diff options
author | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2014-01-27 13:10:44 +0200 |
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committer | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2014-01-27 13:13:58 +0200 |
commit | b368e57e59351736f9ad06834a743a7c1b49d368 (patch) | |
tree | 3b7d42569905d8cde0ca7571cd664428354a50dd /src/datavisualization/engine/bars3drenderer.cpp | |
parent | eb3d0514ca886db33776522ea00f27b69bc86ad1 (diff) | |
parent | 05d06fbc61f07e400b519a9b020c2473398627c1 (diff) |
Merge branch 'develop'v1.0.0-beta1
Change-Id: I1c9a255eb8f30a24b665856d3711f0abe77c6ef4
Diffstat (limited to 'src/datavisualization/engine/bars3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/bars3drenderer.cpp | 433 |
1 files changed, 259 insertions, 174 deletions
diff --git a/src/datavisualization/engine/bars3drenderer.cpp b/src/datavisualization/engine/bars3drenderer.cpp index f13b6e79..664dbabd 100644 --- a/src/datavisualization/engine/bars3drenderer.cpp +++ b/src/datavisualization/engine/bars3drenderer.cpp @@ -1,6 +1,6 @@ /**************************************************************************** ** -** Copyright (C) 2013 Digia Plc +** Copyright (C) 2014 Digia Plc ** All rights reserved. ** For any questions to Digia, please use contact form at http://qt.digia.com ** @@ -38,12 +38,13 @@ // You should see the scene from where the light is //#define SHOW_DEPTH_TEXTURE_SCENE -QT_DATAVISUALIZATION_BEGIN_NAMESPACE +QT_BEGIN_NAMESPACE_DATAVISUALIZATION const GLfloat labelMargin = 0.05f; const GLfloat gridLineWidth = 0.005f; -const bool sliceGridLabels = true; // TODO: Make this user controllable (QTRD-2546) +const bool sliceGridLabels = true; +const QQuaternion identityQuaternion; Bars3DRenderer::Bars3DRenderer(Bars3DController *controller) : Abstract3DRenderer(controller), @@ -89,9 +90,12 @@ Bars3DRenderer::Bars3DRenderer(Bars3DController *controller) m_selectedBarPos(Bars3DController::invalidSelectionPosition()), m_selectedBarSeries(0), m_noZeroInRange(false), - m_seriesScale(0.0f), + m_seriesScaleX(0.0f), + m_seriesScaleZ(0.0f), m_seriesStep(0.0f), - m_seriesStart(0.0f) + m_seriesStart(0.0f), + m_clickedPosition(Bars3DController::invalidSelectionPosition()), + m_keepSeriesUniform(false) { initializeOpenGLFunctions(); initializeOpenGL(); @@ -159,11 +163,17 @@ void Bars3DRenderer::updateData() if (m_renderingArrays.size() != seriesCount) { m_renderingArrays.resize(seriesCount); - m_seriesScale = 1.0f / float(seriesCount); + m_seriesScaleX = 1.0f / float(seriesCount); m_seriesStep = 1.0f / float(seriesCount); m_seriesStart = -((float(seriesCount) - 1.0f) / 2.0f) * m_seriesStep; } + + if (m_keepSeriesUniform) + m_seriesScaleZ = m_seriesScaleX; + else + m_seriesScaleZ = 1.0f; + if (m_cachedRowCount != newRows || m_cachedColumnCount != newColumns) { // Force update for selection related items m_sliceCache = 0; @@ -181,12 +191,13 @@ void Bars3DRenderer::updateData() } for (int series = 0; series < seriesCount; series++) { - if (newRows != m_renderingArrays.at(series).size() - || newColumns != m_renderingArrays.at(series).at(0).size()) { + BarRenderItemArray &renderArray = m_renderingArrays[series]; + if (newRows != renderArray.size() + || newColumns != renderArray.at(0).size()) { // Destroy old render items and reallocate new array - m_renderingArrays[series].resize(newRows); + renderArray.resize(newRows); for (int i = 0; i < newRows; i++) - m_renderingArrays[series][i].resize(newColumns); + renderArray[i].resize(newColumns); } // Update cached data window @@ -199,10 +210,10 @@ void Bars3DRenderer::updateData() GLfloat heightValue = 0.0f; for (int i = 0; i < newRows; i++) { int j = 0; + BarRenderItemRow &renderRow = renderArray[i]; if (dataRowIndex < dataRowCount) { const QBarDataRow *dataRow = dataProxy->rowAt(dataRowIndex); - updateSize = qMin((dataRow->size() - minCol), - m_renderingArrays.at(series).at(i).size()); + updateSize = qMin((dataRow->size() - minCol), renderRow.size()); if (dataRow) { int dataColIndex = minCol; for (; j < updateSize ; j++) { @@ -221,15 +232,24 @@ void Bars3DRenderer::updateData() heightValue = 0.0f; } } - m_renderingArrays[series][i][j].setValue(value); - m_renderingArrays[series][i][j].setHeight(heightValue / m_heightNormalizer); + renderRow[j].setValue(value); + renderRow[j].setHeight(heightValue / m_heightNormalizer); + float angle = dataRow->at(dataColIndex).rotation(); + if (angle) { + renderRow[j].setRotation( + QQuaternion::fromAxisAndAngle( + upVector, angle)); + } else { + renderRow[j].setRotation(identityQuaternion); + } dataColIndex++; } } } for (; j < m_renderingArrays.at(series).at(i).size(); j++) { - m_renderingArrays[series][i][j].setValue(0.0f); - m_renderingArrays[series][i][j].setHeight(0.0f); + renderRow[j].setValue(0.0f); + renderRow[j].setHeight(0.0f); + renderRow[j].setRotation(identityQuaternion); } dataRowIndex++; } @@ -239,9 +259,20 @@ void Bars3DRenderer::updateData() updateSelectedBar(m_selectedBarPos, m_selectedBarSeries); } +void Bars3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesList, bool updateVisibility) +{ + Abstract3DRenderer::updateSeries(seriesList, updateVisibility); + + // Fix the series rotations - ignore any rotations that are not along Y-axis + for (int series = 0; series < m_visibleSeriesList.size(); series++) { + QVector3D vector = m_visibleSeriesList.at(series).meshRotation().vector(); + if (vector.x() || vector.z()) + m_visibleSeriesList[series].setMeshRotation(identityQuaternion); + } +} + void Bars3DRenderer::updateScene(Q3DScene *scene) { - // TODO: See QTRD-2374 if (m_hasNegativeValues) scene->activeCamera()->setMinYRotation(-90.0); else @@ -274,6 +305,8 @@ void Bars3DRenderer::drawSlicedScene() { GLfloat barPosX = 0; QVector3D lightPos; + QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); + static QQuaternion ninetyDegreeRotation = QQuaternion::fromAxisAndAngle(upVector, 90.0f); // Specify viewport glViewport(m_secondarySubViewport.x(), @@ -283,7 +316,7 @@ void Bars3DRenderer::drawSlicedScene() // Set up projection matrix QMatrix4x4 projectionMatrix; - projectionMatrix.perspective(40.0f, (GLfloat)m_secondarySubViewport.width() + projectionMatrix.perspective(35.0f, (GLfloat)m_secondarySubViewport.width() / (GLfloat)m_secondarySubViewport.height(), 0.1f, 100.0f); // Set view matrix @@ -300,16 +333,18 @@ void Bars3DRenderer::drawSlicedScene() const Q3DCamera *activeCamera = m_cachedScene->activeCamera(); // Draw the selected row / column - GLfloat barPosYAdjustment = -0.8f; // Positives only -> translate to -1.0 + 0.2 for row/column labels - if (m_hasNegativeValues) { - if (m_noZeroInRange) - barPosYAdjustment = 1.2f; // Negatives only -> translate to 1.0 + 0.2 for row/column labels - else - barPosYAdjustment = 0.2f; // Both -> translate to 0.0 + 0.2 for row/column labels - } QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix; - bool rowMode = m_cachedSelectionMode.testFlag(QDataVis::SelectionRow); - bool itemMode = m_cachedSelectionMode.testFlag(QDataVis::SelectionItem); + bool rowMode = m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionRow); + bool itemMode = m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionItem); + + GLfloat barPosYAdjustment = -0.8f; // Translate to -1.0 + 0.2 for row/column labels + GLfloat scaleFactor = 0.0f; + GLfloat barLabelYPos = barPosYAdjustment - 0.4f - labelMargin; // 0.4 for labels + GLfloat zeroPosAdjustment = 0.0f; + if (!m_noZeroInRange) + zeroPosAdjustment = 2.0f * m_axisCacheY.min() / m_heightNormalizer; + else if (m_hasNegativeValues) + zeroPosAdjustment = -2.0f; // Draw grid lines if (m_cachedTheme->isGridEnabled()) { @@ -323,24 +358,20 @@ void Bars3DRenderer::drawSlicedScene() lineShader->setUniformValue(lineShader->lightP(), lightPos); lineShader->setUniformValue(lineShader->view(), viewMatrix); lineShader->setUniformValue(lineShader->color(), lineColor); - lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme->ambientLightStrength() * 2.0f); - lineShader->setUniformValue(lineShader->lightS(), 0.25f); + lineShader->setUniformValue(lineShader->ambientS(), + m_cachedTheme->ambientLightStrength() * 2.3f); + lineShader->setUniformValue(lineShader->lightS(), 0.0f); + lineShader->setUniformValue(lineShader->lightColor(), lightColor); - GLfloat scaleFactor = 0.0f; if (rowMode) scaleFactor = (1.1f * m_rowWidth) / m_scaleFactor; else scaleFactor = (1.1f * m_columnDepth) / m_scaleFactor; - GLfloat startLine = 0.0f; - if (m_noZeroInRange) - startLine = 2.0f * (m_axisCacheY.min() - m_axisCacheY.max()) / m_heightNormalizer; - else - startLine = 2.0f * m_axisCacheY.min() / m_heightNormalizer; - GLfloat gridStep = (2.0f * m_axisCacheY.subSegmentStep()) / m_heightNormalizer; - GLfloat gridPos = startLine + barPosYAdjustment; + GLfloat gridPos = barPosYAdjustment; int lastSegment = m_axisCacheY.subSegmentCount() * m_axisCacheY.segmentCount(); + // Use the position of the bottom grid line as the base y position for bar labels // Horizontal lines if (m_axisCacheY.segmentCount() > 0) { @@ -365,7 +396,8 @@ void Bars3DRenderer::drawSlicedScene() // Draw the object m_drawer->drawObject(lineShader, m_gridLineObj); - if (gridPos == barPosYAdjustment) + // Check if we have a line at zero position already + if (gridPos == (barPosYAdjustment + zeroPosAdjustment)) noZero = false; gridPos += gridStep; @@ -373,7 +405,7 @@ void Bars3DRenderer::drawSlicedScene() // Draw a line at zero, if none exists if (!m_noZeroInRange && noZero) { QMatrix4x4 modelMatrix; - modelMatrix.translate(0.0f, barPosYAdjustment, 0.0f); + modelMatrix.translate(0.0f, barPosYAdjustment - zeroPosAdjustment, 0.0f); modelMatrix.scale(gridLineScale); itModelMatrix = modelMatrix; MVPMatrix = projectionViewMatrix * modelMatrix; @@ -391,7 +423,6 @@ void Bars3DRenderer::drawSlicedScene() } } - // TODO: Make user controllable (QTRD-2546) if (sliceGridLabels) { // Bind label shader m_labelShader->bind(); @@ -404,7 +435,7 @@ void Bars3DRenderer::drawSlicedScene() int labelNbr = 0; int labelCount = m_axisCacheY.labels().size(); gridStep = (2.0f * m_axisCacheY.segmentStep()) / m_heightNormalizer; - gridPos = startLine + barPosYAdjustment; + gridPos = barPosYAdjustment; QVector3D backLabelRotation(0.0f, 0.0f, 0.0f); QVector3D labelTrans = QVector3D(scaleFactor + labelMargin, 0.0f, 0.0f); @@ -428,26 +459,28 @@ void Bars3DRenderer::drawSlicedScene() } // Draw bars - QVector3D modelMatrixScaler(m_scaleX, 0.0f, m_scaleZ); - if (rowMode) - modelMatrixScaler.setX(m_scaleX * m_seriesScale); - else - modelMatrixScaler.setZ(m_scaleZ * m_seriesScale); + QVector3D modelMatrixScaler(m_scaleX * m_seriesScaleX, 0.0f, m_scaleZ * m_seriesScaleZ); + if (!rowMode) { + modelMatrixScaler.setX(m_scaleZ * m_seriesScaleZ); + modelMatrixScaler.setZ(m_scaleX * m_seriesScaleX); + } // Set common bar shader bindings m_barShader->bind(); m_barShader->setUniformValue(m_barShader->lightP(), lightPos); m_barShader->setUniformValue(m_barShader->view(), viewMatrix); - m_barShader->setUniformValue(m_barShader->lightS(), 0.5f); + m_barShader->setUniformValue(m_barShader->lightS(), 0.15f); m_barShader->setUniformValue(m_barShader->ambientS(), - m_cachedTheme->ambientLightStrength() * 2.0f); + m_cachedTheme->ambientLightStrength() * 2.3f); + m_barShader->setUniformValue(m_barShader->lightColor(), lightColor); m_barGradientShader->bind(); m_barGradientShader->setUniformValue(m_barGradientShader->lightP(), lightPos); m_barGradientShader->setUniformValue(m_barGradientShader->view(), viewMatrix); - m_barGradientShader->setUniformValue(m_barGradientShader->lightS(), 0.5f); + m_barGradientShader->setUniformValue(m_barGradientShader->lightS(), 0.15f); m_barGradientShader->setUniformValue(m_barGradientShader->ambientS(), - m_cachedTheme->ambientLightStrength() * 2.0f); + m_cachedTheme->ambientLightStrength() * 2.3f); m_barGradientShader->setUniformValue(m_barGradientShader->gradientMin(), 0.0f); + m_barGradientShader->setUniformValue(m_barGradientShader->lightColor(), lightColor); // Default to uniform shader ShaderHelper *barShader = m_barShader; @@ -457,10 +490,10 @@ void Bars3DRenderer::drawSlicedScene() Q3DTheme::ColorStyle previousColorStyle = Q3DTheme::ColorStyleUniform; Q3DTheme::ColorStyle colorStyle = Q3DTheme::ColorStyleUniform; ObjectHelper *barObj = 0; - QVector3D barHighlightColor; - QVector3D rowHighlightColor; - GLuint barGradientTexture = 0; - GLuint rowGradientTexture = 0; + QVector3D highlightColor; + QVector3D baseColor; + GLuint highlightGradientTexture = 0; + GLuint baseGradientTexture = 0; const SeriesRenderCache *currentSeries = 0; bool colorStyleIsUniform = true; @@ -470,6 +503,8 @@ void Bars3DRenderer::drawSlicedScene() if (!item) continue; + QQuaternion seriesRotation; + if (item->seriesIndex() != currentSeriesIndex) { currentSeriesIndex = item->seriesIndex(); currentSeries = &(m_visibleSeriesList.at(currentSeriesIndex)); @@ -477,11 +512,11 @@ void Bars3DRenderer::drawSlicedScene() colorStyle = currentSeries->colorStyle(); colorStyleIsUniform = (colorStyle == Q3DTheme::ColorStyleUniform); if (colorStyleIsUniform) { - barHighlightColor = currentSeries->singleHighlightColor(); - rowHighlightColor = currentSeries->multiHighlightColor(); + highlightColor = currentSeries->singleHighlightColor(); + baseColor = currentSeries->baseColor(); } else { - barGradientTexture = currentSeries->singleHighlightGradientTexture(); - rowGradientTexture = currentSeries->multiHighlightGradientTexture(); + highlightGradientTexture = currentSeries->singleHighlightGradientTexture(); + baseGradientTexture = currentSeries->baseGradientTexture(); } // Rebind shader if it has changed @@ -500,6 +535,7 @@ void Bars3DRenderer::drawSlicedScene() } previousColorStyle = colorStyle; + seriesRotation = currentSeries->meshRotation(); } if (item->height() < 0) @@ -510,20 +546,27 @@ void Bars3DRenderer::drawSlicedScene() QMatrix4x4 MVPMatrix; QMatrix4x4 modelMatrix; QMatrix4x4 itModelMatrix; - GLfloat barRotation = 0.0f; - GLfloat barPosY = item->translation().y() + barPosYAdjustment; + QQuaternion barRotation = item->rotation(); + GLfloat barPosY = item->translation().y() + barPosYAdjustment - zeroPosAdjustment; if (rowMode) { barPosX = item->translation().x(); } else { barPosX = -(item->translation().z()); // flip z; frontmost bar to the left - barRotation = 90.0f; + barRotation *= ninetyDegreeRotation; } modelMatrix.translate(barPosX, barPosY, 0.0f); modelMatrixScaler.setY(item->height()); - modelMatrix.rotate(barRotation, 0.0f, 1.0f, 0.0f); - itModelMatrix.rotate(barRotation, 0.0f, 1.0f, 0.0f); + + if (!seriesRotation.isIdentity()) + barRotation *= seriesRotation; + + if (!barRotation.isIdentity()) { + modelMatrix.rotate(barRotation); + itModelMatrix.rotate(barRotation); + } + modelMatrix.scale(modelMatrixScaler); itModelMatrix.scale(modelMatrixScaler); @@ -535,14 +578,14 @@ void Bars3DRenderer::drawSlicedScene() if (itemMode && m_visualSelectedBarPos.x() == item->position().x() && m_visualSelectedBarPos.y() == item->position().y()) { if (colorStyleIsUniform) - barColor = barHighlightColor; + barColor = highlightColor; else - gradientTexture = barGradientTexture; + gradientTexture = highlightGradientTexture; } else { if (colorStyleIsUniform) - barColor = rowHighlightColor; + barColor = baseColor; else - gradientTexture = rowGradientTexture; + gradientTexture = baseGradientTexture; } if (item->height() != 0) { @@ -578,66 +621,79 @@ void Bars3DRenderer::drawSlicedScene() QVector3D positionComp(0.0f, m_autoScaleAdjustment, 0.0f); // Draw labels for bars - QVector3D valuePositionComp = zeroVector; - if (!m_hasNegativeValues) - valuePositionComp.setY(2.0f); - else if (m_noZeroInRange) - valuePositionComp.setY(-2.0f); QVector3D sliceValueRotation(0.0f, 0.0f, 90.0f); QVector3D sliceLabelRotation(0.0f, 0.0f, -45.0f); + int lastLabel = m_sliceCache->labelItems().size() - 1; + + for (int labelNo = 0; labelNo <= lastLabel; labelNo++) { + // Get labels from first series only + BarRenderItem *item = m_sliceSelection.at(labelNo); + m_dummyBarRenderItem.setTranslation(QVector3D(item->translation().x(), + barLabelYPos, + item->translation().z())); + // Draw labels + m_drawer->drawLabel(m_dummyBarRenderItem, *m_sliceCache->labelItems().at(labelNo), + viewMatrix, projectionMatrix, positionComp, sliceLabelRotation, + 0, m_cachedSelectionMode, m_labelShader, + m_labelObj, activeCamera, false, false, Drawer::LabelMid, + Qt::AlignRight, true); + } + for (int col = 0; col < sliceItemCount; col++) { BarRenderItem *item = m_sliceSelection.at(col); - // TODO: Make user controllable (QTRD-2546) if (!sliceGridLabels) { // Draw values if (item->height() != 0.0f || (!m_noZeroInRange && item->value() == 0.0f)) { // Create label texture if we need it - if (item->sliceLabel().isNull()) { - item->setSliceLabel(generateValueLabel(m_axisCacheY.labelFormat(), item->value())); + if (item->sliceLabel().isNull() || m_updateLabels) { + item->setSliceLabel(generateValueLabel(m_axisCacheY.labelFormat(), + item->value())); m_drawer->generateLabelItem(item->sliceLabelItem(), item->sliceLabel()); + m_updateLabels = false; } - m_drawer->drawLabel(*item, item->sliceLabelItem(), viewMatrix, projectionMatrix, - valuePositionComp, sliceValueRotation, item->height(), - m_cachedSelectionMode, m_labelShader, m_labelObj, activeCamera, - false, false, Drawer::LabelOver, Qt::AlignTop, true); + Qt::AlignmentFlag alignment = (item->height() < 0) ? Qt::AlignBottom : Qt::AlignTop; + Drawer::LabelPosition labelPos = (item->height() < 0) ? Drawer::LabelBelow : Drawer::LabelOver; + m_dummyBarRenderItem.setTranslation(QVector3D(item->translation().x(), + barPosYAdjustment - zeroPosAdjustment + + item->height(), + item->translation().z())); + + m_drawer->drawLabel(m_dummyBarRenderItem, item->sliceLabelItem(), viewMatrix, + projectionMatrix, zeroVector, sliceValueRotation, + item->height(), m_cachedSelectionMode, m_labelShader, + m_labelObj, activeCamera, false, false, labelPos, + alignment, true); } } else { // Only draw value for selected item when grid labels are on - // TODO: Maybe use selection label instead of value? Should it be user controllable - // as well? (QTRD-2546) if (itemMode && m_visualSelectedBarPos.x() == item->position().x() && m_visualSelectedBarPos.y() == item->position().y() && item->seriesIndex() == m_visualSelectedBarSeriesIndex) { // Create label texture if we need it - if (item->sliceLabel().isNull()) { - item->setSliceLabel(generateValueLabel(m_axisCacheY.labelFormat(), item->value())); + if (item->sliceLabel().isNull() || m_updateLabels) { + item->setSliceLabel(generateValueLabel(m_axisCacheY.labelFormat(), + item->value())); m_drawer->generateLabelItem(item->sliceLabelItem(), item->sliceLabel()); + m_updateLabels = false; } - m_drawer->drawLabel(*item, item->sliceLabelItem(), viewMatrix, projectionMatrix, - valuePositionComp, sliceValueRotation, item->height(), - m_cachedSelectionMode, m_labelShader, m_labelObj, activeCamera, - false, false, Drawer::LabelOver, Qt::AlignTop, true); + Qt::AlignmentFlag alignment = (item->height() < 0) ? Qt::AlignBottom : Qt::AlignTop; + Drawer::LabelPosition labelPos = (item->height() < 0) ? Drawer::LabelBelow : Drawer::LabelOver; + m_dummyBarRenderItem.setTranslation(QVector3D(item->translation().x(), + barPosYAdjustment - zeroPosAdjustment + + item->height(), + item->translation().z())); + + m_drawer->drawLabel(m_dummyBarRenderItem, item->sliceLabelItem(), viewMatrix, + projectionMatrix, zeroVector, sliceValueRotation, + item->height(), m_cachedSelectionMode, m_labelShader, + m_labelObj, activeCamera, false, false, labelPos, + alignment, true); } } } - int lastLabel = m_sliceCache->labelItems().size() - 1; - - for (int labelNo = 0; labelNo <= lastLabel; labelNo++) { - // Get labels from first series only - BarRenderItem *item = m_sliceSelection.at(labelNo); - // TODO: Make user controllable (QTRD-2546) - // Draw labels - m_drawer->drawLabel(*item, *m_sliceCache->labelItems().at(labelNo), viewMatrix, - projectionMatrix, positionComp, sliceLabelRotation, - item->height(), m_cachedSelectionMode, m_labelShader, - m_labelObj, activeCamera, false, false, Drawer::LabelBelow, - Qt::AlignCenter, true); - } - - // TODO: Make user controllable (QTRD-2546) // Draw labels for axes if (rowMode) { if (m_sliceTitleItem) { @@ -662,10 +718,13 @@ void Bars3DRenderer::drawSlicedScene() Qt::AlignCenter, true); } } - m_drawer->drawLabel(*dummyItem, m_axisCacheY.titleItem(), viewMatrix, projectionMatrix, - positionComp, QVector3D(0.0f, 0.0f, 90.0f), 0, + // Y-axis label + QVector3D labelTrans = QVector3D(-scaleFactor - labelMargin, 0.2f, 0.0f); // y = 0.2 for row/column labels (see barPosYAdjustment) + m_dummyBarRenderItem.setTranslation(labelTrans); + m_drawer->drawLabel(m_dummyBarRenderItem, m_axisCacheY.titleItem(), viewMatrix, + projectionMatrix, zeroVector, QVector3D(0.0f, 0.0f, 90.0f), 0, m_cachedSelectionMode, m_labelShader, m_labelObj, activeCamera, - false, false, Drawer::LabelLeft, Qt::AlignCenter, true); + false, false, Drawer::LabelMid, Qt::AlignHCenter); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); @@ -690,6 +749,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) GLfloat colPos = 0; GLfloat rowPos = 0; + QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor()); + int seriesCount = m_visibleSeriesList.size(); const Q3DCamera *activeCamera = m_cachedScene->activeCamera(); @@ -701,7 +762,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) // Set up projection matrix QMatrix4x4 projectionMatrix; - GLfloat viewPortRatio = (GLfloat)m_primarySubViewport.width() / (GLfloat)m_primarySubViewport.height(); + GLfloat viewPortRatio = (GLfloat)m_primarySubViewport.width() + / (GLfloat)m_primarySubViewport.height(); projectionMatrix.perspective(45.0f, viewPortRatio, 0.1f, 100.0f); // Get the view matrix @@ -760,10 +822,10 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix; - bool rowMode = m_cachedSelectionMode.testFlag(QDataVis::SelectionRow); + bool rowMode = m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionRow); #if !defined(QT_OPENGL_ES_2) - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { // Render scene into a depth texture for using with shadow mapping // Enable drawing to depth framebuffer glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer); @@ -784,19 +846,17 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) zeroVector, 0.0f, 3.5f / m_autoScaleAdjustment); depthViewMatrix.lookAt(depthLightPos, zeroVector, upVector); - // 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 depthProjectionMatrix.perspective(10.0f, viewPortRatio, 3.0f, 100.0f); depthProjectionViewMatrix = depthProjectionMatrix * depthViewMatrix; // Draw bars to depth buffer - QVector3D shadowScaler(m_scaleX * m_seriesScale * 0.9f, 0.0f, m_scaleZ * 0.9f); + QVector3D shadowScaler(m_scaleX * m_seriesScaleX * 0.9f, 0.0f, + m_scaleZ * m_seriesScaleZ * 0.9f); float seriesPos = m_seriesStart; for (int series = 0; series < seriesCount; series++) { ObjectHelper *barObj = m_visibleSeriesList.at(series).object(); + QQuaternion seriesRotation(m_visibleSeriesList.at(series).meshRotation()); for (int row = startRow; row != stopRow; row += stepRow) { for (int bar = startBar; bar != stopBar; bar += stepBar) { GLfloat shadowOffset = 0.0f; @@ -828,6 +888,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) (m_columnDepth - rowPos) / m_scaleFactor); // Scale the bars down in X and Z to reduce self-shadowing issues shadowScaler.setY(item.height()); + if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) + modelMatrix.rotate(seriesRotation * item.rotation()); modelMatrix.scale(shadowScaler); MVPMatrix = depthProjectionViewMatrix * modelMatrix; @@ -860,19 +922,6 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) // Disable drawing to depth framebuffer (= enable drawing to screen) glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle); -#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), zeroVector, upVector); - QMatrix4x4 MVPMatrix = projectionViewMatrix * modelMatrix; - m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix); - m_drawer->drawObject(m_labelShader, m_labelObj, m_depthTexture); - glDisable(GL_TEXTURE_2D); -#endif // Reset culling to normal glCullFace(GL_BACK); @@ -884,9 +933,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) } #endif - // TODO: Selection must be enabled currently to support clicked signal. (QTRD-2517) // Skip selection mode drawing if we're slicing or have no selection mode - if (!m_cachedIsSlicingActivated && m_cachedSelectionMode > QDataVis::SelectionNone + if (!m_cachedIsSlicingActivated && m_cachedSelectionMode > QAbstract3DGraph::SelectionNone && m_selectionState == SelectOnScene && seriesCount > 0) { // Bind selection shader m_selectionShader->bind(); @@ -904,6 +952,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) float seriesPos = m_seriesStart; for (int series = 0; series < seriesCount; series++) { ObjectHelper *barObj = m_visibleSeriesList.at(series).object(); + QQuaternion seriesRotation(m_visibleSeriesList.at(series).meshRotation()); for (int row = startRow; row != stopRow; row += stepRow) { for (int bar = startBar; bar != stopBar; bar += stepBar) { const BarRenderItem &item = m_renderingArrays.at(series).at(row).at(bar); @@ -924,21 +973,17 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) modelMatrix.translate((colPos - m_rowWidth) / m_scaleFactor, item.height(), (m_columnDepth - rowPos) / m_scaleFactor); - modelMatrix.scale(QVector3D(m_scaleX * m_seriesScale, + if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) + modelMatrix.rotate(seriesRotation * item.rotation()); + modelMatrix.scale(QVector3D(m_scaleX * m_seriesScaleX, item.height(), - m_scaleZ)); + m_scaleZ * m_seriesScaleZ)); MVPMatrix = projectionViewMatrix * modelMatrix; - //#if !defined(QT_OPENGL_ES_2) - // QVector3D barColor = QVector3D(GLfloat(row) / 32767.0f, - // GLfloat(bar) / 32767.0f, - // 0.0f); - //#else QVector3D barColor = QVector3D(GLfloat(row) / 255.0f, GLfloat(bar) / 255.0f, GLfloat(series) / 255.0f); - //#endif m_selectionShader->setUniformValue(m_selectionShader->MVP(), MVPMatrix); m_selectionShader->setUniformValue(m_selectionShader->color(), barColor); @@ -970,7 +1015,10 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) // Read color under cursor QVector3D clickedColor = Utils::getSelection(m_inputPosition, m_viewport.height()); - emit barClicked(selectionColorToArrayPosition(clickedColor), selectionColorToSeries(clickedColor)); + m_clickedPosition = selectionColorToArrayPosition(clickedColor); + m_clickedSeries = selectionColorToSeries(clickedColor); + + emit needRender(); // Revert to original render target and viewport glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle); @@ -1004,6 +1052,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) m_barGradientShader->setUniformValue(m_barGradientShader->ambientS(), m_cachedTheme->ambientLightStrength()); m_barGradientShader->setUniformValue(m_barGradientShader->gradientMin(), 0.0f); + m_barGradientShader->setUniformValue(m_barGradientShader->lightColor(), lightColor); } if (haveUniformColorSeries) { @@ -1012,6 +1061,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) m_barShader->setUniformValue(m_barShader->view(), viewMatrix); m_barShader->setUniformValue(m_barShader->ambientS(), m_cachedTheme->ambientLightStrength()); + m_barShader->setUniformValue(m_barShader->lightColor(), lightColor); barShader = m_barShader; } else { barShader = m_barGradientShader; @@ -1026,7 +1076,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) reserveAmount = m_cachedColumnCount; else reserveAmount = m_cachedRowCount; - if (m_cachedSelectionMode.testFlag(QDataVis::SelectionMultiSeries)) + if (m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionMultiSeries)) reserveAmount *= m_visibleSeriesList.size(); m_sliceSelection.resize(reserveAmount); @@ -1048,11 +1098,12 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) QVector3D baseColor; QVector3D barColor; - QVector3D modelScaler(m_scaleX * m_seriesScale, 0.0f, m_scaleZ); + QVector3D modelScaler(m_scaleX * m_seriesScaleX, 0.0f, m_scaleZ * m_seriesScaleZ); bool somethingSelected = (m_visualSelectedBarPos != Bars3DController::invalidSelectionPosition()); float seriesPos = m_seriesStart; for (int series = 0; series < seriesCount; series++) { const SeriesRenderCache ¤tSeries = m_visibleSeriesList.at(series); + QQuaternion seriesRotation(currentSeries.meshRotation()); ObjectHelper *barObj = currentSeries.object(); Q3DTheme::ColorStyle colorStyle = currentSeries.colorStyle(); bool colorStyleIsUniform = (colorStyle == Q3DTheme::ColorStyleUniform); @@ -1074,7 +1125,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) } // Always use base color when no selection mode - if (m_cachedSelectionMode == QDataVis::SelectionNone) { + if (m_cachedSelectionMode == QAbstract3DGraph::SelectionNone) { if (colorStyleIsUniform) barColor = baseColor; else @@ -1085,7 +1136,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) int sliceSeriesAdjust = 0; if (m_selectionDirty && m_cachedIsSlicingActivated) { int seriesMultiplier = 0; - if (m_cachedSelectionMode.testFlag(QDataVis::SelectionMultiSeries)) + if (m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionMultiSeries)) seriesMultiplier = series; if (rowMode) sliceSeriesAdjust = seriesMultiplier * m_cachedColumnCount; @@ -1113,6 +1164,11 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) item.height(), (m_columnDepth - rowPos) / m_scaleFactor); modelScaler.setY(item.height()); + if (!seriesRotation.isIdentity() || !item.rotation().isIdentity()) { + QQuaternion totalRotation = seriesRotation * item.rotation(); + modelMatrix.rotate(totalRotation); + itModelMatrix.rotate(totalRotation); + } modelMatrix.scale(modelScaler); itModelMatrix.scale(modelScaler); #ifdef SHOW_DEPTH_TEXTURE_SCENE @@ -1123,7 +1179,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) GLfloat lightStrength = m_cachedTheme->lightStrength(); GLfloat shadowLightStrength = adjustedLightStrength; - if (m_cachedSelectionMode > QDataVis::SelectionNone) { + if (m_cachedSelectionMode > QAbstract3DGraph::SelectionNone) { Bars3DController::SelectionType selectionType = Bars3DController::SelectionNone; if (somethingSelected) selectionType = isSelected(row, bar, series); @@ -1138,7 +1194,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) lightStrength = m_cachedTheme->highlightLightStrength(); shadowLightStrength = adjustedHighlightStrength; // Insert position data into render item. We have no ownership, don't delete the previous one - if (!m_cachedIsSlicingActivated && m_visualSelectedBarSeriesIndex == series) { + if (!m_cachedIsSlicingActivated + && m_visualSelectedBarSeriesIndex == series) { selectedBar = &item; selectedBar->setPosition(QPoint(row, bar)); item.setTranslation(modelMatrix.column(3).toVector3D()); @@ -1146,7 +1203,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) } if (m_selectionDirty && m_cachedIsSlicingActivated) { QVector3D translation = modelMatrix.column(3).toVector3D(); - if (m_cachedSelectionMode & QDataVis::SelectionColumn + if (m_cachedSelectionMode & QAbstract3DGraph::SelectionColumn && seriesCount > 1) { translation.setZ((m_columnDepth - ((row + 0.5f + seriesPos) * (m_cachedBarSpacing.height()))) @@ -1236,12 +1293,13 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) } #if !defined(QT_OPENGL_ES_2) - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { // Set shadow shader bindings QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; barShader->setUniformValue(barShader->shadowQ(), m_shadowQualityToShader); barShader->setUniformValue(barShader->depth(), depthMVPMatrix); barShader->setUniformValue(barShader->lightS(), shadowLightStrength); + barShader->setUniformValue(barShader->lightColor(), lightColor); // Draw the object m_drawer->drawObject(barShader, barObj, gradientTexture, m_depthTexture); @@ -1304,9 +1362,10 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) m_backgroundShader->setUniformValue(m_backgroundShader->color(), backgroundColor); m_backgroundShader->setUniformValue(m_backgroundShader->ambientS(), m_cachedTheme->ambientLightStrength() * 2.0f); + m_backgroundShader->setUniformValue(m_backgroundShader->lightColor(), lightColor); #if !defined(QT_OPENGL_ES_2) - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { // Set shadow shader bindings QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; m_backgroundShader->setUniformValue(m_backgroundShader->shadowQ(), @@ -1354,7 +1413,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) m_backgroundShader->setUniformValue(m_backgroundShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { // Set shadow shader bindings QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; m_backgroundShader->setUniformValue(m_backgroundShader->depth(), depthMVPMatrix); @@ -1375,7 +1434,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) // Draw grid lines if (m_cachedTheme->isGridEnabled() && m_heightNormalizer) { ShaderHelper *lineShader = m_backgroundShader; - QQuaternion lineRotation = QQuaternion(); + QQuaternion lineRotation; // Bind bar shader lineShader->bind(); @@ -1386,8 +1445,9 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) lineShader->setUniformValue(lineShader->view(), viewMatrix); lineShader->setUniformValue(lineShader->color(), barColor); lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme->ambientLightStrength()); + lineShader->setUniformValue(lineShader->lightColor(), lightColor); #if !defined(QT_OPENGL_ES_2) - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { // Set shadowed shader bindings lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); lineShader->setUniformValue(lineShader->lightS(), @@ -1396,7 +1456,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) #endif { // Set shadowless shader bindings - lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme->lightStrength() / 2.5f); + lineShader->setUniformValue(lineShader->lightS(), + m_cachedTheme->lightStrength() / 2.5f); } GLfloat yFloorLinePosition = 0.0f; @@ -1435,7 +1496,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { // Set shadow shader bindings QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); @@ -1473,7 +1534,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { // Set shadow shader bindings QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); @@ -1530,7 +1591,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { // Set shadow shader bindings QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); @@ -1579,7 +1640,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { // Set shadow shader bindings QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); @@ -1625,7 +1686,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) for (int row = 0; row != m_cachedRowCount; row++) { if (m_axisCacheZ.labelItems().size() > row) { // 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 QDataSetPrivate. Just add LabelItems + // We need only positions for them, labels have already been generated rowPos = (row + 0.5f) * m_cachedBarSpacing.height(); if (m_xFlipped) colPos = -colPosValue; @@ -1662,7 +1723,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) for (int column = 0; column != m_cachedColumnCount; column++) { if (m_axisCacheX.labelItems().size() > column) { // 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 QDataSetPrivate. Just add LabelItems + // We need only positions for them, labels have already been generated colPos = (column + 0.5f) * m_cachedBarSpacing.width(); if (m_zFlipped) rowPos = -rowPosValue; @@ -1756,9 +1817,10 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) glDisable(GL_DEPTH_TEST); // Draw the selection label LabelItem &labelItem = selectedBar->selectionLabelItem(); - if (m_selectedBar != selectedBar || m_updateLabels || !labelItem.textureId()) { + if (m_selectedBar != selectedBar || m_updateLabels || !labelItem.textureId() + || m_selectionLabelDirty) { QString labelText = selectedBar->selectionLabel(); - if (labelText.isNull()) { + if (labelText.isNull() || m_selectionLabelDirty) { static const QString rowIndexTag(QStringLiteral("@rowIdx")); static const QString rowLabelTag(QStringLiteral("@rowLabel")); static const QString rowTitleTag(QStringLiteral("@rowTitle")); @@ -1767,6 +1829,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) static const QString colTitleTag(QStringLiteral("@colTitle")); static const QString valueTitleTag(QStringLiteral("@valueTitle")); static const QString valueLabelTag(QStringLiteral("@valueLabel")); + static const QString seriesNameTag(QStringLiteral("@seriesName")); // Custom format expects printf format specifier. There is no tag for it. labelText = generateValueLabel( @@ -1797,7 +1860,11 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) labelText.replace(valueLabelTag, valueLabelText); } + labelText.replace(seriesNameTag, + m_visibleSeriesList[m_visualSelectedBarSeriesIndex].name()); + selectedBar->setSelectionLabel(labelText); + m_selectionLabelDirty = false; } m_drawer->generateLabelItem(labelItem, labelText); m_selectedBar = selectedBar; @@ -1825,6 +1892,18 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle) m_selectionDirty = false; } +void Bars3DRenderer::updateMultiSeriesScaling(bool uniform) +{ + m_keepSeriesUniform = uniform; + + // Recalculate scale factors + m_seriesScaleX = 1.0f / float(m_visibleSeriesList.size()); + if (m_keepSeriesUniform) + m_seriesScaleZ = m_seriesScaleX; + else + m_seriesScaleZ = 1.0f; +} + void Bars3DRenderer::updateBarSpecs(GLfloat thicknessRatio, const QSizeF &spacing, bool relative) { // Convert ratio to QSizeF, as we need it in that format for autoscaling calculations @@ -1848,12 +1927,12 @@ void Bars3DRenderer::updateBarSpecs(GLfloat thicknessRatio, const QSizeF &spacin calculateSceneScalingFactors(); } -void Bars3DRenderer::updateAxisRange(Q3DAbstractAxis::AxisOrientation orientation, float min, +void Bars3DRenderer::updateAxisRange(QAbstract3DAxis::AxisOrientation orientation, float min, float max) { Abstract3DRenderer::updateAxisRange(orientation, min, max); - if (orientation == Q3DAbstractAxis::AxisOrientationY) { + if (orientation == QAbstract3DAxis::AxisOrientationY) { calculateHeightAdjustment(); // Check if we have negative values if (min < 0 && !m_hasNegativeValues) { @@ -1903,31 +1982,37 @@ void Bars3DRenderer::updateSelectedBar(const QPoint &position, const QBar3DSerie } } -void Bars3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality) +void Bars3DRenderer::resetClickedStatus() +{ + m_clickedPosition = Bars3DController::invalidSelectionPosition(); + m_clickedSeries = 0; +} + +void Bars3DRenderer::updateShadowQuality(QAbstract3DGraph::ShadowQuality quality) { m_cachedShadowQuality = quality; switch (quality) { - case QDataVis::ShadowQualityLow: + case QAbstract3DGraph::ShadowQualityLow: m_shadowQualityToShader = 33.3f; m_shadowQualityMultiplier = 1; break; - case QDataVis::ShadowQualityMedium: + case QAbstract3DGraph::ShadowQualityMedium: m_shadowQualityToShader = 100.0f; m_shadowQualityMultiplier = 3; break; - case QDataVis::ShadowQualityHigh: + case QAbstract3DGraph::ShadowQualityHigh: m_shadowQualityToShader = 200.0f; m_shadowQualityMultiplier = 5; break; - case QDataVis::ShadowQualitySoftLow: + case QAbstract3DGraph::ShadowQualitySoftLow: m_shadowQualityToShader = 7.5f; m_shadowQualityMultiplier = 1; break; - case QDataVis::ShadowQualitySoftMedium: + case QAbstract3DGraph::ShadowQualitySoftMedium: m_shadowQualityToShader = 10.0f; m_shadowQualityMultiplier = 3; break; - case QDataVis::ShadowQualitySoftHigh: + case QAbstract3DGraph::ShadowQualitySoftHigh: m_shadowQualityToShader = 15.0f; m_shadowQualityMultiplier = 4; break; @@ -1982,7 +2067,7 @@ void Bars3DRenderer::fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh { if (!m_cachedTheme->isBackgroundEnabled()) { // Load full version of meshes that have it available - // Note: Minimal and Point not supported in bar charts + // Note: Minimal, Point, and Arrow not supported in bar charts if (mesh != QAbstract3DSeries::MeshSphere) fileName.append(QStringLiteral("Full")); } @@ -2035,17 +2120,17 @@ Bars3DController::SelectionType Bars3DRenderer::isSelected(int row, int bar, int { Bars3DController::SelectionType isSelectedType = Bars3DController::SelectionNone; - if ((m_cachedSelectionMode.testFlag(QDataVis::SelectionMultiSeries) + if ((m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionMultiSeries) && m_visualSelectedBarSeriesIndex >= 0) || seriesIndex == m_visualSelectedBarSeriesIndex) { if (row == m_visualSelectedBarPos.x() && bar == m_visualSelectedBarPos.y() - && (m_cachedSelectionMode.testFlag(QDataVis::SelectionItem))) { + && (m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionItem))) { isSelectedType = Bars3DController::SelectionItem; } else if (row == m_visualSelectedBarPos.x() - && (m_cachedSelectionMode.testFlag(QDataVis::SelectionRow))) { + && (m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionRow))) { isSelectedType = Bars3DController::SelectionRow; } else if (bar == m_visualSelectedBarPos.y() - && (m_cachedSelectionMode.testFlag(QDataVis::SelectionColumn))) { + && (m_cachedSelectionMode.testFlag(QAbstract3DGraph::SelectionColumn))) { isSelectedType = Bars3DController::SelectionColumn; } } @@ -2150,7 +2235,7 @@ void Bars3DRenderer::updateDepthBuffer() if (m_primarySubViewport.size().isEmpty()) return; - if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { + if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) { m_depthTexture = m_textureHelper->createDepthTextureFrameBuffer(m_primarySubViewport.size(), m_depthFrameBuffer, m_shadowQualityMultiplier); @@ -2177,4 +2262,4 @@ void Bars3DRenderer::initLabelShaders(const QString &vertexShader, const QString m_labelShader->initialize(); } -QT_DATAVISUALIZATION_END_NAMESPACE +QT_END_NAMESPACE_DATAVISUALIZATION |