summaryrefslogtreecommitdiffstats
path: root/src/datavisualization/engine/surface3drenderer.cpp
diff options
context:
space:
mode:
authorMiikka Heikkinen <miikka.heikkinen@digia.com>2014-06-19 09:54:03 +0300
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2014-06-26 10:43:30 +0300
commitec195a34594dea6145af5e8f2fedc2f9401d0f14 (patch)
tree407a1553a16461bd495c25a0b75af5289bd44210 /src/datavisualization/engine/surface3drenderer.cpp
parent03baf7bc0b3bf07625e1111fe50c5262047ee302 (diff)
Polar graph support, phase one
- Polar property for toggling the polar mode - Example added. Example docs will be added in another patch once all of the functionality the example needs has been implemented. - Only surface graph supports polar so far. Scatter to be added later. Change-Id: I54d36f764ac1771ac88f73a5f3a2142f2309f6e8 Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavisualization/engine/surface3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp403
1 files changed, 240 insertions, 163 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 60e57529..60e501f1 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -33,7 +33,6 @@ QT_BEGIN_NAMESPACE_DATAVISUALIZATION
// Margin for background (1.10 make it 10% larger to avoid
// selection ball being drawn inside background)
const GLfloat backgroundMargin = 1.1f;
-const GLfloat gridLineWidth = 0.005f;
const GLfloat sliceZScale = 0.1f;
const GLfloat sliceUnits = 2.5f;
const uint greenMultiplier = 256;
@@ -53,12 +52,10 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
m_selectionShader(0),
m_labelShader(0),
m_heightNormalizer(0.0f),
- m_scaleFactor(0.0f),
m_scaleX(0.0f),
m_scaleZ(0.0f),
m_scaleXWithBackground(0.0f),
m_scaleZWithBackground(0.0f),
- m_depthTexture(0),
m_depthModelTexture(0),
m_depthFrameBuffer(0),
m_selectionFrameBuffer(0),
@@ -301,10 +298,13 @@ void Surface3DRenderer::updateRows(const QVector<Surface3DController::ChangeRow>
srcArray->at(row)->at(j + sampleSpace.x());
}
- if (cache->isFlatShadingEnabled())
- cache->surfaceObject()->updateCoarseRow(dstArray, row - sampleSpace.y());
- else
- cache->surfaceObject()->updateSmoothRow(dstArray, row - sampleSpace.y());
+ if (cache->isFlatShadingEnabled()) {
+ cache->surfaceObject()->updateCoarseRow(dstArray, row - sampleSpace.y(),
+ m_polarGraph);
+ } else {
+ cache->surfaceObject()->updateSmoothRow(dstArray, row - sampleSpace.y(),
+ m_polarGraph);
+ }
}
if (updateBuffers)
cache->surfaceObject()->uploadBuffers();
@@ -343,9 +343,9 @@ void Surface3DRenderer::updateItems(const QVector<Surface3DController::ChangeIte
(*(dstArray.at(y)))[x] = srcArray->at(point.x())->at(point.y());
if (cache->isFlatShadingEnabled())
- cache->surfaceObject()->updateCoarseItem(dstArray, y, x);
+ cache->surfaceObject()->updateCoarseItem(dstArray, y, x, m_polarGraph);
else
- cache->surfaceObject()->updateSmoothItem(dstArray, y, x);
+ cache->surfaceObject()->updateSmoothItem(dstArray, y, x, m_polarGraph);
}
if (updateBuffers)
cache->surfaceObject()->uploadBuffers();
@@ -538,10 +538,12 @@ void Surface3DRenderer::updateSliceObject(SurfaceSeriesRenderCache *cache, const
QRect sliceRect(0, 0, sliceRow->size(), 2);
if (sliceRow->size() > 0) {
- if (cache->isFlatShadingEnabled())
- cache->sliceSurfaceObject()->setUpData(sliceDataArray, sliceRect, true, flipZX);
- else
- cache->sliceSurfaceObject()->setUpSmoothData(sliceDataArray, sliceRect, true, flipZX);
+ if (cache->isFlatShadingEnabled()) {
+ cache->sliceSurfaceObject()->setUpData(sliceDataArray, sliceRect, true, false, flipZX);
+ } else {
+ cache->sliceSurfaceObject()->setUpSmoothData(sliceDataArray, sliceRect, true, false,
+ flipZX);
+ }
}
}
@@ -902,8 +904,8 @@ void Surface3DRenderer::drawSlicedScene()
modelMatrix.scale(gridLineScaleY);
itModelMatrix.scale(gridLineScaleY);
#if (defined QT_OPENGL_ES_2)
- modelMatrix.rotate(90.0f, 0.0f, 0.0f, 1.0f);
- itModelMatrix.rotate(90.0f, 0.0f, 0.0f, 1.0f);
+ modelMatrix.rotate(m_zRightAngleRotation);
+ itModelMatrix.rotate(m_zRightAngleRotation);
#endif
MVPMatrix = projectionViewMatrix * modelMatrix;
@@ -1365,7 +1367,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
// If we're viewing from below, background object must be flipped
if (m_yFlipped) {
- modelMatrix.rotate(180.0f, 1.0f, 0.0f, 0.0f);
+ modelMatrix.rotate(m_xFlipRotation);
modelMatrix.rotate(270.0f - backgroundRotation, 0.0f, 1.0f, 0.0f);
} else {
modelMatrix.rotate(backgroundRotation, 0.0f, 1.0f, 0.0f);
@@ -1461,205 +1463,213 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
QQuaternion lineXRotation;
if (m_xFlipped)
- lineYRotation = QQuaternion::fromAxisAndAngle(0.0f, 1.0f, 0.0f, -90.0f);
+ lineYRotation = m_yRightAngleRotationNeg;
else
- lineYRotation = QQuaternion::fromAxisAndAngle(0.0f, 1.0f, 0.0f, 90.0f);
+ lineYRotation = m_yRightAngleRotation;
if (m_yFlipped)
- lineXRotation = QQuaternion::fromAxisAndAngle(1.0f, 0.0f, 0.0f, 90.0f);
+ lineXRotation = m_xRightAngleRotation;
else
- lineXRotation = QQuaternion::fromAxisAndAngle(1.0f, 0.0f, 0.0f, -90.0f);
+ lineXRotation = m_xRightAngleRotationNeg;
- GLfloat yFloorLinePosition = -backgroundMargin + gridLineOffset;
+ float yFloorLinePosition = -backgroundMargin + gridLineOffset;
if (m_yFlipped)
yFloorLinePosition = -yFloorLinePosition;
// Rows (= Z)
if (m_axisCacheZ.segmentCount() > 0) {
- // Floor lines
int gridLineCount = m_axisCacheZ.gridLineCount();
+ // Floor lines
+ if (m_polarGraph) {
+ drawRadialGrid(lineShader, yFloorLinePosition, projectionViewMatrix,
+ depthProjectionViewMatrix);
+ } else {
+ for (int line = 0; line < gridLineCount; line++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 itModelMatrix;
- for (int line = 0; line < gridLineCount; line++) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- modelMatrix.translate(0.0f, yFloorLinePosition,
- m_axisCacheZ.gridLinePosition(line));
+ modelMatrix.translate(0.0f, yFloorLinePosition,
+ m_axisCacheZ.gridLinePosition(line));
- modelMatrix.scale(gridLineScaleX);
- itModelMatrix.scale(gridLineScaleX);
+ modelMatrix.scale(gridLineScaleX);
+ itModelMatrix.scale(gridLineScaleX);
- modelMatrix.rotate(lineXRotation);
- itModelMatrix.rotate(lineXRotation);
+ modelMatrix.rotate(lineXRotation);
+ itModelMatrix.rotate(lineXRotation);
- MVPMatrix = projectionViewMatrix * modelMatrix;
+ MVPMatrix = projectionViewMatrix * modelMatrix;
- // Set the rest of the shader bindings
- lineShader->setUniformValue(lineShader->model(), modelMatrix);
- lineShader->setUniformValue(lineShader->nModel(),
- itModelMatrix.inverted().transposed());
- lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
+ // Set the rest of the shader bindings
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
- // Set shadow shader bindings
- QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
- lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
- // Draw the object
- m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
- } else {
- // Draw the object
- m_drawer->drawObject(lineShader, m_gridLineObj);
- }
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
+ // Set shadow shader bindings
+ QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
+ } else {
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj);
+ }
#else
- m_drawer->drawLine(lineShader);
+ m_drawer->drawLine(lineShader);
#endif
- }
-
- // Side wall lines
- GLfloat lineXTrans = m_scaleXWithBackground - gridLineOffset;
+ }
+ // Side wall lines
+ GLfloat lineXTrans = m_scaleXWithBackground - gridLineOffset;
- if (!m_xFlipped)
- lineXTrans = -lineXTrans;
+ if (!m_xFlipped)
+ lineXTrans = -lineXTrans;
- for (int line = 0; line < gridLineCount; line++) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 itModelMatrix;
+ for (int line = 0; line < gridLineCount; line++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 itModelMatrix;
- modelMatrix.translate(lineXTrans, 0.0f, m_axisCacheZ.gridLinePosition(line));
+ modelMatrix.translate(lineXTrans, 0.0f, m_axisCacheZ.gridLinePosition(line));
- modelMatrix.scale(gridLineScaleY);
- itModelMatrix.scale(gridLineScaleY);
+ modelMatrix.scale(gridLineScaleY);
+ itModelMatrix.scale(gridLineScaleY);
#if !defined(QT_OPENGL_ES_2)
- modelMatrix.rotate(lineYRotation);
- itModelMatrix.rotate(lineYRotation);
+ modelMatrix.rotate(lineYRotation);
+ itModelMatrix.rotate(lineYRotation);
#else
- modelMatrix.rotate(90.0f, 0.0f, 0.0f, 1.0f);
- itModelMatrix.rotate(90.0f, 0.0f, 0.0f, 1.0f);
+ modelMatrix.rotate(m_zRightAngleRotation);
+ itModelMatrix.rotate(m_zRightAngleRotation);
#endif
- MVPMatrix = projectionViewMatrix * modelMatrix;
+ MVPMatrix = projectionViewMatrix * modelMatrix;
- // Set the rest of the shader bindings
- lineShader->setUniformValue(lineShader->model(), modelMatrix);
- lineShader->setUniformValue(lineShader->nModel(),
- itModelMatrix.inverted().transposed());
- lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
+ // Set the rest of the shader bindings
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
- // Set shadow shader bindings
- QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
- lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
- // Draw the object
- m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
- } else {
- // Draw the object
- m_drawer->drawObject(lineShader, m_gridLineObj);
- }
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
+ // Set shadow shader bindings
+ QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
+ } else {
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj);
+ }
#else
- m_drawer->drawLine(lineShader);
+ m_drawer->drawLine(lineShader);
#endif
+ }
}
}
// Columns (= X)
if (m_axisCacheX.segmentCount() > 0) {
#if defined(QT_OPENGL_ES_2)
- lineXRotation = QQuaternion::fromAxisAndAngle(0.0f, 1.0f, 0.0f, 90.0f);
+ lineXRotation = m_yRightAngleRotation;
#endif
// Floor lines
int gridLineCount = m_axisCacheX.gridLineCount();
- for (int line = 0; line < gridLineCount; line++) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 itModelMatrix;
+ if (m_polarGraph) {
+ drawAngularGrid(lineShader, yFloorLinePosition, projectionViewMatrix,
+ depthProjectionViewMatrix);
+ } else {
+ for (int line = 0; line < gridLineCount; line++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 itModelMatrix;
- modelMatrix.translate(m_axisCacheX.gridLinePosition(line), yFloorLinePosition,
- 0.0f);
+ modelMatrix.translate(m_axisCacheX.gridLinePosition(line), yFloorLinePosition,
+ 0.0f);
- modelMatrix.scale(gridLineScaleZ);
- itModelMatrix.scale(gridLineScaleZ);
+ modelMatrix.scale(gridLineScaleZ);
+ itModelMatrix.scale(gridLineScaleZ);
- modelMatrix.rotate(lineXRotation);
- itModelMatrix.rotate(lineXRotation);
+ modelMatrix.rotate(lineXRotation);
+ itModelMatrix.rotate(lineXRotation);
- MVPMatrix = projectionViewMatrix * modelMatrix;
+ MVPMatrix = projectionViewMatrix * modelMatrix;
- // Set the rest of the shader bindings
- lineShader->setUniformValue(lineShader->model(), modelMatrix);
- lineShader->setUniformValue(lineShader->nModel(),
- itModelMatrix.inverted().transposed());
- lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
+ // Set the rest of the shader bindings
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
- // Set shadow shader bindings
- QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
- lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
- // Draw the object
- m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
- } else {
- // Draw the object
- m_drawer->drawObject(lineShader, m_gridLineObj);
- }
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
+ // Set shadow shader bindings
+ QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
+ } else {
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj);
+ }
#else
- m_drawer->drawLine(lineShader);
+ m_drawer->drawLine(lineShader);
#endif
- }
+ }
- // Back wall lines
- GLfloat lineZTrans = m_scaleZWithBackground - gridLineOffset;
+ // Back wall lines
+ GLfloat lineZTrans = m_scaleZWithBackground - gridLineOffset;
- if (!m_zFlipped)
- lineZTrans = -lineZTrans;
+ if (!m_zFlipped)
+ lineZTrans = -lineZTrans;
- for (int line = 0; line < gridLineCount; line++) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 itModelMatrix;
+ for (int line = 0; line < gridLineCount; line++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 itModelMatrix;
- modelMatrix.translate(m_axisCacheX.gridLinePosition(line), 0.0f, lineZTrans);
+ modelMatrix.translate(m_axisCacheX.gridLinePosition(line), 0.0f, lineZTrans);
- modelMatrix.scale(gridLineScaleY);
- itModelMatrix.scale(gridLineScaleY);
+ modelMatrix.scale(gridLineScaleY);
+ itModelMatrix.scale(gridLineScaleY);
#if !defined(QT_OPENGL_ES_2)
- if (m_zFlipped) {
- modelMatrix.rotate(180.0f, 1.0f, 0.0f, 0.0f);
- itModelMatrix.rotate(180.0f, 1.0f, 0.0f, 0.0f);
- }
+ if (m_zFlipped) {
+ modelMatrix.rotate(m_xFlipRotation);
+ itModelMatrix.rotate(m_xFlipRotation);
+ }
#else
- modelMatrix.rotate(90.0f, 0.0f, 0.0f, 1.0f);
- itModelMatrix.rotate(90.0f, 0.0f, 0.0f, 1.0f);
+ modelMatrix.rotate(m_zRightAngleRotation);
+ itModelMatrix.rotate(m_zRightAngleRotation);
#endif
- MVPMatrix = projectionViewMatrix * modelMatrix;
+ MVPMatrix = projectionViewMatrix * modelMatrix;
- // Set the rest of the shader bindings
- lineShader->setUniformValue(lineShader->model(), modelMatrix);
- lineShader->setUniformValue(lineShader->nModel(),
- itModelMatrix.inverted().transposed());
- lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
+ // Set the rest of the shader bindings
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
- // Set shadow shader bindings
- QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
- lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
- // Draw the object
- m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
- } else {
- // Draw the object
- m_drawer->drawObject(lineShader, m_gridLineObj);
- }
+ if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
+ // Set shadow shader bindings
+ QMatrix4x4 depthMVPMatrix = depthProjectionViewMatrix * modelMatrix;
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
+ } else {
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj);
+ }
#else
- m_drawer->drawLine(lineShader);
+ m_drawer->drawLine(lineShader);
#endif
+ }
}
}
@@ -1684,8 +1694,8 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
itModelMatrix.scale(gridLineScaleX);
if (m_zFlipped) {
- modelMatrix.rotate(180.0f, 1.0f, 0.0f, 0.0f);
- itModelMatrix.rotate(180.0f, 1.0f, 0.0f, 0.0f);
+ modelMatrix.rotate(m_xFlipRotation);
+ itModelMatrix.rotate(m_xFlipRotation);
}
MVPMatrix = projectionViewMatrix * modelMatrix;
@@ -1833,8 +1843,15 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
QVector3D positionZComp(0.0f, 0.0f, 0.0f);
if (m_axisCacheZ.segmentCount() > 0) {
int labelCount = m_axisCacheZ.labelCount();
- GLfloat labelXTrans = m_scaleXWithBackground + labelMargin;
- GLfloat labelYTrans = -backgroundMargin;
+ float labelXTrans = 0.0f;
+ float labelYTrans = -backgroundMargin;
+ if (m_polarGraph) {
+ // TODO optional placement of radial labels - YTrans up only if over background
+ labelXTrans = m_scaleXWithBackground + labelMargin;
+ //labelYTrans += gridLineOffset + gridLineWidth;
+ } else {
+ labelXTrans = m_scaleXWithBackground + labelMargin;
+ }
Qt::AlignmentFlag alignment = (m_xFlipped == m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight;
QVector3D labelRotation;
if (m_xFlipped)
@@ -1921,10 +1938,17 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
float offsetValue = 0.0f;
for (int label = startIndex; label != endIndex; label = label + indexStep) {
glPolygonOffset(offsetValue++ / -10.0f, 1.0f);
+ const LabelItem &axisLabelItem = *m_axisCacheZ.labelItems().at(label);
// Draw the label here
- labelTrans.setZ(m_axisCacheZ.labelPosition(label));
+ if (m_polarGraph) {
+ float direction = m_zFlipped ? -1.0f : 1.0f;
+ labelTrans.setZ((m_axisCacheZ.formatter()->labelPositions().at(label)
+ * -m_graphAspectRatio
+ + m_drawer->scaledFontSize() + gridLineWidth) * direction);
+ } else {
+ labelTrans.setZ(m_axisCacheZ.labelPosition(label));
+ }
m_dummyRenderItem.setTranslation(labelTrans);
- const LabelItem &axisLabelItem = *m_axisCacheZ.labelItems().at(label);
if (drawSelection) {
QVector4D labelColor = QVector4D(label / 255.0f, 0.0f, 0.0f,
@@ -1953,8 +1977,13 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
fractionCamX = activeCamera->xRotation() * labelAngleFraction;
int labelCount = m_axisCacheX.labelCount();
- GLfloat labelZTrans = m_scaleZWithBackground + labelMargin;
+ GLfloat labelZTrans = 0.0f;
GLfloat labelYTrans = -backgroundMargin;
+ if (m_polarGraph)
+ labelYTrans += gridLineOffset + gridLineWidth;
+ else
+ labelZTrans = m_scaleZWithBackground + labelMargin;
+
Qt::AlignmentFlag alignment = (m_xFlipped != m_zFlipped) ? Qt::AlignLeft : Qt::AlignRight;
QVector3D labelRotation;
if (m_zFlipped)
@@ -2023,7 +2052,14 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
}
}
}
+
QQuaternion totalRotation = Utils::calculateRotation(labelRotation);
+ if (m_polarGraph) {
+ if (m_zFlipped != m_xFlipped)
+ totalRotation *= m_zRightAngleRotation;
+ else
+ totalRotation *= m_zRightAngleRotationNeg;
+ }
QVector3D labelTrans = QVector3D(0.0f,
labelYTrans,
@@ -2039,10 +2075,44 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
indexStep = 1;
}
float offsetValue = 0.0f;
+ bool showLastLabel = false;
+ QVector<float> &gridPositions = m_axisCacheX.formatter()->gridPositions();
+ int lastGridPosIndex = gridPositions.size() - 1;
+ if (gridPositions.size()
+ && (gridPositions.at(lastGridPosIndex) != 1.0f || gridPositions.at(0) != 0.0f)) {
+ // Avoid overlapping first and last label if they would get on same position
+ showLastLabel = true;
+ }
+
for (int label = startIndex; label != endIndex; label = label + indexStep) {
glPolygonOffset(offsetValue++ / -10.0f, 1.0f);
// Draw the label here
- labelTrans.setX(m_axisCacheX.labelPosition(label));
+ if (m_polarGraph) {
+ // Calculate angular position
+ if (label == lastGridPosIndex && !showLastLabel)
+ continue;
+ float gridPosition = m_axisCacheX.formatter()->gridPositions().at(label);
+ qreal angle = gridPosition * M_PI * 2.0;
+ labelTrans.setX((m_graphAspectRatio + labelMargin)* float(qSin(angle)));
+ labelTrans.setZ(-(m_graphAspectRatio + labelMargin) * float(qCos(angle)));
+ // Alignment depends on label angular position, as well as flips
+ Qt::AlignmentFlag vAlignment = Qt::AlignCenter;
+ Qt::AlignmentFlag hAlignment = Qt::AlignCenter;
+ const float centerMargin = 0.005f;
+ if (gridPosition < 0.25f - centerMargin || gridPosition > 0.75f + centerMargin)
+ vAlignment = m_zFlipped ? Qt::AlignTop : Qt::AlignBottom;
+ else if (gridPosition > 0.25f + centerMargin && gridPosition < 0.75f - centerMargin)
+ vAlignment = m_zFlipped ? Qt::AlignBottom : Qt::AlignTop;
+
+ if (gridPosition < 0.50f - centerMargin && gridPosition > centerMargin)
+ hAlignment = m_zFlipped ? Qt::AlignRight : Qt::AlignLeft;
+ else if (gridPosition < 1.0f - centerMargin && gridPosition > 0.5f + centerMargin)
+ hAlignment = m_zFlipped ? Qt::AlignLeft : Qt::AlignRight;
+
+ alignment = Qt::AlignmentFlag(vAlignment | hAlignment);
+ } else {
+ labelTrans.setX(m_axisCacheX.labelPosition(label));
+ }
m_dummyRenderItem.setTranslation(labelTrans);
const LabelItem &axisLabelItem = *m_axisCacheX.labelItems().at(label);
@@ -2298,13 +2368,18 @@ void Surface3DRenderer::calculateSceneScalingFactors()
m_heightNormalizer = GLfloat(m_axisCacheY.max() - m_axisCacheY.min());
m_areaSize.setHeight(m_axisCacheZ.max() - m_axisCacheZ.min());
m_areaSize.setWidth(m_axisCacheX.max() - m_axisCacheX.min());
- m_scaleFactor = qMax(m_areaSize.width(), m_areaSize.height());
- m_scaleX = m_graphAspectRatio * m_areaSize.width() / m_scaleFactor;
- m_scaleZ = m_graphAspectRatio * m_areaSize.height() / m_scaleFactor;
+ float scaleFactor = qMax(m_areaSize.width(), m_areaSize.height());
+ if (m_polarGraph) {
+ m_scaleX = m_graphAspectRatio;
+ m_scaleZ = m_graphAspectRatio;
+ } else {
+ m_scaleX = m_graphAspectRatio * m_areaSize.width() / scaleFactor;
+ m_scaleZ = m_graphAspectRatio * m_areaSize.height() / scaleFactor;
+ }
m_scaleXWithBackground = m_scaleX + backgroundMargin - 1.0f;
m_scaleZWithBackground = m_scaleZ + backgroundMargin - 1.0f;
- float factorScaler = 2.0f * m_graphAspectRatio / m_scaleFactor;
+ float factorScaler = 2.0f * m_graphAspectRatio / scaleFactor;
m_axisCacheX.setScale(factorScaler * m_areaSize.width());
m_axisCacheZ.setScale(-factorScaler * m_areaSize.height());
m_axisCacheX.setTranslate(-m_axisCacheX.scale() / 2.0f);
@@ -2327,10 +2402,12 @@ void Surface3DRenderer::updateObjects(SurfaceSeriesRenderCache *cache, bool dime
QSurfaceDataArray &dataArray = cache->dataArray();
const QRect &sampleSpace = cache->sampleSpace();
- if (cache->isFlatShadingEnabled())
- cache->surfaceObject()->setUpData(dataArray, sampleSpace, dimensionChanged);
- else
- cache->surfaceObject()->setUpSmoothData(dataArray, sampleSpace, dimensionChanged);
+ if (cache->isFlatShadingEnabled()) {
+ cache->surfaceObject()->setUpData(dataArray, sampleSpace, dimensionChanged, m_polarGraph);
+ } else {
+ cache->surfaceObject()->setUpSmoothData(dataArray, sampleSpace, dimensionChanged,
+ m_polarGraph);
+ }
}
void Surface3DRenderer::updateSelectedPoint(const QPoint &position, QSurface3DSeries *series)