diff options
author | Keränen Pasi <pasi.keranen@digia.com> | 2013-12-16 16:17:07 +0200 |
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committer | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2013-12-17 12:52:03 +0200 |
commit | fba185e6c2fa5158aa60ba4468c1f1a70177f77a (patch) | |
tree | 4532ce4cc96fc52a32410f552e8557ea68d98267 /src/datavisualization/engine/scatter3drenderer.cpp | |
parent | 018379d522deca3a6f7b184fbc12f122a87aaadc (diff) |
Antialiasing and direct rendering with QML.
Task-id: QTRD-2565
Change-Id: I4099c869f157361ee6a900dfc1c29301b373ac30
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/scatter3drenderer.cpp | 53 |
1 files changed, 20 insertions, 33 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp index 237fb398..6050911c 100644 --- a/src/datavisualization/engine/scatter3drenderer.cpp +++ b/src/datavisualization/engine/scatter3drenderer.cpp @@ -140,8 +140,10 @@ void Scatter3DRenderer::initializeOpenGL() loadLabelMesh(); // Set view port - glViewport(m_mainViewPort.x(), m_mainViewPort.y(), - m_mainViewPort.width(), m_mainViewPort.height()); + glViewport(m_primarySubViewport.x(), + m_primarySubViewport.y(), + m_primarySubViewport.width(), + m_primarySubViewport.height()); // Load background mesh (we need to be initialized first) loadBackgroundMesh(); @@ -213,14 +215,6 @@ void Scatter3DRenderer::updateData() void Scatter3DRenderer::updateScene(Q3DScene *scene) { - // TODO: Move these to more suitable place e.g. controller should be controlling the viewports. - float devicePixelRatio = scene->devicePixelRatio(); - QRect logicalPrimarySubViewport = QRect(m_mainViewPort.x() / devicePixelRatio, - m_mainViewPort.y() / devicePixelRatio, - m_mainViewPort.width() / devicePixelRatio, - m_mainViewPort.height() / devicePixelRatio); - scene->setPrimarySubViewport(logicalPrimarySubViewport); - // TODO: See QTRD-2374 scene->activeCamera()->setMinYRotation(-90.0f); @@ -253,12 +247,14 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) const Q3DCamera *activeCamera = m_cachedScene->activeCamera(); // Specify viewport - glViewport(m_mainViewPort.x(), m_mainViewPort.y(), - m_mainViewPort.width(), m_mainViewPort.height()); + glViewport(m_primarySubViewport.x(), + m_primarySubViewport.y(), + m_primarySubViewport.width(), + m_primarySubViewport.height()); // Set up projection matrix QMatrix4x4 projectionMatrix; - GLfloat viewPortRatio = (GLfloat)m_mainViewPort.width() / (GLfloat)m_mainViewPort.height(); + GLfloat viewPortRatio = (GLfloat)m_primarySubViewport.width() / (GLfloat)m_primarySubViewport.height(); projectionMatrix.perspective(45.0f, viewPortRatio, 0.1f, 100.0f); // Calculate view matrix @@ -332,8 +328,8 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows. glViewport(0, 0, - m_mainViewPort.width() * m_shadowQualityMultiplier, - m_mainViewPort.height() * m_shadowQualityMultiplier); + m_primarySubViewport.width() * m_shadowQualityMultiplier, + m_primarySubViewport.height() * m_shadowQualityMultiplier); // Enable drawing to framebuffer glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer); @@ -431,8 +427,10 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) glCullFace(GL_BACK); // Revert to original viewport - glViewport(m_mainViewPort.x(), m_mainViewPort.y(), - m_mainViewPort.width(), m_mainViewPort.height()); + glViewport(m_primarySubViewport.x(), + m_primarySubViewport.y(), + m_primarySubViewport.width(), + m_primarySubViewport.height()); #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) @@ -551,7 +549,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle) // Read color under cursor QVector3D clickedColor = Utils::getSelection(m_inputPosition, - m_cachedBoundingRect.height()); + m_viewport.height()); int clickedIndex = 0; QScatter3DSeries *clickedSeries = 0; selectionColorToSeriesAndIndex(clickedColor, clickedIndex, clickedSeries); @@ -1544,17 +1542,6 @@ void Scatter3DRenderer::updateSelectedItem(int index, const QScatter3DSeries *se } } -void Scatter3DRenderer::handleResize() -{ - if (m_cachedBoundingRect.width() == 0 || m_cachedBoundingRect.height() == 0) - return; - - // Set view port - m_mainViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height()); - - Abstract3DRenderer::handleResize(); -} - void Scatter3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality) { m_cachedShadowQuality = quality; @@ -1699,10 +1686,10 @@ void Scatter3DRenderer::initSelectionBuffer() m_selectionTexture = 0; } - if (m_mainViewPort.size().isEmpty()) + if (m_primarySubViewport.size().isEmpty()) return; - m_selectionTexture = m_textureHelper->createSelectionTexture(m_mainViewPort.size(), + m_selectionTexture = m_textureHelper->createSelectionTexture(m_primarySubViewport.size(), m_selectionFrameBuffer, m_selectionDepthBuffer); } @@ -1724,11 +1711,11 @@ void Scatter3DRenderer::updateDepthBuffer() m_depthTexture = 0; } - if (m_mainViewPort.size().isEmpty()) + if (m_primarySubViewport.size().isEmpty()) return; if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) { - m_depthTexture = m_textureHelper->createDepthTextureFrameBuffer(m_mainViewPort.size(), + m_depthTexture = m_textureHelper->createDepthTextureFrameBuffer(m_primarySubViewport.size(), m_depthFrameBuffer, m_shadowQualityMultiplier); if (!m_depthTexture) |