue(m_barShader->lightS(),
+ m_theme->m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_gridLineObj);
+ }
+ }
+
+ // Floor lines: columns
+ for (GLfloat bar = 0.0f; bar <= m_sampleCount.first; bar++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ barPos = (bar + 0.5f) * (m_barSpacing.width());
+ modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
+ -m_yAdjustment, zComp);
+ modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ m_columnDepth / m_scaleFactor));
+ itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ m_columnDepth / m_scaleFactor));
+
+ // If we're viewing from below, grid line object must be flipped
+ if (m_yFlipped)
+ modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
+ m_barShader->setUniformValue(m_barShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone) {
+ // Set shadow shader bindings
+ m_barShader->setUniformValue(m_barShader->shadowQ(),
+ m_shadowQualityToShader);
+ m_barShader->setUniformValue(m_barShader->depth(),
+ depthMVPMatrix);
+ m_barShader->setUniformValue(m_barShader->lightS(),
+ m_theme->m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_gridLineObj,
+ 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ m_barShader->setUniformValue(m_barShader->lightS(),
+ m_theme->m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_gridLineObj);
+ }
+ }
+
+ // Wall lines: back wall
+ GLfloat heightStep = m_heightNormalizer / 5.0f; // default to 5 lines
+ GLfloat startLine;
+
+ if (m_tickCount > 0)
+ heightStep = m_tickStep;
+
+ if (m_negativeValues)
+ startLine = -m_heightNormalizer;
+ else
+ startLine = heightStep;
+
+ for (GLfloat lineHeight = startLine; lineHeight <= m_heightNormalizer;
+ lineHeight += heightStep) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ if (m_zFlipped) {
+ modelMatrix.translate(0.0f,
+ 2.0f * lineHeight / m_heightNormalizer
+ - m_yAdjustment,
+ m_columnDepth / m_scaleFactor + zComp);
+ } else {
+ modelMatrix.translate(0.0f,
+ 2.0f * lineHeight / m_heightNormalizer
+ - m_yAdjustment,
+ -m_columnDepth / m_scaleFactor + zComp);
+ }
+ modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
+ gridLineWidth));
+ itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
+ gridLineWidth));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
+ m_barShader->setUniformValue(m_barShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone) {
+ // Set shadow shader bindings
+ m_barShader->setUniformValue(m_barShader->shadowQ(),
+ m_shadowQualityToShader);
+ m_barShader->setUniformValue(m_barShader->depth(),
+ depthMVPMatrix);
+ m_barShader->setUniformValue(m_barShader->lightS(),
+ m_theme->m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_gridLineObj,
+ 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ m_barShader->setUniformValue(m_barShader->lightS(),
+ m_theme->m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_gridLineObj);
+ }
+ }
+
+ // Wall lines: side wall
+ for (GLfloat lineHeight = startLine; lineHeight <= m_heightNormalizer;
+ lineHeight += heightStep) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ if (m_xFlipped) {
+ modelMatrix.translate(m_rowWidth / m_scaleFactor,
+ 2.0f * lineHeight / m_heightNormalizer
+ - m_yAdjustment,
+ zComp);
+ } else {
+ modelMatrix.translate(-m_rowWidth / m_scaleFactor,
+ 2.0f * lineHeight / m_heightNormalizer
+ - m_yAdjustment,
+ zComp);
+ }
+ modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ m_columnDepth / m_scaleFactor));
+ itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ m_columnDepth / m_scaleFactor));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
+ m_barShader->setUniformValue(m_barShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone) {
+ // Set shadow shader bindings
+ m_barShader->setUniformValue(m_barShader->shadowQ(),
+ m_shadowQualityToShader);
+ m_barShader->setUniformValue(m_barShader->depth(),
+ depthMVPMatrix);
+ m_barShader->setUniformValue(m_barShader->lightS(),
+ m_theme->m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_gridLineObj,
+ 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ m_barShader->setUniformValue(m_barShader->lightS(),
+ m_theme->m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_gridLineObj);
+ }
+ }
+
+ // Release bar shader
+ m_barShader->release();
+ }
+
+ // TODO: Draw y labels
+
+ // Generate label textures for zoom selection if m_updateLabels is set
+ if (m_zoomActivated && m_updateLabels) {
+ // Create label textures
+ for (int col = 0; col < m_zoomSelection->d_ptr->row().size(); col++) {
+ QDataItem *item = m_zoomSelection->d_ptr->getItem(col);
+ m_drawer->generateLabelTexture(item);
+ }
+ }
+
+ // Handle zoom activation and label drawing
+ if (!barSelectionFound) {
+ // We have no ownership, don't delete. Just NULL the pointer.
+ m_selectedBar = NULL;
+ if (m_zoomActivated && Bars3dRenderer::MouseOnOverview == m_mousePressed) {
+ m_sceneViewPort = QRect(0, 0, width(), height());
+ m_zoomActivated = false;
+ }
+ } else if (m_selectionMode >= ModeZoomRow
+ && Bars3dRenderer::MouseOnScene == m_mousePressed) {
+ // Activate zoom mode
+ m_zoomActivated = true;
+ m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5);
+
+ // Create label textures
+ for (int col = 0; col < m_zoomSelection->d_ptr->row().size(); col++) {
+ QDataItem *item = m_zoomSelection->d_ptr->getItem(col);
+ m_drawer->generateLabelTexture(item);
+ }
+ } else {
+ // Print value of selected bar
+ static QDataItem *prevItem = m_selectedBar;
+ m_labelShader->bind();
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_TEXTURE_2D);
+ if (m_labelTransparency > TransparencyNone) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+#ifndef DISPLAY_FULL_DATA_ON_SELECTION
+ // Draw just the value string of the selected bar
+ if (prevItem != m_selectedBar || m_updateLabels) {
+ m_drawer->generateLabelTexture(m_selectedBar);
+ prevItem = m_selectedBar;
+ }
+
+ m_drawer->drawLabel(*m_selectedBar, m_selectedBar->label(),
+ viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
+ m_selectionMode, m_labelShader,
+ m_labelObj, true);
+#else
+ static bool firstSelection = true;
+ // Draw the value string followed by row label and column label
+ LabelItem labelItem = m_selectedBar->d_ptr->selectionLabel();
+ if (firstSelection || prevItem != m_selectedBar || m_updateLabels) {
+ QString labelText = m_selectedBar->d_ptr->valueStr();
+ if ((m_dataSet->d_ptr->columnLabels().size()
+ > m_selectedBar->position().y())
+ && (m_dataSet->d_ptr->rowLabels().size()
+ > m_selectedBar->position().x())) {
+ labelText.append(QStringLiteral(" ("));
+ labelText.append(m_dataSet->d_ptr->rowLabels().at(
+ m_selectedBar->position().x()));
+ labelText.append(QStringLiteral(", "));
+ labelText.append(m_dataSet->d_ptr->columnLabels().at(
+ m_selectedBar->position().y()));
+ labelText.append(QStringLiteral(")"));
+ //qDebug() << labelText;
+ }
+ m_drawer->generateLabelItem(&labelItem, labelText);
+ m_selectedBar->d_ptr->setSelectionLabel(labelItem);
+ prevItem = m_selectedBar;
+ firstSelection = false;
+ }
+
+ m_drawer->drawLabel(*m_selectedBar, labelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
+ m_selectionMode, m_labelShader,
+ m_labelObj, m_camera, true, false);
+#endif
+ glDisable(GL_TEXTURE_2D);
+ if (m_labelTransparency > TransparencyNone)
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+
+ // Release label shader
+ m_labelShader->release();
+
+ // Reset label update flag; they should have been updated when we get here
+ m_updateLabels = false;
+ }
+
+ // TODO: Calculations done temporarily here. When optimizing, move to after data set addition? Keep drawing of the labels here.
+ // Bind label shader
+ m_labelShader->bind();
+
+ glEnable(GL_TEXTURE_2D);
+ if (m_labelTransparency > TransparencyNone) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ // Calculate the positions for row and column labels and store them into QDataItems (and QDataRows?)
+ for (int row = 0; row != m_sampleCount.second; row += 1) {
+ // Go through all rows and get position of max+1 or min-1 column, depending on x flip
+ // We need only positions for them, labels have already been generated at QDataSet. Just add LabelItems
+ rowPos = (row + 1) * (m_barSpacing.height());
+ barPos = 0;
+ GLfloat rotLabelX = -90.0f;
+ GLfloat rotLabelY = 0.0f;
+ GLfloat rotLabelZ = 0.0f;
+ Qt::AlignmentFlag alignment = Qt::AlignRight;
+ if (m_zFlipped)
+ rotLabelY = 180.0f;
+ if (m_xFlipped) {
+ barPos = (m_sampleCount.first + 1) * (m_barSpacing.width());
+ alignment = Qt::AlignLeft;
+ }
+ if (m_yFlipped) {
+ if (m_zFlipped)
+ rotLabelY = 0.0f;
+ else
+ rotLabelY = 180.0f;
+ rotLabelZ = 180.0f;
+ }
+ QVector3D labelPos = QVector3D((m_rowWidth - barPos) / m_scaleFactor,
+ -m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering"
+ (m_columnDepth - rowPos) / m_scaleFactor
+ + zComp);
+
+ // TODO: Try it; draw the label here
+
+ // Create a data item
+ QDataItem *label = new QDataItem();
+ label->d_ptr->setTranslation(labelPos);
+ if (m_dataSet->d_ptr->rowLabelItems().size() > row) {
+ label->d_ptr->setLabel(m_dataSet->d_ptr->rowLabelItems().at(
+ m_dataSet->d_ptr->rowLabelItems().size() - row - 1));
+ }
+
+ //qDebug() << "labelPos, row" << row + 1 << ":" << labelPos << m_dataSet->d_ptr->rowLabels().at(row);
+
+ m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ m_heightNormalizer, m_selectionMode,
+ m_labelShader, m_labelObj, m_camera, true, true, LabelMid,
+ alignment);
+
+ delete label;
+ }
+ for (int bar = 0; bar != m_sampleCount.first; bar += 1) {
+ // Go through all columns and get position of max+1 or min-1 row, depending on z flip
+ // We need only positions for them, labels have already been generated at QDataSet. Just add LabelItems
+ barPos = (bar + 1) * (m_barSpacing.width());
+ rowPos = 0;
+ GLfloat rotLabelX = -90.0f;
+ GLfloat rotLabelY = 90.0f;
+ GLfloat rotLabelZ = 0.0f;
+ Qt::AlignmentFlag alignment = Qt::AlignLeft;
+ if (m_xFlipped)
+ rotLabelY = -90.0f;
+ if (m_zFlipped) {
+ rowPos = (m_sampleCount.second + 1) * (m_barSpacing.height());
+ alignment = Qt::AlignRight;
+ }
+ if (m_yFlipped) {
+ if (m_xFlipped)
+ rotLabelY = -90.0f;
+ else
+ rotLabelY = 90.0f;
+ rotLabelZ = 180.0f;
+ }
+ QVector3D labelPos = QVector3D((m_rowWidth - barPos) / m_scaleFactor,
+ -m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering"
+ (m_columnDepth - rowPos) / m_scaleFactor
+ + zComp);
+
+ // TODO: Try it; draw the label here
+
+ // Create a data item
+ QDataItem *label = new QDataItem();
+ label->d_ptr->setTranslation(labelPos);
+ if (m_dataSet->d_ptr->columnLabelItems().size() > bar) {
+ label->d_ptr->setLabel(m_dataSet->d_ptr->columnLabelItems().at(
+ m_dataSet->d_ptr->columnLabelItems().size()
+ - bar - 1));
+ }
+
+ //qDebug() << "labelPos, col" << bar + 1 << ":" << labelPos << m_dataSet->d_ptr->columnLabels().at(bar);
+
+ m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ m_heightNormalizer, m_selectionMode,
+ m_labelShader, m_labelObj, m_camera, true, true, LabelMid,
+ alignment);
+
+ delete label;
+ }
+ glDisable(GL_TEXTURE_2D);
+ if (m_labelTransparency > TransparencyNone)
+ glDisable(GL_BLEND);
+
+ // Release label shader
+ m_labelShader->release();
+}
+
+#if defined(Q_OS_ANDROID)
+void Bars3dRenderer::mouseDoubleClickEvent(QMouseEvent *event)
+{
+ if (!m_zoomActivated) {
+ m_mousePressed = Bars3dRenderer::MouseOnScene;
+ // update mouse positions to prevent jumping when releasing or repressing a button
+ m_mousePos = event->pos();
+ }
+}
+
+void Bars3dRenderer::touchEvent(QTouchEvent *event)
+{
+ static int prevDistance = 0;
+
+ QList<QTouchEvent::TouchPoint> points;
+ points = event->touchPoints();
+
+ if (points.count() == 2) {
+ m_mousePressed = Bars3dRenderer::MouseOnPinch;
+
+ QPointF distance = points.at(0).pos() - points.at(1).pos();
+ int newDistance = distance.manhattanLength();
+ int zoomRate = 1;
+ if (m_zoomLevel > 100)
+ zoomRate = 5;
+ if (newDistance > prevDistance)
+ m_zoomLevel += zoomRate;
+ else
+ m_zoomLevel -= zoomRate;
+ if (m_zoomLevel > 500)
+ m_zoomLevel = 500;
+ else if (m_zoomLevel < 10)
+ m_zoomLevel = 10;
+ prevDistance = newDistance;
+ //qDebug() << "distance" << distance.manhattanLength();
+ }
+}
+#endif
+
+void Bars3dRenderer::mousePressEvent(QMouseEvent *event, const QPoint &mousePos)
+{
+ if (Qt::LeftButton == event->button()) {
+ if (m_zoomActivated) {
+ if (event->pos().x() <= m_sceneViewPort.width()
+ && event->pos().y() <= m_sceneViewPort.height()) {
+ m_mousePressed = Bars3dRenderer::MouseOnOverview;
+ //qDebug() << "Mouse pressed on overview";
+ } else {
+ m_mousePressed = Bars3dRenderer::MouseOnZoom;
+ //qDebug() << "Mouse pressed on zoom";
+ }
+ } else {
+#if !defined(Q_OS_ANDROID)
+ m_mousePressed = Bars3dRenderer::MouseOnScene;
+#else
+ m_mousePressed = Bars3dRenderer::MouseRotating;
+#endif
+ // update mouse positions to prevent jumping when releasing or repressing a button
+ m_mousePos = event->pos();
+ //qDebug() << "Mouse pressed on scene";
+ }
+ } else if (Qt::MiddleButton == event->button()) {
+ // reset rotations
+ m_mousePos = QPoint(0, 0);
+ } else if (Qt::RightButton == event->button()) {
+#if !defined(Q_OS_ANDROID)
+ m_mousePressed = Bars3dRenderer::MouseRotating;
+#else
+ m_mousePressed = Bars3dRenderer::MouseOnScene;
+#endif
+ // update mouse positions to prevent jumping when releasing or repressing a button
+ m_mousePos = mousePos; //event->pos();
+ }
+ m_camera->updateMousePos(m_mousePos);
+}
+
+void Bars3dRenderer::mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos)
+{
+ Q_UNUSED(event);
+ if (Bars3dRenderer::MouseRotating == m_mousePressed) {
+ // update mouse positions to prevent jumping when releasing or repressing a button
+ m_mousePos = mousePos; //event->pos();
+ m_camera->updateMousePos(mousePos); //event->pos());
+ }
+ m_mousePressed = Bars3dRenderer::MouseNone;
+}
+
+void Bars3dRenderer::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos)
+{
+ Q_UNUSED(event);
+ if (Bars3dRenderer::MouseRotating == m_mousePressed)
+ m_mousePos = mousePos; //event->pos();
+}
+
+void Bars3dRenderer::wheelEvent(QWheelEvent *event)
+{
+ if (m_zoomLevel > 100)
+ m_zoomLevel += event->angleDelta().y() / 12;
+ else if (m_zoomLevel > 50)
+ m_zoomLevel += event->angleDelta().y() / 60;
+ else
+ m_zoomLevel += event->angleDelta().y() / 120;
+ if (m_zoomLevel > 500)
+ m_zoomLevel = 500;
+ else if (m_zoomLevel < 10)
+ m_zoomLevel = 10;
+}
+
+void Bars3dRenderer::resizeNotify()
+{
+ if (!m_isInitialized)
+ return;
+
+ qDebug() << "Bars3dRenderer::resizeEvent " << width() << "x" <<height();
+
+ // Set view port
+ if (m_zoomActivated)
+ m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5);
+ else
+ m_sceneViewPort = QRect(0, 0, width(), height());
+ m_zoomViewPort = QRect(0, 0, width(), height());
+
+ // Calculate zoom level based on aspect ratio
+ GLfloat div;
+ GLfloat zoomAdjustment;
+ div = qMin(width(), height());
+ zoomAdjustment = defaultRatio * ((width() / div) / (height() / div));
+ //qDebug() << "zoom adjustment" << zoomAdjustment;
+ m_zoomAdjustment = qMin(zoomAdjustment, 1.0f); // clamp to 1.0f
+
+ // Re-init selection buffer
+ initSelectionBuffer();
+
+#if !defined(QT_OPENGL_ES_2)
+ // Re-init depth buffer
+ updateDepthBuffer();
+#endif
+}
+
+void Bars3dRenderer::setBarSpecs(QSizeF thickness, QSizeF spacing, bool relative)
+{
+ m_barThickness = thickness;
+ if (relative) {
+ m_barSpacing.setWidth((thickness.width() * 2) * (spacing.width() + 1.0f));
+ m_barSpacing.setHeight((thickness.height() * 2) * (spacing.height() + 1.0f));
+ } else {
+ m_barSpacing = thickness * 2 + spacing * 2;
+ }
+ // Calculate here and at setting sample space
+ calculateSceneScalingFactors();
+}
+
+void Bars3dRenderer::setBarType(BarStyle style, bool smooth)
+{
+ if (style == Bars) {
+ if (smooth)
+ m_objFile = QStringLiteral(":/defaultMeshes/barSmooth");
+ else
+ m_objFile = QStringLiteral(":/defaultMeshes/bar");
+ } else if (style == Pyramids) {
+ if (smooth)
+ m_objFile = QStringLiteral(":/defaultMeshes/pyramidSmooth");
+ else
+ m_objFile = QStringLiteral(":/defaultMeshes/pyramid");
+ } else if (style == Cones) {
+ if (smooth)
+ m_objFile = QStringLiteral(":/defaultMeshes/coneSmooth");
+ else
+ m_objFile = QStringLiteral(":/defaultMeshes/cone");
+ } else if (style == Cylinders) {
+ if (smooth)
+ m_objFile = QStringLiteral(":/defaultMeshes/cylinderSmooth");
+ else
+ m_objFile = QStringLiteral(":/defaultMeshes/cylinder");
+ } else if (style == BevelBars) {
+ if (smooth)
+ m_objFile = QStringLiteral(":/defaultMeshes/bevelbarSmooth");
+ else
+ m_objFile = QStringLiteral(":/defaultMeshes/bevelbar");
+ }
+ // Reload mesh data
+ if (m_isInitialized)
+ loadBarMesh();
+}
+
+void Bars3dRenderer::setMeshFileName(const QString &objFileName)
+{
+ m_objFile = objFileName;
+}
+
+void Bars3dRenderer::setupSampleSpace(int samplesRow, int samplesColumn, const QString &labelRow,
+ const QString &labelColumn, const QString &labelHeight)
+{
+ // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
+ closeZoomMode();
+ // Delete previous data set
+ delete m_dataSet;
+ m_dataSet = new QDataSet();
+ m_sampleCount = qMakePair(samplesRow, samplesColumn);
+ m_dataSet->setLabels(labelRow, labelColumn, labelHeight);
+ // TODO: Invent "idiotproof" max scene size formula..
+ // This seems to work ok if spacing is not negative (and row/column or column/row ratio is not too high)
+ m_maxSceneSize = 2 * qSqrt(samplesRow * samplesColumn);
+ //qDebug() << "maxSceneSize" << m_maxSceneSize;
+ // Calculate here and at setting bar specs
+ calculateSceneScalingFactors();
+ m_axisLabelX = labelRow;
+ m_axisLabelZ = labelColumn;
+ m_axisLabelY = labelHeight;
+}
+
+void Bars3dRenderer::setCameraPreset(CameraPreset preset)
+{
+ m_camera->setCameraPreset(preset);
+}
+
+void Bars3dRenderer::setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance)
+{
+ m_horizontalRotation = qBound(-180.0f, horizontal, 180.0f);
+ m_verticalRotation = qBound(0.0f, vertical, 90.0f);
+ m_zoomLevel = qBound(10, distance, 500);
+ m_camera->setCameraRotation(QPointF(m_horizontalRotation,
+ m_verticalRotation));
+ //qDebug() << "camera rotation set to" << m_horizontalRotation << m_verticalRotation;
+}
+
+void Bars3dRenderer::setTheme(ColorTheme theme)
+{
+ m_theme->useTheme(theme);
+ m_drawer->setTheme(*m_theme);
+ // Re-initialize shaders
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone) {
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTex"));
+ }
+ } else {
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragmentColorOnY"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+ }
+#else
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentColorOnYES2"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentES2"));
+ }
+#endif
+}
+
+void Bars3dRenderer::setBarColor(QColor baseColor, QColor heightColor, QColor depthColor,
+ bool uniform)
+{
+ m_theme->m_baseColor = baseColor;
+ m_theme->m_heightColor = heightColor;
+ m_theme->m_depthColor = depthColor;
+ //qDebug() << "colors:" << m_baseColor << m_heightColor << m_depthColor;
+ if (m_theme->m_uniformColor != uniform) {
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone) {
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTex"));
+ }
+ } else {
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragmentColorOnY"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+ }
+#else
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentColorOnYES2"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentES2"));
+ }
+#endif
+ }
+ m_theme->m_uniformColor = uniform;
+}
+
+void Bars3dRenderer::setSelectionMode(SelectionMode mode)
+{
+ m_selectionMode = mode;
+ // Disable zoom if selection mode changes
+ closeZoomMode();
+ // Create zoom selection if there isn't one
+ if (mode >= ModeZoomRow && !m_zoomSelection)
+ m_zoomSelection = new QDataRow();
+}
+
+SelectionMode Bars3dRenderer::selectionMode()
+{
+ return m_selectionMode;
+}
+
+void Bars3dRenderer::setFontSize(float fontsize)
+{
+ m_font.setPointSizeF(fontsize);
+ m_drawer->setFont(m_font);
+}
+
+float Bars3dRenderer::fontSize()
+{
+ return m_font.pointSizeF();
+}
+
+void Bars3dRenderer::setFont(const QFont &font)
+{
+ m_font = font;
+ m_drawer->setFont(font);
+}
+
+QFont Bars3dRenderer::font()
+{
+ return m_font;
+}
+
+void Bars3dRenderer::setLabelTransparency(LabelTransparency transparency)
+{
+ m_labelTransparency = transparency;
+ m_drawer->setTransparency(transparency);
+}
+
+LabelTransparency Bars3dRenderer::labelTransparency()
+{
+ return m_labelTransparency;
+}
+
+void Bars3dRenderer::setGridEnabled(bool enable)
+{
+ m_gridEnabled = enable;
+}
+
+bool Bars3dRenderer::gridEnabled()
+{
+ return m_gridEnabled;
+}
+
+void Bars3dRenderer::setBackgroundEnabled(bool enable)
+{
+ if (m_bgrEnabled != enable) {
+ m_bgrEnabled = enable;
+ // Load changed bar type
+ loadBarMesh();
+ }
+}
+
+bool Bars3dRenderer::backgroundEnabled()
+{
+ return m_bgrEnabled;
+}
+
+void Bars3dRenderer::setShadowQuality(ShadowQuality quality)
+{
+ qDebug() << "Bars3dRenderer::setShadowQuality";
+ m_shadowQuality = quality;
+ switch (quality) {
+ case ShadowLow:
+ m_shadowQualityToShader = 33.3f;
+ break;
+ case ShadowMedium:
+ m_shadowQualityToShader = 100.0f;
+ break;
+ case ShadowHigh:
+ m_shadowQualityToShader = 200.0f;
+ break;
+ default:
+ m_shadowQualityToShader = 0.0f;
+ break;
+ }
+ if (m_isInitialized) {
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > ShadowNone) {
+ // Re-init shaders
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTex"));
+ }
+ initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTex"));
+ } else {
+ // Re-init shaders
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragmentColorOnY"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+ initBackgroundShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+ // Re-init depth buffer
+ updateDepthBuffer();
+#else
+ if (!m_theme->m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentColorOnYES2"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentES2"));
+ }
+ initBackgroundShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentES2"));
+#endif
+ }
+}
+
+ShadowQuality Bars3dRenderer::shadowQuality()
+{
+ return m_shadowQuality;
+}
+
+void Bars3dRenderer::setTickCount(GLint tickCount, GLfloat step, GLfloat minimum)
+{
+ m_tickCount = tickCount;
+ m_tickStep = step;
+ if (tickCount > 0 && step > 0) {
+ m_heightNormalizer = tickCount * step;
+ calculateHeightAdjustment(QPair<float, float>(minimum, m_heightNormalizer));
+ }
+}
+
+void Bars3dRenderer::addDataRow(const QVector<float> &dataRow, const QString &labelRow,
+ const QVector<QString> &labelsColumn)
+{
+ // Convert to QDataRow and add to QDataSet
+ QDataRow *row = new QDataRow(labelRow);
+ for (int i = 0; i < dataRow.size(); i++)
+ row->addItem(new QDataItem(dataRow.at(i)));
+ row->d_ptr->verifySize(m_sampleCount.first);
+ m_dataSet->addRow(row);
+ handleLimitChange();
+ m_dataSet->setLabels(m_axisLabelX, m_axisLabelZ, m_axisLabelY,
+ QVector<QString>(), labelsColumn);
+ m_dataSet->d_ptr->verifySize(m_sampleCount.second);
+}
+
+void Bars3dRenderer::addDataRow(const QVector<QDataItem*> &dataRow, const QString &labelRow,
+ const QVector<QString> &labelsColumn)
+{
+ // Convert to QDataRow and add to QDataSet
+ QDataRow *row = new QDataRow(labelRow);
+ for (int i = 0; i < dataRow.size(); i++)
+ row->addItem(dataRow.at(i));
+ row->d_ptr->verifySize(m_sampleCount.first);
+ m_dataSet->addRow(row);
+ handleLimitChange();
+ m_dataSet->setLabels(m_axisLabelX, m_axisLabelZ, m_axisLabelY,
+ QVector<QString>(), labelsColumn);
+ m_dataSet->d_ptr->verifySize(m_sampleCount.second);
+}
+
+void Bars3dRenderer::addDataRow(QDataRow *dataRow)
+{
+ QDataRow *row = dataRow;
+ // Check that the input data fits into sample space, and resize if it doesn't
+ row->d_ptr->verifySize(m_sampleCount.first);
+ // With each new row, the previous data row must be moved back
+ // ie. we need as many vectors as we have rows in the sample space
+ m_dataSet->addRow(row);
+ // if the added data pushed us over sample space, remove the oldest data set
+ m_dataSet->d_ptr->verifySize(m_sampleCount.second);
+ handleLimitChange();
+}
+
+void Bars3dRenderer::addDataSet(const QVector< QVector<float> > &data,
+ const QVector<QString> &labelsRow,
+ const QVector<QString> &labelsColumn)
+{
+ // Copy axis labels
+ QString xAxis;
+ QString zAxis;
+ QString yAxis;
+ m_dataSet->d_ptr->axisLabels(&xAxis, &zAxis, &yAxis);
+ // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
+ closeZoomMode();
+ // Delete old data set
+ delete m_dataSet;
+ m_dataSet = new QDataSet();
+ // Give drawer to data set
+ m_dataSet->d_ptr->setDrawer(m_drawer);
+ // Convert to QDataRow and add to QDataSet
+ QDataRow *row;
+ for (int rowNr = 0; rowNr < data.size(); rowNr++) {
+ if (labelsRow.size() >= (rowNr + 1))
+ row = new QDataRow(labelsRow.at(rowNr));
+ else
+ row = new QDataRow();
+ for (int colNr = 0; colNr < data.at(rowNr).size(); colNr++)
+ row->addItem(new QDataItem(data.at(rowNr).at(colNr)));
+ row->d_ptr->verifySize(m_sampleCount.first);
+ m_dataSet->addRow(row);
+ row++;
+ }
+ handleLimitChange();
+ m_dataSet->setLabels(xAxis, zAxis, yAxis, labelsRow, labelsColumn);
+ m_dataSet->d_ptr->verifySize(m_sampleCount.second);
+}
+
+void Bars3dRenderer::addDataSet(const QVector< QVector<QDataItem*> > &data,
+ const QVector<QString> &labelsRow,
+ const QVector<QString> &labelsColumn)
+{
+ // Copy axis labels
+ QString xAxis;
+ QString zAxis;
+ QString yAxis;
+ m_dataSet->d_ptr->axisLabels(&xAxis, &zAxis, &yAxis);
+ // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
+ closeZoomMode();
+ // Delete old data set
+ delete m_dataSet;
+ m_dataSet = new QDataSet();
+ // Give drawer to data set
+ m_dataSet->d_ptr->setDrawer(m_drawer);
+ // Convert to QDataRow and add to QDataSet
+ QDataRow *row;
+ for (int rowNr = 0; rowNr < data.size(); rowNr++) {
+ if (labelsRow.size() >= (rowNr + 1))
+ row = new QDataRow(labelsRow.at(rowNr));
+ else
+ row = new QDataRow();
+ for (int colNr = 0; colNr < data.at(rowNr).size(); colNr++)
+ row->addItem(data.at(rowNr).at(colNr));
+ row->d_ptr->verifySize(m_sampleCount.first);
+ m_dataSet->addRow(row);
+ row++;
+ }
+ handleLimitChange();
+ m_dataSet->setLabels(xAxis, zAxis, yAxis, labelsRow, labelsColumn);
+ m_dataSet->d_ptr->verifySize(m_sampleCount.second);
+}
+
+void Bars3dRenderer::addDataSet(QDataSet* dataSet)
+{
+ // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
+ closeZoomMode();
+ // Delete old data set
+ delete m_dataSet;
+ // Check sizes
+ dataSet->d_ptr->verifySize(m_sampleCount.second, m_sampleCount.first);
+ // Take ownership of given set
+ m_dataSet = dataSet;
+ handleLimitChange();
+ // Give drawer to data set
+ m_dataSet->d_ptr->setDrawer(m_drawer);
+}
+
+const QSize Bars3dRenderer::size()
+{
+ return m_boundingRect.size();
+}
+
+const QRect Bars3dRenderer::boundingRect()
+{
+ return m_boundingRect;
+}
+
+void Bars3dRenderer::setBoundingRect(const QRect boundingRect)
+{
+ m_boundingRect = boundingRect;
+ resizeNotify();
+}
+
+void Bars3dRenderer::setWidth(const int width)
+{
+ m_boundingRect.setWidth(width);
+ resizeNotify();
+}
+
+int Bars3dRenderer::width()
+{
+ return m_boundingRect.width();
+}
+
+void Bars3dRenderer::setHeight(const int height)
+{
+ m_boundingRect.setHeight(height);
+ resizeNotify();
+}
+
+int Bars3dRenderer::height()
+{
+ return m_boundingRect.height();
+}
+
+void Bars3dRenderer::setX(const int x)
+{
+ m_boundingRect.setX(x);
+}
+
+int Bars3dRenderer::x()
+{
+ return m_boundingRect.x();
+}
+
+void Bars3dRenderer::setY(const int y)
+{
+ m_boundingRect.setY(y);
+}
+
+int Bars3dRenderer::y()
+{
+ return m_boundingRect.y();
+}
+
+void Bars3dRenderer::loadBarMesh()
+{
+ QString objectFileName = m_objFile;
+ if (m_barObj)
+ delete m_barObj;
+ // If background is disabled, load full version of bar mesh
+ if (!m_bgrEnabled)
+ objectFileName.append(QStringLiteral("Full"));
+ m_barObj = new ObjectHelper(objectFileName);
+ m_barObj->load();
+}
+
+void Bars3dRenderer::loadBackgroundMesh()
+{
+ if (!m_isInitialized)
+ return;
+
+ if (m_backgroundObj)
+ delete m_backgroundObj;
+ if (m_negativeValues)
+ m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/negativeBackground"));
+ else
+ m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/background"));
+ m_backgroundObj->load();
+}
+
+void Bars3dRenderer::loadGridLineMesh()
+{
+ if (m_gridLineObj)
+ delete m_gridLineObj;
+ m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar"));
+ m_gridLineObj->load();
+}
+
+void Bars3dRenderer::loadLabelMesh()
+{
+ if (m_labelObj)
+ delete m_labelObj;
+ m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label"));
+ m_labelObj->load();
+}
+
+void Bars3dRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader)
+{
+ if (m_barShader)
+ delete m_barShader;
+ m_barShader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_barShader->initialize();
+}
+
+void Bars3dRenderer::initSelectionShader()
+{
+ if (m_selectionShader)
+ delete m_selectionShader;
+ m_selectionShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSelection"),
+ QStringLiteral(":/shaders/fragmentSelection"));
+ m_selectionShader->initialize();
+}
+
+void Bars3dRenderer::initSelectionBuffer()
+{
+#ifndef USE_HAX0R_SELECTION
+ if (!m_isInitialized)
+ return;
+
+ if (m_selectionTexture)
+ m_textureHelper->deleteTexture(&m_selectionTexture);
+
+ m_selectionTexture = m_textureHelper->createSelectionTexture(m_sceneViewPort.size(),
+ m_selectionFrameBuffer,
+ m_selectionDepthBuffer);
+#endif
+}
+
+#if !defined(QT_OPENGL_ES_2)
+void Bars3dRenderer::initDepthShader()
+{
+ if (m_depthShader)
+ delete m_depthShader;
+ m_depthShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexDepth"),
+ QStringLiteral(":/shaders/fragmentDepth"));
+ m_depthShader->initialize();
+}
+
+void Bars3dRenderer::updateDepthBuffer()
+{
+ if (!m_isInitialized)
+ return;
+
+ if (m_depthTexture) {
+ m_textureHelper->deleteTexture(&m_depthTexture);
+ m_depthTexture = 0;
+ }
+
+ if (m_shadowQuality > ShadowNone) {
+ m_depthTexture = m_textureHelper->createDepthTexture(m_sceneViewPort.size(),
+ m_depthFrameBuffer,
+ m_shadowQuality);
+ }
+}
+#endif
+
+void Bars3dRenderer::initBackgroundShaders(const QString &vertexShader,
+ const QString &fragmentShader)
+{
+ if (m_backgroundShader)
+ delete m_backgroundShader;
+ m_backgroundShader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_backgroundShader->initialize();
+}
+
+void Bars3dRenderer::initLabelShaders(const QString &vertexShader, const QString &fragmentShader)
+{
+ if (m_labelShader)
+ delete m_labelShader;
+ m_labelShader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_labelShader->initialize();
+}
+
+void Bars3dRenderer::updateTextures()
+{
+ // Drawer has changed; this flag needs to be checked when checking if we need to update labels
+ m_updateLabels = true;
+}
+
+void Bars3dRenderer::calculateSceneScalingFactors()
+{
+ // Calculate scene scaling and translation factors
+ m_rowWidth = ((m_sampleCount.first + 1) * m_barSpacing.width()) / 2.0f;
+ m_columnDepth = ((m_sampleCount.second + 1) * m_barSpacing.height()) / 2.0f;
+ m_maxDimension = qMax(m_rowWidth, m_columnDepth);
+ m_scaleFactor = qMin((m_sampleCount.first * (m_maxDimension / m_maxSceneSize)),
+ (m_sampleCount.second * (m_maxDimension / m_maxSceneSize)));
+ m_scaleX = m_barThickness.width() / m_scaleFactor;
+ m_scaleZ = m_barThickness.height() / m_scaleFactor;
+ //qDebug() << "m_scaleX" << m_scaleX << "m_scaleFactor" << m_scaleFactor;
+ //qDebug() << "m_scaleZ" << m_scaleZ << "m_scaleFactor" << m_scaleFactor;
+ //qDebug() << "m_rowWidth:" << m_rowWidth << "m_columnDepth:" << m_columnDepth << "m_maxDimension:" << m_maxDimension;
+}
+
+void Bars3dRenderer::calculateHeightAdjustment(const QPair<GLfloat, GLfloat> &limits)
+{
+ // 2.0f = max difference between minimum and maximum value after scaling with m_heightNormalizer
+ m_yAdjustment = 2.0f - ((limits.second - limits.first) / m_heightNormalizer);
+ //qDebug() << m_yAdjustment;
+}
+
+Bars3dRenderer::SelectionType Bars3dRenderer::isSelected(GLint row, GLint bar,
+ const QVector3D &selection)
+{
+ //static QVector3D prevSel = selection; // TODO: For debugging
+ SelectionType isSelectedType = SelectionNone;
+#ifdef USE_HAX0R_SELECTION
+ if (selection == Utils::vectorFromColor(m_theme->m_windowColor))
+#else
+ if (selection == skipColor)
+#endif
+ return isSelectedType; // skip window
+
+ //#if !defined(QT_OPENGL_ES_2)
+ // QVector3D current = QVector3D((GLuint)row, (GLuint)bar, 0);
+ //#else
+ QVector3D current = QVector3D((GLubyte)row, (GLubyte)bar, 0);
+ //#endif
+
+ // TODO: For debugging
+ //if (selection != prevSel) {
+ // qDebug() << "current" << current.x() << current .y() << current.z();
+ // qDebug() << "selection" << selection.x() << selection .y() << selection.z();
+ // prevSel = selection;
+ //}
+ if (current == selection)
+ isSelectedType = SelectionBar;
+ else if (current.y() == selection.y() && (m_selectionMode == ModeBarAndColumn
+ || m_selectionMode == ModeBarRowAndColumn
+ || m_selectionMode == ModeZoomColumn))
+ isSelectedType = SelectionColumn;
+ else if (current.x() == selection.x() && (m_selectionMode == ModeBarAndRow
+ || m_selectionMode == ModeBarRowAndColumn
+ || m_selectionMode == ModeZoomRow))
+ isSelectedType = SelectionRow;
+ return isSelectedType;
+}
+
+void Bars3dRenderer::handleLimitChange()
+{
+ // Get the limits
+ QPair<GLfloat, GLfloat> limits = m_dataSet->d_ptr->limitValues();
+
+ // TODO: What if we have only negative values?
+
+ // Check if we have negative values
+ if (limits.first < 0 && !m_negativeValues) {
+ m_negativeValues = true;
+ // Reload background
+ loadBackgroundMesh();
+ } else if (limits.first >= 0 && m_negativeValues) {
+ m_negativeValues = false;
+ // Reload background
+ loadBackgroundMesh();
+ }
+
+ // Don't auto-adjust height if tick count is set
+ if (m_tickCount == 0) {
+ m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first));
+ calculateHeightAdjustment(limits);
+ }
+}
+
+void Bars3dRenderer::closeZoomMode()
+{
+ m_zoomActivated = false;
+ m_sceneViewPort = QRect(0, 0, this->width(), this->height());
}
QT_DATAVIS3D_END_NAMESPACE
diff --git a/src/datavis3d/engine/bars3drenderer_p.h b/src/datavis3d/engine/bars3drenderer_p.h
index 74bf7a48..8dbeffb6 100644
--- a/src/datavis3d/engine/bars3drenderer_p.h
+++ b/src/datavis3d/engine/bars3drenderer_p.h
@@ -49,32 +49,300 @@
//
// We mean it.
-#ifndef BARS3DRENDERER_P_H
-#define BARS3DRENDERER_P_H
+#ifndef Q3DBARSRENDERER_p_H
+#define Q3DBARSRENDERER_p_H
#include "qdatavis3dglobal.h"
#include "qdatavis3namespace.h"
+
#include <QtCore/QSize>
#include <QtCore/QObject>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QFont>
+#include <QTime>
#include <QWindow>
-#include <QObject>
+
+//#define DISPLAY_RENDER_SPEED
+
+class QOpenGLPaintDevice;
+class QPoint;
+class QSizeF;
+class QOpenGLShaderProgram;
QT_DATAVIS3D_BEGIN_NAMESPACE
+class QDataItem;
+class QDataRow;
+class QDataSet;
+class ShaderHelper;
+class ObjectHelper;
+class TextureHelper;
+class Theme;
+class Drawer;
+class LabelItem;
class Bars3dController;
+class CameraHelper;
-class QT_DATAVIS3D_EXPORT Bars3dRenderer : public QObject, public QOpenGLFunctions
+class QT_DATAVIS3D_EXPORT Bars3dRenderer : public QObject, protected QOpenGLFunctions
{
Q_OBJECT
public:
- explicit Bars3dRenderer(Bars3dController *controller);
+ enum SelectionType {
+ SelectionNone = 0,
+ SelectionBar,
+ SelectionRow,
+ SelectionColumn
+ };
+
+ enum MousePressType {
+ MouseNone = 0,
+ MouseOnScene,
+ MouseOnOverview,
+ MouseOnZoom,
+ MouseRotating,
+ MouseOnPinch
+ };
+
+ // TODO: Filter to the set of attributes to be moved to the model object.
+ // * All GL rendering only related attribs should be moved out of this public set.
+ // * All attribs that are modifiable from QML need to e in this set.
+
+ Bars3dController *m_controller;
+
+ // Interaction related parameters
+ MousePressType m_mousePressed;
+ QPoint m_mousePos;
+ SelectionMode m_selectionMode;
+
+ // Visual parameters
+ QRect m_boundingRect;
+ QString m_objFile;
+ Theme *m_theme;
+ LabelTransparency m_labelTransparency;
+ QFont m_font;
+ bool m_gridEnabled;
+ bool m_bgrEnabled;
+ ShadowQuality m_shadowQuality;
+
+ // Data parameters
+ QPair<int, int> m_sampleCount;
+ QDataItem *m_selectedBar;
+ QDataSet *m_dataSet;
+ QString m_axisLabelX;
+ QString m_axisLabelZ;
+ QString m_axisLabelY;
+ QDataRow *m_zoomSelection;
+ GLint m_tickCount;
+ GLfloat m_tickStep;
+ bool m_negativeValues;
+
+ CameraHelper *m_camera;
+
+private:
+
+ // Internal attributes purely related to how the scene is drawn with GL.
+ bool m_xFlipped;
+ bool m_zFlipped;
+ bool m_yFlipped;
+ QRect m_sceneViewPort;
+ QRect m_zoomViewPort;
+ bool m_zoomActivated;
+ QOpenGLPaintDevice *m_paintDevice;
+ bool m_updateLabels;
+ bool m_isInitialized;
+ ShaderHelper *m_barShader;
+ ShaderHelper *m_depthShader;
+ ShaderHelper *m_selectionShader;
+ ShaderHelper *m_backgroundShader;
+ ShaderHelper *m_labelShader;
+ ObjectHelper *m_barObj;
+ ObjectHelper *m_backgroundObj;
+ ObjectHelper *m_gridLineObj;
+ ObjectHelper *m_labelObj;
+ TextureHelper *m_textureHelper;
+ Drawer *m_drawer;
+ GLuint m_bgrTexture;
+ GLuint m_depthTexture;
+ GLuint m_selectionTexture;
+ GLuint m_depthFrameBuffer;
+ GLuint m_selectionFrameBuffer;
+ GLuint m_selectionDepthBuffer;
+ GLfloat m_shadowQualityToShader;
+ GLint m_zoomLevel;
+ GLfloat m_zoomAdjustment;
+ GLfloat m_horizontalRotation;
+ GLfloat m_verticalRotation;
+ QSizeF m_barThickness;
+ QSizeF m_barSpacing;
+ GLfloat m_heightNormalizer;
+ GLfloat m_yAdjustment;
+ GLfloat m_rowWidth;
+ GLfloat m_columnDepth;
+ GLfloat m_maxDimension;
+ GLfloat m_scaleX;
+ GLfloat m_scaleZ;
+ GLfloat m_scaleFactor;
+ GLfloat m_maxSceneSize;
+
+#ifdef DISPLAY_RENDER_SPEED
+ bool m_isFirstFrame;
+ QTime m_lastFrameTime;
+ GLint m_numFrames;
+#endif
+
+public:
+ explicit Bars3dRenderer(QRect rect, Bars3dController *controller);
~Bars3dRenderer();
+
+ void initializeOpenGL();
+ void render(const GLuint defaultFboHandle = 0);
+
+ // Add a row of data. Each new row is added to the front of the sample space, moving previous
+ // rows back (if sample space is more than one row deep)
+ void addDataRow(const QVector<GLfloat> &dataRow,
+ const QString &labelRow = QString(),
+ const QVector<QString> &labelsColumn = QVector<QString>());
+ // ownership of dataItems is transferred
+ void addDataRow(const QVector<QDataItem*> &dataRow,
+ const QString &labelRow = QString(),
+ const QVector<QString> &labelsColumn = QVector<QString>());
+ // ownership of dataRow is transferred
+ void addDataRow(QDataRow *dataRow);
+
+ // Add complete data set at a time, as a vector of data rows
+ void addDataSet(const QVector< QVector<GLfloat> > &data,
+ const QVector<QString> &labelsRow = QVector<QString>(),
+ const QVector<QString> &labelsColumn = QVector<QString>());
+
+ // ownership of dataItems is transferred
+ void addDataSet(const QVector< QVector<QDataItem*> > &data,
+ const QVector<QString> &labelsRow = QVector<QString>(),
+ const QVector<QString> &labelsColumn = QVector<QString>());
+ // ownership of dataSet is transferred
+ void addDataSet(QDataSet* dataSet);
+
+ // bar thickness, spacing between bars, and is spacing relative to thickness or absolute
+ // y -component sets the thickness/spacing of z -direction
+ // With relative 0.0f means side-to-side, 1.0f = one thickness in between
+ void setBarSpecs(QSizeF thickness = QSizeF(1.0f, 1.0f),
+ QSizeF spacing = QSizeF(1.0f, 1.0f),
+ bool relative = true);
+
+ // bar type; bars (=cubes), pyramids, cones, cylinders, etc.
+ void setBarType(BarStyle style, bool smooth = false);
+
+ // override bar type with own mesh
+ void setMeshFileName(const QString &objFileName);
+
+ // how many samples per row and column, and names for axes
+ void setupSampleSpace(int samplesRow, int samplesColumn,
+ const QString &labelRow = QString(),
+ const QString &labelColumn = QString(),
+ const QString &labelHeight = QString());
+
+ // Select preset camera placement
+ void setCameraPreset(CameraPreset preset);
+
+ // Set camera rotation if you don't want to use the presets (in horizontal (-180...180) and
+ // vertical (0...90) (or (-90...90) if there are negative values) angles and distance in
+ // percentage (10...500))
+ void setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance = 100);
+
+ // Set theme (bar colors, shaders, window color, background colors, light intensity and text
+ // colors are affected)
+ void setTheme(ColorTheme theme);
+
+ // Set color if you don't want to use themes. Set uniform to false if you want the (height)
+ // color to change from bottom to top
+ void setBarColor(QColor baseColor, QColor heightColor, QColor depthColor,
+ bool uniform = true);
+
+ // Set tick count and step. Note; tickCount * step should be the maximum possible value of data
+ // set. Minimum is the absolute minimum possible value a bar can have. This is especially
+ // important to set if values can be negative.
+ void setTickCount(GLint tickCount, GLfloat step, GLfloat minimum = 0.0f);
+
+ // TODO: light placement API
+
+ // Size
+ const QSize size();
+ const QRect boundingRect();
+ void setBoundingRect(const QRect boundingRect);
+ void setWidth(const int width);
+ int width();
+ void setHeight(const int height);
+ int height();
+ void setX(const int x);
+ int x();
+ void setY(const int y);
+ int y();
+
+ // Change selection mode; single bar, bar and row, bar and column, or all
+ void setSelectionMode(SelectionMode mode);
+ SelectionMode selectionMode();
+
+ // Font size adjustment
+ void setFontSize(float fontsize);
+ float fontSize();
+
+ // Set font
+ void setFont(const QFont &font);
+ QFont font();
+
+ // Label transparency adjustment
+ void setLabelTransparency(LabelTransparency transparency);
+ LabelTransparency labelTransparency();
+
+ // Enable or disable background grid
+ void setGridEnabled(bool enable);
+ bool gridEnabled();
+
+ // Enable or disable background mesh
+ void setBackgroundEnabled(bool enable);
+ bool backgroundEnabled();
+
+ // Adjust shadow quality
+ void setShadowQuality(ShadowQuality quality);
+ ShadowQuality shadowQuality();
+
+#if defined(Q_OS_ANDROID)
+ void mouseDoubleClickEvent(QMouseEvent *event);
+ void touchEvent(QTouchEvent *event);
+#endif
+ void mousePressEvent(QMouseEvent *event, const QPoint &mousePos);
+ void mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos);
+ void mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos);
+ void wheelEvent(QWheelEvent *event);
+ void resizeNotify();
+
+ void loadBarMesh();
+ void loadBackgroundMesh();
+ void loadGridLineMesh();
+ void loadLabelMesh();
+ void initShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initSelectionShader();
+ void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initLabelShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initSelectionBuffer();
+#if !defined(QT_OPENGL_ES_2)
+ void initDepthShader();
+ void updateDepthBuffer();
+#endif
+ void updateTextures();
+ void calculateSceneScalingFactors();
+ void calculateHeightAdjustment(const QPair<GLfloat, GLfloat> &limits);
+ SelectionType isSelected(GLint row, GLint bar, const QVector3D &selection);
+ void handleLimitChange();
+ void closeZoomMode();
+
+private:
+ void drawZoomScene();
+ void drawScene(const GLuint defaultFboHandle);
+ Q_DISABLE_COPY(Bars3dRenderer)
};
QT_DATAVIS3D_END_NAMESPACE
-#endif // BARS3DRENDERER_P_H
+#endif
diff --git a/src/datavis3d/engine/qdataitem.h b/src/datavis3d/engine/qdataitem.h
index 1a124a68..8b163a51 100644
--- a/src/datavis3d/engine/qdataitem.h
+++ b/src/datavis3d/engine/qdataitem.h
@@ -80,6 +80,7 @@ public:
private:
QScopedPointer<QDataItemPrivate> d_ptr;
+ friend class Bars3dRenderer;
friend class Bars3dController;
friend class Maps3DController;
friend class QDataRowPrivate;
diff --git a/src/datavis3d/engine/qdatarow.h b/src/datavis3d/engine/qdatarow.h
index 71a31ec2..07c57894 100644
--- a/src/datavis3d/engine/qdatarow.h
+++ b/src/datavis3d/engine/qdatarow.h
@@ -67,6 +67,7 @@ public:
private:
QScopedPointer<QDataRowPrivate> d_ptr;
+ friend class Bars3dRenderer;
friend class Bars3dController;
friend class Maps3DController;
friend class QDataSetPrivate;
diff --git a/src/datavis3d/engine/qdataset.h b/src/datavis3d/engine/qdataset.h
index 9e35a343..d731d6d6 100644
--- a/src/datavis3d/engine/qdataset.h
+++ b/src/datavis3d/engine/qdataset.h
@@ -73,6 +73,7 @@ private:
QScopedPointer<QDataSetPrivate> d_ptr;
friend class Bars3dController;
friend class Maps3DController;
+ friend class Bars3dRenderer;
};
QT_DATAVIS3D_END_NAMESPACE
diff --git a/src/datavis3d/engine/theme_p.h b/src/datavis3d/engine/theme_p.h
index ccccc071..58e38594 100644
--- a/src/datavis3d/engine/theme_p.h
+++ b/src/datavis3d/engine/theme_p.h
@@ -69,6 +69,7 @@ public:
void useTheme(ColorTheme theme);
private:
+ friend class Bars3dRenderer;
friend class Bars3dController;
friend class Maps3DController;
friend class Drawer;
diff --git a/src/datavis3d/utils/texturehelper_p.h b/src/datavis3d/utils/texturehelper_p.h
index da51c036..929aadf0 100644
--- a/src/datavis3d/utils/texturehelper_p.h
+++ b/src/datavis3d/utils/texturehelper_p.h
@@ -83,6 +83,7 @@ class TextureHelper : protected QOpenGLFunctions
void convertToGLFormatHelper(QImage &dstImage, const QImage &srcImage, GLenum texture_format);
QRgb qt_gl_convertToGLFormatHelper(QRgb src_pixel, GLenum texture_format);
+ friend class Bars3dRenderer;
friend class Bars3dController;
friend class Maps3DController;
};