diff options
author | Heikkinen Miikka <miikka.heikkinen@digia.com> | 2013-05-17 12:21:40 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-05-17 12:37:26 +0300 |
commit | 3dafad59b97532e8e68c0b7abca796f3a9527a6e (patch) | |
tree | 6dcb5bf6edc5aee39490b35db11202a20929d858 /src/engine/q3dbars.cpp | |
parent | 5963d52c1923cf2468c1fa4738e04a175196cc7d (diff) |
Added datavis3d back under src
Change-Id: I209e8b3228b2ce0085c897db6fb2ea78e93afa67
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/engine/q3dbars.cpp')
-rw-r--r-- | src/engine/q3dbars.cpp | 2105 |
1 files changed, 0 insertions, 2105 deletions
diff --git a/src/engine/q3dbars.cpp b/src/engine/q3dbars.cpp deleted file mode 100644 index c991cd4b..00000000 --- a/src/engine/q3dbars.cpp +++ /dev/null @@ -1,2105 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtDataVis3D module. -** -** $QT_BEGIN_LICENSE:LGPL$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. -** -** GNU Lesser General Public License Usage -** Alternatively, this file may be used under the terms of the GNU Lesser -** General Public License version 2.1 as published by the Free Software -** Foundation and appearing in the file LICENSE.LGPL included in the -** packaging of this file. Please review the following information to -** ensure the GNU Lesser General Public License version 2.1 requirements -** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. -** -** In addition, as a special exception, Digia gives you certain additional -** rights. These rights are described in the Digia Qt LGPL Exception -** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. -** -** GNU General Public License Usage -** Alternatively, this file may be used under the terms of the GNU -** General Public License version 3.0 as published by the Free Software -** Foundation and appearing in the file LICENSE.GPL included in the -** packaging of this file. Please review the following information to -** ensure the GNU General Public License version 3.0 requirements will be -** met: http://www.gnu.org/copyleft/gpl.html. -** -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -#include "q3dbars.h" -#include "q3dbars_p.h" -#include "camerahelper_p.h" -#include "qdataitem_p.h" -#include "qdatarow_p.h" -#include "qdataset_p.h" -#include "shaderhelper_p.h" -#include "objecthelper_p.h" -#include "texturehelper_p.h" -#include "theme_p.h" -#include "utils_p.h" -#include "drawer_p.h" - -#include <QMatrix4x4> -#include <QOpenGLPaintDevice> -#include <QPainter> -#include <QScreen> -#include <QMouseEvent> - -#include <qmath.h> - -#include <QDebug> - -// Uncommenting this draws the shadow map with wider FOV than scene itself, making the light -// seem to be closer to scene than it actually is. This way shadows look slightly better (to me anyway) -#define USE_WIDER_SHADOWS - -// You can verify that depth buffer drawing works correctly by uncommenting this. -// You should see the scene from where the light is -//#define SHOW_DEPTH_TEXTURE_SCENE - -//#define DISPLAY_RENDER_SPEED - -#ifdef DISPLAY_RENDER_SPEED -#include <QTime> -#endif - -QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE - -//#define USE_HAX0R_SELECTION // keep this defined until the "real" method works -#define DISPLAY_FULL_DATA_ON_SELECTION // Append selection value text with row and column labels - -const GLfloat gridLineWidth = 0.005f; - -Q3DBars::Q3DBars() - : d_ptr(new Q3DBarsPrivate(this)) -{ -} - -Q3DBars::~Q3DBars() -{ -} - -void Q3DBars::initialize() -{ - // Initialize shaders - if (d_ptr->m_shadowQuality > ShadowNone) { - if (!d_ptr->m_theme->m_uniformColor) { - d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY")); - } else { - d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTex")); - } - d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTex")); - // Init the depth buffer (for shadows) - d_ptr->initDepthBuffer(); - } else { - if (!d_ptr->m_theme->m_uniformColor) { - d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), - QStringLiteral(":/shaders/fragmentColorOnY")); - } else { - d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), - QStringLiteral(":/shaders/fragment")); - } - d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertex"), - QStringLiteral(":/shaders/fragment")); - } - d_ptr->initLabelShaders(QStringLiteral(":/shaders/vertexLabel"), - QStringLiteral(":/shaders/fragmentLabel")); - - // Init depth shader (for shadows). Init in any case, easier to handle shadow activation if done via api. - d_ptr->initDepthShader(); - - // Init selection shader - d_ptr->initSelectionShader(); - -#ifndef USE_HAX0R_SELECTION - // Init the selection buffer - d_ptr->initSelectionBuffer(); -#endif - - // Load default mesh - d_ptr->loadBarMesh(); - - // Load background mesh - d_ptr->loadBackgroundMesh(); - - // Load grid line mesh - d_ptr->loadGridLineMesh(); - - // Load label mesh - d_ptr->loadLabelMesh(); - - // Set OpenGL features - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LESS); - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK); - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); - glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); - glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); - - // Set initial camera position - // X must be 0 for rotation to work - we can use "setCameraRotation" for setting it later - CameraHelper::setDefaultCameraOrientation(QVector3D(0.0f, 0.0f, 6.0f + zComp), - QVector3D(0.0f, 0.0f, zComp), - QVector3D(0.0f, 1.0f, 0.0f)); - - // Set view port - glViewport(0, 0, width(), height()); - - // Set initialized -flag - d_ptr->m_isInitialized = true; -} - -void Q3DBars::render() -{ - if (!d_ptr->m_isInitialized) - return; - -#ifdef DISPLAY_RENDER_SPEED - // For speed computation - static bool firstRender = true; - static QTime lastTime; - static GLint nbFrames = 0; - if (firstRender) { - lastTime.start(); - firstRender = false; - } - - // Measure speed (as milliseconds per frame) - nbFrames++; - if (lastTime.elapsed() >= 1000) { // print only if last measurement was more than 1s ago - qDebug() << qreal(lastTime.elapsed()) / qreal(nbFrames) << "ms/frame (=" << qreal(nbFrames) << "fps)"; - nbFrames = 0; - lastTime.restart(); - } -#endif - - // If zoom selection is on, draw zoom scene - drawZoomScene(); - // Draw bars scene - drawScene(); -} - -void Q3DBars::drawZoomScene() -{ - // Set clear color - QVector3D clearColor = Utils::vectorFromColor(d_ptr->m_theme->m_windowColor); - glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f); - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - // If no zoom, return - if (!d_ptr->m_zoomActivated) - return; - - GLfloat barPosX = 0; - GLint startBar = 0; - GLint stopBar = d_ptr->m_zoomSelection->d_ptr->row().size(); - GLint stepBar = 1; - QVector3D lightPos; - - // Specify viewport - glViewport(d_ptr->m_zoomViewPort.x(), d_ptr->m_zoomViewPort.y(), - d_ptr->m_zoomViewPort.width(), d_ptr->m_zoomViewPort.height()); - - // Set up projection matrix - QMatrix4x4 projectionMatrix; - projectionMatrix.perspective(45.0f, (GLfloat)d_ptr->m_zoomViewPort.width() - / (GLfloat)d_ptr->m_zoomViewPort.height(), 0.1f, 100.0f); - -#ifdef ROTATE_ZOOM_SELECTION - // Calculate view matrix - QMatrix4x4 viewMatrix = CameraHelper::calculateViewMatrix(d_ptr->m_mousePos, - d_ptr->m_zoomLevel - * d_ptr->m_zoomAdjustment, - d_ptr->m_zoomViewPort.width(), - d_ptr->m_zoomViewPort.height()); - - // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos)) - lightPos = CameraHelper::calculateLightPosition(defaultLightPos); - - if (viewMatrix.row(0).z() <= 0) { - startBar = d_ptr->m_zoomSelection->d_ptr->row().size() - 1; - stopBar = -1; - stepBar = -1; - } -#else - // Set view matrix - QMatrix4x4 viewMatrix; - - viewMatrix.lookAt(QVector3D(0.0f, 0.0f, 5.0f + zComp), - QVector3D(0.0f, 0.0f, zComp), - QVector3D(0.0f, 1.0f, 0.0f)); - - // Adjust scaling (zoom rate based on aspect ratio) - viewMatrix.scale(d_ptr->m_zoomAdjustment); - - // Set light position a bit above the camera (depends on do we have row or column zoom) - if (ModeZoomColumn == d_ptr->m_selectionMode) - lightPos = CameraHelper::calculateLightPosition(defaultLightPos, -85.0f); - else - lightPos = CameraHelper::calculateLightPosition(defaultLightPos, 5.0f); -#endif - - // Bind bar shader - d_ptr->m_barShader->bind(); - - // Draw bars - // Draw the selected row / column - for (int bar = startBar; bar != stopBar; bar += stepBar) { - QDataItem *item = d_ptr->m_zoomSelection->d_ptr->getItem(bar); - if (!item) - continue; - - GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; - - if (barHeight < 0) - glCullFace(GL_FRONT); - else - glCullFace(GL_BACK); - - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - QMatrix4x4 itModelMatrix; - - GLfloat barPosY = item->d_ptr->translation().y() - d_ptr->m_yAdjustment / 2.0f + 0.2f; // we need some room for labels underneath; add +0.2f - if (ModeZoomRow == d_ptr->m_selectionMode) - barPosX = item->d_ptr->translation().x(); - else - barPosX = -(item->d_ptr->translation().z() - zComp); // flip z; frontmost bar to the left - modelMatrix.translate(barPosX, barPosY, zComp); - modelMatrix.scale(QVector3D(d_ptr->m_scaleX, barHeight, d_ptr->m_scaleZ)); - itModelMatrix.scale(QVector3D(d_ptr->m_scaleX, barHeight, d_ptr->m_scaleZ)); - - MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; - - QVector3D baseColor = Utils::vectorFromColor(d_ptr->m_theme->m_baseColor); - QVector3D heightColor = Utils::vectorFromColor(d_ptr->m_theme->m_heightColor) * barHeight; - - QVector3D barColor = baseColor + heightColor; - - GLfloat lightStrength = d_ptr->m_theme->m_lightStrength; - - if (barHeight != 0) { - // Set shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightP(), lightPos); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->view(), viewMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), - itModelMatrix.inverted().transposed()); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->color(), barColor); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), lightStrength); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->ambientS(), - d_ptr->m_theme->m_ambientStrength); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_barObj); - } - } - - // Release bar shader - d_ptr->m_barShader->release(); - - // Draw labels - d_ptr->m_labelShader->bind(); - glDisable(GL_DEPTH_TEST); - glEnable(GL_TEXTURE_2D); - glCullFace(GL_BACK); - if (d_ptr->m_labelTransparency > TransparencyNone) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - // Draw labels for axes - QDataItem *dummyItem = NULL; - LabelItem x; - LabelItem z; - LabelItem y; - d_ptr->m_dataSet->d_ptr->axisLabelItems(&x, &z, &y); - LabelItem zoomSelectionLabel = d_ptr->m_zoomSelection->d_ptr->labelItem(); - if (ModeZoomRow == d_ptr->m_selectionMode) { - d_ptr->m_drawer->drawLabel(*dummyItem, zoomSelectionLabel, viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj, false, false, LabelTop); - d_ptr->m_drawer->drawLabel(*dummyItem, z, viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj, false, false, LabelBottom); - } else { - d_ptr->m_drawer->drawLabel(*dummyItem, x, viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj, false, false, LabelBottom); - d_ptr->m_drawer->drawLabel(*dummyItem, zoomSelectionLabel, viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj, false, false, LabelTop); - } - d_ptr->m_drawer->drawLabel(*dummyItem, y, viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(0.0f, 0.0f, 90.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj, false, false, LabelLeft); - - // Draw labels for bars - for (int col = 0; col < d_ptr->m_zoomSelection->d_ptr->row().size(); col++) { - QDataItem *item = d_ptr->m_zoomSelection->d_ptr->getItem(col); - // Draw values - d_ptr->m_drawer->drawLabel(*item, item->d_ptr->label(), viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj); - // Draw labels - LabelItem labelItem; - if (ModeZoomRow == d_ptr->m_selectionMode) { - if (d_ptr->m_dataSet->d_ptr->columnLabelItems().size() > col) { - // If draw order of bars is flipped, label draw order should be too - if (d_ptr->m_xFlipped) { - labelItem = d_ptr->m_dataSet->d_ptr->columnLabelItems().at( - d_ptr->m_dataSet->d_ptr->columnLabelItems().size() - col - 1); - } else { - labelItem = d_ptr->m_dataSet->d_ptr->columnLabelItems().at(col); - } - } - } else { - if (d_ptr->m_dataSet->d_ptr->rowLabelItems().size() > col) { - // If draw order of bars is flipped, label draw order should be too - if (d_ptr->m_zFlipped) { - labelItem = d_ptr->m_dataSet->d_ptr->rowLabelItems().at( - d_ptr->m_dataSet->d_ptr->rowLabelItems().size() - col - 1); - } else { - labelItem = d_ptr->m_dataSet->d_ptr->rowLabelItems().at(col); - } - } - } - d_ptr->m_drawer->drawLabel(*item, labelItem, viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(0.0f, 0.0f, -45.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj, false, false, LabelBelow); - } - - glDisable(GL_TEXTURE_2D); - if (d_ptr->m_labelTransparency > TransparencyNone) - glDisable(GL_BLEND); - glEnable(GL_DEPTH_TEST); - - // Release label shader - d_ptr->m_labelShader->release(); -} - -void Q3DBars::drawScene() -{ - GLint startBar = 0; - GLint stopBar = 0; - GLint stepBar = 0; - - GLint startRow = 0; - GLint stopRow = 0; - GLint stepRow = 0; - - GLfloat backgroundRotation = 0; - - GLfloat barPos = 0; - GLfloat rowPos = 0; - - static QVector3D selection = QVector3D(0, 0, 0); - - // Specify viewport - glViewport(d_ptr->m_sceneViewPort.x(), d_ptr->m_sceneViewPort.y(), - d_ptr->m_sceneViewPort.width(), d_ptr->m_sceneViewPort.height()); - - // Set up projection matrix - QMatrix4x4 projectionMatrix; - projectionMatrix.perspective(45.0f, (GLfloat)d_ptr->m_sceneViewPort.width() - / (GLfloat)d_ptr->m_sceneViewPort.height(), 0.1f, 100.0f); - - // Calculate view matrix - QMatrix4x4 viewMatrix = CameraHelper::calculateViewMatrix(d_ptr->m_mousePos, - d_ptr->m_zoomLevel - * d_ptr->m_zoomAdjustment, - d_ptr->m_sceneViewPort.width(), - d_ptr->m_sceneViewPort.height()); - - // Calculate drawing order - // Draw order is reversed to optimize amount of drawing (ie. draw front objects first, depth test handles not needing to draw objects behind them) - if (viewMatrix.row(0).x() >= 0) { - startRow = 0; - stopRow = d_ptr->m_sampleCount.second; - stepRow = 1; - d_ptr->m_zFlipped = false; - } else { - startRow = d_ptr->m_sampleCount.second - 1; - stopRow = -1; - stepRow = -1; - d_ptr->m_zFlipped = true; - } - if (viewMatrix.row(0).z() <= 0) { - startBar = 0; - stopBar = d_ptr->m_sampleCount.first; - stepBar = 1; - d_ptr->m_xFlipped = false; - } else { - startBar = d_ptr->m_sampleCount.first - 1; - stopBar = -1; - stepBar = -1; - d_ptr->m_xFlipped = true; - } - - // calculate background rotation based on view matrix rotation - if (viewMatrix.row(0).x() >= 0 && viewMatrix.row(0).z() <= 0) - backgroundRotation = 270.0f; - else if (viewMatrix.row(0).x() > 0 && viewMatrix.row(0).z() > 0) - backgroundRotation = 180.0f; - else if (viewMatrix.row(0).x() <= 0 && viewMatrix.row(0).z() >= 0) - backgroundRotation = 90.0f; - else if (viewMatrix.row(0).x() < 0 && viewMatrix.row(0).z() < 0) - backgroundRotation = 0.0f; - - // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos)) - QVector3D lightPos = CameraHelper::calculateLightPosition(defaultLightPos); - //lightPos = QVector3D(0.0f, 4.0f, zComp); // center of bars, 4.0f above - for testing - - // Skip depth rendering if we're in zoom mode - // TODO: Fix this, causes problems if depth rendering is off in zoom mode - // Introduce regardless of shadow quality to simplify logic - QMatrix4x4 depthViewMatrix; - QMatrix4x4 depthProjectionMatrix; - - if (d_ptr->m_shadowQuality > ShadowNone/*!d_ptr->m_zoomActivated*/) { - // Render scene into a depth texture for using with shadow mapping - // Bind depth shader - d_ptr->m_depthShader->bind(); - - // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows. - glViewport(d_ptr->m_sceneViewPort.x(), d_ptr->m_sceneViewPort.y(), - d_ptr->m_sceneViewPort.width() * d_ptr->m_shadowQuality, - d_ptr->m_sceneViewPort.height() * d_ptr->m_shadowQuality); - - // Enable drawing to framebuffer - glBindFramebuffer(GL_FRAMEBUFFER, d_ptr->m_depthFrameBuffer); - glClear(GL_DEPTH_BUFFER_BIT); - - // Set front face culling to reduce self-shadowing issues - glCullFace(GL_FRONT); - - // Get the depth view matrix - // It may be possible to hack lightPos here if we want to make some tweaks to shadow - depthViewMatrix.lookAt(lightPos, QVector3D(0.0f, 1.0f - d_ptr->m_yAdjustment, zComp), - QVector3D(0.0f, 1.0f, 0.0f)); - // 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 -#ifdef USE_WIDER_SHADOWS - // Use this for a bit exaggerated shadows - depthProjectionMatrix.perspective(20.0f, (GLfloat)d_ptr->m_sceneViewPort.width() - / (GLfloat)d_ptr->m_sceneViewPort.height(), 3.0f, 100.0f); -#else - // Use these for normal shadows, with the light further away - depthProjectionMatrix = projectionMatrix; -#endif - // Draw bars to depth buffer - for (int row = startRow; row != stopRow; row += stepRow) { - for (int bar = startBar; bar != stopBar; bar += stepBar) { - if (!d_ptr->m_dataSet->d_ptr->getRow(row)) - continue; - QDataItem *item = d_ptr->m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar); - if (!item) - continue; - - GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; - // skip shadows for barHeight < 0 (for now) - // skip shadows for 0 -height bars - if (barHeight <= 0) - continue; - - //if (barHeight < 0) - // glCullFace(GL_FRONT); - //else - // glCullFace(GL_BACK); - - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - - barPos = (bar + 1) * (d_ptr->m_barSpacing.width()); - rowPos = (row + 1) * (d_ptr->m_barSpacing.height()); - - modelMatrix.translate((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, - barHeight - d_ptr->m_yAdjustment, - (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor - + zComp); - modelMatrix.scale(QVector3D(d_ptr->m_scaleX, barHeight, d_ptr->m_scaleZ)); - - MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; - - d_ptr->m_depthShader->setUniformValue(d_ptr->m_depthShader->MVP(), MVPMatrix); - - // 1st attribute buffer : vertices - glEnableVertexAttribArray(d_ptr->m_depthShader->posAtt()); - glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->vertexBuf()); - glVertexAttribPointer(d_ptr->m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, - (void *)0); - - // Index buffer - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_barObj->elementBuf()); - - // Draw the triangles - glDrawElements(GL_TRIANGLES, d_ptr->m_barObj->indexCount(), GL_UNSIGNED_SHORT, - (void *)0); - - // Free buffers - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - - glDisableVertexAttribArray(d_ptr->m_depthShader->posAtt()); - } - } - - // Disable drawing to framebuffer (= enable drawing to screen) - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Release depth shader - d_ptr->m_depthShader->release(); - -#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) - d_ptr->m_labelShader->bind(); - glEnable(GL_TEXTURE_2D); - QMatrix4x4 modelMatrix; - QMatrix4x4 viewmatrix; - viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.5f + zComp), - QVector3D(0.0f, 0.0f, zComp), - QVector3D(0.0f, 1.0f, 0.0f)); - modelMatrix.translate(0.0, 0.0, zComp); - QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix; - d_ptr->m_labelShader->setUniformValue(d_ptr->m_labelShader->MVP(), MVPMatrix); - d_ptr->m_drawer->drawObject(d_ptr->m_labelShader, d_ptr->m_labelObj, - d_ptr->m_depthTexture); - glDisable(GL_TEXTURE_2D); - d_ptr->m_labelShader->release(); -#endif - // Reset culling to normal - glCullFace(GL_BACK); - - // Revert to original viewport - glViewport(d_ptr->m_sceneViewPort.x(), d_ptr->m_sceneViewPort.y(), - d_ptr->m_sceneViewPort.width(), d_ptr->m_sceneViewPort.height()); - } - - // Skip selection mode drawing if we're zoomed or have no selection mode - if (!d_ptr->m_zoomActivated && d_ptr->m_selectionMode > ModeNone) { - // Bind selection shader - d_ptr->m_selectionShader->bind(); - - // Draw bars to selection buffer -#ifndef USE_HAX0R_SELECTION - glBindFramebuffer(GL_FRAMEBUFFER, d_ptr->m_selectionFrameBuffer); - glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used - glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Set clear color to white - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer -#endif - glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled - for (int row = startRow; row != stopRow; row += stepRow) { - for (int bar = startBar; bar != stopBar; bar += stepBar) { - if (!d_ptr->m_dataSet->d_ptr->getRow(row)) - continue; - QDataItem *item = d_ptr->m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar); - if (!item) - continue; - - GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; - - if (barHeight < 0) - glCullFace(GL_FRONT); - else - glCullFace(GL_BACK); - - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - - barPos = (bar + 1) * (d_ptr->m_barSpacing.width()); - rowPos = (row + 1) * (d_ptr->m_barSpacing.height()); - - modelMatrix.translate((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, - barHeight - d_ptr->m_yAdjustment, - (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor - + zComp); - modelMatrix.scale(QVector3D(d_ptr->m_scaleX, barHeight, d_ptr->m_scaleZ)); - - MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; - - // TODO: Save position to qdataitem, so that we don't need to calculate it each time? - - // add +2 to avoid black - QVector3D barColor = QVector3D((GLdouble)(row + 2) - / (GLdouble)(d_ptr->m_sampleCount.second + 2), - (GLdouble)(bar + 2) - / (GLdouble)(d_ptr->m_sampleCount.first + 2), - 0.0); - - d_ptr->m_selectionShader->setUniformValue(d_ptr->m_selectionShader->MVP(), - MVPMatrix); - d_ptr->m_selectionShader->setUniformValue(d_ptr->m_selectionShader->color(), - barColor); - -#ifdef USE_HAX0R_SELECTION - // 1st attribute buffer : vertices - glEnableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); - glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->vertexBuf()); - glVertexAttribPointer(d_ptr->m_selectionShader->posAtt(), - 3, GL_FLOAT, GL_FALSE, 0, (void *)0); - - // Index buffer - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_barObj->elementBuf()); - - // Draw the triangles - glDrawElements(GL_TRIANGLES, d_ptr->m_barObj->indexCount(), - GL_UNSIGNED_SHORT, (void *)0); - - // Free buffers - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - - glDisableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); -#else - // 1st attribute buffer : vertices - glEnableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); - glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->vertexBuf()); - glVertexAttribPointer(d_ptr->m_selectionShader->posAtt(), - 3, GL_FLOAT, GL_FALSE, 0, (void *)0); - - // Index buffer - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_barObj->elementBuf()); - - // Draw the triangles - glDrawElements(GL_TRIANGLES, d_ptr->m_barObj->indexCount(), GL_UNSIGNED_SHORT, - (void *)0); - - // Free buffers - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - - glDisableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); -#endif - } - } - glEnable(GL_DITHER); - - // Read color under cursor - if (Q3DBarsPrivate::MouseOnScene == d_ptr->m_mousePressed) - selection = Utils::getSelection(d_ptr->m_mousePos, height()); - -#ifndef USE_HAX0R_SELECTION - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#endif - - // Release selection shader - d_ptr->m_selectionShader->release(); - -#if 0 // Use this if you want to see what is being drawn to the framebuffer - glCullFace(GL_BACK); - d_ptr->m_labelShader->bind(); - glDisable(GL_DEPTH_TEST); - glEnable(GL_TEXTURE_2D); - QMatrix4x4 modelMatrix; - QMatrix4x4 viewmatrix; - viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.0f + zComp), - QVector3D(0.0f, 0.0f, zComp), - QVector3D(0.0f, 1.0f, 0.0f)); - modelMatrix.translate(0.0, 0.0, zComp); - QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix; - d_ptr->m_labelShader->setUniformValue(d_ptr->m_labelShader->MVP(), MVPMatrix); - d_ptr->m_drawer->drawObject(d_ptr->m_labelShader, d_ptr->m_labelObj, true, - d_ptr->m_selectionTexture); - glDisable(GL_TEXTURE_2D); - d_ptr->m_labelShader->release(); -#endif - -#ifdef USE_HAX0R_SELECTION - // Set clear color - QVector3D clearColor = Utils::vectorFromColor(d_ptr->m_theme->m_windowColor); - glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f); - // Clear after selection - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); -#endif - } - - // Bind bar shader - d_ptr->m_barShader->bind(); - - // Enable texturing - glEnable(GL_TEXTURE_2D); - - // Draw bars - if (!d_ptr->m_zoomActivated && d_ptr->m_zoomSelection) - d_ptr->m_zoomSelection->d_ptr->clear(); - bool barSelectionFound = false; - for (int row = startRow; row != stopRow; row += stepRow) { - for (int bar = startBar; bar != stopBar; bar += stepBar) { - if (!d_ptr->m_dataSet->d_ptr->getRow(row)) - continue; - QDataItem *item = d_ptr->m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar); - if (!item) - continue; - - GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; - - if (barHeight < 0) - glCullFace(GL_FRONT); - else - glCullFace(GL_BACK); - - QMatrix4x4 modelMatrix; - QMatrix4x4 itModelMatrix; - QMatrix4x4 MVPMatrix; - QMatrix4x4 depthMVPMatrix; - - barPos = (bar + 1) * (d_ptr->m_barSpacing.width()); - rowPos = (row + 1) * (d_ptr->m_barSpacing.height()); - modelMatrix.translate((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, - barHeight - d_ptr->m_yAdjustment, - (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor + zComp); - modelMatrix.scale(QVector3D(d_ptr->m_scaleX, barHeight, d_ptr->m_scaleZ)); - itModelMatrix.scale(QVector3D(d_ptr->m_scaleX, barHeight, d_ptr->m_scaleZ)); -#ifdef SHOW_DEPTH_TEXTURE_SCENE - MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; -#else - MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; -#endif - depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; - - QVector3D baseColor = Utils::vectorFromColor(d_ptr->m_theme->m_baseColor); - QVector3D heightColor = Utils::vectorFromColor(d_ptr->m_theme->m_heightColor) - * barHeight; - QVector3D depthColor = Utils::vectorFromColor(d_ptr->m_theme->m_depthColor) - * (float(row) / GLfloat(d_ptr->m_sampleCount.second)); - - QVector3D barColor = baseColor + heightColor + depthColor; - - GLfloat lightStrength = d_ptr->m_theme->m_lightStrength; - if (d_ptr->m_selectionMode > ModeNone) { - Q3DBarsPrivate::SelectionType selectionType = d_ptr->isSelected(row, bar, - selection); - switch (selectionType) { - case Q3DBarsPrivate::SelectionBar: { - barColor = Utils::vectorFromColor(d_ptr->m_theme->m_highlightBarColor); - lightStrength = d_ptr->m_theme->m_highlightLightStrength; - //if (d_ptr->m_mousePressed) { - // qDebug() << "selected object:" << barIndex << "( row:" << row + 1 << ", column:" << bar + 1 << ")"; - // qDebug() << "object position:" << modelMatrix.column(3).toVector3D(); - //} - // Insert data to QDataItem. We have no ownership, don't delete the previous one - if (!d_ptr->m_zoomActivated) { - d_ptr->m_selectedBar = item; - if (d_ptr->m_dataSet->d_ptr->rowLabelItems().size() > row - && d_ptr->m_dataSet->d_ptr->columnLabelItems().size() > bar) { - d_ptr->m_selectedBar->setPosition( - QPoint(d_ptr->m_dataSet->d_ptr->rowLabelItems().size() - - row - 1, - d_ptr->m_dataSet->d_ptr->columnLabelItems().size() - - bar - 1)); - } - item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D()); - barSelectionFound = true; - if (d_ptr->m_selectionMode >= ModeZoomRow) { - item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D()); - d_ptr->m_zoomSelection->addItem(item); - } - } - break; - } - case Q3DBarsPrivate::SelectionRow: { - // Current bar is on the same row as the selected bar - barColor = Utils::vectorFromColor(d_ptr->m_theme->m_highlightRowColor); - lightStrength = d_ptr->m_theme->m_highlightLightStrength; - if (!d_ptr->m_zoomActivated && ModeZoomRow == d_ptr->m_selectionMode) { - item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D()); - d_ptr->m_zoomSelection->addItem(item); - if (d_ptr->m_dataSet->d_ptr->rowLabelItems().size() > row) { - d_ptr->m_zoomSelection->d_ptr->setLabelItem( - d_ptr->m_dataSet->d_ptr->rowLabelItems().at( - d_ptr->m_dataSet->d_ptr->rowLabelItems().size() - - row - 1)); - } - } - break; - } - case Q3DBarsPrivate::SelectionColumn: { - // Current bar is on the same column as the selected bar - barColor = Utils::vectorFromColor(d_ptr->m_theme->m_highlightColumnColor); - lightStrength = d_ptr->m_theme->m_highlightLightStrength; - if (!d_ptr->m_zoomActivated && ModeZoomColumn == d_ptr->m_selectionMode) { - item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D()); - d_ptr->m_zoomSelection->addItem(item); - if (d_ptr->m_dataSet->d_ptr->columnLabelItems().size() > bar) { - d_ptr->m_zoomSelection->d_ptr->setLabelItem( - d_ptr->m_dataSet->d_ptr->columnLabelItems().at( - d_ptr->m_dataSet->d_ptr->columnLabelItems().size() - - bar - 1)); - } - } - break; - } - case Q3DBarsPrivate::SelectionNone: { - // Current bar is not selected, nor on a row or column - // do nothing - break; - } - } - } - - if (barHeight != 0) { - // Set shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightP(), lightPos); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->view(), viewMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), - itModelMatrix.transposed().inverted()); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->color(), barColor); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->ambientS(), - d_ptr->m_theme->m_ambientStrength); - - if (d_ptr->m_shadowQuality > ShadowNone) { - // Set shadow shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->shadowQ(), - d_ptr->m_shadowQualityToShader); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->depth(), - depthMVPMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), - lightStrength / 10.0f); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_barObj, - 0, d_ptr->m_depthTexture); - } else { - // Set shadowless shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), - lightStrength); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_barObj); - } - } - } - } - - // Release bar shader - d_ptr->m_barShader->release(); - - // Bind background shader - d_ptr->m_backgroundShader->bind(); - - glCullFace(GL_BACK); - - // Draw background - if (d_ptr->m_backgroundObj) { - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - QMatrix4x4 depthMVPMatrix; - QMatrix4x4 itModelMatrix; - - modelMatrix.translate(0.0f, 1.0f - d_ptr->m_yAdjustment, zComp); - modelMatrix.scale(QVector3D(d_ptr->m_rowWidth / d_ptr->m_scaleFactor, - 1.0f, - d_ptr->m_columnDepth / d_ptr->m_scaleFactor)); - modelMatrix.rotate(backgroundRotation, 0.0f, 1.0f, 0.0f); - itModelMatrix.scale(QVector3D(d_ptr->m_rowWidth / d_ptr->m_scaleFactor, - 1.0f, - d_ptr->m_columnDepth / d_ptr->m_scaleFactor)); - -#ifdef SHOW_DEPTH_TEXTURE_SCENE - MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; -#else - MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; -#endif - depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; - - - QVector3D backgroundColor = Utils::vectorFromColor(d_ptr->m_theme->m_backgroundColor); - - // Set shader bindings - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->lightP(), - lightPos); - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->view(), - viewMatrix); - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->model(), - modelMatrix); - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->nModel(), - itModelMatrix.inverted().transposed()); - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->MVP(), - MVPMatrix); - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->color(), - backgroundColor); - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->ambientS(), - d_ptr->m_theme->m_ambientStrength); - - if (d_ptr->m_shadowQuality > ShadowNone) { - // Set shadow shader bindings - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->shadowQ(), - d_ptr->m_shadowQualityToShader); - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->depth(), - depthMVPMatrix); - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->lightS(), - d_ptr->m_theme->m_lightStrength / 10.0f); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_backgroundShader, d_ptr->m_backgroundObj, - 0, d_ptr->m_depthTexture); - } else { - // Set shadowless shader bindings - d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->lightS(), - d_ptr->m_theme->m_lightStrength); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_backgroundShader, d_ptr->m_backgroundObj); - } - } - - // Disable textures - glDisable(GL_TEXTURE_2D); - - // Release background shader - d_ptr->m_backgroundShader->release(); - - // Draw grid lines - if (d_ptr->m_gridEnabled) { - // Bind bar shader - d_ptr->m_barShader->bind(); - - // Set unchanging shader bindings - QVector3D barColor = Utils::vectorFromColor(d_ptr->m_theme->m_gridLine); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightP(), lightPos); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->view(), viewMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->color(), barColor); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->ambientS(), - d_ptr->m_theme->m_ambientStrength); - - // Floor lines: rows - for (GLfloat row = 0.0f; row <= d_ptr->m_sampleCount.second; row++) { - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - QMatrix4x4 depthMVPMatrix; - QMatrix4x4 itModelMatrix; - - rowPos = (row + 0.5f) * (d_ptr->m_barSpacing.height()); - modelMatrix.translate(0.0f, -d_ptr->m_yAdjustment, - (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor + zComp); - modelMatrix.scale(QVector3D(d_ptr->m_rowWidth / d_ptr->m_scaleFactor, gridLineWidth, - gridLineWidth)); - itModelMatrix.scale(QVector3D(d_ptr->m_rowWidth / d_ptr->m_scaleFactor, gridLineWidth, - gridLineWidth)); - - MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; - depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; - - // Set the rest of the shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), - itModelMatrix.inverted().transposed()); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); - - if (d_ptr->m_shadowQuality > ShadowNone) { - // Set shadow shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->shadowQ(), - d_ptr->m_shadowQualityToShader); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->depth(), - depthMVPMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), - d_ptr->m_theme->m_lightStrength / 10.0f); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj, - 0, d_ptr->m_depthTexture); - } else { - // Set shadowless shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), - d_ptr->m_theme->m_lightStrength); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj); - } - } - - // Floor lines: columns - for (GLfloat bar = 0.0f; bar <= d_ptr->m_sampleCount.first; bar++) { - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - QMatrix4x4 depthMVPMatrix; - QMatrix4x4 itModelMatrix; - - barPos = (bar + 0.5f) * (d_ptr->m_barSpacing.width()); - modelMatrix.translate((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, - -d_ptr->m_yAdjustment, zComp); - modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth, - d_ptr->m_columnDepth / d_ptr->m_scaleFactor)); - itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth, - d_ptr->m_columnDepth / d_ptr->m_scaleFactor)); - - MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; - depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; - - // Set the rest of the shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), - itModelMatrix.inverted().transposed()); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); - - if (d_ptr->m_shadowQuality > ShadowNone) { - // Set shadow shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->shadowQ(), - d_ptr->m_shadowQualityToShader); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->depth(), - depthMVPMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), - d_ptr->m_theme->m_lightStrength / 10.0f); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj, - 0, d_ptr->m_depthTexture); - } else { - // Set shadowless shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), - d_ptr->m_theme->m_lightStrength); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj); - } - } - - // Wall lines: back wall - GLfloat heightStep = d_ptr->m_heightNormalizer / 5.0f; // default to 5 lines - - if (d_ptr->m_tickCount > 0) - heightStep = d_ptr->m_tickStep; - - for (GLfloat lineHeight = heightStep; lineHeight <= d_ptr->m_heightNormalizer; - lineHeight += heightStep) { - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - QMatrix4x4 depthMVPMatrix; - QMatrix4x4 itModelMatrix; - - if (d_ptr->m_zFlipped) { - modelMatrix.translate(0.0f, - 2.0f * lineHeight / d_ptr->m_heightNormalizer - - d_ptr->m_yAdjustment, - d_ptr->m_columnDepth / d_ptr->m_scaleFactor + zComp); - } else { - modelMatrix.translate(0.0f, - 2.0f * lineHeight / d_ptr->m_heightNormalizer - - d_ptr->m_yAdjustment, - -d_ptr->m_columnDepth / d_ptr->m_scaleFactor + zComp); - } - modelMatrix.scale(QVector3D(d_ptr->m_rowWidth / d_ptr->m_scaleFactor, gridLineWidth, - gridLineWidth)); - itModelMatrix.scale(QVector3D(d_ptr->m_rowWidth / d_ptr->m_scaleFactor, gridLineWidth, - gridLineWidth)); - - MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; - depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; - - // Set the rest of the shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), - itModelMatrix.inverted().transposed()); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); - - if (d_ptr->m_shadowQuality > ShadowNone) { - // Set shadow shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->shadowQ(), - d_ptr->m_shadowQualityToShader); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->depth(), - depthMVPMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), - d_ptr->m_theme->m_lightStrength / 10.0f); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj, - 0, d_ptr->m_depthTexture); - } else { - // Set shadowless shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), - d_ptr->m_theme->m_lightStrength); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj); - } - } - - // Wall lines: side wall - for (GLfloat lineHeight = heightStep; lineHeight <= d_ptr->m_heightNormalizer; - lineHeight += heightStep) { - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - QMatrix4x4 depthMVPMatrix; - QMatrix4x4 itModelMatrix; - - if (d_ptr->m_xFlipped) { - modelMatrix.translate(d_ptr->m_rowWidth / d_ptr->m_scaleFactor, - 2.0f * lineHeight / d_ptr->m_heightNormalizer - - d_ptr->m_yAdjustment, - zComp); - } else { - modelMatrix.translate(-d_ptr->m_rowWidth / d_ptr->m_scaleFactor, - 2.0f * lineHeight / d_ptr->m_heightNormalizer - - d_ptr->m_yAdjustment, - zComp); - } - modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth, - d_ptr->m_columnDepth / d_ptr->m_scaleFactor)); - itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth, - d_ptr->m_columnDepth / d_ptr->m_scaleFactor)); - - MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; - depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; - - // Set the rest of the shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), - itModelMatrix.inverted().transposed()); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); - - if (d_ptr->m_shadowQuality > ShadowNone) { - // Set shadow shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->shadowQ(), - d_ptr->m_shadowQualityToShader); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->depth(), - depthMVPMatrix); - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), - d_ptr->m_theme->m_lightStrength / 10.0f); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj, - 0, d_ptr->m_depthTexture); - } else { - // Set shadowless shader bindings - d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), - d_ptr->m_theme->m_lightStrength); - - // Draw the object - d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj); - } - } - - // Release bar shader - d_ptr->m_barShader->release(); - } - - // TODO: Draw y labels - - // Generate label textures for zoom selection if m_updateLabels is set - if (d_ptr->m_zoomActivated && d_ptr->m_updateLabels) { - // Create label textures - for (int col = 0; col < d_ptr->m_zoomSelection->d_ptr->row().size(); col++) { - QDataItem *item = d_ptr->m_zoomSelection->d_ptr->getItem(col); - d_ptr->m_drawer->generateLabelTexture(item); - } - } - - // Handle zoom activation and label drawing - if (!barSelectionFound) { - // We have no ownership, don't delete. Just NULL the pointer. - d_ptr->m_selectedBar = NULL; - if (d_ptr->m_zoomActivated && Q3DBarsPrivate::MouseOnOverview == d_ptr->m_mousePressed) { - d_ptr->m_sceneViewPort = QRect(0, 0, width(), height()); - d_ptr->m_zoomActivated = false; - } - } else if (d_ptr->m_selectionMode >= ModeZoomRow - && Q3DBarsPrivate::MouseOnScene == d_ptr->m_mousePressed) { - // Activate zoom mode - d_ptr->m_zoomActivated = true; - d_ptr->m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5); - - // Create label textures - for (int col = 0; col < d_ptr->m_zoomSelection->d_ptr->row().size(); col++) { - QDataItem *item = d_ptr->m_zoomSelection->d_ptr->getItem(col); - d_ptr->m_drawer->generateLabelTexture(item); - } - } else { - // Print value of selected bar - static QDataItem *prevItem = d_ptr->m_selectedBar; - d_ptr->m_labelShader->bind(); - glDisable(GL_DEPTH_TEST); - glEnable(GL_TEXTURE_2D); - if (d_ptr->m_labelTransparency > TransparencyNone) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } -#ifndef DISPLAY_FULL_DATA_ON_SELECTION - // Draw just the value string of the selected bar - if (prevItem != d_ptr->m_selectedBar || d_ptr->m_updateLabels) { - d_ptr->m_drawer->generateLabelTexture(d_ptr->m_selectedBar); - prevItem = d_ptr->m_selectedBar; - } - - d_ptr->m_drawer->drawLabel(*d_ptr->m_selectedBar, d_ptr->m_selectedBar->d_ptr->label(), - viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj, true); -#else - static bool firstSelection = true; - // Draw the value string followed by row label and column label - LabelItem labelItem = d_ptr->m_selectedBar->d_ptr->selectionLabel(); - if (firstSelection || prevItem != d_ptr->m_selectedBar || d_ptr->m_updateLabels) { - QString labelText = d_ptr->m_selectedBar->d_ptr->valueStr(); - if ((d_ptr->m_dataSet->d_ptr->columnLabels().size() - > d_ptr->m_selectedBar->d_ptr->position().y()) - && (d_ptr->m_dataSet->d_ptr->rowLabels().size() - > d_ptr->m_selectedBar->d_ptr->position().x())) { - labelText.append(QStringLiteral(" (")); - labelText.append(d_ptr->m_dataSet->d_ptr->rowLabels().at( - d_ptr->m_selectedBar->d_ptr->position().x())); - labelText.append(QStringLiteral(", ")); - labelText.append(d_ptr->m_dataSet->d_ptr->columnLabels().at( - d_ptr->m_selectedBar->d_ptr->position().y())); - labelText.append(QStringLiteral(")")); - //qDebug() << labelText; - } - d_ptr->m_drawer->generateLabelItem(&labelItem, labelText); - d_ptr->m_selectedBar->d_ptr->setSelectionLabel(labelItem); - prevItem = d_ptr->m_selectedBar; - firstSelection = false; - } - - d_ptr->m_drawer->drawLabel(*d_ptr->m_selectedBar, labelItem, viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj, true, false); -#endif - glDisable(GL_TEXTURE_2D); - if (d_ptr->m_labelTransparency > TransparencyNone) - glDisable(GL_BLEND); - glEnable(GL_DEPTH_TEST); - - // Release label shader - d_ptr->m_labelShader->release(); - - // Reset label update flag; they should have been updated when we get here - d_ptr->m_updateLabels = false; - } - - // TODO: Calculations done temporarily here. When optimizing, move to after data set addition? Keep drawing of the labels here. - // Bind label shader - d_ptr->m_labelShader->bind(); - - glEnable(GL_TEXTURE_2D); - if (d_ptr->m_labelTransparency > TransparencyNone) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - // Calculate the positions for row and column labels and store them into QDataItems (and QDataRows?) - for (int row = 0; row != d_ptr->m_sampleCount.second; row += 1) { - // 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 QDataSet. Just add LabelItems - rowPos = (row + 1) * (d_ptr->m_barSpacing.height()); - barPos = 0; - GLfloat rotLabelX = -90.0f; - GLfloat rotLabelY = 0.0f; - Qt::AlignmentFlag alignment = Qt::AlignRight; - if (d_ptr->m_zFlipped) - rotLabelY = 180.0f; - if (d_ptr->m_xFlipped) { - barPos = (d_ptr->m_sampleCount.first + 1) * (d_ptr->m_barSpacing.width()); - alignment = Qt::AlignLeft; - } - QVector3D labelPos = QVector3D((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, - -d_ptr->m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering" - (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor - + zComp); - - // TODO: Try it; draw the label here - - // Create a data item - QDataItem *label = new QDataItem(); - label->d_ptr->setTranslation(labelPos); - if (d_ptr->m_dataSet->d_ptr->rowLabelItems().size() > row) { - label->d_ptr->setLabel(d_ptr->m_dataSet->d_ptr->rowLabelItems().at( - d_ptr->m_dataSet->d_ptr->rowLabelItems().size() - row - 1)); - } - - //qDebug() << "labelPos, row" << row + 1 << ":" << labelPos << d_ptr->m_dataSet->d_ptr->rowLabels().at(row); - - d_ptr->m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(rotLabelX, rotLabelY, 0.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj, true, true, LabelMid, alignment); - - delete label; - } - for (int bar = 0; bar != d_ptr->m_sampleCount.first; bar += 1) { - // 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 QDataSet. Just add LabelItems - barPos = (bar + 1) * (d_ptr->m_barSpacing.width()); - rowPos = 0; - GLfloat rotLabelX = -90.0f; - GLfloat rotLabelY = 90.0f; - Qt::AlignmentFlag alignment = Qt::AlignLeft; - if (d_ptr->m_xFlipped) - rotLabelY = -90.0f; - if (d_ptr->m_zFlipped) { - rowPos = (d_ptr->m_sampleCount.second + 1) * (d_ptr->m_barSpacing.height()); - alignment = Qt::AlignRight; - } - QVector3D labelPos = QVector3D((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, - -d_ptr->m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering" - (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor - + zComp); - - // TODO: Try it; draw the label here - - // Create a data item - QDataItem *label = new QDataItem(); - label->d_ptr->setTranslation(labelPos); - if (d_ptr->m_dataSet->d_ptr->columnLabelItems().size() > bar) { - label->d_ptr->setLabel(d_ptr->m_dataSet->d_ptr->columnLabelItems().at( - d_ptr->m_dataSet->d_ptr->columnLabelItems().size() - - bar - 1)); - } - - //qDebug() << "labelPos, col" << bar + 1 << ":" << labelPos << d_ptr->m_dataSet->d_ptr->columnLabels().at(bar); - - d_ptr->m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix, - QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), - QVector3D(rotLabelX, rotLabelY, 0.0f), d_ptr->m_heightNormalizer, - d_ptr->m_selectionMode, d_ptr->m_labelShader, - d_ptr->m_labelObj, true, true, LabelMid, alignment); - - delete label; - } - glDisable(GL_TEXTURE_2D); - if (d_ptr->m_labelTransparency > TransparencyNone) - glDisable(GL_BLEND); - - // Release label shader - d_ptr->m_labelShader->release(); -} - -void Q3DBars::mousePressEvent(QMouseEvent *event) -{ - if (Qt::LeftButton == event->button()) { - if (d_ptr->m_zoomActivated) { - if (event->pos().x() <= d_ptr->m_sceneViewPort.width() - && event->pos().y() <= d_ptr->m_sceneViewPort.height()) { - d_ptr->m_mousePressed = Q3DBarsPrivate::MouseOnOverview; - //qDebug() << "Mouse pressed on overview"; - } else { - d_ptr->m_mousePressed = Q3DBarsPrivate::MouseOnZoom; - //qDebug() << "Mouse pressed on zoom"; - } - } else { - d_ptr->m_mousePressed = Q3DBarsPrivate::MouseOnScene; - // update mouse positions to prevent jumping when releasing or repressing a button - d_ptr->m_mousePos = event->pos(); - //qDebug() << "Mouse pressed on scene"; - } - } else if (Qt::MiddleButton == event->button()) { - // reset rotations - d_ptr->m_mousePos = QPoint(0, 0); - } else if (Qt::RightButton == event->button()) { - d_ptr->m_mousePressed = Q3DBarsPrivate::MouseRotating; - // update mouse positions to prevent jumping when releasing or repressing a button - d_ptr->m_mousePos = event->pos(); - } - CameraHelper::updateMousePos(d_ptr->m_mousePos); -} - -void Q3DBars::mouseReleaseEvent(QMouseEvent *event) -{ - if (Q3DBarsPrivate::MouseRotating == d_ptr->m_mousePressed) { - // update mouse positions to prevent jumping when releasing or repressing a button - d_ptr->m_mousePos = event->pos(); - CameraHelper::updateMousePos(event->pos()); - } - d_ptr->m_mousePressed = Q3DBarsPrivate::MouseNone; -} - -void Q3DBars::mouseMoveEvent(QMouseEvent *event) -{ - if (Q3DBarsPrivate::MouseRotating == d_ptr->m_mousePressed) - d_ptr->m_mousePos = event->pos(); -} - -void Q3DBars::wheelEvent(QWheelEvent *event) -{ - if (d_ptr->m_zoomLevel > 100) - d_ptr->m_zoomLevel += event->angleDelta().y() / 12; - else if (d_ptr->m_zoomLevel > 50) - d_ptr->m_zoomLevel += event->angleDelta().y() / 60; - else - d_ptr->m_zoomLevel += event->angleDelta().y() / 120; - if (d_ptr->m_zoomLevel > 500) - d_ptr->m_zoomLevel = 500; - else if (d_ptr->m_zoomLevel < 10) - d_ptr->m_zoomLevel = 10; -} - -void Q3DBars::resizeEvent(QResizeEvent *event) -{ - Q_UNUSED(event); - - // Set view port - if (d_ptr->m_zoomActivated) - d_ptr->m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5); - else - d_ptr->m_sceneViewPort = QRect(0, 0, width(), height()); - d_ptr->m_zoomViewPort = QRect(0, 0, width(), height()); - - // Calculate zoom level based on aspect ratio - GLfloat div; - GLfloat zoomAdjustment; - div = qMin(width(), height()); - zoomAdjustment = defaultRatio * ((width() / div) / (height() / div)); - //qDebug() << "zoom adjustment" << zoomAdjustment; - d_ptr->m_zoomAdjustment = qMin(zoomAdjustment, 1.0f); // clamp to 1.0f - - // Re-init selection buffer - d_ptr->initSelectionBuffer(); - - // Re-init depth buffer - d_ptr->initDepthBuffer(); -} - -void Q3DBars::setBarSpecs(QSizeF thickness, QSizeF spacing, bool relative) -{ - d_ptr->m_barThickness = thickness; - if (relative) { - d_ptr->m_barSpacing.setWidth((thickness.width() * 2) * (spacing.width() + 1.0f)); - d_ptr->m_barSpacing.setHeight((thickness.height() * 2) * (spacing.height() + 1.0f)); - } else { - d_ptr->m_barSpacing = thickness * 2 + spacing * 2; - } - // Calculate here and at setting sample space - d_ptr->calculateSceneScalingFactors(); -} - -void Q3DBars::setBarType(BarStyle style, bool smooth) -{ - if (style == Bars) { - if (smooth) - d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/barSmooth"); - else - d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/bar"); - } else if (style == Pyramids) { - if (smooth) - d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/pyramidSmooth"); - else - d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/pyramid"); - } else if (style == Cones) { - if (smooth) - d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/coneSmooth"); - else - d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cone"); - } else if (style == Cylinders) { - if (smooth) - d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cylinderSmooth"); - else - d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cylinder"); - } - // Reload mesh data - if (d_ptr->m_isInitialized) - d_ptr->loadBarMesh(); -} - -void Q3DBars::setMeshFileName(const QString &objFileName) -{ - d_ptr->m_objFile = objFileName; -} - -void Q3DBars::setupSampleSpace(int samplesRow, int samplesColumn, const QString &labelRow, - const QString &labelColumn, const QString &labelHeight) -{ - // Delete previous data set - delete d_ptr->m_dataSet; - d_ptr->m_dataSet = new QDataSet(); - d_ptr->m_sampleCount = qMakePair(samplesRow, samplesColumn); - d_ptr->m_dataSet->setLabels(labelRow, labelColumn, labelHeight); - // TODO: Invent "idiotproof" max scene size formula.. - // This seems to work ok if spacing is not negative (and row/column or column/row ratio is not too high) - d_ptr->m_maxSceneSize = 2 * qSqrt(samplesRow * samplesColumn); - //qDebug() << "maxSceneSize" << d_ptr->m_maxSceneSize; - // Calculate here and at setting bar specs - d_ptr->calculateSceneScalingFactors(); - d_ptr->m_axisLabelX = labelRow; - d_ptr->m_axisLabelZ = labelColumn; - d_ptr->m_axisLabelY = labelHeight; -} - -void Q3DBars::setCameraPreset(CameraPreset preset) -{ - CameraHelper::setCameraPreset(preset); -} - -void Q3DBars::setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance) -{ - d_ptr->m_horizontalRotation = qBound(-180.0f, horizontal, 180.0f); - d_ptr->m_verticalRotation = qBound(0.0f, vertical, 90.0f); - d_ptr->m_zoomLevel = qBound(10, distance, 500); - CameraHelper::setCameraRotation(QPointF(d_ptr->m_horizontalRotation, - d_ptr->m_verticalRotation)); - //qDebug() << "camera rotation set to" << d_ptr->m_horizontalRotation << d_ptr->m_verticalRotation; -} - -void Q3DBars::setTheme(ColorTheme theme) -{ - d_ptr->m_theme->useTheme(theme); - d_ptr->m_drawer->setTheme(*d_ptr->m_theme); - // Re-initialize shaders - if (!d_ptr->m_theme->m_uniformColor) { - d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY")); - } else { - d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTex")); - } -} - -void Q3DBars::setBarColor(QColor baseColor, QColor heightColor, QColor depthColor, bool uniform) -{ - d_ptr->m_theme->m_baseColor = baseColor; - d_ptr->m_theme->m_heightColor = heightColor; - d_ptr->m_theme->m_depthColor = depthColor; - //qDebug() << "colors:" << d_ptr->m_baseColor << d_ptr->m_heightColor << d_ptr->m_depthColor; - if (d_ptr->m_theme->m_uniformColor != uniform) { - // Re-initialize shaders - if (!d_ptr->m_theme->m_uniformColor) { - d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY")); - } else { - d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTex")); - } - } - d_ptr->m_theme->m_uniformColor = uniform; -} - -void Q3DBars::setSelectionMode(SelectionMode mode) -{ - d_ptr->m_selectionMode = mode; - // Disable zoom if mode changes - d_ptr->m_zoomActivated = false; - d_ptr->m_sceneViewPort = QRect(0, 0, width(), height()); - // Create zoom selection if there isn't one - if (mode >= ModeZoomRow && !d_ptr->m_zoomSelection) - d_ptr->m_zoomSelection = new QDataRow(); -} - -void Q3DBars::setWindowTitle(const QString &title) -{ - setTitle(title); -} - -void Q3DBars::setFontSize(float fontsize) -{ - d_ptr->m_font.setPointSizeF(fontsize); - d_ptr->m_drawer->setFont(d_ptr->m_font); -} - -void Q3DBars::setFont(const QFont &font) -{ - d_ptr->m_font = font; - d_ptr->m_drawer->setFont(font); -} - -void Q3DBars::setLabelTransparency(LabelTransparency transparency) -{ - d_ptr->m_labelTransparency = transparency; - d_ptr->m_drawer->setTransparency(transparency); -} - -void Q3DBars::setGridEnabled(bool enable) -{ - d_ptr->m_gridEnabled = enable; -} - -void Q3DBars::setTickCount(GLint tickCount, GLfloat step, GLfloat minimum) -{ - d_ptr->m_tickCount = tickCount; - d_ptr->m_tickStep = step; - if (tickCount > 0 && step > 0) { - d_ptr->m_heightNormalizer = tickCount * step; - d_ptr->calculateHeightAdjustment(QPair<float, float>(minimum, d_ptr->m_heightNormalizer)); - } -} - -void Q3DBars::setShadowQuality(ShadowQuality quality) -{ - d_ptr->m_shadowQuality = quality; - switch (quality) { - case ShadowLow: - d_ptr->m_shadowQualityToShader = 33.3f; - break; - case ShadowMedium: - d_ptr->m_shadowQualityToShader = 100.0f; - break; - case ShadowHigh: - d_ptr->m_shadowQualityToShader = 200.0f; - break; - default: - d_ptr->m_shadowQualityToShader = 0.0f; - break; - } - if (d_ptr->m_shadowQuality > ShadowNone) { - // Re-init depth buffer - d_ptr->initDepthBuffer(); - // Re-init shaders - if (!d_ptr->m_theme->m_uniformColor) { - d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY")); - } else { - d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTex")); - } - d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTex")); - } else { - // Re-init shaders - if (!d_ptr->m_theme->m_uniformColor) { - d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), - QStringLiteral(":/shaders/fragmentColorOnY")); - } else { - d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), - QStringLiteral(":/shaders/fragment")); - } - d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertex"), - QStringLiteral(":/shaders/fragment")); - } -} - -void Q3DBars::addDataRow(const QVector<float> &dataRow, const QString &labelRow, - const QVector<QString> &labelsColumn) -{ - // Convert to QDataRow and add to QDataSet - QDataRow *row = new QDataRow(labelRow); - for (int i = 0; i < dataRow.size(); i++) - row->addItem(new QDataItem(dataRow.at(i))); - row->d_ptr->verifySize(d_ptr->m_sampleCount.first); - d_ptr->m_dataSet->addRow(row); - // Get the limits - QPair<GLfloat, GLfloat> limits = d_ptr->m_dataSet->d_ptr->limitValues(); - // Don't auto-adjust height if tick count is set - if (d_ptr->m_tickCount == 0) { - d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); - d_ptr->calculateHeightAdjustment(limits); - } - d_ptr->m_dataSet->setLabels(d_ptr->m_axisLabelX, d_ptr->m_axisLabelZ, d_ptr->m_axisLabelY, - QVector<QString>(), labelsColumn); - d_ptr->m_dataSet->d_ptr->verifySize(d_ptr->m_sampleCount.second); -} - -void Q3DBars::addDataRow(const QVector<QDataItem*> &dataRow, const QString &labelRow, - const QVector<QString> &labelsColumn) -{ - // Convert to QDataRow and add to QDataSet - QDataRow *row = new QDataRow(labelRow); - for (int i = 0; i < dataRow.size(); i++) - row->addItem(dataRow.at(i)); - row->d_ptr->verifySize(d_ptr->m_sampleCount.first); - d_ptr->m_dataSet->addRow(row); - // Get the limits - QPair<GLfloat, GLfloat> limits = d_ptr->m_dataSet->d_ptr->limitValues(); - // Don't auto-adjust height if tick count is set - if (d_ptr->m_tickCount == 0) { - d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); - d_ptr->calculateHeightAdjustment(limits); - } - d_ptr->m_dataSet->setLabels(d_ptr->m_axisLabelX, d_ptr->m_axisLabelZ, d_ptr->m_axisLabelY, - QVector<QString>(), labelsColumn); - d_ptr->m_dataSet->d_ptr->verifySize(d_ptr->m_sampleCount.second); -} - -void Q3DBars::addDataRow(QDataRow *dataRow) -{ - QDataRow *row = dataRow; - // Check that the input data fits into sample space, and resize if it doesn't - row->d_ptr->verifySize(d_ptr->m_sampleCount.first); - // With each new row, the previous data row must be moved back - // ie. we need as many vectors as we have rows in the sample space - d_ptr->m_dataSet->addRow(row); - // if the added data pushed us over sample space, remove the oldest data set - d_ptr->m_dataSet->d_ptr->verifySize(d_ptr->m_sampleCount.second); - // Get the limits - QPair<GLfloat, GLfloat> limits = d_ptr->m_dataSet->d_ptr->limitValues(); - // Don't auto-adjust height if tick count is set - if (d_ptr->m_tickCount == 0) { - d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); - d_ptr->calculateHeightAdjustment(limits); - } -} - -void Q3DBars::addDataSet(const QVector< QVector<float> > &data, const QVector<QString> &labelsRow, - const QVector<QString> &labelsColumn) -{ - // Copy axis labels - QString xAxis; - QString zAxis; - QString yAxis; - d_ptr->m_dataSet->d_ptr->axisLabels(&xAxis, &zAxis, &yAxis); - // Delete old data set - delete d_ptr->m_dataSet; - d_ptr->m_dataSet = new QDataSet(); - // Give drawer to data set - d_ptr->m_dataSet->d_ptr->setDrawer(d_ptr->m_drawer); - // Convert to QDataRow and add to QDataSet - QDataRow *row; - for (int rowNr = 0; rowNr < data.size(); rowNr++) { - if (labelsRow.size() >= (rowNr + 1)) - row = new QDataRow(labelsRow.at(rowNr)); - else - row = new QDataRow(); - for (int colNr = 0; colNr < data.at(rowNr).size(); colNr++) - row->addItem(new QDataItem(data.at(rowNr).at(colNr))); - row->d_ptr->verifySize(d_ptr->m_sampleCount.first); - d_ptr->m_dataSet->addRow(row); - row++; - } - // Get the limits - QPair<GLfloat, GLfloat> limits = d_ptr->m_dataSet->d_ptr->limitValues(); - // Don't auto-adjust height if tick count is set - if (d_ptr->m_tickCount == 0) { - d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); - d_ptr->calculateHeightAdjustment(limits); - } - d_ptr->m_dataSet->setLabels(xAxis, zAxis, yAxis, labelsRow, labelsColumn); - d_ptr->m_dataSet->d_ptr->verifySize(d_ptr->m_sampleCount.second); -} - -void Q3DBars::addDataSet(const QVector< QVector<QDataItem*> > &data, - const QVector<QString> &labelsRow, - const QVector<QString> &labelsColumn) -{ - // Copy axis labels - QString xAxis; - QString zAxis; - QString yAxis; - d_ptr->m_dataSet->d_ptr->axisLabels(&xAxis, &zAxis, &yAxis); - // Delete old data set - delete d_ptr->m_dataSet; - d_ptr->m_dataSet = new QDataSet(); - // Give drawer to data set - d_ptr->m_dataSet->d_ptr->setDrawer(d_ptr->m_drawer); - // Convert to QDataRow and add to QDataSet - QDataRow *row; - for (int rowNr = 0; rowNr < data.size(); rowNr++) { - if (labelsRow.size() >= (rowNr + 1)) - row = new QDataRow(labelsRow.at(rowNr)); - else - row = new QDataRow(); - for (int colNr = 0; colNr < data.at(rowNr).size(); colNr++) - row->addItem(data.at(rowNr).at(colNr)); - row->d_ptr->verifySize(d_ptr->m_sampleCount.first); - d_ptr->m_dataSet->addRow(row); - row++; - } - // Get the limits - QPair<GLfloat, GLfloat> limits = d_ptr->m_dataSet->d_ptr->limitValues(); - // Don't auto-adjust height if tick count is set - if (d_ptr->m_tickCount == 0) { - d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); - d_ptr->calculateHeightAdjustment(limits); - } - d_ptr->m_dataSet->setLabels(xAxis, zAxis, yAxis, labelsRow, labelsColumn); - d_ptr->m_dataSet->d_ptr->verifySize(d_ptr->m_sampleCount.second); -} - -void Q3DBars::addDataSet(QDataSet* dataSet) -{ - delete d_ptr->m_dataSet; - // Check sizes - dataSet->d_ptr->verifySize(d_ptr->m_sampleCount.second, d_ptr->m_sampleCount.first); - // Take ownership of given set - d_ptr->m_dataSet = dataSet; - // Find highest value - // Get the limits - QPair<GLfloat, GLfloat> limits = d_ptr->m_dataSet->d_ptr->limitValues(); - // Don't auto-adjust height if tick count is set - if (d_ptr->m_tickCount == 0) { - d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); - d_ptr->calculateHeightAdjustment(limits); - } - // Give drawer to data set - d_ptr->m_dataSet->d_ptr->setDrawer(d_ptr->m_drawer); -} - -Q3DBarsPrivate::Q3DBarsPrivate(Q3DBars *q) - : q_ptr(q), - m_paintDevice(0), - m_barShader(0), - m_depthShader(0), - m_selectionShader(0), - m_backgroundShader(0), - m_labelShader(0), - m_barObj(0), - m_backgroundObj(0), - m_gridLineObj(0), - m_labelObj(0), - m_sampleCount(0, 0), - m_objFile(QStringLiteral(":/defaultMeshes/bar")), - m_mousePressed(MouseNone), - m_mousePos(QPoint(0, 0)), - m_zoomLevel(100), - m_zoomAdjustment(1.0f), - m_horizontalRotation(-45.0f), - m_verticalRotation(15.0f), - m_barThickness(QSizeF(0.75f, 0.75f)), - m_barSpacing(m_barThickness * 3.0f), - m_heightNormalizer(0.0f), - m_yAdjustment(0.0f), - m_rowWidth(0), - m_columnDepth(0), - m_maxDimension(0), - m_scaleX(0), - m_scaleZ(0), - m_scaleFactor(0), - m_maxSceneSize(40.0), - m_theme(new Theme()), - m_isInitialized(false), - m_selectionMode(ModeBar), - m_selectedBar(0), - m_zoomSelection(0), - m_dataSet(new QDataSet()), - m_axisLabelX(QStringLiteral("X")), - m_axisLabelZ(QStringLiteral("Z")), - m_axisLabelY(QStringLiteral("Y")), - m_sceneViewPort(0, 0, q->width(), q->height()), - m_zoomViewPort(0, 0, q->width(), q->height()), - m_zoomActivated(false), - m_textureHelper(new TextureHelper()), - m_labelTransparency(TransparencyNone), - m_font(QFont(QStringLiteral("Arial"))), - m_drawer(new Drawer(*m_theme, m_font, m_labelTransparency)), - m_xFlipped(false), - m_zFlipped(false), - m_bgrTexture(0), - m_depthTexture(0), - m_selectionTexture(0), - m_depthFrameBuffer(0), - m_selectionFrameBuffer(0), - m_selectionDepthBuffer(0), - m_updateLabels(false), - m_gridEnabled(true), - m_shadowQuality(ShadowLow), - m_shadowQualityToShader(33.3f), - m_tickCount(0), - m_tickStep(0) -{ - m_dataSet->d_ptr->setDrawer(m_drawer); - QObject::connect(m_drawer, &Drawer::drawerChanged, this, &Q3DBarsPrivate::updateTextures); -} - -Q3DBarsPrivate::~Q3DBarsPrivate() -{ - qDebug() << "Destroying Q3DBarsPrivate"; -#ifndef USE_HAX0R_SELECTION - m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer); - m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer); - m_textureHelper->deleteTexture(&m_selectionTexture); -#endif - m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer); - m_textureHelper->deleteTexture(&m_bgrTexture); - delete m_dataSet; - if (m_zoomSelection) { - m_zoomSelection->d_ptr->clear(); - delete m_zoomSelection; - } - delete m_barShader; - delete m_depthShader; - delete m_selectionShader; - delete m_backgroundShader; - delete m_barObj; - delete m_backgroundObj; - delete m_gridLineObj; - delete m_textureHelper; - delete m_drawer; -} - -void Q3DBarsPrivate::loadBarMesh() -{ - if (m_barObj) - delete m_barObj; - m_barObj = new ObjectHelper(m_objFile); - m_barObj->load(); -} - -void Q3DBarsPrivate::loadBackgroundMesh() -{ - if (m_backgroundObj) - delete m_backgroundObj; - m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/background")); - m_backgroundObj->load(); -} - -void Q3DBarsPrivate::loadGridLineMesh() -{ - if (m_gridLineObj) - delete m_gridLineObj; - m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar")); - m_gridLineObj->load(); -} - -void Q3DBarsPrivate::loadLabelMesh() -{ - if (m_labelObj) - delete m_labelObj; - m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label")); - m_labelObj->load(); -} - -void Q3DBarsPrivate::initShaders(const QString &vertexShader, const QString &fragmentShader) -{ - if (m_barShader) - delete m_barShader; - m_barShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); - m_barShader->initialize(); -} - -void Q3DBarsPrivate::initSelectionShader() -{ - if (m_selectionShader) - delete m_selectionShader; - m_selectionShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/vertexSelection"), - QStringLiteral(":/shaders/fragmentSelection")); - m_selectionShader->initialize(); -} - -void Q3DBarsPrivate::initDepthShader() -{ - if (m_depthShader) - delete m_depthShader; - m_depthShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/vertexDepth"), - QStringLiteral(":/shaders/fragmentDepth")); - m_depthShader->initialize(); -} - -void Q3DBarsPrivate::initSelectionBuffer() -{ -#ifndef USE_HAX0R_SELECTION - if (m_selectionTexture) { - m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer); - m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer); - m_textureHelper->deleteTexture(&m_selectionTexture); - } - m_selectionTexture = m_textureHelper->createSelectionTexture(q_ptr->size(), - m_selectionFrameBuffer, - m_selectionDepthBuffer); -#endif -} - -void Q3DBarsPrivate::initDepthBuffer() -{ - if (m_depthTexture) { - m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer); - m_textureHelper->deleteTexture(&m_depthTexture); - } - m_depthTexture = m_textureHelper->createDepthTexture(q_ptr->size(), m_depthFrameBuffer, - m_shadowQuality); -} - -void Q3DBarsPrivate::initBackgroundShaders(const QString &vertexShader, - const QString &fragmentShader) -{ - if (m_backgroundShader) - delete m_backgroundShader; - m_backgroundShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); - m_backgroundShader->initialize(); -} - -void Q3DBarsPrivate::initLabelShaders(const QString &vertexShader, const QString &fragmentShader) -{ - if (m_labelShader) - delete m_labelShader; - m_labelShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); - m_labelShader->initialize(); -} - -void Q3DBarsPrivate::updateTextures() -{ - // Drawer has changed; this flag needs to be checked when checking if we need to update labels - m_updateLabels = true; -} - -void Q3DBarsPrivate::calculateSceneScalingFactors() -{ - // Calculate scene scaling and translation factors - m_rowWidth = ((m_sampleCount.first + 1) * m_barSpacing.width()) / 2.0f; - m_columnDepth = ((m_sampleCount.second + 1) * m_barSpacing.height()) / 2.0f; - m_maxDimension = qMax(m_rowWidth, m_columnDepth); - m_scaleFactor = qMin((m_sampleCount.first * (m_maxDimension / m_maxSceneSize)), - (m_sampleCount.second * (m_maxDimension / m_maxSceneSize))); - m_scaleX = m_barThickness.width() / m_scaleFactor; - m_scaleZ = m_barThickness.height() / m_scaleFactor; - //qDebug() << "m_scaleX" << m_scaleX << "m_scaleFactor" << m_scaleFactor; - //qDebug() << "m_scaleZ" << m_scaleZ << "m_scaleFactor" << m_scaleFactor; - //qDebug() << "m_rowWidth:" << m_rowWidth << "m_columnDepth:" << m_columnDepth << "m_maxDimension:" << m_maxDimension; -} - -void Q3DBarsPrivate::calculateHeightAdjustment(const QPair<GLfloat, GLfloat> &limits) -{ - // 2.0f = max difference between minimum and maximum value after scaling with m_heightNormalizer - m_yAdjustment = 2.0f - ((limits.second - limits.first) / m_heightNormalizer); - //qDebug() << m_yAdjustment; -} - -Q3DBarsPrivate::SelectionType Q3DBarsPrivate::isSelected(GLint row, GLint bar, - const QVector3D &selection) -{ - //static QVector3D prevSel = selection; // TODO: For debugging - SelectionType isSelectedType = SelectionNone; -#ifdef USE_HAX0R_SELECTION - if (selection == Utils::vectorFromColor(m_theme->m_windowColor)) -#else - if (selection == Utils::vectorFromColor(Qt::white)) -#endif - return isSelectedType; // skip window - QVector3D current = QVector3D((GLubyte)(((GLdouble)(row + 2) / (GLdouble)(m_sampleCount.second + 2)) - * 255.0 + 0.49), // +0.49 to fix rounding (there are conversions from unsigned short to GLdouble and back) - (GLubyte)(((GLdouble)(bar + 2) / (GLdouble)(m_sampleCount.first + 2)) - * 255.0 + 0.49), // +0.49 to fix rounding (there are conversions from unsigned short to GLdouble and back) - 0); - // TODO: For debugging - //if (selection != prevSel) { - // qDebug() << selection.x() << selection .y() << selection.z(); - // prevSel = selection; - //} - if (current == selection) - isSelectedType = SelectionBar; - else if (current.y() == selection.y() && (m_selectionMode == ModeBarAndColumn - || m_selectionMode == ModeBarRowAndColumn - || m_selectionMode == ModeZoomColumn)) - isSelectedType = SelectionColumn; - else if (current.x() == selection.x() && (m_selectionMode == ModeBarAndRow - || m_selectionMode == ModeBarRowAndColumn - || m_selectionMode == ModeZoomRow)) - isSelectedType = SelectionRow; - return isSelectedType; -} - -QTCOMMERCIALDATAVIS3D_END_NAMESPACE |