diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-11-06 10:28:35 +0200 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-11-06 11:14:54 +0200 |
commit | d493ae2fcef2ed63413b78e6afc16d13c82131ac (patch) | |
tree | 92d6bec4af629696a9f834f8e233f8436bdec7e4 /src/datavisualization/engine/scatter3drenderer.cpp | |
parent | 582dc50a49c60d7224f9ebbf5b5cbdf687b5f8d0 (diff) |
Added GL_POINTS for scatter
Task-number: QTRD-2535
Change-Id: Icf2d4ab1d8a46ea38864d2b587411ed05c58de38
Change-Id: Icf2d4ab1d8a46ea38864d2b587411ed05c58de38
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/scatter3drenderer.cpp | 204 |
1 files changed, 130 insertions, 74 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp index e338b59f..70c7e107 100644 --- a/src/datavisualization/engine/scatter3drenderer.cpp +++ b/src/datavisualization/engine/scatter3drenderer.cpp @@ -79,7 +79,8 @@ Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller) m_clickedColor(invalidColorVector), m_areaSize(QSizeF(0.0, 0.0)), m_dotSizeScale(1.0f), - m_hasHeightAdjustmentChanged(true) + m_hasHeightAdjustmentChanged(true), + m_drawingPoints(false) { initializeOpenGLFunctions(); initializeOpenGL(); @@ -255,7 +256,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) backgroundRotation = 0.0f; // Get light position from the scene - QVector3D lightPos = m_cachedScene->activeLight()->position(); + QVector3D lightPos = m_cachedScene->activeLight()->position(); // Map adjustment direction to model matrix scaling // TODO: Let's use these for testing the autoscaling of dots based on their number @@ -273,6 +274,12 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) QMatrix4x4 depthProjectionMatrix; QMatrix4x4 depthProjectionViewMatrix; + if (m_drawingPoints) { + glEnable(GL_POINT_SMOOTH); + glEnable(GL_PROGRAM_POINT_SIZE); + glPointSize(m_dotSizeScale * 100.0f); // Don't scale points based on zoom for shadows + } + #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { // Render scene into a depth texture for using with shadow mapping @@ -325,31 +332,37 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) QMatrix4x4 MVPMatrix; modelMatrix.translate(item.translation()); - modelMatrix.scale(modelScaler); - //modelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler, - // heightMultiplier * item.size() + heightScaler, - // depthMultiplier * item.size() + depthScaler)); + if (!m_drawingPoints) { + modelMatrix.scale(modelScaler); + //modelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler, + // heightMultiplier * item.size() + heightScaler, + // depthMultiplier * item.size() + depthScaler)); + } MVPMatrix = depthProjectionViewMatrix * modelMatrix; m_depthShader->setUniformValue(m_depthShader->MVP(), MVPMatrix); - // 1st attribute buffer : vertices - glEnableVertexAttribArray(m_depthShader->posAtt()); - glBindBuffer(GL_ARRAY_BUFFER, m_dotObj->vertexBuf()); - glVertexAttribPointer(m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0); + if (m_drawingPoints) { + m_drawer->drawPoint(m_depthShader); + } else { + // 1st attribute buffer : vertices + glEnableVertexAttribArray(m_depthShader->posAtt()); + glBindBuffer(GL_ARRAY_BUFFER, m_dotObj->vertexBuf()); + glVertexAttribPointer(m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0); - // Index buffer - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_dotObj->elementBuf()); + // Index buffer + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_dotObj->elementBuf()); - // Draw the triangles - glDrawElements(GL_TRIANGLES, m_dotObj->indexCount(), GL_UNSIGNED_SHORT, (void *)0); + // Draw the triangles + glDrawElements(GL_TRIANGLES, m_dotObj->indexCount(), GL_UNSIGNED_SHORT, (void *)0); - // Free buffers - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - glBindBuffer(GL_ARRAY_BUFFER, 0); + // Free buffers + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); - glDisableVertexAttribArray(m_depthShader->posAtt()); + glDisableVertexAttribArray(m_depthShader->posAtt()); + } } // Disable drawing to framebuffer (= enable drawing to screen) @@ -381,8 +394,10 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) } #endif + if (m_drawingPoints) + glPointSize(m_dotSizeScale * activeCamera->zoomLevel()); // Scale points based on zoom + // Skip selection mode drawing if we have no selection mode - // TODO: Can't call back to controller here! (QTRD-2216) if (m_cachedSelectionMode > QDataVis::SelectionNone && QDataVis::InputStateOnScene == m_inputState) { // Bind selection shader @@ -408,10 +423,12 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) QMatrix4x4 MVPMatrix; modelMatrix.translate(item.translation()); - modelMatrix.scale(modelScaler); - //modelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler, - // heightMultiplier * item.size() + heightScaler, - // depthMultiplier * item.size() + depthScaler)); + if (!m_drawingPoints) { + modelMatrix.scale(modelScaler); + //modelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler, + // heightMultiplier * item.size() + heightScaler, + // depthMultiplier * item.size() + depthScaler)); + } MVPMatrix = projectionViewMatrix * modelMatrix; @@ -421,22 +438,26 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) m_selectionShader->setUniformValue(m_selectionShader->MVP(), MVPMatrix); m_selectionShader->setUniformValue(m_selectionShader->color(), dotColor); - // 1st attribute buffer : vertices - glEnableVertexAttribArray(m_selectionShader->posAtt()); - glBindBuffer(GL_ARRAY_BUFFER, m_dotObj->vertexBuf()); - glVertexAttribPointer(m_selectionShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0); + if (m_drawingPoints) { + m_drawer->drawPoint(m_selectionShader); + } else { + // 1st attribute buffer : vertices + glEnableVertexAttribArray(m_selectionShader->posAtt()); + glBindBuffer(GL_ARRAY_BUFFER, m_dotObj->vertexBuf()); + glVertexAttribPointer(m_selectionShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0); - // Index buffer - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_dotObj->elementBuf()); + // Index buffer + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_dotObj->elementBuf()); - // Draw the triangles - glDrawElements(GL_TRIANGLES, m_dotObj->indexCount(), GL_UNSIGNED_SHORT, (void *)0); + // Draw the triangles + glDrawElements(GL_TRIANGLES, m_dotObj->indexCount(), GL_UNSIGNED_SHORT, (void *)0); - // Free buffers - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - glBindBuffer(GL_ARRAY_BUFFER, 0); + // Free buffers + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); - glDisableVertexAttribArray(m_selectionShader->posAtt()); + glDisableVertexAttribArray(m_selectionShader->posAtt()); + } } glEnable(GL_DITHER); @@ -470,15 +491,25 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) } // Bind dot shader - m_dotShader->bind(); + ShaderHelper *dotShader = 0; - // Set unchanging shader bindings - m_dotShader->setUniformValue(m_dotShader->lightP(), lightPos); - m_dotShader->setUniformValue(m_dotShader->view(), viewMatrix); - m_dotShader->setUniformValue(m_dotShader->ambientS(), m_cachedTheme.m_ambientStrength); + if (!m_drawingPoints) { + // Set default shader + dotShader = m_dotShader; + dotShader->bind(); - // Enable texture - glEnable(GL_TEXTURE_2D); + // Set unchanging shader bindings + dotShader->setUniformValue(dotShader->lightP(), lightPos); + dotShader->setUniformValue(dotShader->view(), viewMatrix); + dotShader->setUniformValue(dotShader->ambientS(), m_cachedTheme.m_ambientStrength); + + // Enable texture + glEnable(GL_TEXTURE_2D); + } else { + // We can use selection shader for points + dotShader = m_selectionShader; + dotShader->bind(); + } // Draw dots bool dotSelectionFound = false; @@ -496,15 +527,16 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) QMatrix4x4 itModelMatrix; modelMatrix.translate(item.translation()); - modelMatrix.scale(modelScaler); - //modelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler, - // heightMultiplier * item.size() + heightScaler, - // depthMultiplier * item.size() + depthScaler)); - itModelMatrix.scale(modelScaler); - //itModelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler, - // heightMultiplier * item.size() + heightScaler, - // depthMultiplier * item.size() + depthScaler)); - + if (!m_drawingPoints) { + modelMatrix.scale(modelScaler); + itModelMatrix.scale(modelScaler); + //modelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler, + // heightMultiplier * item.size() + heightScaler, + // depthMultiplier * item.size() + depthScaler)); + //itModelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler, + // heightMultiplier * item.size() + heightScaler, + // depthMultiplier * item.size() + depthScaler)); + } #ifdef SHOW_DEPTH_TEXTURE_SCENE MVPMatrix = depthProjectionViewMatrix * modelMatrix; #else @@ -529,36 +561,54 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) dotSelectionFound = true; } - // Set shader bindings - m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix); - m_dotShader->setUniformValue(m_dotShader->nModel(), - itModelMatrix.inverted().transposed()); - m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix); - m_dotShader->setUniformValue(m_dotShader->color(), dotColor); + if (!m_drawingPoints) { + // Set shader bindings + dotShader->setUniformValue(dotShader->model(), modelMatrix); + dotShader->setUniformValue(dotShader->nModel(), + itModelMatrix.inverted().transposed()); + } + dotShader->setUniformValue(dotShader->MVP(), MVPMatrix); + dotShader->setUniformValue(dotShader->color(), dotColor); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { - // Set shadow shader bindings - QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; - m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader); - m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix); - m_dotShader->setUniformValue(m_dotShader->lightS(), lightStrength / 10.0f); - - // Draw the object - m_drawer->drawObject(m_dotShader, m_dotObj, 0, m_depthTexture); + if (!m_drawingPoints) { + // Set shadow shader bindings + QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix; + dotShader->setUniformValue(dotShader->shadowQ(), m_shadowQualityToShader); + dotShader->setUniformValue(dotShader->depth(), depthMVPMatrix); + dotShader->setUniformValue(dotShader->lightS(), lightStrength / 10.0f); + + // Draw the object + m_drawer->drawObject(dotShader, m_dotObj, 0, m_depthTexture); + } else { + // Draw the object + m_drawer->drawPoint(dotShader); + } } else #endif { - // Set shadowless shader bindings - m_dotShader->setUniformValue(m_dotShader->lightS(), lightStrength); - // Draw the object - m_drawer->drawObject(m_dotShader, m_dotObj); + if (!m_drawingPoints) { + // Set shadowless shader bindings + dotShader->setUniformValue(dotShader->lightS(), lightStrength); + // Draw the object + m_drawer->drawObject(dotShader, m_dotObj); + } else { + // Draw the object + m_drawer->drawPoint(dotShader); + } } } // Release dot shader - m_dotShader->release(); + dotShader->release(); + + if (m_drawingPoints) { + glDisable(GL_POINT_SMOOTH); + glDisable(GL_PROGRAM_POINT_SIZE); + glEnable(GL_TEXTURE_2D); // Enable texturing for background + } // Bind background shader m_backgroundShader->bind(); @@ -1376,11 +1426,17 @@ void Scatter3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality) void Scatter3DRenderer::loadMeshFile() { - QString objectFileName = m_cachedObjFile; - if (m_dotObj) + if (m_dotObj) { delete m_dotObj; - m_dotObj = new ObjectHelper(objectFileName); - m_dotObj->load(); + m_dotObj = 0; + } + if (m_cachedObjFile.isEmpty()) { + m_drawingPoints = true; + } else { + m_drawingPoints = false; + m_dotObj = new ObjectHelper(m_cachedObjFile); + m_dotObj->load(); + } } void Scatter3DRenderer::loadBackgroundMesh() |