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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2014-03-18 15:33:00 +0200
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2014-03-25 08:17:53 +0200
commit724bcb35136ed1af699fe8631b9297deb07571ad (patch)
tree165ea553da056e0620a8c09ed94874c2b1e9e05a /src/datavisualization/engine/scatter3drenderer.cpp
parentba812351a1577163a1c9794b667f2b4e3acb9373 (diff)
Actually use axis formatter in renderer.
Task-number: QTRD-2787 Change-Id: I0ced8e506928df5fba2e8df94258b53457f4412e Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp274
1 files changed, 108 insertions, 166 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index 38e48cc2..ae4b3831 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -48,7 +48,6 @@ const GLfloat aspectRatio = 2.0f; // Forced ratio of x and z to y. Dynamic will
const GLfloat labelMargin = 0.05f;
const GLfloat defaultMinSize = 0.01f;
const GLfloat defaultMaxSize = 0.1f;
-const GLfloat defaultMargin = 1.0f + defaultMaxSize; // Default margin for background
const GLfloat itemScaler = 3.0f;
const GLfloat gridLineWidth = 0.005f;
@@ -90,10 +89,13 @@ Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller)
m_areaSize(QSizeF(0.0, 0.0)),
m_dotSizeScale(1.0f),
m_hasHeightAdjustmentChanged(true),
- m_backgroundMargin(defaultMargin),
+ m_backgroundMargin(defaultMaxSize),
m_maxItemSize(0.0f),
m_clickedIndex(Scatter3DController::invalidSelectionIndex())
{
+ m_axisCacheY.setScale(2.0f);
+ m_axisCacheY.setTranslate(-1.0f);
+
initializeOpenGLFunctions();
initializeOpenGL();
}
@@ -176,10 +178,11 @@ void Scatter3DRenderer::updateSeries(const QList<QAbstract3DSeries *> &seriesLis
if (m_cachedItemSize.at(series) != itemSize)
m_cachedItemSize[series] = itemSize;
}
- m_backgroundMargin = defaultMargin;
m_maxItemSize = maxItemSize;
if (maxItemSize > defaultMaxSize)
- m_backgroundMargin += maxItemSize / itemScaler;
+ m_backgroundMargin = maxItemSize / itemScaler;
+ else
+ m_backgroundMargin = defaultMaxSize;
}
void Scatter3DRenderer::updateData()
@@ -255,6 +258,13 @@ void Scatter3DRenderer::render(GLuint defaultFboHandle)
// Handle GL state setup for FBO buffers and clearing of the render surface
Abstract3DRenderer::render(defaultFboHandle);
+ if (m_axisCacheX.positionsDirty())
+ m_axisCacheX.updateAllPositions();
+ if (m_axisCacheY.positionsDirty())
+ m_axisCacheY.updateAllPositions();
+ if (m_axisCacheZ.positionsDirty())
+ m_axisCacheZ.updateAllPositions();
+
// Draw dots scene
drawScene(defaultFboHandle);
}
@@ -776,17 +786,17 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
QMatrix4x4 itModelMatrix;
#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
- GLfloat xScale = (aspectRatio * m_backgroundMargin * m_areaSize.width()) / m_scaleFactor;
- GLfloat zScale = (aspectRatio * m_backgroundMargin * m_areaSize.height()) / m_scaleFactor;
+ GLfloat xScale = (aspectRatio * m_areaSize.width()) / m_scaleFactor + m_backgroundMargin;
+ GLfloat zScale = (aspectRatio * m_areaSize.height()) / m_scaleFactor + m_backgroundMargin;
if (m_maxItemSize > xScale)
xScale = m_maxItemSize;
if (m_maxItemSize > zScale)
zScale = m_maxItemSize;
- QVector3D bgScale(xScale, m_backgroundMargin, zScale);
+ QVector3D bgScale(xScale, 1.0f + m_backgroundMargin, zScale);
#else // ..and this if we want uniform scaling based on largest dimension
- QVector3D bgScale((aspectRatio * m_backgroundMargin),
- m_backgroundMargin,
- (aspectRatio * m_backgroundMargin));
+ QVector3D bgScale((aspectRatio + m_backgroundMargin),
+ 1.0f + m_backgroundMargin,
+ (aspectRatio + m_backgroundMargin));
#endif
modelMatrix.scale(bgScale);
// If we're viewing from below, background object must be flipped
@@ -845,15 +855,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
glDisable(GL_TEXTURE_2D);
// Draw grid lines
-#ifdef USE_UNIFORM_SCALING
- AxisRenderCache *axisCacheMax;
- if (m_axisCacheZ.max() > m_axisCacheX.max())
- axisCacheMax = &m_axisCacheZ;
- else
- axisCacheMax = &m_axisCacheX;
-#endif
-
- if (m_cachedTheme->isGridEnabled() && m_heightNormalizer) {
+ if (m_cachedTheme->isGridEnabled()) {
#if !(defined QT_OPENGL_ES_2)
ShaderHelper *lineShader = m_backgroundShader;
#else
@@ -897,39 +899,31 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
else
lineXRotation = QQuaternion::fromAxisAndAngle(1.0f, 0.0f, 0.0f, -90.0f);
- GLfloat yFloorLinePosition = -m_backgroundMargin + gridLineOffset;
+ GLfloat yFloorLinePosition = -1.0f - m_backgroundMargin + gridLineOffset;
if (m_yFlipped)
yFloorLinePosition = -yFloorLinePosition;
// Rows (= Z)
if (m_axisCacheZ.segmentCount() > 0) {
// Floor lines
-#ifndef USE_UNIFORM_SCALING
- GLfloat lineStep = aspectRatio * m_axisCacheZ.subSegmentStep();
- GLfloat linePos = -aspectRatio * (m_axisCacheZ.min() - m_translationOffset.z()); // Start line
- int lastSegment = m_axisCacheZ.subSegmentCount() * m_axisCacheZ.segmentCount();
-#else
- GLfloat lineStep = aspectRatio * axisCacheMax->subSegmentStep();
- GLfloat linePos = -aspectRatio * m_scaleFactor; // Start line
- int lastSegment = axisCacheMax->subSegmentCount() * axisCacheMax->segmentCount();
-#endif
+ int gridLineCount = m_axisCacheZ.gridLineCount();
#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
- GLfloat xScale = (aspectRatio * m_backgroundMargin * m_areaSize.width()) / m_scaleFactor;
+ GLfloat xScale = (aspectRatio * m_areaSize.width()) / m_scaleFactor + m_backgroundMargin;
if (m_maxItemSize > xScale)
xScale = m_maxItemSize;
QVector3D gridLineScaler(xScale, gridLineWidth, gridLineWidth);
#else // ..and this if we want uniform scaling based on largest dimension
- QVector3D gridLineScaler((aspectRatio * m_backgroundMargin),
+ QVector3D gridLineScaler((aspectRatio + m_backgroundMargin),
gridLineWidth, gridLineWidth);
#endif
- for (int segment = 0; segment <= lastSegment; segment++) {
+ for (int line = 0; line < gridLineCount; line++) {
QMatrix4x4 modelMatrix;
QMatrix4x4 MVPMatrix;
QMatrix4x4 itModelMatrix;
- modelMatrix.translate(0.0f, yFloorLinePosition, linePos / m_scaleFactor);
+ modelMatrix.translate(0.0f, yFloorLinePosition, m_axisCacheZ.gridLinePosition(line));
modelMatrix.scale(gridLineScaler);
itModelMatrix.scale(gridLineScaler);
@@ -959,30 +953,27 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
#else
m_drawer->drawLine(lineShader);
#endif
- linePos -= lineStep;
}
// Side wall lines
- gridLineScaler = QVector3D(gridLineWidth, m_backgroundMargin, gridLineWidth);
+ gridLineScaler = QVector3D(gridLineWidth, 1.0f + m_backgroundMargin, gridLineWidth);
#ifndef USE_UNIFORM_SCALING
- GLfloat lineXTrans = (aspectRatio * m_backgroundMargin * m_areaSize.width())
- / m_scaleFactor - gridLineOffset;
+ GLfloat lineXTrans = (aspectRatio * m_areaSize.width())
+ / m_scaleFactor - gridLineOffset + m_backgroundMargin;
if (m_maxItemSize > lineXTrans)
lineXTrans = m_maxItemSize - gridLineOffset;
- linePos = -aspectRatio * (m_axisCacheZ.min() - m_translationOffset.z()); // Start line
#else
- GLfloat lineXTrans = aspectRatio * m_backgroundMargin - gridLineOffset;
- linePos = -aspectRatio * m_scaleFactor; // Start line
+ GLfloat lineXTrans = aspectRatio + m_backgroundMargin - gridLineOffset;
#endif
if (!m_xFlipped)
lineXTrans = -lineXTrans;
- for (int segment = 0; segment <= lastSegment; segment++) {
+ for (int line = 0; line < gridLineCount; line++) {
QMatrix4x4 modelMatrix;
QMatrix4x4 MVPMatrix;
QMatrix4x4 itModelMatrix;
- modelMatrix.translate(lineXTrans, 0.0f, linePos / m_scaleFactor);
+ modelMatrix.translate(lineXTrans, 0.0f, m_axisCacheZ.gridLinePosition(line));
modelMatrix.scale(gridLineScaler);
itModelMatrix.scale(gridLineScaler);
@@ -1017,7 +1008,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
#else
m_drawer->drawLine(lineShader);
#endif
- linePos -= lineStep;
}
}
@@ -1027,28 +1017,24 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
lineXRotation = QQuaternion::fromAxisAndAngle(0.0f, 1.0f, 0.0f, 90.0f);
#endif
// Floor lines
+ int gridLineCount = m_axisCacheX.gridLineCount();
+
#ifndef USE_UNIFORM_SCALING
- GLfloat lineStep = aspectRatio * m_axisCacheX.subSegmentStep();
- GLfloat linePos = aspectRatio * (m_axisCacheX.min() - m_translationOffset.x());
- int lastSegment = m_axisCacheX.subSegmentCount() * m_axisCacheX.segmentCount();
- GLfloat zScale = (aspectRatio * m_backgroundMargin * m_areaSize.height()) / m_scaleFactor;
+ GLfloat zScale = (aspectRatio * m_areaSize.height()) / m_scaleFactor + m_backgroundMargin;
if (m_maxItemSize > zScale)
zScale = m_maxItemSize;
QVector3D gridLineScaler(gridLineWidth, gridLineWidth, zScale);
#else
- GLfloat lineStep = aspectRatio * axisCacheMax->subSegmentStep();
- GLfloat linePos = -aspectRatio * m_scaleFactor;
- int lastSegment = axisCacheMax->subSegmentCount() * axisCacheMax->segmentCount();
QVector3D gridLineScaler(gridLineWidth, gridLineWidth,
- aspectRatio * m_backgroundMargin);
+ aspectRatio + m_backgroundMargin);
#endif
- for (int segment = 0; segment <= lastSegment; segment++) {
+ for (int line = 0; line < gridLineCount; line++) {
QMatrix4x4 modelMatrix;
QMatrix4x4 MVPMatrix;
QMatrix4x4 itModelMatrix;
- modelMatrix.translate(linePos / m_scaleFactor, yFloorLinePosition, 0.0f);
+ modelMatrix.translate(m_axisCacheX.gridLinePosition(line), yFloorLinePosition, 0.0f);
modelMatrix.scale(gridLineScaler);
itModelMatrix.scale(gridLineScaler);
@@ -1078,31 +1064,28 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
#else
m_drawer->drawLine(lineShader);
#endif
- linePos += lineStep;
}
// Back wall lines
#ifndef USE_UNIFORM_SCALING
- GLfloat lineZTrans = (aspectRatio * m_backgroundMargin * m_areaSize.height())
- / m_scaleFactor - gridLineOffset;
+ GLfloat lineZTrans = (aspectRatio * m_areaSize.height())
+ / m_scaleFactor - gridLineOffset + m_backgroundMargin;
if (m_maxItemSize > lineZTrans)
lineZTrans = m_maxItemSize - gridLineOffset;
- linePos = aspectRatio * (m_axisCacheX.min() - m_translationOffset.x());
#else
- GLfloat lineZTrans = aspectRatio * m_backgroundMargin - gridLineOffset;
- linePos = -aspectRatio * m_scaleFactor;
+ GLfloat lineZTrans = aspectRatio + m_backgroundMargin - gridLineOffset;
#endif
if (!m_zFlipped)
lineZTrans = -lineZTrans;
- gridLineScaler = QVector3D(gridLineWidth, m_backgroundMargin, gridLineWidth);
+ gridLineScaler = QVector3D(gridLineWidth, 1.0f + m_backgroundMargin, gridLineWidth);
- for (int segment = 0; segment <= lastSegment; segment++) {
+ for (int line = 0; line < gridLineCount; line++) {
QMatrix4x4 modelMatrix;
QMatrix4x4 MVPMatrix;
QMatrix4x4 itModelMatrix;
- modelMatrix.translate(linePos / m_scaleFactor, 0.0f, lineZTrans);
+ modelMatrix.translate(m_axisCacheX.gridLinePosition(line), 0.0f, lineZTrans);
modelMatrix.scale(gridLineScaler);
itModelMatrix.scale(gridLineScaler);
@@ -1139,40 +1122,37 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
#else
m_drawer->drawLine(lineShader);
#endif
- linePos += lineStep;
}
}
// Horizontal wall lines
if (m_axisCacheY.segmentCount() > 0) {
// Back wall
- GLfloat lineStep = m_axisCacheY.subSegmentStep();
- GLfloat linePos = m_axisCacheY.min() - m_translationOffset.y();
- int lastSegment = m_axisCacheY.subSegmentCount() * m_axisCacheY.segmentCount();
+ int gridLineCount = m_axisCacheY.gridLineCount();
#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
- GLfloat lineZTrans = (aspectRatio * m_backgroundMargin * m_areaSize.height())
- / m_scaleFactor - gridLineOffset;
+ GLfloat lineZTrans = (aspectRatio * m_areaSize.height())
+ / m_scaleFactor - gridLineOffset + m_backgroundMargin;
if (m_maxItemSize > lineZTrans)
lineZTrans = m_maxItemSize - gridLineOffset;
- GLfloat xScale = (aspectRatio * m_backgroundMargin * m_areaSize.width()) / m_scaleFactor;
+ GLfloat xScale = (aspectRatio * m_areaSize.width()) / m_scaleFactor + m_backgroundMargin;
if (m_maxItemSize > xScale)
xScale = m_maxItemSize;
QVector3D gridLineScaler(xScale, gridLineWidth, gridLineWidth);
#else // ..and this if we want uniform scaling based on largest dimension
- GLfloat lineZTrans = aspectRatio * m_backgroundMargin - gridLineOffset;
- QVector3D gridLineScaler((aspectRatio * m_backgroundMargin),
+ GLfloat lineZTrans = aspectRatio + m_backgroundMargin - gridLineOffset;
+ QVector3D gridLineScaler((aspectRatio + m_backgroundMargin),
gridLineWidth, gridLineWidth);
#endif
if (!m_zFlipped)
lineZTrans = -lineZTrans;
- for (int segment = 0; segment <= lastSegment; segment++) {
+ for (int line = 0; line < gridLineCount; line++) {
QMatrix4x4 modelMatrix;
QMatrix4x4 MVPMatrix;
QMatrix4x4 itModelMatrix;
- modelMatrix.translate(0.0f, linePos / m_heightNormalizer, lineZTrans);
+ modelMatrix.translate(0.0f, m_axisCacheY.gridLinePosition(line), lineZTrans);
modelMatrix.scale(gridLineScaler);
itModelMatrix.scale(gridLineScaler);
@@ -1204,36 +1184,33 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
#else
m_drawer->drawLine(lineShader);
#endif
- linePos += lineStep;
}
// Side wall
- linePos = m_axisCacheY.min() - m_translationOffset.y();
- lastSegment = m_axisCacheY.subSegmentCount() * m_axisCacheY.segmentCount();
#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
- GLfloat lineXTrans = (aspectRatio * m_backgroundMargin * m_areaSize.width())
- / m_scaleFactor - gridLineOffset;
+ GLfloat lineXTrans = (aspectRatio * m_areaSize.width())
+ / m_scaleFactor - gridLineOffset + m_backgroundMargin;
if (m_maxItemSize > lineXTrans)
lineXTrans = m_maxItemSize - gridLineOffset;
- GLfloat zScale = (aspectRatio * m_backgroundMargin * m_areaSize.height())
- / m_scaleFactor;
+ GLfloat zScale = (aspectRatio * m_areaSize.height())
+ / m_scaleFactor + m_backgroundMargin;
if (m_maxItemSize > zScale)
zScale = m_maxItemSize;
gridLineScaler = QVector3D(gridLineWidth, gridLineWidth, zScale);
#else // ..and this if we want uniform scaling based on largest dimension
- GLfloat lineXTrans = aspectRatio * m_backgroundMargin - gridLineOffset;
+ GLfloat lineXTrans = aspectRatio + m_backgroundMargin - gridLineOffset;
gridLineScaler = QVector3D(gridLineWidth, gridLineWidth,
- aspectRatio * m_backgroundMargin);
+ aspectRatio + m_backgroundMargin);
#endif
if (!m_xFlipped)
lineXTrans = -lineXTrans;
- for (int segment = 0; segment <= lastSegment; segment++) {
+ for (int line = 0; line < gridLineCount; line++) {
QMatrix4x4 modelMatrix;
QMatrix4x4 MVPMatrix;
QMatrix4x4 itModelMatrix;
- modelMatrix.translate(lineXTrans, linePos / m_heightNormalizer, 0.0f);
+ modelMatrix.translate(lineXTrans, m_axisCacheY.gridLinePosition(line), 0.0f);
modelMatrix.scale(gridLineScaler);
itModelMatrix.scale(gridLineScaler);
@@ -1263,13 +1240,11 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
#else
m_drawer->drawLine(lineShader);
#endif
- linePos += lineStep;
}
}
}
// Draw axis labels
- // Bind label shader
m_labelShader->bind();
glEnable(GL_TEXTURE_2D);
@@ -1279,22 +1254,17 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
// Z Labels
if (m_axisCacheZ.segmentCount() > 0) {
+ int labelCount = m_axisCacheZ.labelItems().size();
#ifndef USE_UNIFORM_SCALING
- GLfloat posStep = aspectRatio * m_axisCacheZ.segmentStep();
- GLfloat labelPos = -aspectRatio * (m_axisCacheZ.min() - m_translationOffset.z());
- int lastSegment = m_axisCacheZ.segmentCount();
- GLfloat labelXTrans = (aspectRatio * m_backgroundMargin * m_areaSize.width())
- / m_scaleFactor + labelMargin;
+ GLfloat labelXTrans = (aspectRatio * m_areaSize.width())
+ / m_scaleFactor + labelMargin + m_backgroundMargin;
if (m_maxItemSize > labelXTrans)
labelXTrans = m_maxItemSize + labelMargin;
#else
- GLfloat posStep = aspectRatio * axisCacheMax->segmentStep();
- GLfloat labelPos = aspectRatio * m_scaleFactor;
- int lastSegment = axisCacheMax->segmentCount();
- GLfloat labelXTrans = aspectRatio * m_backgroundMargin + labelMargin;
+ GLfloat labelXTrans = aspectRatio + m_backgroundMargin + labelMargin;
#endif
int labelNbr = 0;
- GLfloat labelYTrans = -m_backgroundMargin;
+ GLfloat labelYTrans = -1.0f - m_backgroundMargin;
GLfloat rotLabelX = -90.0f;
GLfloat rotLabelY = 0.0f;
GLfloat rotLabelZ = 0.0f;
@@ -1312,23 +1282,15 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
}
QVector3D labelRotateVector(rotLabelX, rotLabelY, rotLabelZ);
QVector3D labelTrans = QVector3D(labelXTrans, labelYTrans, 0.0f);
- for (int segment = 0; segment <= lastSegment; segment++) {
-#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ for (int label = 0; label < labelCount; label++) {
if (m_axisCacheZ.labelItems().size() > labelNbr) {
-#else // ..and this if we want uniform scaling based on largest dimension
- if (axisCacheMax->labelItems().size() > labelNbr) {
-#endif
- labelTrans.setZ(labelPos / m_scaleFactor);
+ labelTrans.setZ(m_axisCacheZ.labelPosition(label));
- glPolygonOffset(GLfloat(segment) / -10.0f, 1.0f);
+ glPolygonOffset(GLfloat(label) / -10.0f, 1.0f);
// Draw the label here
m_dummyRenderItem.setTranslation(labelTrans);
-#ifndef USE_UNIFORM_SCALING
const LabelItem &axisLabelItem = *m_axisCacheZ.labelItems().at(labelNbr);
-#else
- const LabelItem &axisLabelItem = *axisCacheMax->labelItems().at(labelNbr);
-#endif
m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
zeroVector, labelRotateVector, 0, m_cachedSelectionMode,
@@ -1336,27 +1298,21 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
Drawer::LabelMid, alignment);
}
labelNbr++;
- labelPos -= posStep;
}
}
// X Labels
if (m_axisCacheX.segmentCount() > 0) {
+ int labelCount = m_axisCacheX.labelItems().size();
#ifndef USE_UNIFORM_SCALING
- GLfloat posStep = aspectRatio * m_axisCacheX.segmentStep();
- GLfloat labelPos = aspectRatio * (m_axisCacheX.min() - m_translationOffset.x());
- int lastSegment = m_axisCacheX.segmentCount();
- GLfloat labelZTrans = (aspectRatio * m_backgroundMargin * m_areaSize.height())
- / m_scaleFactor + labelMargin;
+ GLfloat labelZTrans = (aspectRatio * m_areaSize.height())
+ / m_scaleFactor + labelMargin + m_backgroundMargin;
if (m_maxItemSize > labelZTrans)
labelZTrans = m_maxItemSize + labelMargin;
#else
- GLfloat posStep = aspectRatio * axisCacheMax->segmentStep();
- GLfloat labelPos = -aspectRatio * m_scaleFactor;
- int lastSegment = axisCacheMax->segmentCount();
- GLfloat labelZTrans = aspectRatio * m_backgroundMargin + labelMargin;
+ GLfloat labelZTrans = aspectRatio + m_backgroundMargin + labelMargin;
#endif
int labelNbr = 0;
- GLfloat labelYTrans = -m_backgroundMargin;
+ GLfloat labelYTrans = -1.0f - m_backgroundMargin;
GLfloat rotLabelX = -90.0f;
GLfloat rotLabelY = 90.0f;
GLfloat rotLabelZ = 0.0f;
@@ -1374,23 +1330,15 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
}
QVector3D labelRotateVector(rotLabelX, rotLabelY, rotLabelZ);
QVector3D labelTrans = QVector3D(0.0f, labelYTrans, labelZTrans);
- for (int segment = 0; segment <= lastSegment; segment++) {
-#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ for (int label = 0; label < labelCount; label++) {
if (m_axisCacheX.labelItems().size() > labelNbr) {
-#else // ..and this if we want uniform scaling based on largest dimension
- if (axisCacheMax->labelItems().size() > labelNbr) {
-#endif
- labelTrans.setX(labelPos / m_scaleFactor);
+ labelTrans.setX(m_axisCacheX.labelPosition(label));
- glPolygonOffset(GLfloat(segment) / -10.0f, 1.0f);
+ glPolygonOffset(GLfloat(label) / -10.0f, 1.0f);
// Draw the label here
m_dummyRenderItem.setTranslation(labelTrans);
-#ifndef USE_UNIFORM_SCALING
const LabelItem &axisLabelItem = *m_axisCacheX.labelItems().at(labelNbr);
-#else
- const LabelItem &axisLabelItem = *axisCacheMax->labelItems().at(labelNbr);
-#endif
m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
zeroVector, labelRotateVector, 0, m_cachedSelectionMode,
@@ -1398,25 +1346,23 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
Drawer::LabelMid, alignment);
}
labelNbr++;
- labelPos += posStep;
}
}
// Y Labels
if (m_axisCacheY.segmentCount() > 0) {
- GLfloat posStep = m_axisCacheY.segmentStep();
- GLfloat labelPos = m_axisCacheY.min() - m_translationOffset.y();
+ int labelCount = m_axisCacheY.labelItems().size();
int labelNbr = 0;
#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
- GLfloat labelXTrans = (aspectRatio * m_backgroundMargin * m_areaSize.width())
- / m_scaleFactor;
- GLfloat labelZTrans = (aspectRatio * m_backgroundMargin * m_areaSize.height())
- / m_scaleFactor;
+ GLfloat labelXTrans = (aspectRatio* m_areaSize.width())
+ / m_scaleFactor + m_backgroundMargin;
+ GLfloat labelZTrans = (aspectRatio * m_areaSize.height())
+ / m_scaleFactor + m_backgroundMargin;
if (m_maxItemSize > labelXTrans)
labelXTrans = m_maxItemSize;
if (m_maxItemSize > labelZTrans)
labelZTrans = m_maxItemSize;
#else // ..and this if we want uniform scaling based on largest dimension
- GLfloat labelXTrans = aspectRatio * m_backgroundMargin;
+ GLfloat labelXTrans = aspectRatio + m_backgroundMargin;
GLfloat labelZTrans = labelXTrans;
#endif
// Back wall init
@@ -1453,12 +1399,12 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
QVector3D labelRotateVectorSide(rotLabelX, rotLabelY, rotLabelZ);
QVector3D labelTransSide(-labelXTrans - labelMarginXTrans, 0.0f, -labelZTrans);
- for (int segment = 0; segment <= m_axisCacheY.segmentCount(); segment++) {
+ for (int label = 0; label < labelCount; label++) {
if (m_axisCacheY.labelItems().size() > labelNbr) {
const LabelItem &axisLabelItem = *m_axisCacheY.labelItems().at(labelNbr);
- const GLfloat labelYTrans = labelPos / m_heightNormalizer;
+ const GLfloat labelYTrans = m_axisCacheY.labelPosition(label);
- glPolygonOffset(GLfloat(segment) / -10.0f, 1.0f);
+ glPolygonOffset(GLfloat(label) / -10.0f, 1.0f);
// Back wall
labelTransBack.setY(labelYTrans);
@@ -1477,7 +1423,6 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
Drawer::LabelMid, alignmentSide);
}
labelNbr++;
- labelPos += posStep;
}
}
glDisable(GL_POLYGON_OFFSET_FILL);
@@ -1509,30 +1454,22 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
labelText.replace(zTitleTag, m_axisCacheZ.title());
if (labelText.contains(xLabelTag)) {
- QString labelFormat = m_axisCacheX.labelFormat();
- if (labelFormat.isEmpty())
- labelFormat = Utils::defaultLabelFormat();
- QString valueLabelText = generateValueLabel(labelFormat,
- selectedItem->position().x());
+ QString valueLabelText = m_axisCacheX.formatter()->stringForValue(
+ selectedItem->position().x(), m_axisCacheX.labelFormat());
labelText.replace(xLabelTag, valueLabelText);
}
if (labelText.contains(yLabelTag)) {
- QString labelFormat = m_axisCacheY.labelFormat();
- if (labelFormat.isEmpty())
- labelFormat = Utils::defaultLabelFormat();
- QString valueLabelText = generateValueLabel(labelFormat,
- selectedItem->position().y());
+ QString valueLabelText = m_axisCacheY.formatter()->stringForValue(
+ selectedItem->position().y(), m_axisCacheY.labelFormat());
labelText.replace(yLabelTag, valueLabelText);
}
if (labelText.contains(zLabelTag)) {
- QString labelFormat = m_axisCacheZ.labelFormat();
- if (labelFormat.isEmpty())
- labelFormat = Utils::defaultLabelFormat();
- QString valueLabelText = generateValueLabel(labelFormat,
- selectedItem->position().z());
+ QString valueLabelText = m_axisCacheZ.formatter()->stringForValue(
+ selectedItem->position().z(), m_axisCacheZ.labelFormat());
labelText.replace(zLabelTag, valueLabelText);
}
- labelText.replace(seriesNameTag, m_visibleSeriesList[m_selectedItemSeriesIndex].name());
+ labelText.replace(seriesNameTag,
+ m_visibleSeriesList[m_selectedItemSeriesIndex].name());
setSelectionLabel(labelText);
m_selectionLabelDirty = false;
@@ -1671,11 +1608,10 @@ void Scatter3DRenderer::fixMeshFileName(QString &fileName, QAbstract3DSeries::Me
void Scatter3DRenderer::calculateTranslation(ScatterRenderItem &item)
{
// We need to normalize translations
- GLfloat xTrans = (aspectRatio * (item.position().x() - m_translationOffset.x()))
- / m_scaleFactor;
- GLfloat zTrans = -(aspectRatio * (item.position().z() - m_translationOffset.z()))
- / m_scaleFactor;
- GLfloat yTrans = (item.position().y() - m_translationOffset.y()) / m_heightNormalizer;
+ const QVector3D &pos = item.position();
+ float xTrans = m_axisCacheX.positionAt(pos.x());
+ float yTrans = m_axisCacheY.positionAt(pos.y());
+ float zTrans = m_axisCacheZ.positionAt(pos.z());
item.setTranslation(QVector3D(xTrans, yTrans, zTrans));
}
@@ -1686,10 +1622,16 @@ void Scatter3DRenderer::calculateSceneScalingFactors()
m_areaSize.setWidth((m_axisCacheX.max() - m_axisCacheX.min()) / 2.0f);
m_scaleFactor = qMax(m_areaSize.width(), m_areaSize.height());
- // Calculate translation offsets
- m_translationOffset = QVector3D((m_axisCacheX.max() + m_axisCacheX.min()) / 2.0f,
- (m_axisCacheY.max() + m_axisCacheY.min()) / 2.0f,
- (m_axisCacheZ.max() + m_axisCacheZ.min()) / 2.0f);
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ float factorScaler = 2.0f * aspectRatio / m_scaleFactor;
+ m_axisCacheX.setScale(factorScaler * m_areaSize.width());
+ m_axisCacheZ.setScale(-factorScaler * m_areaSize.height());
+#else // ..and this if we want uniform scaling based on largest dimension
+ m_axisCacheX.setScale(2.0f * aspectRatio);
+ m_axisCacheZ.setScale(-m_axisCacheX.scale());
+#endif
+ m_axisCacheX.setTranslate(-m_axisCacheX.scale() / 2.0f);
+ m_axisCacheZ.setTranslate(-m_axisCacheZ.scale() / 2.0f);
}
void Scatter3DRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader)