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authorHeikkinen Miikka <miikka.heikkinen@digia.com>2013-05-17 12:21:40 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-05-17 12:37:26 +0300
commit3dafad59b97532e8e68c0b7abca796f3a9527a6e (patch)
tree6dcb5bf6edc5aee39490b35db11202a20929d858 /src/engine/q3dbars.cpp
parent5963d52c1923cf2468c1fa4738e04a175196cc7d (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.cpp2105
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