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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-05-08 12:46:49 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-05-08 13:30:48 +0300
commitee7f5d387934c46442ece1ea17566305ada94cef (patch)
tree90dd4d95ae2f83f66e2ee42608122a393f5be46c /src/engine
parent161232582e7f7e7e6e991def2fe87d78e668d08f (diff)
Directory structure reorganized
Unnecessary subdirectory levels deleted from examples and src Change-Id: I88892b4fc92784e706be2264eeb7d6208250a50f Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com> Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/engine')
-rw-r--r--src/engine/drawer.cpp300
-rw-r--r--src/engine/drawer_p.h106
-rw-r--r--src/engine/engine.pri27
-rw-r--r--src/engine/engine.qrc36
-rw-r--r--src/engine/labelitem.cpp76
-rw-r--r--src/engine/labelitem_p.h79
-rw-r--r--src/engine/meshes/backgroudFlat.obj32
-rw-r--r--src/engine/meshes/backgroudSmooth.obj36
-rw-r--r--src/engine/meshes/coneFlat.obj89
-rw-r--r--src/engine/meshes/coneSmooth.obj90
-rw-r--r--src/engine/meshes/cubeFlat.obj47
-rw-r--r--src/engine/meshes/cubeSmooth.obj50
-rw-r--r--src/engine/meshes/cylinderFlat.obj299
-rw-r--r--src/engine/meshes/cylinderSmooth.obj330
-rw-r--r--src/engine/meshes/plane.obj15
-rw-r--r--src/engine/meshes/pyramidFlat.obj22
-rw-r--r--src/engine/meshes/pyramidSmooth.obj23
-rw-r--r--src/engine/meshes/sphere.obj1301
-rw-r--r--src/engine/meshes/sphereSmooth.obj1232
-rw-r--r--src/engine/q3dbars.cpp1747
-rw-r--r--src/engine/q3dbars.h159
-rw-r--r--src/engine/q3dbars_p.h171
-rw-r--r--src/engine/q3dmaps.cpp1533
-rw-r--r--src/engine/q3dmaps.h163
-rw-r--r--src/engine/q3dmaps_p.h170
-rw-r--r--src/engine/q3dwindow.cpp169
-rw-r--r--src/engine/q3dwindow.h86
-rw-r--r--src/engine/q3dwindow_p.h81
-rw-r--r--src/engine/qdataitem.cpp158
-rw-r--r--src/engine/qdataitem.h81
-rw-r--r--src/engine/qdataitem_p.h101
-rw-r--r--src/engine/qdatarow.cpp150
-rw-r--r--src/engine/qdatarow.h74
-rw-r--r--src/engine/qdatarow_p.h91
-rw-r--r--src/engine/qdataset.cpp271
-rw-r--r--src/engine/qdataset.h80
-rw-r--r--src/engine/qdataset_p.h107
-rw-r--r--src/engine/shaders/fragmentDepthTest7
-rw-r--r--src/engine/shaders/fragmentShader38
-rw-r--r--src/engine/shaders/fragmentShaderAmbient28
-rw-r--r--src/engine/shaders/fragmentShaderColorOnY30
-rw-r--r--src/engine/shaders/fragmentShaderDepth3
-rw-r--r--src/engine/shaders/fragmentShaderLabel6
-rw-r--r--src/engine/shaders/fragmentShaderSelection7
-rw-r--r--src/engine/shaders/fragmentShaderTexture32
-rw-r--r--src/engine/shaders/fragmentShadow70
-rw-r--r--src/engine/shaders/vertexDepthTest9
-rw-r--r--src/engine/shaders/vertexShader25
-rw-r--r--src/engine/shaders/vertexShaderDepth8
-rw-r--r--src/engine/shaders/vertexShaderLabel8
-rw-r--r--src/engine/shaders/vertexShaderSelection5
-rw-r--r--src/engine/shaders/vertexShaderTexture23
-rw-r--r--src/engine/shaders/vertexShadow34
-rw-r--r--src/engine/theme.cpp286
-rw-r--r--src/engine/theme_p.h96
55 files changed, 10297 insertions, 0 deletions
diff --git a/src/engine/drawer.cpp b/src/engine/drawer.cpp
new file mode 100644
index 00000000..722a54b8
--- /dev/null
+++ b/src/engine/drawer.cpp
@@ -0,0 +1,300 @@
+/****************************************************************************
+**
+** 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 "qdatavis3namespace.h"
+#include "drawer_p.h"
+#include "shaderhelper_p.h"
+#include "objecthelper_p.h"
+#include "camerahelper_p.h"
+#include "qdataitem.h"
+#include "qdataitem_p.h"
+#include "utils_p.h"
+#include "texturehelper_p.h"
+#include <QMatrix4x4>
+#include <qmath.h>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+Drawer::Drawer(const Theme &theme, const QFont &font, LabelTransparency transparency)
+ : m_theme(theme),
+ m_font(font),
+ m_transparency(transparency),
+ m_textureHelper(new TextureHelper())
+{
+ initializeOpenGLFunctions();
+}
+
+Drawer::~Drawer()
+{
+
+}
+
+void Drawer::setTheme(const Theme &theme)
+{
+ m_theme = theme;
+ emit drawerChanged();
+}
+
+void Drawer::setFont(const QFont &font)
+{
+ m_font = font;
+ emit drawerChanged();
+}
+
+void Drawer::setTransparency(LabelTransparency transparency)
+{
+ m_transparency = transparency;
+ emit drawerChanged();
+}
+
+void Drawer::drawObject(ShaderHelper *shader, ObjectHelper *object, GLuint textureId,
+ GLuint depthTextureId)
+{
+ if (textureId) {
+ // Activate texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, textureId);
+ shader->setUniformValue(shader->texture(), 0);
+ }
+
+ if (depthTextureId) {
+ // Activate depth texture
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, depthTextureId);
+ shader->setUniformValue(shader->shadow(), 1);
+ }
+
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(shader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->vertexBuf());
+ glVertexAttribPointer(shader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+
+ // 2nd attribute buffer : normals
+ glEnableVertexAttribArray(shader->normalAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->normalBuf());
+ glVertexAttribPointer(shader->normalAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+
+ if (textureId || depthTextureId) {
+ // 3rd attribute buffer : UVs
+ glEnableVertexAttribArray(shader->uvAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->uvBuf());
+ glVertexAttribPointer(shader->uvAtt(), 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
+ }
+
+ // Index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object->elementBuf());
+
+ // Draw the triangles
+ glDrawElements(GL_TRIANGLES, object->indexCount(), GL_UNSIGNED_SHORT, (void*)0);
+
+ // Free buffers
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ if (textureId || depthTextureId) {
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisableVertexAttribArray(shader->uvAtt());
+ }
+ glDisableVertexAttribArray(shader->normalAtt());
+ glDisableVertexAttribArray(shader->posAtt());
+}
+
+void Drawer::drawLabel(const QDataItem &item, const LabelItem &label,
+ const QMatrix4x4 &viewmatrix, const QMatrix4x4 &projectionmatrix,
+ const QVector3D &positionComp, const QVector3D &rotation,
+ GLfloat maxHeight, SelectionMode mode,
+ ShaderHelper *shader, ObjectHelper *object, bool useDepth, bool rotateAlong,
+ LabelPosition position, Qt::AlignmentFlag alignment)
+{
+ // Draw label
+ LabelItem labelItem = label;
+ if (!labelItem.textureId())
+ return; // No texture, skip
+
+ QSize textureSize = labelItem.size();
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ GLfloat xPosition;
+ GLfloat yPosition;
+ GLfloat zPosition = positionComp.z();
+
+ switch (position) {
+ case LabelBelow: {
+ yPosition = -1.6f; // minus maximum negative height (+ some extra for label)
+ break;
+ }
+ case LabelLow: {
+ yPosition = -positionComp.y();
+ break;
+ }
+ case LabelMid: {
+ // Use this for positioning with absolute item y position value
+ yPosition = item.d_ptr->translation().y();
+ break;
+ }
+ case LabelHigh: {
+ // TODO: Fix this. Can't seem to get it right (if ok with positive-only bars, doesn't look good on +- and vice versa)
+ yPosition = item.d_ptr->translation().y() + (item.d_ptr->value() / maxHeight) / 2.0f;
+ break;
+ }
+ case LabelOver: {
+ float mod = 0.1f;
+ if (item.d_ptr->value() < 0)
+ mod = -0.1f;
+ yPosition = item.d_ptr->translation().y() - (positionComp.y() / 2.0f - 0.2f)
+ + (item.d_ptr->value() / maxHeight) + mod;
+ break;
+ }
+ case LabelBottom: {
+ yPosition = -1.95f; // TODO: Calculate from scene
+ xPosition = 0.0f;
+ break;
+ }
+ case LabelTop: {
+ yPosition = 1.95f; // TODO: Calculate from scene
+ xPosition = 0.0f;
+ break;
+ }
+ case LabelLeft: {
+ yPosition = 0.0f;
+ xPosition = -2.5f; // TODO: Calculate from scene
+ break;
+ }
+ case LabelRight: {
+ yPosition = 0.0f;
+ xPosition = 2.5f; // TODO: Calculate from scene
+ break;
+ }
+ }
+
+ // Calculate scale factor to get uniform font size
+ GLfloat scaledFontSize = 0.05f + m_font.pointSizeF() / 500.0f;
+ GLfloat scaleFactor = scaledFontSize / (GLfloat)textureSize.height();
+
+ // Apply alignment
+ GLfloat xAlignment = 0.0f;
+ GLfloat zAlignment = 0.0f;
+ switch (alignment) {
+ case Qt::AlignLeft: {
+ xAlignment = (-(GLfloat)textureSize.width() * scaleFactor)
+ * qFabs(cos(rotation.y() * m_pi / 180.0f));
+ zAlignment = ((GLfloat)textureSize.width() * scaleFactor)
+ * qFabs(sin(rotation.y() * m_pi / 180.0f));
+ break;
+ }
+ case Qt::AlignRight: {
+ xAlignment = ((GLfloat)textureSize.width() * scaleFactor)
+ * qFabs(cos(rotation.y() * m_pi / 180.0f));
+ zAlignment = (-(GLfloat)textureSize.width() * scaleFactor)
+ * qFabs(sin(rotation.y() * m_pi / 180.0f));
+ break;
+ }
+ default: {
+ break;
+ }
+ }
+
+ if (position < LabelBottom) {
+ xPosition = item.d_ptr->translation().x();
+ if (useDepth)
+ zPosition = item.d_ptr->translation().z();
+ else if (ModeZoomColumn == mode)
+ xPosition = -(item.d_ptr->translation().z()) + positionComp.z(); // flip first to left
+ }
+
+ // Position label
+ modelMatrix.translate(xPosition + xAlignment, yPosition, zPosition + zAlignment);
+
+ // Rotate
+ modelMatrix.rotate(rotation.z(), 0.0f, 0.0f, 1.0f);
+ modelMatrix.rotate(rotation.y(), 0.0f, 1.0f, 0.0f);
+ modelMatrix.rotate(rotation.x(), 1.0f, 0.0f, 0.0f);
+
+ if (useDepth && !rotateAlong) {
+ // Apply negative camera rotations to keep labels facing camera
+ QPointF camRotations = CameraHelper::getCameraRotations();
+ modelMatrix.rotate(-camRotations.x(), 0.0f, 1.0f, 0.0f);
+ modelMatrix.rotate(-camRotations.y(), 1.0f, 0.0f, 0.0f);
+ }
+
+ // Scale label based on text size
+ modelMatrix.scale(QVector3D((GLfloat)textureSize.width() * scaleFactor,
+ scaledFontSize,
+ 0.0f));
+
+ MVPMatrix = projectionmatrix * viewmatrix * modelMatrix;
+
+ // Set shader bindings
+ shader->setUniformValue(shader->MVP(), MVPMatrix);
+
+ // Draw the object
+ drawObject(shader, object, labelItem.textureId());
+}
+
+void Drawer::generateLabelTexture(QDataItem *item)
+{
+ LabelItem labelItem = item->d_ptr->label();
+ generateLabelItem(&labelItem, item->d_ptr->valueStr());
+ item->d_ptr->setLabel(labelItem);
+}
+
+void Drawer::generateLabelItem(LabelItem *item, const QString &text)
+{
+ // Delete previous texture, if there is one
+ GLuint labelTexture = item->textureId();
+ if (labelTexture)
+ glDeleteTextures(1, &labelTexture);
+
+ // Create labels
+ // Print label into a QImage using QPainter
+ QImage label = Utils::printTextToImage(m_font,
+ text,
+ m_theme.m_textBackgroundColor,
+ m_theme.m_textColor,
+ m_transparency);
+
+ // Set label size
+ item->setSize(label.size());
+ // Insert text texture into label
+ item->setTextureId(m_textureHelper->create2DTexture(label, true, true));
+}
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
diff --git a/src/engine/drawer_p.h b/src/engine/drawer_p.h
new file mode 100644
index 00000000..3b6a2c49
--- /dev/null
+++ b/src/engine/drawer_p.h
@@ -0,0 +1,106 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef DRAWER_P_H
+#define DRAWER_P_H
+
+#include "QtDataVis3D/qdatavis3dglobal.h"
+#include "QtDataVis3D/qdatavis3namespace.h"
+#include "q3dbars.h"
+#include "theme_p.h"
+#include "labelitem_p.h"
+#include <QFont>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class QDataItem;
+class ShaderHelper;
+class ObjectHelper;
+class TextureHelper;
+
+class Drawer : public QObject, protected QOpenGLFunctions
+{
+ Q_OBJECT
+
+public:
+ explicit Drawer(const Theme &theme, const QFont &font, LabelTransparency transparency);
+ ~Drawer();
+
+ void setTheme(const Theme &theme);
+ void setFont(const QFont &font);
+ void setTransparency(LabelTransparency transparency);
+
+ void drawObject(ShaderHelper *shader, ObjectHelper *object, GLuint textureId = 0,
+ GLuint depthTextureId = 0);
+ void drawLabel(const QDataItem &item, const LabelItem &label,
+ const QMatrix4x4 &viewmatrix, const QMatrix4x4 &projectionmatrix,
+ const QVector3D &positionComp, const QVector3D &rotation, GLfloat maxHeight,
+ SelectionMode mode, ShaderHelper *shader, ObjectHelper *object,
+ bool useDepth = false, bool rotateAlong = false,
+ LabelPosition position = LabelOver,
+ Qt::AlignmentFlag alignment = Qt::AlignCenter);
+
+ void generateLabelTexture(QDataItem *item);
+ void generateLabelItem(LabelItem *item, const QString &text);
+
+Q_SIGNALS:
+ void drawerChanged();
+
+private:
+ Theme m_theme;
+ QFont m_font;
+ LabelTransparency m_transparency;
+ TextureHelper *m_textureHelper;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/engine.pri b/src/engine/engine.pri
new file mode 100644
index 00000000..ba063186
--- /dev/null
+++ b/src/engine/engine.pri
@@ -0,0 +1,27 @@
+SOURCES += $$PWD/q3dwindow.cpp \
+ $$PWD/q3dbars.cpp \
+ $$PWD/q3dmaps.cpp \
+ $$PWD/qdataitem.cpp \
+ $$PWD/qdatarow.cpp \
+ $$PWD/qdataset.cpp \
+ $$PWD/theme.cpp \
+ $$PWD/drawer.cpp \
+ $$PWD/labelitem.cpp
+
+HEADERS += $$PWD/q3dwindow_p.h \
+ $$PWD/q3dwindow.h \
+ $$PWD/q3dbars.h \
+ $$PWD/q3dbars_p.h \
+ $$PWD/q3dmaps.h \
+ $$PWD/q3dmaps_p.h \
+ $$PWD/qdataitem.h \
+ $$PWD/qdataitem_p.h \
+ $$PWD/qdatarow.h \
+ $$PWD/qdatarow_p.h \
+ $$PWD/qdataset.h \
+ $$PWD/qdataset_p.h \
+ $$PWD/theme_p.h \
+ $$PWD/drawer_p.h \
+ $$PWD/labelitem_p.h
+
+RESOURCES += engine/engine.qrc
diff --git a/src/engine/engine.qrc b/src/engine/engine.qrc
new file mode 100644
index 00000000..ca260915
--- /dev/null
+++ b/src/engine/engine.qrc
@@ -0,0 +1,36 @@
+<RCC>
+ <qresource prefix="/defaultMeshes">
+ <file alias="cone">meshes/coneFlat.obj</file>
+ <file alias="coneSmooth">meshes/coneSmooth.obj</file>
+ <file alias="pyramid">meshes/pyramidFlat.obj</file>
+ <file alias="pyramidSmooth">meshes/pyramidSmooth.obj</file>
+ <file alias="bar">meshes/cubeFlat.obj</file>
+ <file alias="barSmooth">meshes/cubeSmooth.obj</file>
+ <file alias="cylinder">meshes/cylinderFlat.obj</file>
+ <file alias="cylinderSmooth">meshes/cylinderSmooth.obj</file>
+ <file alias="background">meshes/backgroudFlat.obj</file>
+ <file alias="backgroundSmooth">meshes/backgroudSmooth.obj</file>
+ <file alias="label">meshes/plane.obj</file>
+ <file alias="sphere">meshes/sphere.obj</file>
+ <file alias="sphereSmooth">meshes/sphereSmooth.obj</file>
+ </qresource>
+ <qresource prefix="/shaders">
+ <file alias="fragment">shaders/fragmentShader</file>
+ <file alias="vertex">shaders/vertexShader</file>
+ <file alias="fragmentAmbient">shaders/fragmentShaderAmbient</file>
+ <file alias="fragmentColorOnY">shaders/fragmentShaderColorOnY</file>
+ <file alias="fragmentSelection">shaders/fragmentShaderSelection</file>
+ <file alias="vertexSelection">shaders/vertexShaderSelection</file>
+ <file alias="fragmentTexture">shaders/fragmentShaderTexture</file>
+ <file alias="vertexTexture">shaders/vertexShaderTexture</file>
+ <file alias="fragmentLabel">shaders/fragmentShaderLabel</file>
+ <file alias="vertexLabel">shaders/vertexShaderLabel</file>
+ <file alias="fragmentDepth">shaders/fragmentShaderDepth</file>
+ <file alias="vertexDepth">shaders/vertexShaderDepth</file>
+ <file alias="testDepthFrag">shaders/fragmentDepthTest</file>
+ <file alias="testDepthVert">shaders/vertexDepthTest</file>
+ <file alias="fragmentShadow">shaders/fragmentShadow</file>
+ <file alias="vertexShadow">shaders/vertexShadow</file>
+ </qresource>
+ <qresource prefix="/textures"/>
+</RCC>
diff --git a/src/engine/labelitem.cpp b/src/engine/labelitem.cpp
new file mode 100644
index 00000000..6ce0663c
--- /dev/null
+++ b/src/engine/labelitem.cpp
@@ -0,0 +1,76 @@
+/****************************************************************************
+**
+** 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 "labelitem_p.h"
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+LabelItem::LabelItem()
+ : m_size(QSize(0, 0)),
+ m_textureId(0)
+{
+}
+
+LabelItem::~LabelItem()
+{
+}
+
+void LabelItem::setSize(const QSize &size)
+{
+ m_size = size;
+}
+
+QSize LabelItem::size()
+{
+ return m_size;
+}
+
+void LabelItem::setTextureId(GLuint textureId)
+{
+ m_textureId = textureId;
+}
+
+GLuint LabelItem::textureId()
+{
+ return m_textureId;
+}
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
diff --git a/src/engine/labelitem_p.h b/src/engine/labelitem_p.h
new file mode 100644
index 00000000..49693631
--- /dev/null
+++ b/src/engine/labelitem_p.h
@@ -0,0 +1,79 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef LABELITEM_P_H
+#define LABELITEM_P_H
+
+#include "qdatavis3dglobal.h"
+#include <QOpenGLFunctions>
+#include <QSize>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class LabelItem
+{
+public:
+ explicit LabelItem();
+ ~LabelItem();
+
+ void setSize(const QSize &size);
+ QSize size();
+ void setTextureId(GLuint textureId);
+ GLuint textureId();
+
+private:
+ QSize m_size;
+ GLuint m_textureId;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/meshes/backgroudFlat.obj b/src/engine/meshes/backgroudFlat.obj
new file mode 100644
index 00000000..cf4d10a5
--- /dev/null
+++ b/src/engine/meshes/backgroudFlat.obj
@@ -0,0 +1,32 @@
+# Blender v2.66 (sub 0) OBJ File: 'backgroud.blend'
+# www.blender.org
+o Cube
+v 1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 -1.000000
+v 0.999999 1.000000 1.000001
+v -1.000000 1.000000 1.000000
+v -1.000000 1.000000 -1.000000
+vt 0.000000 0.501529
+vt 0.001529 1.000000
+vt 0.500000 0.998471
+vt 0.501529 0.500000
+vt 1.000000 0.498471
+vt 0.998471 0.000000
+vt 0.500000 0.498471
+vt 0.498471 0.000000
+vt 0.000000 0.001529
+vt 0.498471 0.500000
+vt 0.500000 0.001529
+vt 0.001529 0.500000
+vn -0.000000 1.000000 0.000000
+vn 0.000000 -0.000000 -1.000000
+vn 1.000000 0.000000 0.000000
+s off
+f 1/1/1 4/2/1 3/3/1
+f 2/4/2 3/5/2 6/6/2
+f 3/7/3 4/8/3 7/9/3
+f 2/10/1 1/1/1 3/3/1
+f 5/11/2 2/4/2 6/6/2
+f 6/12/3 3/7/3 7/9/3
diff --git a/src/engine/meshes/backgroudSmooth.obj b/src/engine/meshes/backgroudSmooth.obj
new file mode 100644
index 00000000..ad16d904
--- /dev/null
+++ b/src/engine/meshes/backgroudSmooth.obj
@@ -0,0 +1,36 @@
+# Blender v2.66 (sub 0) OBJ File: 'backgroud.blend'
+# www.blender.org
+o Cube
+v 1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 -1.000000
+v 0.999999 1.000000 1.000001
+v -1.000000 1.000000 1.000000
+v -1.000000 1.000000 -1.000000
+vt 0.000000 0.501529
+vt 0.001529 1.000000
+vt 0.500000 0.998471
+vt 0.501529 0.500000
+vt 1.000000 0.498471
+vt 0.998471 0.000000
+vt 0.500000 0.498471
+vt 0.498471 0.000000
+vt 0.000000 0.001529
+vt 0.498471 0.500000
+vt 0.500000 0.001529
+vt 0.001529 0.500000
+vn 0.000000 0.999969 0.000000
+vn 0.707083 0.707083 0.000000
+vn 0.577349 0.577349 -0.577349
+vn 0.000000 0.707083 -0.707083
+vn 0.707083 0.000000 -0.707083
+vn 0.999969 0.000000 0.000000
+vn 0.000000 0.000000 -1.000000
+s 1
+f 1/1/1 4/2/2 3/3/3
+f 2/4/4 3/5/3 6/6/5
+f 3/7/3 4/8/2 7/9/6
+f 2/10/4 1/1/1 3/3/3
+f 5/11/7 2/4/4 6/6/5
+f 6/12/5 3/7/3 7/9/6
diff --git a/src/engine/meshes/coneFlat.obj b/src/engine/meshes/coneFlat.obj
new file mode 100644
index 00000000..51c3821e
--- /dev/null
+++ b/src/engine/meshes/coneFlat.obj
@@ -0,0 +1,89 @@
+# Blender v2.66 (sub 0) OBJ File: 'cone.blend'
+# www.blender.org
+o Cone_Cone.001
+v 0.000000 -1.000000 -1.000000
+v 0.309017 -1.000000 -0.951057
+v 0.587785 -1.000000 -0.809017
+v 0.809017 -1.000000 -0.587785
+v 0.951057 -1.000000 -0.309017
+v 1.000000 -1.000000 0.000000
+v 0.951056 -1.000000 0.309017
+v 0.809017 -1.000000 0.587785
+v 0.000000 1.000000 0.000000
+v 0.587785 -1.000000 0.809017
+v 0.309017 -1.000000 0.951057
+v -0.000000 -1.000000 1.000000
+v -0.309017 -1.000000 0.951056
+v -0.587786 -1.000000 0.809017
+v -0.809017 -1.000000 0.587785
+v -0.951057 -1.000000 0.309016
+v -1.000000 -1.000000 -0.000001
+v -0.951056 -1.000000 -0.309018
+v -0.809016 -1.000000 -0.587786
+v -0.587784 -1.000000 -0.809018
+v -0.309016 -1.000000 -0.951057
+vt 0.018984 0.308330
+vt 0.500000 0.482045
+vt 0.000000 0.410924
+vt 0.011213 0.505476
+vt 0.051524 0.582730
+vt 0.116989 0.635124
+vt 0.066306 0.207736
+vt 0.137334 0.118990
+vt 0.225115 0.050777
+vt 0.321057 0.009776
+vt 0.415768 0.000000
+vt 0.499978 0.022406
+vt 0.551525 0.582730
+vt 1.000000 0.482045
+vt 0.616989 0.635125
+vt 0.511213 0.505476
+vt 0.500000 0.410924
+vt 0.518984 0.308330
+vt 0.566306 0.207736
+vt 0.637334 0.118990
+vt 0.725115 0.050777
+vt 0.821057 0.009776
+vt 0.915768 0.000000
+vt 0.999978 0.022406
+vn -0.407058 0.442793 -0.798898
+vn 0.140263 0.442793 -0.885585
+vn -0.140262 0.442793 -0.885585
+vn 0.407059 0.442793 -0.798898
+vn -0.634008 0.442793 -0.634010
+vn -0.798897 0.442793 -0.407060
+vn -0.885585 0.442793 -0.140264
+vn -0.885585 0.442793 0.140262
+vn -0.798898 0.442793 0.407058
+vn -0.634009 0.442793 0.634009
+vn -0.407059 0.442793 0.798898
+vn -0.140263 0.442793 0.885585
+vn 0.140263 0.442793 0.885585
+vn 0.407059 0.442793 0.798898
+vn 0.634009 0.442793 0.634009
+vn 0.798898 0.442793 0.407059
+vn 0.885585 0.442793 0.140263
+vn 0.885585 0.442793 -0.140263
+vn 0.798898 0.442793 -0.407059
+vn 0.634009 0.442793 -0.634009
+s off
+f 20/1/1 9/2/1 21/3/1
+f 1/4/2 9/2/2 2/5/2
+f 21/3/3 9/2/3 1/4/3
+f 2/5/4 9/2/4 3/6/4
+f 19/7/5 9/2/5 20/1/5
+f 18/8/6 9/2/6 19/7/6
+f 17/9/7 9/2/7 18/8/7
+f 16/10/8 9/2/8 17/9/8
+f 15/11/9 9/2/9 16/10/9
+f 14/12/10 9/2/10 15/11/10
+f 13/13/11 9/14/11 14/15/11
+f 12/16/12 9/14/12 13/13/12
+f 11/17/13 9/14/13 12/16/13
+f 10/18/14 9/14/14 11/17/14
+f 8/19/15 9/14/15 10/18/15
+f 7/20/16 9/14/16 8/19/16
+f 6/21/17 9/14/17 7/20/17
+f 5/22/18 9/14/18 6/21/18
+f 4/23/19 9/14/19 5/22/19
+f 3/24/20 9/14/20 4/23/20
diff --git a/src/engine/meshes/coneSmooth.obj b/src/engine/meshes/coneSmooth.obj
new file mode 100644
index 00000000..48c48ba8
--- /dev/null
+++ b/src/engine/meshes/coneSmooth.obj
@@ -0,0 +1,90 @@
+# Blender v2.66 (sub 0) OBJ File: 'cone.blend'
+# www.blender.org
+o Cone_Cone.001
+v 0.000000 -1.000000 -1.000000
+v 0.309017 -1.000000 -0.951057
+v 0.587785 -1.000000 -0.809017
+v 0.809017 -1.000000 -0.587785
+v 0.951057 -1.000000 -0.309017
+v 1.000000 -1.000000 0.000000
+v 0.951056 -1.000000 0.309017
+v 0.809017 -1.000000 0.587785
+v 0.000000 1.000000 0.000000
+v 0.587785 -1.000000 0.809017
+v 0.309017 -1.000000 0.951057
+v -0.000000 -1.000000 1.000000
+v -0.309017 -1.000000 0.951056
+v -0.587786 -1.000000 0.809017
+v -0.809017 -1.000000 0.587785
+v -0.951057 -1.000000 0.309016
+v -1.000000 -1.000000 -0.000001
+v -0.951056 -1.000000 -0.309018
+v -0.809016 -1.000000 -0.587786
+v -0.587784 -1.000000 -0.809018
+v -0.309016 -1.000000 -0.951057
+vt 0.018984 0.308330
+vt 0.500000 0.482045
+vt 0.000000 0.410924
+vt 0.011213 0.505476
+vt 0.051524 0.582730
+vt 0.116989 0.635124
+vt 0.066306 0.207736
+vt 0.137334 0.118990
+vt 0.225115 0.050777
+vt 0.321057 0.009776
+vt 0.415768 0.000000
+vt 0.499978 0.022406
+vt 0.551525 0.582730
+vt 1.000000 0.482045
+vt 0.616989 0.635125
+vt 0.511213 0.505476
+vt 0.500000 0.410924
+vt 0.518984 0.308330
+vt 0.566306 0.207736
+vt 0.637334 0.118990
+vt 0.725115 0.050777
+vt 0.821057 0.009776
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+vn -0.525712 0.447188 -0.723594
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+vn 0.894406 0.447188 0.000000
+vn 0.850642 0.447188 -0.276376
+vn 0.723594 0.447188 -0.525712
+s 1
+f 20/1/1 9/2/2 21/3/3
+f 1/4/4 9/2/2 2/5/5
+f 21/3/3 9/2/2 1/4/4
+f 2/5/5 9/2/2 3/6/6
+f 19/7/7 9/2/2 20/1/1
+f 18/8/8 9/2/2 19/7/7
+f 17/9/9 9/2/2 18/8/8
+f 16/10/10 9/2/2 17/9/9
+f 15/11/11 9/2/2 16/10/10
+f 14/12/12 9/2/2 15/11/11
+f 13/13/13 9/14/2 14/15/12
+f 12/16/14 9/14/2 13/13/13
+f 11/17/15 9/14/2 12/16/14
+f 10/18/16 9/14/2 11/17/15
+f 8/19/17 9/14/2 10/18/16
+f 7/20/18 9/14/2 8/19/17
+f 6/21/19 9/14/2 7/20/18
+f 5/22/20 9/14/2 6/21/19
+f 4/23/21 9/14/2 5/22/20
+f 3/24/6 9/14/2 4/23/21
diff --git a/src/engine/meshes/cubeFlat.obj b/src/engine/meshes/cubeFlat.obj
new file mode 100644
index 00000000..3c8d6d0a
--- /dev/null
+++ b/src/engine/meshes/cubeFlat.obj
@@ -0,0 +1,47 @@
+# Blender v2.66 (sub 0) OBJ File: 'cube.blend'
+# www.blender.org
+o Cube
+v -1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 1.000000
+v -1.000000 1.000000 1.000000
+v -1.000000 1.000000 -1.000000
+v 1.000000 1.000000 -1.000000
+v 1.000000 1.000000 1.000000
+vt 0.998999 0.334334
+vt 0.667668 0.334334
+vt 0.998999 0.665666
+vt 0.332332 0.001001
+vt 0.001001 0.001001
+vt 0.332332 0.332332
+vt 0.332332 0.334334
+vt 0.001001 0.334334
+vt 0.001001 0.665666
+vt 0.665666 0.001001
+vt 0.334334 0.001001
+vt 0.334334 0.332332
+vt 0.665666 0.334334
+vt 0.334334 0.334334
+vt 0.334334 0.665666
+vt 0.667668 0.665666
+vt 0.001001 0.332332
+vt 0.332332 0.665666
+vt 0.665666 0.332332
+vt 0.665666 0.665666
+vn -1.000000 0.000000 0.000000
+vn 0.000000 0.000000 -1.000000
+vn 1.000000 -0.000000 0.000000
+vn 0.000000 0.000000 1.000000
+vn 0.000000 1.000000 0.000000
+s off
+f 5/1/1 6/2/1 1/3/1
+f 6/4/2 7/5/2 2/6/2
+f 7/7/3 8/8/3 4/9/3
+f 8/10/4 5/11/4 1/12/4
+f 8/13/5 7/14/5 6/15/5
+f 6/2/1 2/16/1 1/3/1
+f 7/5/2 3/17/2 2/6/2
+f 3/18/3 7/7/3 4/9/3
+f 4/19/4 8/10/4 1/12/4
+f 5/20/5 8/13/5 6/15/5
diff --git a/src/engine/meshes/cubeSmooth.obj b/src/engine/meshes/cubeSmooth.obj
new file mode 100644
index 00000000..9d147bfd
--- /dev/null
+++ b/src/engine/meshes/cubeSmooth.obj
@@ -0,0 +1,50 @@
+# Blender v2.66 (sub 0) OBJ File: 'cube.blend'
+# www.blender.org
+o Cube
+v -1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 1.000000
+v -1.000000 1.000000 1.000000
+v -1.000000 1.000000 -1.000000
+v 1.000000 1.000000 -1.000000
+v 1.000000 1.000000 1.000000
+vt 0.998999 0.334334
+vt 0.667668 0.334334
+vt 0.998999 0.665666
+vt 0.332332 0.001001
+vt 0.001001 0.001001
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+vt 0.001001 0.334334
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+vt 0.665666 0.001001
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+vt 0.334334 0.332332
+vt 0.665666 0.334334
+vt 0.334334 0.334334
+vt 0.334334 0.665666
+vt 0.667668 0.665666
+vt 0.001001 0.332332
+vt 0.332332 0.665666
+vt 0.665666 0.332332
+vt 0.665666 0.665666
+vn -0.577349 0.577349 0.577349
+vn -0.577349 0.577349 -0.577349
+vn -0.707083 0.000000 0.707083
+vn 0.577349 0.577349 -0.577349
+vn -0.707083 0.000000 -0.707083
+vn 0.577349 0.577349 0.577349
+vn 0.707083 0.000000 0.707083
+vn 0.707083 0.000000 -0.707083
+s 1
+f 5/1/1 6/2/2 1/3/3
+f 6/4/2 7/5/4 2/6/5
+f 7/7/4 8/8/6 4/9/7
+f 8/10/6 5/11/1 1/12/3
+f 8/13/6 7/14/4 6/15/2
+f 6/2/2 2/16/5 1/3/3
+f 7/5/4 3/17/8 2/6/5
+f 3/18/8 7/7/4 4/9/7
+f 4/19/7 8/10/6 1/12/3
+f 5/20/1 8/13/6 6/15/2
diff --git a/src/engine/meshes/cylinderFlat.obj b/src/engine/meshes/cylinderFlat.obj
new file mode 100644
index 00000000..2b7e3e5e
--- /dev/null
+++ b/src/engine/meshes/cylinderFlat.obj
@@ -0,0 +1,299 @@
+# Blender v2.66 (sub 0) OBJ File: 'cylinder.blend'
+# www.blender.org
+o Cylinder
+v 0.000000 -1.000000 -1.000000
+v 0.000000 1.000000 -1.000000
+v 0.195090 -1.000000 -0.980785
+v 0.195090 1.000000 -0.980785
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+v 0.382683 1.000000 -0.923880
+v 0.555570 -1.000000 -0.831470
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+v -0.195089 1.000000 -0.980786
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index 00000000..6ccbb286
--- /dev/null
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diff --git a/src/engine/meshes/plane.obj b/src/engine/meshes/plane.obj
new file mode 100644
index 00000000..96ac0dd7
--- /dev/null
+++ b/src/engine/meshes/plane.obj
@@ -0,0 +1,15 @@
+# Blender v2.66 (sub 0) OBJ File: 'plane.blend'
+# www.blender.org
+o Plane
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diff --git a/src/engine/meshes/pyramidFlat.obj b/src/engine/meshes/pyramidFlat.obj
new file mode 100644
index 00000000..35edb477
--- /dev/null
+++ b/src/engine/meshes/pyramidFlat.obj
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diff --git a/src/engine/meshes/pyramidSmooth.obj b/src/engine/meshes/pyramidSmooth.obj
new file mode 100644
index 00000000..b11c8750
--- /dev/null
+++ b/src/engine/meshes/pyramidSmooth.obj
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+# www.blender.org
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new file mode 100644
index 00000000..671a7bcc
--- /dev/null
+++ b/src/engine/meshes/sphere.obj
@@ -0,0 +1,1301 @@
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diff --git a/src/engine/meshes/sphereSmooth.obj b/src/engine/meshes/sphereSmooth.obj
new file mode 100644
index 00000000..3c5b1299
--- /dev/null
+++ b/src/engine/meshes/sphereSmooth.obj
@@ -0,0 +1,1232 @@
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diff --git a/src/engine/q3dbars.cpp b/src/engine/q3dbars.cpp
new file mode 100644
index 00000000..dc20a8c6
--- /dev/null
+++ b/src/engine/q3dbars.cpp
@@ -0,0 +1,1747 @@
+/****************************************************************************
+**
+** 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>
+
+//#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_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/vertexTexture"),
+ // QStringLiteral(":/shaders/fragmentTexture"));
+ d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ d_ptr->initLabelShaders(QStringLiteral(":/shaders/vertexLabel"),
+ QStringLiteral(":/shaders/fragmentLabel"));
+ 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;
+
+ 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));
+
+ 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(),
+ modelMatrix.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 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();
+
+ // 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 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;
+
+ 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(),
+ modelMatrix.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();
+
+ // Bind background shader
+ d_ptr->m_backgroundShader->bind();
+
+ // TODO: If we want to use background texture, we should create it in initBackground instead of here and keep the texture id in d_ptr
+ // Create texture
+ //glEnable(GL_TEXTURE_2D);
+ //GLuint bgrTexture = d_ptr->m_textureHelper->create2DTexture(
+ // QImage(QStringLiteral(":/textures/background")), true, true);
+
+ glCullFace(GL_BACK);
+
+ // Draw background
+ if (d_ptr->m_backgroundObj) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ 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);
+
+ MVPMatrix = projectionMatrix * viewMatrix * 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(),
+ modelMatrix.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->lightS(),
+ d_ptr->m_theme->m_lightStrength);
+ d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->ambientS(),
+ d_ptr->m_theme->m_ambientStrength);
+
+ // Draw the object
+ d_ptr->m_drawer->drawObject(d_ptr->m_backgroundShader, d_ptr->m_backgroundObj);
+ //d_ptr->m_drawer->drawObject(d_ptr->m_backgroundShader, d_ptr->m_backgroundObj, true,
+ // bgrTexture);
+ }
+
+ // Disable textures
+ //glBindTexture(GL_TEXTURE_2D, 0);
+ //glDeleteTextures(1, &bgrTexture); // TODO: If we want to use background texture, we should create it in initBackground and delete on exit
+ //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(Qt::black);
+ 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->lightS(),
+ d_ptr->m_theme->m_lightStrength);
+ 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;
+
+ 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));
+
+ MVPMatrix = projectionMatrix * viewMatrix * 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(),
+ modelMatrix.inverted().transposed());
+ d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix);
+
+ // 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;
+
+ 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));
+
+ MVPMatrix = projectionMatrix * viewMatrix * 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(),
+ modelMatrix.inverted().transposed());
+ d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix);
+
+ // 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 / 2.5; // TODO: Replace 2.5 with a dynamic number deduced from scene?
+ for (GLfloat barHeight = heightStep; barHeight <= d_ptr->m_heightNormalizer * 2.0f;
+ barHeight += heightStep) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ if (d_ptr->m_zFlipped) {
+ modelMatrix.translate(0.0f,
+ barHeight / d_ptr->m_heightNormalizer - d_ptr->m_yAdjustment,
+ d_ptr->m_columnDepth / d_ptr->m_scaleFactor + zComp);
+ } else {
+ modelMatrix.translate(0.0f,
+ barHeight / 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));
+
+ MVPMatrix = projectionMatrix * viewMatrix * 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(),
+ modelMatrix.inverted().transposed());
+ d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix);
+
+ // Draw the object
+ d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj);
+ }
+
+ // Wall lines: side wall
+ for (GLfloat barHeight = heightStep; barHeight <= d_ptr->m_heightNormalizer * 2.0f;
+ barHeight += heightStep) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ if (d_ptr->m_xFlipped) {
+ modelMatrix.translate(d_ptr->m_rowWidth / d_ptr->m_scaleFactor,
+ barHeight / d_ptr->m_heightNormalizer - d_ptr->m_yAdjustment,
+ zComp);
+ } else {
+ modelMatrix.translate(-d_ptr->m_rowWidth / d_ptr->m_scaleFactor,
+ barHeight / d_ptr->m_heightNormalizer - d_ptr->m_yAdjustment,
+ zComp);
+ }
+ modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ d_ptr->m_columnDepth / d_ptr->m_scaleFactor));
+
+ MVPMatrix = projectionMatrix * viewMatrix * 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(),
+ modelMatrix.inverted().transposed());
+ d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix);
+
+ // 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)
+{
+ // TODO: for testing shaders
+ //static GLint shaderNo = 1;
+ //qDebug() << "mouse button pressed" << event->button();
+ if (Qt::LeftButton == event->button()) {
+ if (d_ptr->m_zoomActivated) {
+ //qDebug() << event->pos().x() << event->pos().y() << d_ptr->m_sceneViewPort << d_ptr->m_zoomViewPort;
+ 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();
+
+ // TODO: testing shaders
+ // if (++shaderNo > 3)
+ // shaderNo = 1;
+ // switch (shaderNo) {
+ // case 1:
+ // d_ptr->initShaders(QStringLiteral(":/shaders/vertex")
+ // , QStringLiteral(":/shaders/fragment"));
+ // break;
+ // case 2:
+ // d_ptr->initShaders(QStringLiteral(":/shaders/vertex")
+ // , QStringLiteral(":/shaders/fragmentColorOnY"));
+ // break;
+ // case 3:
+ // d_ptr->initShaders(QStringLiteral(":/shaders/vertex")
+ // , QStringLiteral(":/shaders/fragmentAmbient"));
+ // break;
+ // }
+ }
+ CameraHelper::updateMousePos(d_ptr->m_mousePos);
+}
+
+void Q3DBars::mouseReleaseEvent(QMouseEvent *event)
+{
+ //qDebug() << "mouse button released" << event->button();
+ 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) {
+ //qDebug() << "mouse moved while pressed" << event->pos();
+ d_ptr->m_mousePos = event->pos();
+ }
+#if 0
+ // TODO: Testi - laske kursorin sijainti scenessä
+ QPointF mouse3D((2.0f * event->pos().x() - width()) / height(),
+ 1.0f - (2.0f * event->pos().y()) / height());
+ //qDebug() << "mouse position in scene" << mouse3D;
+
+ // TODO: Testi laske focal point
+ GLfloat focalPoint = tan(45.0f / 2.0f);
+
+ // TODO: Testi - laske viewmatriisin kerroin
+ QVector3D worldRay = QVector3D(0.0f, 0.0f, 0.0f)
+ - QVector3D(mouse3D.x(), mouse3D.y(), -focalPoint);
+ //qDebug() << "worldRay" << worldRay;
+ // multiply viewmatrix with this to get something?
+#endif
+}
+
+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();
+}
+
+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/vertex"),
+ QStringLiteral(":/shaders/fragmentColorOnY"));
+ } else {
+ d_ptr->initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+}
+
+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/vertex"),
+ QStringLiteral(":/shaders/fragmentColorOnY"));
+ } else {
+ d_ptr->initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+ }
+ 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::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();
+ 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();
+ 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();
+ 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();
+ 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();
+ 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();
+ 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_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_selectionFrameBuffer(0),
+ m_selectionDepthBuffer(0),
+ m_selectionTexture(0),
+ m_updateLabels(false),
+ m_gridEnabled(true)
+{
+ 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);
+ //m_textureHelper->deleteTexture(&m_selectionDepthTexture);
+#endif
+ delete m_dataSet;
+ if (m_zoomSelection) {
+ m_zoomSelection->d_ptr->clear();
+ delete m_zoomSelection;
+ }
+ delete m_barShader;
+ 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::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_textureHelper->deleteTexture(&m_selectionDepthTexture);
+ }
+ m_selectionTexture = m_textureHelper->createSelectionTexture(q_ptr->size(),
+ m_selectionFrameBuffer,
+ m_selectionDepthBuffer);
+#endif
+}
+
+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
diff --git a/src/engine/q3dbars.h b/src/engine/q3dbars.h
new file mode 100644
index 00000000..5a97f111
--- /dev/null
+++ b/src/engine/q3dbars.h
@@ -0,0 +1,159 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef Q3DBARS_H
+#define Q3DBARS_H
+
+#include "QtDataVis3D/qdatavis3dglobal.h"
+#include "QtDataVis3D/qdatavis3namespace.h"
+#include "q3dwindow.h"
+
+class QOpenGLShaderProgram;
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class Q3DBarsPrivate;
+class QDataItem;
+class QDataRow;
+class QDataSet;
+class LabelItem;
+
+class QTCOMMERCIALDATAVIS3D_EXPORT Q3DBars : public Q3DWindow
+{
+ Q_OBJECT
+public:
+ explicit Q3DBars();
+ ~Q3DBars();
+
+ void initialize();
+ void render();
+
+ // Add a row of data. Each new row is added to the front of the sample space, moving previous
+ // rows back (if sample space is more than one row deep)
+ void addDataRow(const QVector<GLfloat> &dataRow,
+ const QString &labelRow = QString(),
+ const QVector<QString> &labelsColumn = QVector<QString>());
+ // ownership of dataItems is transferred
+ void addDataRow(const QVector<QDataItem*> &dataRow,
+ const QString &labelRow = QString(),
+ const QVector<QString> &labelsColumn = QVector<QString>());
+ // ownership of dataRow is transferred
+ void addDataRow(QDataRow *dataRow);
+
+ // Add complete data set at a time, as a vector of data rows
+ void addDataSet(const QVector< QVector<GLfloat> > &data,
+ const QVector<QString> &labelsRow = QVector<QString>(),
+ const QVector<QString> &labelsColumn = QVector<QString>());
+
+ // ownership of dataItems is transferred
+ void addDataSet(const QVector< QVector<QDataItem*> > &data,
+ const QVector<QString> &labelsRow = QVector<QString>(),
+ const QVector<QString> &labelsColumn = QVector<QString>());
+ // ownership of dataSet is transferred
+ void addDataSet(QDataSet* dataSet);
+
+ // bar thickness, spacing between bars, and is spacing relative to thickness or absolute
+ // y -component sets the thickness/spacing of z -direction
+ // With relative 0.0f means side-to-side, 1.0f = one thickness in between
+ void setBarSpecs(QSizeF thickness = QSizeF(1.0f, 1.0f),
+ QSizeF spacing = QSizeF(1.0f, 1.0f),
+ bool relative = true);
+
+ // bar type; bars (=cubes), pyramids, cones, cylinders, etc.
+ void setBarType(BarStyle style, bool smooth = false);
+
+ // override bar type with own mesh
+ void setMeshFileName(const QString &objFileName);
+
+ // how many samples per row and column, and names for axes
+ void setupSampleSpace(int samplesRow, int samplesColumn, const QString &labelRow = QString(),
+ const QString &labelColumn = QString(),
+ const QString &labelHeight = QString());
+
+ // Select preset camera placement
+ void setCameraPreset(CameraPreset preset);
+
+ // Set camera rotation if you don't want to use the presets (in horizontal (-180...180) and
+ // vertical (0...90) angles and distance in percentage (10...500))
+ void setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance = 100);
+
+ // Set theme (bar colors, shaders, window color, background colors, light intensity and text colors are affected)
+ void setTheme(ColorTheme theme);
+
+ // Set color if you don't want to use themes. Set uniform to false if you want the (height) color to change from bottom to top
+ void setBarColor(QColor baseColor, QColor heightColor, QColor depthColor, bool uniform = true);
+
+ // TODO: valon siirto / asetus
+ // Change selection mode; single bar, bar and row, bar and column, or all
+ void setSelectionMode(SelectionMode mode);
+
+ // Set window title
+ void setWindowTitle(const QString &title);
+
+ // Font size adjustment (should it be in enum (smallest, smaller, small, normal, large, larger, largest), or just GLfloat?
+ void setFontSize(GLfloat fontsize);
+
+ // Set font
+ void setFont(const QFont &font);
+
+ // Label transparency adjustment
+ void setLabelTransparency(LabelTransparency transparency);
+
+ // Enable or disable background grid
+ void setGridEnabled(bool enable);
+
+protected:
+ void mousePressEvent(QMouseEvent *event);
+ void mouseReleaseEvent(QMouseEvent *event);
+ void mouseMoveEvent(QMouseEvent *event);
+ void wheelEvent(QWheelEvent *event);
+ void resizeEvent(QResizeEvent *event);
+
+private:
+ void drawZoomScene();
+ void drawScene();
+ QScopedPointer<Q3DBarsPrivate> d_ptr;
+ Q_DISABLE_COPY(Q3DBars)
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/q3dbars_p.h b/src/engine/q3dbars_p.h
new file mode 100644
index 00000000..472fe8d6
--- /dev/null
+++ b/src/engine/q3dbars_p.h
@@ -0,0 +1,171 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DBARS_p_H
+#define Q3DBARS_p_H
+
+#include "qdatavis3dglobal.h"
+#include "qdatavis3namespace.h"
+#include <QOpenGLFunctions>
+#include <QFont>
+
+class QOpenGLPaintDevice;
+
+class QPoint;
+class QSizeF;
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class Q3DBars;
+class QDataItem;
+class QDataRow;
+class QDataSet;
+class ShaderHelper;
+class ObjectHelper;
+class TextureHelper;
+class Theme;
+class Drawer;
+
+class Q3DBarsPrivate : public QObject
+{
+public:
+ enum SelectionType {
+ SelectionNone = 0,
+ SelectionBar,
+ SelectionRow,
+ SelectionColumn
+ };
+
+ enum MousePressType {
+ MouseNone = 0,
+ MouseOnScene,
+ MouseOnOverview,
+ MouseOnZoom,
+ MouseRotating
+ };
+
+public:
+ Q3DBarsPrivate(Q3DBars *q);
+ ~Q3DBarsPrivate();
+
+ void loadBarMesh();
+ void loadBackgroundMesh();
+ void loadGridLineMesh();
+ void loadLabelMesh();
+ void initShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initSelectionShader();
+ void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initLabelShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initSelectionBuffer();
+ void updateTextures();
+ void calculateSceneScalingFactors();
+ void calculateHeightAdjustment(const QPair<GLfloat, GLfloat> &limits);
+ SelectionType isSelected(GLint row, GLint bar, const QVector3D &selection);
+
+ Q3DBars *q_ptr;
+
+ QOpenGLPaintDevice *m_paintDevice;
+ ShaderHelper *m_barShader;
+ ShaderHelper *m_selectionShader;
+ ShaderHelper *m_backgroundShader;
+ ShaderHelper *m_labelShader;
+ ObjectHelper *m_barObj;
+ ObjectHelper *m_backgroundObj;
+ ObjectHelper *m_gridLineObj;
+ ObjectHelper *m_labelObj;
+ QPair<int, int> m_sampleCount;
+ QString m_objFile;
+ MousePressType m_mousePressed;
+ QPoint m_mousePos;
+ GLint m_zoomLevel;
+ GLfloat m_zoomAdjustment;
+ GLfloat m_horizontalRotation;
+ GLfloat m_verticalRotation;
+ QSizeF m_barThickness;
+ QSizeF m_barSpacing;
+ GLfloat m_heightNormalizer;
+ GLfloat m_yAdjustment;
+ GLfloat m_rowWidth;
+ GLfloat m_columnDepth;
+ GLfloat m_maxDimension;
+ GLfloat m_scaleX;
+ GLfloat m_scaleZ;
+ GLfloat m_scaleFactor;
+ GLfloat m_maxSceneSize;
+ Theme *m_theme;
+ bool m_isInitialized;
+ SelectionMode m_selectionMode;
+ QDataItem *m_selectedBar;
+ QDataRow *m_zoomSelection;
+ QDataSet *m_dataSet;
+ QString m_axisLabelX;
+ QString m_axisLabelZ;
+ QString m_axisLabelY;
+ QRect m_sceneViewPort;
+ QRect m_zoomViewPort;
+ bool m_zoomActivated;
+ TextureHelper *m_textureHelper;
+ LabelTransparency m_labelTransparency;
+ QFont m_font;
+ Drawer *m_drawer;
+ bool m_xFlipped;
+ bool m_zFlipped;
+ GLuint m_selectionTexture;
+ //GLuint m_selectionDepthTexture;
+ GLuint m_selectionFrameBuffer;
+ GLuint m_selectionDepthBuffer;
+ bool m_updateLabels;
+ bool m_gridEnabled;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/q3dmaps.cpp b/src/engine/q3dmaps.cpp
new file mode 100644
index 00000000..78789bcd
--- /dev/null
+++ b/src/engine/q3dmaps.cpp
@@ -0,0 +1,1533 @@
+/****************************************************************************
+**
+** 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 "q3dmaps.h"
+#include "q3dmaps_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>
+
+//#define DISPLAY_RENDER_SPEED
+
+// 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
+
+#ifdef DISPLAY_RENDER_SPEED
+#include <QTime>
+#endif
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+//#define DISPLAY_FULL_DATA_ON_SELECTION // Append selection value text with row and column labels
+
+const GLfloat gridLineWidth = 0.005f;
+GLfloat distanceMod = 0.0f;
+
+Q3DMaps::Q3DMaps()
+ : d_ptr(new Q3DMapsPrivate(this))
+{
+}
+
+Q3DMaps::~Q3DMaps()
+{
+}
+
+void Q3DMaps::initialize()
+{
+ // Initialize 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/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadow"));
+ d_ptr->initLabelShaders(QStringLiteral(":/shaders/vertexLabel"),
+ QStringLiteral(":/shaders/fragmentLabel"));
+ d_ptr->initSelectionShader();
+ d_ptr->initDepthShader();
+
+ // Init the depth buffer
+ d_ptr->initDepthBuffer();
+
+ // Init the selection buffer
+ d_ptr->initSelectionBuffer();
+
+ // 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, 1.0f + 2.9f * zComp),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+
+ // Adjust to default rotation
+ setCameraPosition(d_ptr->m_horizontalRotation, d_ptr->m_verticalRotation, d_ptr->m_zoomLevel);
+
+ // Set view port
+ glViewport(0, 0, width(), height());
+
+ // Set initialized -flag
+ d_ptr->m_isInitialized = true;
+
+ // Update default light position
+#ifndef USE_WIDER_SHADOWS
+ distanceMod = 1.0f;
+#endif
+}
+
+void Q3DMaps::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
+
+ // Draw scene
+ drawScene();
+}
+
+void Q3DMaps::drawScene()
+{
+ // 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);
+
+ 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());
+
+ // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos))
+ QVector3D lightPos = CameraHelper::calculateLightPosition(defaultLightPos, 0.0f, distanceMod);
+
+ // Map adjustment direction to model matrix scaling
+ GLfloat heightMultiplier = 0.0f;
+ GLfloat widthMultiplier = 0.0f;
+ GLfloat depthMultiplier = 0.0f;
+ GLfloat heightScaler = 0.0f;
+ GLfloat widthScaler = 0.0f;
+ GLfloat depthScaler = 0.0f;
+ switch (d_ptr->m_adjustDirection) {
+ case AdjustHeight:
+ widthMultiplier = 0.0f;
+ heightMultiplier = 1.0f;
+ depthMultiplier = 0.0f;
+ widthScaler = d_ptr->m_barThickness.x() / d_ptr->m_scaleFactor;
+ heightScaler = 0.0f;
+ depthScaler = d_ptr->m_barThickness.z() / d_ptr->m_scaleFactor;
+ break;
+ case AdjustWidth:
+ widthMultiplier = 1.0f;
+ heightMultiplier = 0.0f;
+ depthMultiplier = 0.0f;
+ widthScaler = 0.0f;
+ heightScaler = d_ptr->m_barThickness.y() / d_ptr->m_scaleFactor;
+ depthScaler = d_ptr->m_barThickness.z() / d_ptr->m_scaleFactor;
+ break;
+ case AdjustDepth:
+ widthMultiplier = 0.0f;
+ heightMultiplier = 0.0f;
+ depthMultiplier = 1.0f;
+ widthScaler = d_ptr->m_barThickness.x() / d_ptr->m_scaleFactor;
+ heightScaler = d_ptr->m_barThickness.y() / d_ptr->m_scaleFactor;
+ depthScaler = 0.0f;
+ break;
+ case AdjustRadius:
+ widthMultiplier = 1.0f;
+ heightMultiplier = 0.0f;
+ depthMultiplier = 1.0f;
+ widthScaler = 0.0f;
+ heightScaler = d_ptr->m_barThickness.y() / d_ptr->m_scaleFactor;
+ depthScaler = 0.0f;
+ break;
+ case AdjustAll:
+ widthMultiplier = 1.0f;
+ heightMultiplier = 1.0f;
+ depthMultiplier = 1.0f;
+ widthScaler = 0.0f;
+ heightScaler = 0.0f;
+ depthScaler = 0.0f;
+ break;
+ }
+
+ // Render scene into a depth texture for using with shadow mapping
+ // Bind depth shader
+ d_ptr->m_depthShader->bind();
+
+ // Enable drawing to framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, d_ptr->m_depthFrameBuffer);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ // Get the depth view matrix
+ QMatrix4x4 depthViewMatrix;
+ // It may be possible to hack lightPos here if we want to make some tweaks to shadow
+ depthViewMatrix.lookAt(lightPos, QVector3D(0.0f, -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
+ QMatrix4x4 depthProjectionMatrix;
+#ifdef USE_WIDER_SHADOWS
+ // Use this for a bit exaggerated shadows
+ depthProjectionMatrix.perspective(60.0f, (GLfloat)d_ptr->m_sceneViewPort.width()
+ / (GLfloat)d_ptr->m_sceneViewPort.height(), 0.1f, 100.0f);
+#else
+ // Use these for normal shadows, with the light further away
+ depthProjectionMatrix = projectionMatrix;
+#endif
+#if 0
+ // Draw background to depth buffer (You don't want to do this, except maybe for debugging purposes)
+ if (d_ptr->m_backgroundObj) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ modelMatrix.translate(0.0f, -d_ptr->m_yAdjustment, zComp);
+ modelMatrix.scale(QVector3D(d_ptr->m_areaSize.width() / d_ptr->m_scaleFactor,
+ 1.0f,
+ d_ptr->m_areaSize.height() / d_ptr->m_scaleFactor));
+ modelMatrix.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
+
+ 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_backgroundObj->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_backgroundObj->elementBuf());
+
+ // Draw the triangles
+ glDrawElements(GL_TRIANGLES, d_ptr->m_backgroundObj->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());
+ }
+#endif
+ // Draw bars to depth buffer
+ for (int bar = 0; bar < d_ptr->m_data->d_ptr->row().size(); bar++) {
+ QDataItem *item = d_ptr->m_data->d_ptr->getItem(bar);
+ if (!item)
+ continue;
+
+ GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer;
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ modelMatrix.translate(item->d_ptr->translation().x(),
+ heightMultiplier * barHeight + heightScaler
+ - d_ptr->m_yAdjustment,
+ item->d_ptr->translation().z());
+ modelMatrix.scale(QVector3D(widthMultiplier * barHeight + widthScaler,
+ heightMultiplier * barHeight + heightScaler,
+ depthMultiplier * barHeight + depthScaler));
+
+ 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
+#if 1
+ // 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
+ glBindFramebuffer(GL_FRAMEBUFFER, d_ptr->m_selectionFrameBuffer);
+ glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color to black
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer
+ glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled
+ for (int bar = 0; bar < d_ptr->m_data->d_ptr->row().size(); bar++) {
+ QDataItem *item = d_ptr->m_data->d_ptr->getItem(bar);
+ if (!item)
+ continue;
+
+ GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer;
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ modelMatrix.translate(item->d_ptr->translation().x(),
+ heightMultiplier * barHeight + heightScaler
+ - d_ptr->m_yAdjustment,
+ item->d_ptr->translation().z());
+ modelMatrix.scale(QVector3D(widthMultiplier * barHeight + widthScaler,
+ heightMultiplier * barHeight + heightScaler,
+ depthMultiplier * barHeight + depthScaler));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+
+ // add +2 to avoid black
+ QVector3D barColor = QVector3D((GLdouble)(bar + 2)
+ / (GLdouble)(d_ptr->m_data->d_ptr->row().size() + 2),
+ (GLdouble)(bar + 2)
+ / (GLdouble)(d_ptr->m_data->d_ptr->row().size() + 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);
+
+ // 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());
+ }
+ glEnable(GL_DITHER);
+
+ // Read color under cursor
+ if (Q3DMapsPrivate::MouseOnScene == d_ptr->m_mousePressed)
+ selection = Utils::getSelection(d_ptr->m_mousePos, height());
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Release selection shader
+ d_ptr->m_selectionShader->release();
+
+#if 0 // Use this if you want to see what is being drawn to the framebuffer
+ 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,
+ d_ptr->m_selectionTexture);
+ glDisable(GL_TEXTURE_2D);
+ d_ptr->m_labelShader->release();
+#endif
+ }
+#if 1
+ // Bind bar shader
+ d_ptr->m_barShader->bind();
+
+ // Draw bars
+ // TODO: Handle zoom by camera transformations
+ //if (!d_ptr->m_zoomActivated)
+
+ bool barSelectionFound = false;
+ for (int bar = 0; bar < d_ptr->m_data->d_ptr->row().size(); bar++) {
+ QDataItem *item = d_ptr->m_data->d_ptr->getItem(bar);
+ if (!item)
+ continue;
+
+ GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer;
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ modelMatrix.translate(item->d_ptr->translation().x(),
+ heightMultiplier * barHeight + heightScaler - d_ptr->m_yAdjustment,
+ item->d_ptr->translation().z());
+ modelMatrix.scale(QVector3D(widthMultiplier * barHeight + widthScaler,
+ heightMultiplier * barHeight + heightScaler,
+ depthMultiplier * barHeight + depthScaler));
+
+#ifdef SHOW_DEPTH_TEXTURE_SCENE
+ MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+#else
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+#endif
+
+ 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 (d_ptr->m_selectionMode > ModeNone) {
+ Q3DMapsPrivate::SelectionType selectionType = d_ptr->isSelected(bar, selection);
+ switch (selectionType) {
+ case Q3DMapsPrivate::SelectionBar: {
+ barColor = Utils::vectorFromColor(d_ptr->m_theme->m_highlightBarColor);
+ lightStrength = d_ptr->m_theme->m_highlightLightStrength;
+ // Insert data to QDataItem. We have no ownership, don't delete the previous one
+ if (!d_ptr->m_zoomActivated) {
+ d_ptr->m_selectedBar = item;
+ barSelectionFound = true;
+ }
+ break;
+ }
+ case Q3DMapsPrivate::SelectionNone: {
+ // Current bar is not selected, nor on a row or column
+ // do nothing
+ break;
+ }
+ default: {
+ // Unsupported selection mode
+ // 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(),
+ modelMatrix.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();
+#if 1
+ // Bind background shader
+ d_ptr->m_backgroundShader->bind();
+
+ // Enable texture
+ glEnable(GL_TEXTURE_2D);
+
+ // Draw background
+ if (d_ptr->m_backgroundObj) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+
+ modelMatrix.translate(0.0f, -d_ptr->m_yAdjustment, zComp);
+ modelMatrix.scale(QVector3D(d_ptr->m_areaSize.width() / d_ptr->m_scaleFactor,
+ 1.0f,
+ d_ptr->m_areaSize.height() / d_ptr->m_scaleFactor));
+ modelMatrix.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
+
+#ifdef SHOW_DEPTH_TEXTURE_SCENE
+ MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+#else
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+#endif
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // 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(),
+ modelMatrix.inverted().transposed());
+ d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->MVP(), MVPMatrix);
+ 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 / 5.0f);
+ d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->ambientS(),
+ d_ptr->m_theme->m_ambientStrength * 3.0f);
+
+ // Draw the object
+ //d_ptr->m_drawer->drawObject(d_ptr->m_backgroundShader, d_ptr->m_backgroundObj,
+ // d_ptr->m_bgrTexture, d_ptr->m_depthTexture);
+ // TODO: Hack until everything works
+ d_ptr->m_drawer->drawObject(d_ptr->m_backgroundShader, d_ptr->m_backgroundObj,
+ d_ptr->m_depthTexture, d_ptr->m_depthTexture);
+ }
+
+ // Disable textures
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ // Release background shader
+ d_ptr->m_backgroundShader->release();
+#endif
+ // Draw grid lines
+#if 0
+ if (d_ptr->m_gridEnabled) {
+ // Bind bar shader
+ d_ptr->m_barShader->bind();
+
+ // Set unchanging shader bindings
+ QVector3D barColor = Utils::vectorFromColor(Qt::black);
+ 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->lightS(),
+ d_ptr->m_theme->m_lightStrength);
+ 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;
+
+ 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));
+
+ MVPMatrix = projectionMatrix * viewMatrix * 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(),
+ modelMatrix.inverted().transposed());
+ d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix);
+
+ // 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;
+
+ 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));
+
+ MVPMatrix = projectionMatrix * viewMatrix * 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(),
+ modelMatrix.inverted().transposed());
+ d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix);
+
+ // 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 / 2.5; // TODO: Replace 2.5 with a dynamic number deduced from scene?
+ for (GLfloat barHeight = heightStep; barHeight <= d_ptr->m_heightNormalizer * 2.0f;
+ barHeight += heightStep) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ if (d_ptr->m_zFlipped) {
+ modelMatrix.translate(0.0f,
+ barHeight / d_ptr->m_heightNormalizer - d_ptr->m_yAdjustment,
+ d_ptr->m_columnDepth / d_ptr->m_scaleFactor + zComp);
+ } else {
+ modelMatrix.translate(0.0f,
+ barHeight / 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));
+
+ MVPMatrix = projectionMatrix * viewMatrix * 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(),
+ modelMatrix.inverted().transposed());
+ d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix);
+
+ // Draw the object
+ d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj);
+ }
+
+ // Wall lines: side wall
+ for (GLfloat barHeight = heightStep; barHeight <= d_ptr->m_heightNormalizer * 2.0f;
+ barHeight += heightStep) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ if (d_ptr->m_xFlipped) {
+ modelMatrix.translate(d_ptr->m_rowWidth / d_ptr->m_scaleFactor,
+ barHeight / d_ptr->m_heightNormalizer - d_ptr->m_yAdjustment,
+ zComp);
+ } else {
+ modelMatrix.translate(-d_ptr->m_rowWidth / d_ptr->m_scaleFactor,
+ barHeight / d_ptr->m_heightNormalizer - d_ptr->m_yAdjustment,
+ zComp);
+ }
+ modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ d_ptr->m_columnDepth / d_ptr->m_scaleFactor));
+
+ MVPMatrix = projectionMatrix * viewMatrix * 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(),
+ modelMatrix.inverted().transposed());
+ d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix);
+
+ // Draw the object
+ d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj);
+ }
+
+ // Release bar shader
+ d_ptr->m_barShader->release();
+ }
+#endif
+
+ // 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 && Q3DMapsPrivate::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
+ && Q3DMapsPrivate::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_data->d_ptr->columnLabels().size()
+ // > d_ptr->m_selectedBar->d_ptr->position().y())
+ // && (d_ptr->m_data->d_ptr->rowLabels().size()
+ // > d_ptr->m_selectedBar->d_ptr->position().x())) {
+ // labelText.append(QStringLiteral(" ("));
+ // labelText.append(d_ptr->m_data->d_ptr->rowLabels().at(
+ // d_ptr->m_selectedBar->d_ptr->position().x()));
+ // labelText.append(QStringLiteral(", "));
+ // labelText.append(d_ptr->m_data->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;
+ }
+#if 0
+ // 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_data->d_ptr->rowLabelItems().size() > row) {
+ label->d_ptr->setLabel(d_ptr->m_data->d_ptr->rowLabelItems().at(
+ d_ptr->m_data->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_data->d_ptr->columnLabelItems().size() > bar) {
+ label->d_ptr->setLabel(d_ptr->m_data->d_ptr->columnLabelItems().at(
+ d_ptr->m_data->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();
+#endif
+#endif
+#endif
+}
+
+void Q3DMaps::mousePressEvent(QMouseEvent *event)
+{
+ if (Qt::LeftButton == event->button()) {
+ if (d_ptr->m_zoomActivated) {
+ //qDebug() << event->pos().x() << event->pos().y() << d_ptr->m_sceneViewPort << d_ptr->m_zoomViewPort;
+ if (event->pos().x() <= d_ptr->m_sceneViewPort.width()
+ && event->pos().y() <= d_ptr->m_sceneViewPort.height()) {
+ d_ptr->m_mousePressed = Q3DMapsPrivate::MouseOnOverview;
+ //qDebug() << "Mouse pressed on overview";
+ } else {
+ d_ptr->m_mousePressed = Q3DMapsPrivate::MouseOnZoom;
+ //qDebug() << "Mouse pressed on zoom";
+ }
+ } else {
+ d_ptr->m_mousePressed = Q3DMapsPrivate::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 = Q3DMapsPrivate::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 Q3DMaps::mouseReleaseEvent(QMouseEvent *event)
+{
+ //qDebug() << "mouse button released" << event->button();
+ if (Q3DMapsPrivate::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 = Q3DMapsPrivate::MouseNone;
+}
+
+void Q3DMaps::mouseMoveEvent(QMouseEvent *event)
+{
+ if (Q3DMapsPrivate::MouseRotating == d_ptr->m_mousePressed) {
+ //qDebug() << "mouse moved while pressed" << event->pos();
+ d_ptr->m_mousePos = event->pos();
+ }
+#if 0
+ // TODO: Testi - laske kursorin sijainti scenessä
+ QPointF mouse3D((2.0f * event->pos().x() - width()) / height(),
+ 1.0f - (2.0f * event->pos().y()) / height());
+ //qDebug() << "mouse position in scene" << mouse3D;
+
+ // TODO: Testi laske focal point
+ GLfloat focalPoint = tan(45.0f / 2.0f);
+
+ // TODO: Testi - laske viewmatriisin kerroin
+ QVector3D worldRay = QVector3D(0.0f, 0.0f, 0.0f)
+ - QVector3D(mouse3D.x(), mouse3D.y(), -focalPoint);
+ //qDebug() << "worldRay" << worldRay;
+ // multiply viewmatrix with this to get something?
+#endif
+}
+
+void Q3DMaps::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 Q3DMaps::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 Q3DMaps::setBarSpecs(const QVector3D &thickness, AdjustmentDirection direction)
+{
+ d_ptr->m_barThickness = thickness;
+ d_ptr->m_adjustDirection = direction;
+}
+
+void Q3DMaps::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");
+ } else if (style == Spheres) {
+ if (smooth)
+ d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/sphereSmooth");
+ else
+ d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/sphere");
+ }
+ // Reload mesh data
+ if (d_ptr->m_isInitialized)
+ d_ptr->loadBarMesh();
+}
+
+void Q3DMaps::setMeshFileName(const QString &objFileName)
+{
+ d_ptr->m_objFile = objFileName;
+}
+
+void Q3DMaps::setCameraPreset(CameraPreset preset)
+{
+ CameraHelper::setCameraPreset(preset);
+}
+
+void Q3DMaps::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 Q3DMaps::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/vertex"),
+ QStringLiteral(":/shaders/fragmentColorOnY"));
+ } else {
+ d_ptr->initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+ d_ptr->m_updateLabels = true;
+}
+
+void Q3DMaps::setBarColor(QColor baseColor, QColor heightColor, bool uniform)
+{
+ d_ptr->m_theme->m_baseColor = baseColor;
+ d_ptr->m_theme->m_heightColor = heightColor;
+ if (d_ptr->m_theme->m_uniformColor != uniform) {
+ // Re-initialize 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->m_theme->m_uniformColor = uniform;
+}
+
+void Q3DMaps::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());
+}
+
+void Q3DMaps::setWindowTitle(const QString &title)
+{
+ setTitle(title);
+}
+
+void Q3DMaps::setFontSize(float fontsize)
+{
+ d_ptr->m_font.setPointSizeF(fontsize);
+ d_ptr->m_drawer->setFont(d_ptr->m_font);
+ d_ptr->m_updateLabels = true;
+}
+
+void Q3DMaps::setFont(const QFont &font)
+{
+ d_ptr->m_font = font;
+ d_ptr->m_drawer->setFont(font);
+ d_ptr->m_updateLabels = true;
+}
+
+void Q3DMaps::setLabelTransparency(LabelTransparency transparency)
+{
+ d_ptr->m_labelTransparency = transparency;
+ d_ptr->m_drawer->setTransparency(transparency);
+ d_ptr->m_updateLabels = true;
+}
+
+void Q3DMaps::setGridEnabled(bool enable)
+{
+ d_ptr->m_gridEnabled = enable;
+}
+
+bool Q3DMaps::addDataItem(QDataItem* dataItem)
+{
+ // Check validity
+ if (!d_ptr->isValid(*dataItem))
+ return false;
+ // Convert position to translation
+ d_ptr->calculateTranslation(dataItem);
+ // Add item
+ d_ptr->m_data->addItem(dataItem);
+ // Get the limits
+ QPair<GLfloat, GLfloat> limits = d_ptr->m_data->d_ptr->limitValues();
+ d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first));
+ d_ptr->calculateHeightAdjustment(limits);
+ return true;
+}
+
+bool Q3DMaps::addData(const QVector<QDataItem*> &data)
+{
+ // Convert to QDataRow
+ for (int i = 0; i < data.size(); i++) {
+ QDataItem *item = data.at(i);
+ // Check validity
+ if (!d_ptr->isValid(*item)) {
+ return false;
+ } else {
+ // Convert position to translation
+ d_ptr->calculateTranslation(item);
+ // Add item
+ d_ptr->m_data->addItem(item);
+ }
+ }
+ // Get the limits
+ QPair<GLfloat, GLfloat> limits = d_ptr->m_data->d_ptr->limitValues();
+ d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first));
+ d_ptr->calculateHeightAdjustment(limits);
+ return true;
+}
+
+bool Q3DMaps::addData(const QDataRow &dataRow)
+{
+ for (int itemIdx = 0; itemIdx < dataRow.d_ptr->row().size(); itemIdx++) {
+ QDataItem *item = dataRow.d_ptr->getItem(itemIdx);
+ // Check validity
+ if (!d_ptr->isValid(*item)) {
+ return false;
+ } else {
+ // Convert position to translation
+ d_ptr->calculateTranslation(item);
+ // Add item
+ d_ptr->m_data->addItem(item);
+ }
+ }
+ // Get the limits
+ QPair<GLfloat, GLfloat> limits = d_ptr->m_data->d_ptr->limitValues();
+ d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first));
+ d_ptr->calculateHeightAdjustment(limits);
+ return true;
+}
+
+bool Q3DMaps::setData(const QVector<QDataItem*> &dataRow)
+{
+ // Delete previous data
+ delete d_ptr->m_data;
+ // Convert to QDataRow
+ d_ptr->m_data = new QDataRow();
+ for (int i = 0; i < dataRow.size(); i++) {
+ QDataItem *item = dataRow.at(i);
+ // Check validity
+ if (!d_ptr->isValid(*item)) {
+ return false;
+ } else {
+ // Convert position to translation
+ d_ptr->calculateTranslation(item);
+ // Add item
+ d_ptr->m_data->addItem(item);
+ }
+ }
+ // Get the limits
+ QPair<GLfloat, GLfloat> limits = d_ptr->m_data->d_ptr->limitValues();
+ d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first));
+ d_ptr->calculateHeightAdjustment(limits);
+ return true;
+}
+
+bool Q3DMaps::setData(QDataRow *dataRow)
+{
+ // Check validity
+ for (int i = 0; i < dataRow->d_ptr->row().size(); i++) {
+ if (!d_ptr->isValid(*dataRow->d_ptr->row().at(i)))
+ return false;
+ else
+ d_ptr->calculateTranslation(dataRow->d_ptr->row()[i]);
+ }
+ // Delete previous data
+ delete d_ptr->m_data;
+ // Set give data as new data
+ d_ptr->m_data = dataRow;
+ // Get the limits
+ QPair<GLfloat, GLfloat> limits = d_ptr->m_data->d_ptr->limitValues();
+ d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first));
+ d_ptr->calculateHeightAdjustment(limits);
+ return true;
+}
+
+void Q3DMaps::setAreaSpecs(const QRect &areaRect, const QImage &image)
+{
+ d_ptr->calculateSceneScalingFactors(areaRect);
+ setImage(image);
+}
+
+void Q3DMaps::setImage(const QImage &image)
+{
+ if (d_ptr->m_bgrTexture)
+ glDeleteTextures(1, &d_ptr->m_bgrTexture);
+ d_ptr->m_bgrTexture = d_ptr->m_textureHelper->create2DTexture(image, true, true);
+}
+
+Q3DMapsPrivate::Q3DMapsPrivate(Q3DMaps *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_objFile(QStringLiteral(":/defaultMeshes/bar")),
+ m_mousePressed(MouseNone),
+ m_mousePos(QPoint(0, 0)),
+ m_zoomLevel(100),
+ m_zoomAdjustment(1.0f),
+ m_horizontalRotation(0.0f),
+ m_verticalRotation(45.0f),
+ m_barThickness(QVector3D(1.0f, 0.0f, 1.0f)),
+ m_heightNormalizer(0.0f),
+ m_yAdjustment(0.0f),
+ m_scaleFactor(1.0f),
+ m_theme(new Theme()),
+ m_isInitialized(false),
+ m_selectionMode(ModeBar),
+ m_selectedBar(0),
+ m_data(new QDataRow()),
+ 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_bgrTexture(0),
+ m_depthTexture(0),
+ m_selectionTexture(0),
+ m_depthFrameBuffer(0),
+ m_selectionFrameBuffer(0),
+ m_selectionDepthBuffer(0),
+ m_areaSize(QSizeF(1.0f, 1.0f)),
+ m_updateLabels(true),
+ m_gridEnabled(true)
+{
+ //m_data->d_ptr->setDrawer(m_drawer);
+ //QObject::connect(m_drawer, &Drawer::drawerChanged, this, &Q3DMapsPrivate::updateTextures);
+}
+
+Q3DMapsPrivate::~Q3DMapsPrivate()
+{
+ m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer);
+ m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
+ m_textureHelper->deleteTexture(&m_selectionTexture);
+ //m_textureHelper->deleteTexture(&m_selectionDepthTexture);
+ m_textureHelper->deleteTexture(&m_bgrTexture);
+ delete m_data;
+ delete m_barShader;
+ delete m_selectionShader;
+ delete m_backgroundShader;
+ delete m_barObj;
+ delete m_backgroundObj;
+ delete m_gridLineObj;
+ delete m_textureHelper;
+ delete m_drawer;
+}
+
+void Q3DMapsPrivate::loadBarMesh()
+{
+ if (m_barObj)
+ delete m_barObj;
+ m_barObj = new ObjectHelper(m_objFile);
+ m_barObj->load();
+}
+
+void Q3DMapsPrivate::loadBackgroundMesh()
+{
+ if (m_backgroundObj)
+ delete m_backgroundObj;
+ m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label"));
+ m_backgroundObj->load();
+}
+
+void Q3DMapsPrivate::loadGridLineMesh()
+{
+ if (m_gridLineObj)
+ delete m_gridLineObj;
+ m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar"));
+ m_gridLineObj->load();
+}
+
+void Q3DMapsPrivate::loadLabelMesh()
+{
+ if (m_labelObj)
+ delete m_labelObj;
+ m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label"));
+ m_labelObj->load();
+}
+
+void Q3DMapsPrivate::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 Q3DMapsPrivate::initSelectionShader()
+{
+ if (m_selectionShader)
+ delete m_selectionShader;
+ m_selectionShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/vertexSelection"),
+ QStringLiteral(":/shaders/fragmentSelection"));
+ m_selectionShader->initialize();
+}
+
+void Q3DMapsPrivate::initDepthShader()
+{
+ if (m_depthShader)
+ delete m_depthShader;
+ m_depthShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/vertexDepth"),
+ QStringLiteral(":/shaders/fragmentDepth"));
+ m_depthShader->initialize();
+}
+
+void Q3DMapsPrivate::initSelectionBuffer()
+{
+ if (m_selectionTexture) {
+ m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer);
+ m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
+ m_textureHelper->deleteTexture(&m_selectionTexture);
+ //m_textureHelper->deleteTexture(&m_selectionDepthTexture);
+ }
+ m_selectionTexture = m_textureHelper->createSelectionTexture(q_ptr->size(),
+ m_selectionFrameBuffer,
+ m_selectionDepthBuffer);
+}
+
+void Q3DMapsPrivate::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);
+}
+
+void Q3DMapsPrivate::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 Q3DMapsPrivate::initLabelShaders(const QString &vertexShader, const QString &fragmentShader)
+{
+ if (m_labelShader)
+ delete m_labelShader;
+ m_labelShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader);
+ // m_labelShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/testDepthVert"),
+ // QStringLiteral(":/shaders/testDepthFrag"));
+ m_labelShader->initialize();
+}
+
+void Q3DMapsPrivate::updateTextures()
+{
+ // Drawer has changed; this flag needs to be checked when checking if we need to update labels
+ m_updateLabels = true;
+}
+
+void Q3DMapsPrivate::calculateSceneScalingFactors(const QRect &areaRect)
+{
+ m_areaSize = areaRect.size();
+ // Calculate scaling factor so that we can be sure the whole area fits to positive z space
+ if (zComp > 1.0f)
+ m_scaleFactor = qMax(m_areaSize.width(), m_areaSize.height()) / zComp;
+ else
+ m_scaleFactor = qMax(m_areaSize.width(), m_areaSize.height());
+ //qDebug() << "scaleFactor" << m_scaleFactor;
+}
+
+void Q3DMapsPrivate::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;
+}
+
+void Q3DMapsPrivate::calculateTranslation(QDataItem *item)
+{
+ // We need to convert position (which is in coordinates), to translation (which has origin in the center and is scaled)
+ // -> move pos(center, center) to trans(0, 0) and pos(0, 0) to trans(left, top)
+ GLfloat xTrans = 2.0f * (item->d_ptr->position().x() - (m_areaSize.width() / 2.0f))
+ / m_scaleFactor;
+ GLfloat zTrans = 2.0f * (item->d_ptr->position().y() - (m_areaSize.height() / 2.0f))
+ / m_scaleFactor;
+ //qDebug() << "x, y" << item->d_ptr->position().x() << item->d_ptr->position().y();
+ item->d_ptr->setTranslation(QVector3D(xTrans, 0.0f, zTrans + zComp));
+ //qDebug() << item->d_ptr->translation();
+}
+
+Q3DMapsPrivate::SelectionType Q3DMapsPrivate::isSelected(GLint bar, const QVector3D &selection)
+{
+ //static QVector3D prevSel = selection; // TODO: For debugging
+ SelectionType isSelectedType = SelectionNone;
+ if (selection == Utils::vectorFromColor(Qt::black))
+ return isSelectedType; // skip window
+ QVector3D current = QVector3D((GLubyte)((GLdouble)(bar + 2)
+ / (GLdouble)(m_data->d_ptr->row().size() + 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_data->d_ptr->row().size() + 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;
+ return isSelectedType;
+}
+
+bool Q3DMapsPrivate::isValid(const QDataItem &item)
+{
+ bool retval = true;
+ if (item.d_ptr->value() < 0) {
+ qCritical("Data item value out of range");
+ retval = false;
+ } else if (item.d_ptr->position().x() < 0 || item.d_ptr->position().x() > m_areaSize.width()) {
+ qCritical("Data item x position out of range");
+ retval = false;
+ } else if (item.d_ptr->position().y() < 0 || item.d_ptr->position().y() > m_areaSize.height()) {
+ qCritical("Data item y position out of range");
+ retval = false;
+ }
+ return retval;
+}
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
diff --git a/src/engine/q3dmaps.h b/src/engine/q3dmaps.h
new file mode 100644
index 00000000..ed9f75d7
--- /dev/null
+++ b/src/engine/q3dmaps.h
@@ -0,0 +1,163 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef Q3DMAPS_H
+#define Q3DMAPS_H
+
+#include "QtDataVis3D/qdatavis3dglobal.h"
+#include "QtDataVis3D/qdatavis3namespace.h"
+#include "q3dwindow.h"
+
+class QOpenGLShaderProgram;
+class QImage;
+class QRect;
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class Q3DMapsPrivate;
+class QDataItem;
+class QDataRow;
+class QDataSet;
+class LabelItem;
+
+class QTCOMMERCIALDATAVIS3D_EXPORT Q3DMaps : public Q3DWindow
+{
+ Q_OBJECT
+public:
+ enum AdjustmentDirection {
+ AdjustHeight = 0, // map value to y
+ AdjustWidth, // map value to x
+ AdjustDepth, // map value to z
+ AdjustRadius, // map value to x and z
+ AdjustAll // map value to all (x, y, z)
+ };
+
+public:
+ explicit Q3DMaps();
+ ~Q3DMaps();
+
+ void initialize();
+ void render();
+ void render(QPainter *painter);
+
+ // Add data item. New data item is appended to old data.
+ // ownership of data is transferred
+ bool addDataItem(QDataItem *dataItem);
+
+ // Add data set. New data is appended to old data.
+ // ownership of data is transferred
+ bool addData(const QVector<QDataItem*> &data);
+ // ownership of data is transferred
+ bool addData(const QDataRow &data);
+
+ // Add data set. Old data is deleted.
+ // ownership of data is transferred
+ bool setData(const QVector<QDataItem*> &data);
+ // ownership of data is transferred
+ bool setData(QDataRow *data);
+
+ // bar specifications; base thickness in x, y and z, enum to indicate which direction is increased with value
+ // TODO: Start using thickness also in adjustment direction; use it as a relative value.
+ // For example, in AdjustAll mode setting thickness to (0.1f, 1.0f, 0.5f) would apply value to
+ // x at 10%, y at 100% and z at 50%. If a dimension is not included, given thickness states its absolute value.
+ void setBarSpecs(const QVector3D &thickness = QVector3D(1.0f, 1.0f, 1.0f),
+ AdjustmentDirection direction = AdjustHeight);
+
+ // bar type; bars (=cubes), pyramids, cones, cylinders, balls, etc.
+ void setBarType(BarStyle style, bool smooth = false);
+
+ // override bar type with own mesh
+ void setMeshFileName(const QString &objFileName);
+
+ // Select preset camera placement
+ void setCameraPreset(CameraPreset preset);
+
+ // Set camera rotation if you don't want to use the presets (in horizontal (-180...180) and
+ // vertical (0...90) angles and distance in percentage (10...500))
+ void setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance = 100);
+
+ // Set theme (bar colors, shaders, window color, background colors, light intensity and text colors are affected)
+ void setTheme(ColorTheme theme);
+
+ // Set color if you don't want to use themes. Set uniform to false if you want the (height) color to change from bottom to top
+ void setBarColor(QColor baseColor, QColor heightColor, bool uniform = true);
+
+ // TODO: valon siirto / asetus
+ // Change selection mode; single bar, bar and row, bar and column, or all
+ void setSelectionMode(SelectionMode mode);
+
+ // Set window title
+ void setWindowTitle(const QString &title);
+
+ // Font size adjustment (should it be in enum (smallest, smaller, small, normal, large, larger, largest), or just GLfloat?
+ void setFontSize(GLfloat fontsize);
+
+ // Set font
+ void setFont(const QFont &font);
+
+ // Label transparency adjustment
+ void setLabelTransparency(LabelTransparency transparency);
+
+ // Enable or disable background grid
+ void setGridEnabled(bool enable);
+
+ // Set area specs
+ void setAreaSpecs(const QRect &areaRect, const QImage &image);
+
+ // Set area image
+ void setImage(const QImage &image);
+
+protected:
+ void mousePressEvent(QMouseEvent *event);
+ void mouseReleaseEvent(QMouseEvent *event);
+ void mouseMoveEvent(QMouseEvent *event);
+ void wheelEvent(QWheelEvent *event);
+ void resizeEvent(QResizeEvent *event);
+
+private:
+ void drawScene();
+ QScopedPointer<Q3DMapsPrivate> d_ptr;
+ Q_DISABLE_COPY(Q3DMaps);
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/q3dmaps_p.h b/src/engine/q3dmaps_p.h
new file mode 100644
index 00000000..3896bb39
--- /dev/null
+++ b/src/engine/q3dmaps_p.h
@@ -0,0 +1,170 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DMAPS_P_H
+#define Q3DMAPS_P_H
+
+#include "qdatavis3dglobal.h"
+#include "qdatavis3namespace.h"
+#include <QOpenGLFunctions>
+#include <QFont>
+
+class QOpenGLPaintDevice;
+
+class QPoint;
+class QSizeF;
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class Q3DMaps;
+class QDataItem;
+class QDataRow;
+class QDataSet;
+class ShaderHelper;
+class ObjectHelper;
+class TextureHelper;
+class Theme;
+class Drawer;
+
+class Q3DMapsPrivate : public QObject
+{
+public:
+ enum SelectionType {
+ SelectionNone = 0,
+ SelectionBar,
+ SelectionRow,
+ SelectionColumn
+ };
+
+ enum MousePressType {
+ MouseNone = 0,
+ MouseOnScene,
+ MouseOnOverview,
+ MouseOnZoom,
+ MouseRotating
+ };
+
+public:
+ Q3DMapsPrivate(Q3DMaps *q);
+ ~Q3DMapsPrivate();
+
+ void loadBarMesh();
+ void loadBackgroundMesh();
+ void loadGridLineMesh();
+ void loadLabelMesh();
+ void initShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initSelectionShader();
+ void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initLabelShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initDepthShader();
+ void initSelectionBuffer();
+ void initDepthBuffer();
+ void updateTextures();
+ void calculateSceneScalingFactors(const QRect &areaRect);
+ void calculateHeightAdjustment(const QPair<GLfloat, GLfloat> &limits);
+ void calculateTranslation(QDataItem *item);
+ SelectionType isSelected(GLint bar, const QVector3D &selection);
+ bool isValid(const QDataItem &item);
+
+ Q3DMaps *q_ptr;
+
+ QOpenGLPaintDevice *m_paintDevice;
+ ShaderHelper *m_barShader;
+ ShaderHelper *m_depthShader;
+ ShaderHelper *m_selectionShader;
+ ShaderHelper *m_backgroundShader;
+ ShaderHelper *m_labelShader;
+ ObjectHelper *m_barObj;
+ ObjectHelper *m_backgroundObj;
+ ObjectHelper *m_gridLineObj;
+ ObjectHelper *m_labelObj;
+ QString m_objFile;
+ MousePressType m_mousePressed;
+ QPoint m_mousePos;
+ GLint m_zoomLevel;
+ GLfloat m_zoomAdjustment;
+ GLfloat m_horizontalRotation;
+ GLfloat m_verticalRotation;
+ QVector3D m_barThickness;
+ GLfloat m_heightNormalizer;
+ GLfloat m_yAdjustment;
+ GLfloat m_scaleFactor;
+ Theme *m_theme;
+ bool m_isInitialized;
+ SelectionMode m_selectionMode;
+ QDataItem *m_selectedBar;
+ QDataRow *m_data;
+ QString m_axisLabelX;
+ QString m_axisLabelZ;
+ QString m_axisLabelY;
+ QRect m_sceneViewPort;
+ QRect m_zoomViewPort;
+ bool m_zoomActivated;
+ TextureHelper *m_textureHelper;
+ LabelTransparency m_labelTransparency;
+ QFont m_font;
+ Drawer *m_drawer;
+ QSizeF m_areaSize;
+ GLuint m_bgrTexture;
+ GLuint m_depthTexture;
+ GLuint m_selectionTexture;
+ //GLuint m_selectionDepthTexture;
+ GLuint m_depthFrameBuffer;
+ GLuint m_selectionFrameBuffer;
+ GLuint m_selectionDepthBuffer;
+ bool m_updateLabels;
+ bool m_gridEnabled;
+ Q3DMaps::AdjustmentDirection m_adjustDirection;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/q3dwindow.cpp b/src/engine/q3dwindow.cpp
new file mode 100644
index 00000000..a172e7b6
--- /dev/null
+++ b/src/engine/q3dwindow.cpp
@@ -0,0 +1,169 @@
+/****************************************************************************
+**
+** 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 "q3dwindow.h"
+#include "q3dwindow_p.h"
+
+#include <QGuiApplication>
+
+#include <QOpenGLContext>
+#include <QOpenGLPaintDevice>
+#include <QPainter>
+
+#include <QDebug>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+Q3DWindow::Q3DWindow(QWindow *parent)
+ : QWindow(parent),
+ d_ptr(new Q3DWindowPrivate(this))
+{
+ setSurfaceType(QWindow::OpenGLSurface);
+ QSurfaceFormat surfaceFormat;
+ surfaceFormat.setDepthBufferSize(16);
+ surfaceFormat.setSamples(4);
+ surfaceFormat.setSwapBehavior(QSurfaceFormat::DoubleBuffer);
+ //surfaceFormat.setRenderableType(QSurfaceFormat::OpenGLES); // OpenGL crashes with ANGLE, comment out or define OpenGLES
+ setFormat(surfaceFormat);
+
+ create();
+
+ d_ptr->m_context->setFormat(requestedFormat());
+ d_ptr->m_context->create();
+#if !defined(Q_OS_MAC)
+ // These are required here for windows (and linux?), but cause errors on mac
+ d_ptr->m_context->makeCurrent(this);
+ initializeOpenGLFunctions();
+#endif
+ initialize();
+}
+
+Q3DWindow::~Q3DWindow()
+{
+}
+
+void Q3DWindow::initialize()
+{
+ qDebug() << "OpenGL version" << format().majorVersion() << format().minorVersion();
+ qDebug() << "OpenGL renderer" << format().renderableType();
+ //qDebug() << "OpenGL swapBehavior" << format().swapBehavior();
+ setAnimating(true);
+}
+
+void Q3DWindow::render()
+{
+}
+
+void Q3DWindow::renderLater()
+{
+ if (!d_ptr->m_updatePending) {
+ d_ptr->m_updatePending = true;
+ QCoreApplication::postEvent(this, new QEvent(QEvent::UpdateRequest));
+ }
+}
+
+bool Q3DWindow::event(QEvent *event)
+{
+ switch (event->type()) {
+ case QEvent::UpdateRequest:
+ renderNow();
+ return true;
+ default:
+ return QWindow::event(event);
+ }
+}
+
+void Q3DWindow::exposeEvent(QExposeEvent *event)
+{
+ Q_UNUSED(event);
+
+ if (isExposed())
+ renderNow();
+}
+
+void Q3DWindow::renderNow()
+{
+ if (!isExposed())
+ return;
+
+ static bool needsInit = true;
+
+ d_ptr->m_updatePending = false;
+
+ d_ptr->m_context->makeCurrent(this);
+
+ if (needsInit) {
+#if defined(Q_OS_MAC)
+ initializeOpenGLFunctions();
+#endif
+ initialize();
+ needsInit = false;
+ }
+
+ render();
+
+ d_ptr->m_context->swapBuffers(this);
+
+ if (d_ptr->m_animating)
+ renderLater();
+}
+
+void Q3DWindow::setAnimating(bool animating)
+{
+ d_ptr->m_animating = animating;
+
+ if (animating)
+ renderLater();
+}
+
+Q3DWindowPrivate::Q3DWindowPrivate(Q3DWindow *q)
+ : q_ptr(q),
+ m_updatePending(false),
+ m_animating(false),
+ m_context(new QOpenGLContext(q))
+{
+}
+
+Q3DWindowPrivate::~Q3DWindowPrivate()
+{
+}
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
diff --git a/src/engine/q3dwindow.h b/src/engine/q3dwindow.h
new file mode 100644
index 00000000..9958f7d9
--- /dev/null
+++ b/src/engine/q3dwindow.h
@@ -0,0 +1,86 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef Q3DWINDOW_H
+#define Q3DWINDOW_H
+
+#include "QtDataVis3D/qdatavis3dglobal.h"
+
+#include <QWindow>
+#include <QOpenGLFunctions>
+
+class QPainter;
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class Q3DWindowPrivate;
+
+class QTCOMMERCIALDATAVIS3D_EXPORT Q3DWindow : public QWindow, protected QOpenGLFunctions
+{
+ Q_OBJECT
+public:
+ explicit Q3DWindow(QWindow *parent = 0);
+ ~Q3DWindow();
+
+ virtual void render();
+
+ virtual void initialize();
+
+ void setAnimating(bool animating);
+
+public slots:
+ void renderLater();
+ void renderNow();
+
+protected:
+ bool event(QEvent *event);
+ void exposeEvent(QExposeEvent *event);
+
+private:
+ QScopedPointer<Q3DWindowPrivate> d_ptr;
+
+ friend class Q3DBarsPrivate;
+ friend class Q3DBars;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/q3dwindow_p.h b/src/engine/q3dwindow_p.h
new file mode 100644
index 00000000..ef786fb3
--- /dev/null
+++ b/src/engine/q3dwindow_p.h
@@ -0,0 +1,81 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DWINDOW_p_H
+#define Q3DWINDOW_p_H
+
+#include "qdatavis3dglobal.h"
+
+class QOpenGLContext;
+class QOpenGLPaintDevice;
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class Q3DWindow;
+
+class Q3DWindowPrivate
+{
+public:
+ Q3DWindowPrivate(Q3DWindow *q);
+ ~Q3DWindowPrivate();
+
+public:
+ Q3DWindow *q_ptr;
+
+ bool m_updatePending;
+ bool m_animating;
+
+ QOpenGLContext *m_context;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/qdataitem.cpp b/src/engine/qdataitem.cpp
new file mode 100644
index 00000000..14d6c85f
--- /dev/null
+++ b/src/engine/qdataitem.cpp
@@ -0,0 +1,158 @@
+/****************************************************************************
+**
+** 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 "qdataitem.h"
+#include "qdataitem_p.h"
+
+#include <QPoint>
+#include <QString>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+QDataItem::QDataItem(float value, const QString &label)
+ : d_ptr(new QDataItemPrivate(this, value, label))
+{
+ //qDebug("QDataItem");
+}
+
+QDataItem::~QDataItem()
+{
+ //qDebug("~QDataItem");
+}
+
+void QDataItem::setLabel(const QString &label, bool prepend)
+{
+ d_ptr->m_labelString = label;
+ d_ptr->m_prependLabel = prepend;
+}
+
+void QDataItem::setValue(float value)
+{
+ d_ptr->m_value = value;
+}
+
+void QDataItem::setValue(int value)
+{
+ d_ptr->m_value = (float)value;
+}
+
+void QDataItem::setPosition(const QPointF &position)
+{
+ d_ptr->m_position = position;
+}
+
+void QDataItem::setPosition(const QPoint &position)
+{
+ d_ptr->m_position = (QPointF)position;
+}
+
+QDataItemPrivate::QDataItemPrivate(QDataItem *q, float value, const QString &label)
+ : q_ptr(q),
+ m_value(value),
+ m_labelString(label),
+ m_prependLabel(false),
+ m_translation(QVector3D(0, 0, 0)),
+ m_label(LabelItem()),
+ m_selectionLabel(LabelItem())
+{
+}
+
+QDataItemPrivate::~QDataItemPrivate()
+{
+}
+
+void QDataItemPrivate::setTranslation(const QVector3D &translation)
+{
+ m_translation = translation;
+}
+
+QVector3D QDataItemPrivate::translation()
+{
+ return m_translation;
+}
+
+float QDataItemPrivate::value()
+{
+ return m_value;
+}
+
+QString QDataItemPrivate::valueStr()
+{
+ QString strVal;
+ QString numStr;
+ numStr.setNum(m_value);
+ if (m_prependLabel) {
+ strVal.append(m_labelString);
+ strVal.append(QStringLiteral(" "));
+ strVal.append(numStr);
+ } else {
+ strVal.append(numStr);
+ strVal.append(m_labelString);
+ }
+ return strVal;
+}
+
+void QDataItemPrivate::setLabel(const LabelItem &label)
+{
+ m_label = label;
+}
+
+LabelItem QDataItemPrivate::label()
+{
+ return m_label;
+}
+
+void QDataItemPrivate::setSelectionLabel(const LabelItem &label)
+{
+ m_selectionLabel = label;
+}
+
+LabelItem QDataItemPrivate::selectionLabel()
+{
+ return m_selectionLabel;
+}
+
+QPointF QDataItemPrivate::position()
+{
+ return m_position;
+}
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
diff --git a/src/engine/qdataitem.h b/src/engine/qdataitem.h
new file mode 100644
index 00000000..88d54faf
--- /dev/null
+++ b/src/engine/qdataitem.h
@@ -0,0 +1,81 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QDATAITEM_H
+#define QDATAITEM_H
+
+#include "QtDataVis3D/qdatavis3dglobal.h"
+#include <QScopedPointer>
+#include <QString>
+
+class QPointF;
+class QPoint;
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class QDataItemPrivate;
+
+class QTCOMMERCIALDATAVIS3D_EXPORT QDataItem
+{
+public:
+ explicit QDataItem(float value = 0.0f, const QString &label = QString());
+ ~QDataItem();
+
+ void setLabel(const QString &label, bool prepend = false); // label for value, unit for example
+ void setValue(float value);
+ void setValue(int value);
+ // Has no effect in Q3DBars
+ void setPosition(const QPointF &position);
+ void setPosition(const QPoint &position);
+
+private:
+ QScopedPointer<QDataItemPrivate> d_ptr;
+ friend class Q3DBars;
+ friend class Q3DBarsPrivate;
+ friend class Q3DMaps;
+ friend class Q3DMapsPrivate;
+ friend class QDataRowPrivate;
+ friend class Drawer;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/qdataitem_p.h b/src/engine/qdataitem_p.h
new file mode 100644
index 00000000..f14fe175
--- /dev/null
+++ b/src/engine/qdataitem_p.h
@@ -0,0 +1,101 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef QDATAITEM_P_H
+#define QDATAITEM_P_H
+
+#include "qdatavis3dglobal.h"
+#include "qdataitem.h"
+#include "labelitem_p.h"
+#include <QOpenGLFunctions>
+#include <QSize>
+#include <QString>
+#include <QVector3D>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class QDataItemPrivate
+{
+ public:
+ explicit QDataItemPrivate(QDataItem *q, float value = 0.0f,
+ const QString &label = QString());
+ ~QDataItemPrivate();
+
+ // Position in 3D scene
+ void setTranslation(const QVector3D &translation);
+ QVector3D translation();
+ // Value of bar
+ float value();
+ // Value and label appended into a string. If label has prepend -flag set, append label and value
+ QString valueStr();
+ // Label item (containing valueStr as texture)
+ void setLabel(const LabelItem &label);
+ LabelItem label();
+ // Selection label item (containing specialar selection texture, if mode is activated)
+ void setSelectionLabel(const LabelItem &label);
+ LabelItem selectionLabel();
+ QPointF position();
+
+ private:
+ QDataItem *q_ptr;
+ float m_value;
+ QString m_labelString;
+ bool m_prependLabel;
+ QVector3D m_translation;
+ LabelItem m_label;
+ LabelItem m_selectionLabel;
+ QPointF m_position;
+ friend class QDataItem;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/qdatarow.cpp b/src/engine/qdatarow.cpp
new file mode 100644
index 00000000..f4a9e984
--- /dev/null
+++ b/src/engine/qdatarow.cpp
@@ -0,0 +1,150 @@
+/****************************************************************************
+**
+** 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 "qdatarow.h"
+#include "qdatarow_p.h"
+#include "qdataitem.h"
+#include "qdataitem_p.h"
+
+#include <QString>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+QDataRow::QDataRow(const QString &label)
+ : d_ptr(new QDataRowPrivate(this, label))
+{
+ //qDebug("QDataRow");
+}
+
+QDataRow::~QDataRow()
+{
+ //qDebug("~QDataRow");
+}
+
+void QDataRow::setLabel(const QString &label)
+{
+ d_ptr->m_label = label;
+}
+
+void QDataRow::addItem(QDataItem *item)
+{
+ d_ptr->m_row.prepend(item);
+}
+
+QDataRowPrivate::QDataRowPrivate(QDataRow *q, const QString &label)
+ : q_ptr(q),
+ m_label(label),
+ m_labelItem(LabelItem())
+{
+}
+
+QDataRowPrivate::~QDataRowPrivate()
+{
+ for (int itemCount = 0; itemCount < m_row.size(); itemCount++)
+ delete m_row.at(itemCount);
+ m_row.clear();
+}
+
+QVector<QDataItem*> QDataRowPrivate::row()
+{
+ return m_row;
+}
+
+void QDataRowPrivate::clear()
+{
+ m_row.clear();
+}
+
+QDataItem *QDataRowPrivate::getItem(int itemIndex)
+{
+ QDataItem *item = NULL;
+ if (m_row.size() > itemIndex)
+ item = m_row.at(itemIndex);
+ return item;
+}
+
+void QDataRowPrivate::verifySize(int size)
+{
+ if (size > m_row.size()) {
+ // QVector's resize doesn't delete data contained in it
+ // Delete contents of items to be removed
+ int nbrToBeRemoved = m_row.size() - size;
+ for (int itemCount = 0; itemCount < nbrToBeRemoved; itemCount++) {
+ int itemToBeRemoved = m_row.size() - itemCount - 1; // -1 to compensate index 0
+ delete m_row.at(itemToBeRemoved);
+ }
+ // Resize vector
+ m_row.resize(size);
+ } else if (size < m_row.size()) {
+ qCritical("Check your sample space size! Your row is too short.");
+ }
+}
+
+QPair<GLfloat, GLfloat> QDataRowPrivate::limitValues()
+{
+ QPair<GLfloat, GLfloat> limits = qMakePair(100.0f, -100.0f);
+ for (int i = 0; i < m_row.size(); i++) {
+ QDataItem *item = m_row.at(i);
+ float itemValue = item->d_ptr->value();
+ if (limits.second < itemValue)
+ limits.second = itemValue;
+ if (limits.first > itemValue)
+ limits.first = itemValue;
+ }
+ return limits;
+}
+
+QString QDataRowPrivate::label()
+{
+ return m_label;
+}
+
+void QDataRowPrivate::setLabelItem(const LabelItem &item)
+{
+ m_labelItem = item;
+}
+
+LabelItem QDataRowPrivate::labelItem()
+{
+ return m_labelItem;
+}
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
diff --git a/src/engine/qdatarow.h b/src/engine/qdatarow.h
new file mode 100644
index 00000000..766ae541
--- /dev/null
+++ b/src/engine/qdatarow.h
@@ -0,0 +1,74 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QDATAROW_H
+#define QDATAROW_H
+
+#include "QtDataVis3D/qdatavis3dglobal.h"
+#include <QScopedPointer>
+#include <QString>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class QDataRowPrivate;
+class QDataItem;
+
+class QTCOMMERCIALDATAVIS3D_EXPORT QDataRow
+{
+public:
+ explicit QDataRow(const QString &label = QString());
+ ~QDataRow();
+
+ void setLabel(const QString &label); // label for value, unit for example
+ void addItem(QDataItem *item);
+
+private:
+ QScopedPointer<QDataRowPrivate> d_ptr;
+ friend class Q3DBars;
+ friend class Q3DBarsPrivate;
+ friend class Q3DMaps;
+ friend class Q3DMapsPrivate;
+ friend class QDataSetPrivate;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/qdatarow_p.h b/src/engine/qdatarow_p.h
new file mode 100644
index 00000000..3a1adeee
--- /dev/null
+++ b/src/engine/qdatarow_p.h
@@ -0,0 +1,91 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef QDATAROW_P_H
+#define QDATAROW_P_H
+
+#include "qdatavis3dglobal.h"
+#include "qdatarow.h"
+#include "labelitem_p.h"
+#include <QVector>
+#include <QString>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class QDataItem;
+
+class QDataRowPrivate
+{
+public:
+ explicit QDataRowPrivate(QDataRow *q, const QString &label = QString());
+ ~QDataRowPrivate();
+
+ QVector<QDataItem*> row();
+ // Clears vector, doesn't delete items
+ void clear();
+ QDataItem *getItem(int itemIndex);
+ void verifySize(int size);
+ QPair<GLfloat, GLfloat> limitValues();
+ QString label();
+ void setLabelItem(const LabelItem &item);
+ LabelItem labelItem();
+
+private:
+ QDataRow *q_ptr;
+ QVector<QDataItem*> m_row;
+ QString m_label;
+ LabelItem m_labelItem;
+ friend class QDataRow;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/qdataset.cpp b/src/engine/qdataset.cpp
new file mode 100644
index 00000000..5af920d2
--- /dev/null
+++ b/src/engine/qdataset.cpp
@@ -0,0 +1,271 @@
+/****************************************************************************
+**
+** 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 "qdataset.h"
+#include "qdataset_p.h"
+#include "qdatarow.h"
+#include "qdatarow_p.h"
+
+#include <QPoint>
+#include <QString>
+
+//#include <QDebug>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+const QString empty;
+
+QDataSet::QDataSet()
+ : d_ptr(new QDataSetPrivate(this))
+{
+ //qDebug("QDataSet");
+}
+
+QDataSet::~QDataSet()
+{
+ //qDebug("~QDataSet");
+}
+
+void QDataSet::setLabels(const QString &xAxis,
+ const QString &zAxis,
+ const QString &yAxis,
+ const QVector<QString> &labelsRow,
+ const QVector<QString> &labelsColumn)
+{
+ // skip empty labels, keep the previous ones
+ if (xAxis != empty && d_ptr->m_xAxis != xAxis) {
+ d_ptr->m_xAxis = xAxis;
+ // Generate axis label texture
+ if (d_ptr->m_drawer)
+ d_ptr->m_drawer->generateLabelItem(&d_ptr->m_xAxisItem, xAxis);
+ }
+ if (zAxis != empty && d_ptr->m_zAxis != zAxis) {
+ d_ptr->m_zAxis = zAxis;
+ // Generate axis label texture
+ if (d_ptr->m_drawer)
+ d_ptr->m_drawer->generateLabelItem(&d_ptr->m_zAxisItem, zAxis);
+ }
+ if (yAxis != empty && d_ptr->m_yAxis != yAxis) {
+ d_ptr->m_yAxis = yAxis;
+ // Generate axis label texture
+ if (d_ptr->m_drawer)
+ d_ptr->m_drawer->generateLabelItem(&d_ptr->m_yAxisItem, yAxis);
+ }
+ d_ptr->m_labelsRow = labelsRow;
+ d_ptr->m_labelsColumn = labelsColumn;
+ // Generate row and column label textures
+ if (d_ptr->m_drawer) {
+ for (int itemCount = 0; itemCount < labelsColumn.size(); itemCount++) {
+ d_ptr->m_labelItemsColumn.append(LabelItem());
+ d_ptr->m_drawer->generateLabelItem(&d_ptr->m_labelItemsColumn[itemCount],
+ labelsColumn.at(itemCount));
+ }
+ for (int itemCount = 0; itemCount < labelsRow.size(); itemCount++) {
+ d_ptr->m_labelItemsRow.append(LabelItem());
+ d_ptr->m_drawer->generateLabelItem(&d_ptr->m_labelItemsRow[itemCount],
+ labelsRow.at(itemCount));
+ }
+ }
+}
+
+void QDataSet::addRow(QDataRow *row)
+{
+ d_ptr->m_set.prepend(row);
+}
+
+QDataSetPrivate::QDataSetPrivate(QDataSet *q)
+ : q_ptr(q),
+ m_set(QVector<QDataRow*>()),
+ m_xAxis(QString()),
+ m_zAxis(QString()),
+ m_yAxis(QString()),
+ m_labelsRow(QVector<QString>()),
+ m_labelsColumn(QVector<QString>()),
+ m_xAxisItem(LabelItem()),
+ m_zAxisItem(LabelItem()),
+ m_yAxisItem(LabelItem()),
+ m_labelItemsRow(QVector<LabelItem>()),
+ m_labelItemsColumn(QVector<LabelItem>()),
+ m_drawer(0)
+{
+}
+
+QDataSetPrivate::~QDataSetPrivate()
+{
+ for (int itemCount = 0; itemCount < m_set.size(); itemCount++)
+ delete m_set.at(itemCount);
+ m_set.clear();
+ // Delete axis textures
+ GLuint textureid = m_xAxisItem.textureId();
+ if (textureid)
+ glDeleteTextures(1, &textureid);
+ textureid = m_zAxisItem.textureId();
+ if (textureid)
+ glDeleteTextures(1, &textureid);
+ textureid = m_yAxisItem.textureId();
+ if (textureid)
+ glDeleteTextures(1, &textureid);
+ // Delete row and column textures
+ for (int itemCount = 0; itemCount < m_labelItemsColumn.size(); itemCount++) {
+ LabelItem item = m_labelItemsColumn.at(itemCount);
+ textureid = item.textureId();
+ if (textureid)
+ glDeleteTextures(1, &textureid);
+ }
+ for (int itemCount = 0; itemCount < m_labelItemsRow.size(); itemCount++) {
+ LabelItem item = m_labelItemsRow.at(itemCount);
+ textureid = item.textureId();
+ if (textureid)
+ glDeleteTextures(1, &textureid);
+ }
+}
+
+void QDataSetPrivate::setDrawer(Drawer *drawer)
+{
+ m_drawer = drawer;
+ connect(m_drawer, SIGNAL(drawerChanged()), this, SLOT(updateTextures()));
+ updateTextures();
+}
+
+QVector<QDataRow*> QDataSetPrivate::set()
+{
+ return m_set;
+}
+
+QDataRow *QDataSetPrivate::getRow(int rowIndex)
+{
+ QDataRow *row = NULL;
+ if (m_set.size() > rowIndex)
+ row = m_set.at(rowIndex);
+ return row;
+}
+
+QVector<QString> QDataSetPrivate::rowLabels()
+{
+ return m_labelsRow;
+}
+
+QVector<QString> QDataSetPrivate::columnLabels()
+{
+ return m_labelsColumn;
+}
+
+QVector<LabelItem> QDataSetPrivate::rowLabelItems()
+{
+ return m_labelItemsRow;
+}
+
+QVector<LabelItem> QDataSetPrivate::columnLabelItems()
+{
+ return m_labelItemsColumn;
+}
+
+void QDataSetPrivate::axisLabels(QString *xAxis, QString *zAxis, QString *yAxis)
+{
+ *xAxis = m_xAxis;
+ *zAxis = m_zAxis;
+ *yAxis = m_yAxis;
+}
+
+void QDataSetPrivate::axisLabelItems(LabelItem *xAxisItem, LabelItem *zAxisItem,
+ LabelItem *yAxisItem)
+{
+ *xAxisItem = m_xAxisItem;
+ *zAxisItem = m_zAxisItem;
+ *yAxisItem = m_yAxisItem;
+}
+
+void QDataSetPrivate::verifySize(int colSize, int rowSize)
+{
+ // First verify columns
+ // QVector's resize doesn't delete data contained in it
+ // Delete contents of rows to be removed
+ if (colSize < m_set.size()) {
+ int nbrToBeRemoved = m_set.size() - colSize;
+ for (int rowCount = 0; rowCount < nbrToBeRemoved; rowCount++) {
+ int rowToBeRemoved = m_set.size() - rowCount - 1; // -1 to compensate index 0
+ delete m_set.at(rowToBeRemoved);
+ }
+ // Resize vector
+ m_set.resize(colSize);
+ }
+ // Then verify each row left
+ if (rowSize) {
+ for (int i = 0; i < m_set.size(); i++)
+ m_set.at(i)->d_ptr->verifySize(rowSize);
+ }
+}
+
+QPair<GLfloat, GLfloat> QDataSetPrivate::limitValues()
+{
+ QPair<GLfloat, GLfloat> limits = qMakePair(100.0f, -100.0f);
+ QPair<GLfloat, GLfloat> rowLimits;
+ for (int i = 0; i < m_set.size(); i++) {
+ rowLimits = m_set.at(i)->d_ptr->limitValues();
+ if (limits.second < rowLimits.second)
+ limits.second = rowLimits.second;
+ if (limits.first > rowLimits.first)
+ limits.first = rowLimits.first;
+ }
+ return limits;
+}
+
+void QDataSetPrivate::updateTextures()
+{
+ if (m_xAxis != empty)
+ m_drawer->generateLabelItem(&m_xAxisItem, m_xAxis);
+ if (m_zAxis != empty)
+ m_drawer->generateLabelItem(&m_zAxisItem, m_zAxis);
+ if (m_yAxis != empty)
+ m_drawer->generateLabelItem(&m_yAxisItem, m_yAxis);
+ for (int itemCount = 0; itemCount < m_labelsColumn.size(); itemCount++) {
+ if (m_labelItemsColumn.size() < itemCount + 1)
+ m_labelItemsColumn.append(LabelItem());
+ m_drawer->generateLabelItem(&m_labelItemsColumn[itemCount], m_labelsColumn.at(itemCount));
+ }
+ for (int itemCount = 0; itemCount < m_labelsRow.size(); itemCount++) {
+ if (m_labelItemsRow.size() < itemCount + 1)
+ m_labelItemsRow.append(LabelItem());
+ m_drawer->generateLabelItem(&m_labelItemsRow[itemCount], m_labelsRow.at(itemCount));
+ }
+}
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
diff --git a/src/engine/qdataset.h b/src/engine/qdataset.h
new file mode 100644
index 00000000..118d3df9
--- /dev/null
+++ b/src/engine/qdataset.h
@@ -0,0 +1,80 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QDATASET_H
+#define QDATASET_H
+
+#include "QtDataVis3D/qdatavis3dglobal.h"
+#include "qdataitem.h"
+#include "qdatarow.h"
+
+#include <QScopedPointer>
+#include <QVector>
+#include <QString>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class QDataSetPrivate;
+
+class QTCOMMERCIALDATAVIS3D_EXPORT QDataSet
+{
+public:
+ explicit QDataSet();
+ ~QDataSet();
+
+ void setLabels(const QString &xAxis = QString(),
+ const QString &zAxis = QString(),
+ const QString &yAxis = QString(),
+ const QVector<QString> &labelsRow = QVector<QString>(),
+ const QVector<QString> &labelsColumn = QVector<QString>());
+ void addRow(QDataRow *row);
+
+private:
+ QScopedPointer<QDataSetPrivate> d_ptr;
+ friend class Q3DBars;
+ friend class Q3DBarsPrivate;
+ friend class Q3DMaps;
+ friend class Q3DMapsPrivate;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/qdataset_p.h b/src/engine/qdataset_p.h
new file mode 100644
index 00000000..90dc5329
--- /dev/null
+++ b/src/engine/qdataset_p.h
@@ -0,0 +1,107 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef QDATASET_P_H
+#define QDATASET_P_H
+
+#include "qdatavis3dglobal.h"
+#include "qdataset.h"
+#include "drawer_p.h"
+#include "labelitem_p.h"
+#include <QVector>
+#include <QString>
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class QDataSetPrivate : public QObject
+{
+ Q_OBJECT
+
+public:
+ explicit QDataSetPrivate(QDataSet *q);
+ ~QDataSetPrivate();
+
+ void setDrawer(Drawer *drawer);
+ QVector<QDataRow*> set();
+ QDataRow *getRow(int rowIndex);
+ QVector<QString> rowLabels();
+ QVector<QString> columnLabels();
+ QVector<LabelItem> rowLabelItems();
+ QVector<LabelItem> columnLabelItems();
+ void axisLabels(QString *xAxis, QString *zAxis, QString *yAxis);
+ void axisLabelItems(LabelItem *xAxisItem, LabelItem *zAxisItem, LabelItem *yAxisItem);
+ void verifySize(int colSize, int rowSize = 0); // If rowSize is 0, don't verify rows
+ // first = min, second = max
+ QPair<GLfloat, GLfloat> limitValues();
+
+public Q_SLOTS:
+ void updateTextures();
+
+private:
+ QDataSet *q_ptr;
+ QVector<QDataRow*> m_set;
+ QString m_xAxis;
+ QString m_zAxis;
+ QString m_yAxis;
+ QVector<QString> m_labelsRow;
+ QVector<QString> m_labelsColumn;
+ LabelItem m_xAxisItem;
+ LabelItem m_zAxisItem;
+ LabelItem m_yAxisItem;
+ QVector<LabelItem> m_labelItemsRow;
+ QVector<LabelItem> m_labelItemsColumn;
+ Drawer *m_drawer;
+ friend class QDataSet;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif
diff --git a/src/engine/shaders/fragmentDepthTest b/src/engine/shaders/fragmentDepthTest
new file mode 100644
index 00000000..d6c502e1
--- /dev/null
+++ b/src/engine/shaders/fragmentDepthTest
@@ -0,0 +1,7 @@
+uniform sampler2D textureSampler;
+
+varying highp vec2 UV;
+
+void main() {
+ gl_FragColor = texture2D(textureSampler, UV);
+}
diff --git a/src/engine/shaders/fragmentShader b/src/engine/shaders/fragmentShader
new file mode 100644
index 00000000..45d8642f
--- /dev/null
+++ b/src/engine/shaders/fragmentShader
@@ -0,0 +1,38 @@
+varying highp vec2 UV;
+varying highp vec2 coords_mdl;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+
+void main() {
+ highp vec3 materialDiffuseColor = color_mdl;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = dot(n, l);
+ if (cosTheta < 0.0) { cosTheta = 0.0; }
+ if (cosTheta > 1.0) { cosTheta = 1.0; }
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = dot(E, R);
+ if (cosAlpha < 0.0) { cosAlpha = 0.0; }
+ if (cosAlpha > 1.0) { cosAlpha = 1.0; }
+
+ gl_FragColor.rgb = //color_mdl + color_mdl * vec3(cosTheta * cosTheta) / (distance * distance) + vec3(cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;//(distance * distance);
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/engine/shaders/fragmentShaderAmbient b/src/engine/shaders/fragmentShaderAmbient
new file mode 100644
index 00000000..ccaa07e4
--- /dev/null
+++ b/src/engine/shaders/fragmentShaderAmbient
@@ -0,0 +1,28 @@
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+void main() {
+ highp vec3 lightColor = vec3(1.0, 1.0, 1.0);
+ highp float lightPower = 10.0;
+ highp vec3 materialAmbientColor = vec3(0.5, 0.5, 0.5) * color_mdl;
+ highp vec3 materialSpecularColor = vec3(0.3, 0.3, 0.3) * color_mdl;
+ highp float distance = length(lightPosition_wrld - position_wrld);
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = dot(n, l);
+ if (cosTheta < 0.0) { cosTheta = 0.0; }
+ if (cosTheta > 1.0) { cosTheta = 1.0; }
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = dot(E, R);
+ if (cosAlpha < 0.0) { cosAlpha = 0.0; }
+ if (cosAlpha > 1.0) { cosAlpha = 1.0; }
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialSpecularColor * lightColor * lightPower * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/engine/shaders/fragmentShaderColorOnY b/src/engine/shaders/fragmentShaderColorOnY
new file mode 100644
index 00000000..a7a30155
--- /dev/null
+++ b/src/engine/shaders/fragmentShaderColorOnY
@@ -0,0 +1,30 @@
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec2 coords_mdl;
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+void main() {
+ highp vec3 materialDiffuseColor = vec3(coords_mdl.y * color_mdl.x, coords_mdl.y * color_mdl.y, coords_mdl.y * color_mdl.z);
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+ highp float distance = length(lightPosition_wrld - position_wrld);
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = dot(n, l);
+ if (cosTheta < 0.0) { cosTheta = 0.0; }
+ if (cosTheta > 1.0) { cosTheta = 1.0; }
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = dot(E, R);
+ if (cosAlpha < 0.0) { cosAlpha = 0.0; }
+ if (cosAlpha > 1.0) { cosAlpha = 1.0; }
+ gl_FragColor.rgb = //color_mdl + color_mdl * vec3(cosTheta * cosTheta) / (distance * distance) + vec3(cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / (distance * distance) +
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
+}
+
diff --git a/src/engine/shaders/fragmentShaderDepth b/src/engine/shaders/fragmentShaderDepth
new file mode 100644
index 00000000..5cfd4b10
--- /dev/null
+++ b/src/engine/shaders/fragmentShaderDepth
@@ -0,0 +1,3 @@
+void main() {
+ gl_FragDepth = gl_FragCoord.z;
+}
diff --git a/src/engine/shaders/fragmentShaderLabel b/src/engine/shaders/fragmentShaderLabel
new file mode 100644
index 00000000..ed3f91b1
--- /dev/null
+++ b/src/engine/shaders/fragmentShaderLabel
@@ -0,0 +1,6 @@
+varying highp vec2 UV;
+uniform sampler2D textureSampler;
+void main() {
+ gl_FragColor = texture2D(textureSampler, UV);
+}
+
diff --git a/src/engine/shaders/fragmentShaderSelection b/src/engine/shaders/fragmentShaderSelection
new file mode 100644
index 00000000..66370224
--- /dev/null
+++ b/src/engine/shaders/fragmentShaderSelection
@@ -0,0 +1,7 @@
+uniform highp vec3 color_mdl;
+//uniform highp vec4 color_mdl;
+void main() {
+ gl_FragColor.rgb = color_mdl;
+ //gl_FragColor = color_mdl;
+}
+
diff --git a/src/engine/shaders/fragmentShaderTexture b/src/engine/shaders/fragmentShaderTexture
new file mode 100644
index 00000000..95c4f1a1
--- /dev/null
+++ b/src/engine/shaders/fragmentShaderTexture
@@ -0,0 +1,32 @@
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform sampler2D textureSampler;
+void main() {
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+ highp float distance = length(lightPosition_wrld - position_wrld);
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = dot(n, l);
+ if (cosTheta < 0.0) { cosTheta = 0.0; }
+ if (cosTheta > 1.0) { cosTheta = 1.0; }
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = dot(E, R);
+ if (cosAlpha < 0.0) { cosAlpha = 0.0; }
+ if (cosAlpha > 1.0) { cosAlpha = 1.0; }
+ gl_FragColor.rgb = //color_mdl + color_mdl * vec3(cosTheta * cosTheta) / (distance * distance) + vec3(cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;//(distance * distance);
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/engine/shaders/fragmentShadow b/src/engine/shaders/fragmentShadow
new file mode 100644
index 00000000..2c3c2ded
--- /dev/null
+++ b/src/engine/shaders/fragmentShadow
@@ -0,0 +1,70 @@
+varying highp vec4 shadowCoord;
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform sampler2D textureSampler;
+//uniform sampler2DShadow shadowMap; // use with version 2
+uniform sampler2D shadowMap; // use with version 1
+
+// Version 1: Use this to see the shadow map
+
+void main() {
+ float shadowFactor = 1.0; // default to '1' meaning "no shadow"
+ float epsilon = 0.1; // increase value to remove little artifacts
+ vec4 shadCoordsPD = shadowCoord / shadowCoord.w;
+ if (shadowCoord.w <= 0.0) { // ignore negative projection
+ shadowFactor = 1.0;
+ } else if (shadCoordsPD.x < 0.0 || shadCoordsPD.y < 0.0) { // outside light frustum, ignore
+ shadowFactor = 1.0;
+ } else if (shadCoordsPD.x >= 1.0 || shadCoordsPD.y >= 1.0) { // outside light frustum, ignore
+ shadowFactor = 1.0;
+ } else {
+ float shadow = texture2D(shadowMap, shadCoordsPD.xy).x;
+ if (shadow + epsilon < shadCoordsPD.z) {
+ shadowFactor = 0.0;
+ }
+ }
+ // shadow is dark gray, other parts bright yellow
+ gl_FragColor = vec4(0.8, 0.8, 0.0, 1.0) * shadowFactor + vec4(0.2, 0.2, 0.2, 1.0);
+}
+
+// Version 2: Use this normally
+/*
+void main() {
+ highp vec3 materialDiffuseColor = vec3(0.8, 0.8, 0.0);//texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = dot(n, l);
+ if (cosTheta < 0.0) { cosTheta = 0.0; }
+ if (cosTheta > 1.0) { cosTheta = 1.0; }
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = dot(E, R);
+ if (cosAlpha < 0.0) { cosAlpha = 0.0; }
+ if (cosAlpha > 1.0) { cosAlpha = 1.0; }
+
+ highp float visibility = 1.0;
+ highp float bias = 0.005;
+
+ //highp float bias = 0.005 * tan(acos(cosTheta));
+ //if (bias < 0.0) { bias = 0.0; }
+ //if (bias > 0.01) { bias = 0.01; }
+
+ visibility -= 0.8 * (1.0 - shadow2D(shadowMap, vec3(shadowCoord.xy, (shadowCoord.z - bias) / shadowCoord.w)).r);
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ visibility * materialDiffuseColor * lightStrength * cosTheta +
+ visibility * materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha);
+ gl_FragColor.a = 1.0;
+}
+*/
diff --git a/src/engine/shaders/vertexDepthTest b/src/engine/shaders/vertexDepthTest
new file mode 100644
index 00000000..d62f1aa7
--- /dev/null
+++ b/src/engine/shaders/vertexDepthTest
@@ -0,0 +1,9 @@
+attribute highp vec3 vertexPosition_mdl;
+
+varying highp vec2 UV;
+
+void main() {
+ gl_Position = vec4(vertexPosition_mdl, 1.0);
+ UV = (vertexPosition_mdl.xy + vec2(1.0, 1.0)) / 2.0;
+}
+
diff --git a/src/engine/shaders/vertexShader b/src/engine/shaders/vertexShader
new file mode 100644
index 00000000..de03714b
--- /dev/null
+++ b/src/engine/shaders/vertexShader
@@ -0,0 +1,25 @@
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld;
+//varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec2 coords_mdl;
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ coords_mdl = vertexPosition_mdl.xy;
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
+ //UV = vertexUV;
+}
diff --git a/src/engine/shaders/vertexShaderDepth b/src/engine/shaders/vertexShaderDepth
new file mode 100644
index 00000000..69521267
--- /dev/null
+++ b/src/engine/shaders/vertexShaderDepth
@@ -0,0 +1,8 @@
+attribute highp vec3 vertexPosition_mdl;
+
+uniform highp mat4 MVP;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+}
+
diff --git a/src/engine/shaders/vertexShaderLabel b/src/engine/shaders/vertexShaderLabel
new file mode 100644
index 00000000..5959b47b
--- /dev/null
+++ b/src/engine/shaders/vertexShaderLabel
@@ -0,0 +1,8 @@
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+uniform highp mat4 MVP;
+varying highp vec2 UV;
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ UV = vertexUV;
+}
diff --git a/src/engine/shaders/vertexShaderSelection b/src/engine/shaders/vertexShaderSelection
new file mode 100644
index 00000000..70082663
--- /dev/null
+++ b/src/engine/shaders/vertexShaderSelection
@@ -0,0 +1,5 @@
+attribute highp vec3 vertexPosition_mdl;
+uniform highp mat4 MVP;
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+}
diff --git a/src/engine/shaders/vertexShaderTexture b/src/engine/shaders/vertexShaderTexture
new file mode 100644
index 00000000..fb23b252
--- /dev/null
+++ b/src/engine/shaders/vertexShaderTexture
@@ -0,0 +1,23 @@
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld;
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
+ UV = vertexUV;
+}
diff --git a/src/engine/shaders/vertexShadow b/src/engine/shaders/vertexShadow
new file mode 100644
index 00000000..24184376
--- /dev/null
+++ b/src/engine/shaders/vertexShadow
@@ -0,0 +1,34 @@
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld; // this is for inverted light direction, not position (we are just reusing uniform)
+uniform highp mat4 depthMVP;
+
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec4 shadowCoord;
+
+const highp mat4 bias = mat4(0.5, 0.0, 0.0, 0.0,
+ 0.0, 0.5, 0.0, 0.0,
+ 0.0, 0.0, 0.5, 0.0,
+ 0.5, 0.5, 0.5, 1.0);
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0);
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ lightDirection_cmr = (V * vec4(lightPosition_wrld, 0.0)).xyz;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
+ //normal_cmr = (V * M * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
+ UV = vertexUV;
+}
diff --git a/src/engine/theme.cpp b/src/engine/theme.cpp
new file mode 100644
index 00000000..5e3d0540
--- /dev/null
+++ b/src/engine/theme.cpp
@@ -0,0 +1,286 @@
+/****************************************************************************
+**
+** 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 "theme_p.h"
+
+#ifdef Q_OS_WIN
+#include <windows.h>
+#include <stdio.h>
+#endif
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+Theme::Theme()
+ : m_baseColor(QColor(Qt::gray)),
+ m_heightColor(QColor(Qt::white)),
+ m_depthColor(QColor(Qt::darkGray)),
+ m_backgroundColor(QColor(Qt::gray)),
+ m_windowColor(QColor(Qt::gray)),
+ m_textColor(QColor(Qt::white)),
+ m_textBackgroundColor(QColor(0x00, 0x00, 0x00, 0x80)),
+ m_highlightBarColor(QColor(Qt::red)),
+ m_highlightRowColor(QColor(Qt::darkRed)),
+ m_highlightColumnColor(QColor(Qt::darkMagenta)),
+ m_lightStrength(4.0f),
+ m_ambientStrength(0.3f),
+ m_highlightLightStrength(8.0f),
+ m_uniformColor(true)
+{
+}
+
+Theme::~Theme()
+{
+}
+
+void Theme::useTheme(ColorTheme theme)
+{
+ switch (theme) {
+ case ThemeSystem: {
+#ifdef Q_OS_WIN
+ DWORD colorHighlight;
+ colorHighlight = GetSysColor(COLOR_HIGHLIGHT);
+ m_baseColor = QColor(GetRValue(colorHighlight),
+ GetGValue(colorHighlight),
+ GetBValue(colorHighlight));
+ DWORD colorWindowFrame;
+ colorWindowFrame = GetSysColor(COLOR_WINDOWFRAME);
+ m_heightColor = QColor(GetRValue(colorWindowFrame),
+ GetGValue(colorWindowFrame),
+ GetBValue(colorWindowFrame));
+ m_depthColor = QColor(Qt::black);
+ DWORD colorWindow;
+ colorWindow = GetSysColor(COLOR_WINDOW);
+ m_backgroundColor = QColor(GetRValue(colorWindow),
+ GetGValue(colorWindow),
+ GetBValue(colorWindow));
+ m_windowColor = QColor(GetRValue(colorWindow),
+ GetGValue(colorWindow),
+ GetBValue(colorWindow));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0x80);
+ m_highlightBarColor = QColor(QRgb(0xe2e2e2));
+ m_highlightRowColor = QColor(QRgb(0xf2f2f2));
+ m_highlightColumnColor = QColor(QRgb(0xf2f2f2));
+ m_lightStrength = 4.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+#elif defined(Q_OS_LINUX)
+ m_baseColor = QColor(QRgb(0x60a6e6));
+ m_heightColor = QColor(QRgb(0xfc5751));
+ m_depthColor = QColor(Qt::black);
+ m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0x80);
+ m_highlightBarColor = QColor(QRgb(0xe2e2e2));
+ m_highlightRowColor = QColor(QRgb(0xf2f2f2));
+ m_highlightColumnColor = QColor(QRgb(0xf2f2f2));
+ m_lightStrength = 4.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+#elif defined(Q_OS_MAC)
+ m_baseColor = QColor(QRgb(0x60a6e6));
+ m_heightColor = QColor(QRgb(0xfc5751));
+ m_depthColor = QColor(Qt::black);
+ m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0x80);
+ m_highlightBarColor = QColor(QRgb(0xe2e2e2));
+ m_highlightRowColor = QColor(QRgb(0xf2f2f2));
+ m_highlightColumnColor = QColor(QRgb(0xf2f2f2));
+ m_lightStrength = 4.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+#else
+ m_baseColor = QColor(QRgb(0x60a6e6));
+ m_heightColor = QColor(QRgb(0xfc5751));
+ m_depthColor = QColor(Qt::black);
+ m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0x80);
+ m_highlightBarColor = QColor(QRgb(0xe2e2e2));
+ m_highlightRowColor = QColor(QRgb(0xf2f2f2));
+ m_highlightColumnColor = QColor(QRgb(0xf2f2f2));
+ m_lightStrength = 4.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+#endif
+ qDebug("ThemeSystem");
+ break;
+ }
+ case ThemeBlueCerulean: {
+ m_baseColor = QColor(QRgb(0xc7e85b));
+ m_heightColor = QColor(QRgb(0xee7392));
+ m_depthColor = QColor(Qt::black);
+ m_backgroundColor = QColor(QRgb(0x056189));
+ m_windowColor = QColor(QRgb(0x101a31));
+ m_textColor = QColor(QRgb(0xffffff));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0x80);
+ m_highlightBarColor = QColor(Qt::blue);
+ m_highlightRowColor = QColor(Qt::darkBlue);
+ m_highlightColumnColor = QColor(Qt::darkBlue);
+ m_lightStrength = 5.0f;
+ m_ambientStrength = 0.2f;
+ m_highlightLightStrength = 10.0f;
+ m_uniformColor = true;
+ qDebug("ThemeBlueCerulean");
+ break;
+ }
+ case ThemeBlueIcy: {
+ m_baseColor = QRgb(0x3daeda);
+ m_heightColor = QRgb(0x2fa3b4);
+ m_depthColor = QColor(Qt::lightGray);
+ m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0x80);
+ m_highlightBarColor = QColor(Qt::white);
+ m_highlightRowColor = QColor(Qt::lightGray);
+ m_highlightColumnColor = QColor(Qt::lightGray);
+ m_lightStrength = 5.0f;
+ m_ambientStrength = 0.4f;
+ m_highlightLightStrength = 8.0f;
+ m_uniformColor = true;
+ qDebug("ThemeBlueIcy");
+ break;
+ }
+ case ThemeBlueNcs: {
+ m_baseColor = QColor(QRgb(0x1db0da));
+ m_heightColor = QColor(QRgb(0x398ca3));
+ m_depthColor = QColor(Qt::lightGray);
+ m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0x80);
+ m_highlightBarColor = QColor(Qt::lightGray);
+ m_highlightRowColor = QColor(Qt::gray);
+ m_highlightColumnColor = QColor(Qt::gray);
+ m_lightStrength = 4.0f;
+ m_ambientStrength = 0.2f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+ qDebug("ThemeBlueNcs");
+ break;
+ }
+ case ThemeBrownSand: {
+ m_baseColor = QColor(QRgb(0xb39b72));
+ m_heightColor = QColor(QRgb(0x494345));
+ m_depthColor = QColor(Qt::darkYellow);
+ m_backgroundColor = QColor(QRgb(0xf3ece0));
+ m_windowColor = QColor(QRgb(0xf3ece0));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xb5, 0xb0, 0xa7, 0x80);
+ m_highlightBarColor = QColor(Qt::yellow);
+ m_highlightRowColor = QColor(Qt::darkYellow);
+ m_highlightColumnColor = QColor(Qt::darkYellow);
+ m_lightStrength = 6.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 8.0f;
+ m_uniformColor = false;
+ qDebug("ThemeBrownSand");
+ break;
+ }
+ case ThemeDark: {
+ m_baseColor = QColor(QRgb(0x38ad6b));
+ m_heightColor = QColor(QRgb(0xbf593e));
+ m_depthColor = QColor(Qt::black);
+ m_backgroundColor = QColor(QRgb(0x2e303a));
+ m_windowColor = QColor(QRgb(0x121218));
+ m_textColor = QColor(QRgb(0xffffff));
+ m_textBackgroundColor = QColor(0x86, 0x87, 0x8c, 0x80);
+ m_highlightBarColor = QColor(Qt::gray);
+ m_highlightRowColor = QColor(Qt::darkGray);
+ m_highlightColumnColor = QColor(Qt::darkGray);
+ m_lightStrength = 6.0f;
+ m_ambientStrength = 0.2f;
+ m_highlightLightStrength = 8.0f;
+ m_uniformColor = false;
+ qDebug("ThemeDark");
+ break;
+ }
+ case ThemeHighContrast: {
+ m_baseColor = QColor(QRgb(0x202020));
+ m_heightColor = QColor(QRgb(0xff4a41));
+ m_depthColor = QColor(Qt::red);
+ m_backgroundColor = QColor(QRgb(0xeeeeee));
+ m_windowColor = QColor(QRgb(0x000000));
+ m_textColor = QColor(QRgb(0x181818));
+ m_textBackgroundColor = QColor(0x8c, 0x8c, 0x8c, 0x80);
+ m_highlightBarColor = QColor(Qt::black);
+ m_highlightRowColor = QColor(Qt::white);
+ m_highlightColumnColor = QColor(Qt::white);
+ m_lightStrength = 5.0f;
+ m_ambientStrength = 1.0f;
+ m_highlightLightStrength = 10.0f;
+ m_uniformColor = false;
+ qDebug("ThemeHighContrast");
+ break;
+ }
+ case ThemeLight: {
+ m_baseColor = QColor(QRgb(0x209fdf));
+ m_heightColor = QColor(QRgb(0xbf593e));
+ m_depthColor = QColor(Qt::lightGray);
+ m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0x80);
+ m_highlightBarColor = QColor(Qt::white);
+ m_highlightRowColor = QColor(Qt::lightGray);
+ m_highlightColumnColor = QColor(Qt::lightGray);
+ m_lightStrength = 3.0f;
+ m_ambientStrength = 0.5f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+ qDebug("ThemeLight");
+ break;
+ }
+ default:
+ break;
+ }
+}
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
diff --git a/src/engine/theme_p.h b/src/engine/theme_p.h
new file mode 100644
index 00000000..614c79d5
--- /dev/null
+++ b/src/engine/theme_p.h
@@ -0,0 +1,96 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef THEME_P_H
+#define THEME_P_H
+
+#include "QtDataVis3D/qdatavis3dglobal.h"
+#include "QtDataVis3D/qdatavis3namespace.h"
+#include "q3dbars.h"
+
+class QColor;
+
+QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
+
+class Theme
+{
+public:
+ explicit Theme();
+ ~Theme();
+
+ void useTheme(ColorTheme theme);
+
+private:
+ friend class Q3DBars;
+ friend class Q3DBarsPrivate;
+ friend class Q3DMaps;
+ friend class Q3DMapsPrivate;
+ friend class Drawer;
+
+ QColor m_baseColor;
+ QColor m_heightColor;
+ QColor m_depthColor;
+ QColor m_backgroundColor;
+ QColor m_windowColor;
+ QColor m_textColor;
+ QColor m_textBackgroundColor;
+ QColor m_highlightBarColor;
+ QColor m_highlightRowColor;
+ QColor m_highlightColumnColor;
+ float m_lightStrength;
+ float m_ambientStrength;
+ float m_highlightLightStrength;
+ bool m_uniformColor;
+};
+
+QTCOMMERCIALDATAVIS3D_END_NAMESPACE
+
+#endif