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diff --git a/src/datavis3d/engine/bars3dshared.cpp b/src/datavis3d/engine/bars3dshared.cpp
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-/****************************************************************************
-**
-** 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 "bars3dshared_p.h"
-#include "camerahelper_p.h"
-#include "qdataitem_p.h"
-#include "qdatarow_p.h"
-#include "qdataset_p.h"
-#include "shaderhelper_p.h"
-#include "objecthelper_p.h"
-#include "texturehelper_p.h"
-#include "theme_p.h"
-#include "utils_p.h"
-#include "drawer_p.h"
-
-#include <QMatrix4x4>
-#include <QOpenGLPaintDevice>
-#include <QPainter>
-#include <QScreen>
-#include <QMouseEvent>
-
-#include <qmath.h>
-
-#include <QDebug>
-
-// Uncommenting this draws the shadow map with wider FOV than scene itself, making the light
-// seem to be closer to scene than it actually is. This way shadows look slightly better (to me anyway)
-#define USE_WIDER_SHADOWS
-
-// You can verify that depth buffer drawing works correctly by uncommenting this.
-// You should see the scene from where the light is
-//#define SHOW_DEPTH_TEXTURE_SCENE
-
-//#define DISPLAY_RENDER_SPEED
-
-#ifdef DISPLAY_RENDER_SPEED
-#include <QTime>
-#endif
-
-QTENTERPRISE_DATAVIS3D_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;
-static QVector3D skipColor = QVector3D(255, 255, 255); // Selection texture's background color
-
-Bars3dShared::Bars3dShared(QRect rect, GLuint fbohandle)
- : m_boundingRect(rect.x(), rect.y(), rect.width(), rect.height()),
- m_paintDevice(0),
- m_barShader(0),
- m_depthShader(0),
- m_selectionShader(0),
- m_backgroundShader(0),
- m_labelShader(0),
- m_barObj(0),
- m_backgroundObj(0),
- m_gridLineObj(0),
- m_labelObj(0),
- m_sampleCount(0, 0),
- m_objFile(QStringLiteral(":/defaultMeshes/bar")),
- m_mousePressed(MouseNone),
- m_mousePos(QPoint(0, 0)),
- m_zoomLevel(100),
- m_zoomAdjustment(1.0f),
- m_horizontalRotation(-45.0f),
- m_verticalRotation(15.0f),
- m_barThickness(QSizeF(0.75f, 0.75f)),
- m_barSpacing(m_barThickness * 3.0f),
- m_heightNormalizer(0.0f),
- m_yAdjustment(0.0f),
- m_rowWidth(0),
- m_columnDepth(0),
- m_maxDimension(0),
- m_scaleX(0),
- m_scaleZ(0),
- m_scaleFactor(0),
- m_maxSceneSize(40.0),
- m_theme(new Theme()),
- m_isInitialized(false),
- m_selectionMode(ModeBar),
- m_selectedBar(0),
- m_zoomSelection(0),
- m_dataSet(new QDataSet()),
- m_axisLabelX(QStringLiteral("X")),
- m_axisLabelZ(QStringLiteral("Z")),
- m_axisLabelY(QStringLiteral("Y")),
- m_sceneViewPort(rect.x(), rect.y(), rect.width(), rect.height()),
- m_zoomViewPort(rect.x(), rect.y(), rect.width(), rect.height()),
- m_zoomActivated(false),
- m_labelTransparency(TransparencyFromTheme),
- m_font(QFont(QStringLiteral("Arial"))),
- m_drawer(new Drawer(*m_theme, m_font, m_labelTransparency)),
- m_xFlipped(false),
- m_zFlipped(false),
- m_yFlipped(false),
- m_bgrTexture(0),
- m_depthTexture(0),
- m_selectionTexture(0),
- m_depthFrameBuffer(0),
- m_selectionFrameBuffer(0),
- m_selectionDepthBuffer(0),
- m_updateLabels(false),
- m_gridEnabled(true),
- m_bgrEnabled(true),
- m_shadowQuality(ShadowLow),
- m_shadowQualityToShader(33.3f),
- m_tickCount(0),
- m_tickStep(0),
- m_negativeValues(false),
- m_fbohandle(fbohandle)
-{
- m_theme = new Theme();
- m_dataSet->d_ptr->setDrawer(m_drawer);
- QObject::connect(m_drawer, &Drawer::drawerChanged, this, &Bars3dShared::updateTextures);
-}
-
-Bars3dShared::~Bars3dShared()
-{
-#ifndef USE_HAX0R_SELECTION
- glDeleteFramebuffers(1, &m_selectionFrameBuffer);
- glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
- m_textureHelper->deleteTexture(&m_selectionTexture);
-#endif
- glDeleteFramebuffers(1, &m_depthFrameBuffer);
- m_textureHelper->deleteTexture(&m_bgrTexture);
- delete m_dataSet;
- if (m_zoomSelection) {
- m_zoomSelection->d_ptr->clear();
- delete m_zoomSelection;
- }
- delete m_barShader;
- delete m_depthShader;
- delete m_selectionShader;
- delete m_backgroundShader;
- delete m_barObj;
- delete m_backgroundObj;
- delete m_gridLineObj;
- delete m_textureHelper;
- delete m_drawer;
-}
-
-
-void Bars3dShared::render()
-{
- if (!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 Bars3dShared::initializeOpenGL()
-{
- // Initialization is called multiple times when Qt Quick components are used
- if (m_isInitialized)
- return;
-
- initializeOpenGLFunctions();
-
- m_textureHelper = new TextureHelper();
- m_drawer->initializeOpenGL();
-
- // Resize in case we've missed resize events
- resizeNotify();
-
- // Initialize shaders
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- // Init the depth buffer (for shadows)
- initDepthBuffer();
- } else {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragmentColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
-#else
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentColorOnYES2"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
-#endif
-
- initLabelShaders(QStringLiteral(":/shaders/vertexLabel"),
- QStringLiteral(":/shaders/fragmentLabel"));
-
-#if !defined(QT_OPENGL_ES_2)
- // Init depth shader (for shadows). Init in any case, easier to handle shadow activation if done via api.
- initDepthShader();
-#endif
-
- // Init selection shader
- initSelectionShader();
-
-#ifndef USE_HAX0R_SELECTION
- // Init the selection buffer
- initSelectionBuffer();
-#endif
-
- // Load default mesh
- loadBarMesh();
-
- // Load background mesh
- loadBackgroundMesh();
-
- // Load grid line mesh
- loadGridLineMesh();
-
- // Load label mesh
- loadLabelMesh();
-
- // Set OpenGL features
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
-
-#if !defined(QT_OPENGL_ES_2)
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
- glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
-#endif
-
- // 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
- m_isInitialized = true;
-
- // Load background mesh
- loadBackgroundMesh();
-}
-
-void Bars3dShared::drawZoomScene()
-{
- // Set clear color
- QVector3D clearColor = Utils::vectorFromColor(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 (!m_zoomActivated)
- return;
-
- GLfloat barPosX = 0;
- GLint startBar = 0;
- GLint stopBar = m_zoomSelection->d_ptr->row().size();
- GLint stepBar = 1;
- QVector3D lightPos;
-
- // Specify viewport
- glViewport(m_zoomViewPort.x(), m_zoomViewPort.y(),
- m_zoomViewPort.width(), m_zoomViewPort.height());
-
- // Set up projection matrix
- QMatrix4x4 projectionMatrix;
- projectionMatrix.perspective(45.0f, (GLfloat)m_zoomViewPort.width()
- / (GLfloat)m_zoomViewPort.height(), 0.1f, 100.0f);
-
-#ifdef ROTATE_ZOOM_SELECTION
- // Calculate view matrix
- QMatrix4x4 viewMatrix = CameraHelper::calculateViewMatrix(m_mousePos,
- m_zoomLevel
- * m_zoomAdjustment,
- m_zoomViewPort.width(),
- 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 = m_zoomSelection->d_ptr->row().size() - 1;
- stopBar = -1;
- stepBar = -1;
- }
-#else
- // Set view matrix
- QMatrix4x4 viewMatrix;
-
- // Adjust scaling (zoom rate based on aspect ratio)
- GLfloat camPosZoomed = 5.0f / m_zoomAdjustment + zComp;
-
- viewMatrix.lookAt(QVector3D(0.0f, 0.0f, camPosZoomed),
- QVector3D(0.0f, 0.0f, zComp),
- QVector3D(0.0f, 1.0f, 0.0f));
-
- // Set light position a bit below the camera to reduce glare (depends on do we have row or column zoom)
- QVector3D zoomLightPos = defaultLightPos;
- zoomLightPos.setY(-10.0f);
- if (ModeZoomColumn == m_selectionMode)
- lightPos = CameraHelper::calculateLightPosition(zoomLightPos, -85.0f);
- else
- lightPos = CameraHelper::calculateLightPosition(zoomLightPos, 5.0f);
-#endif
-
- // Bind bar shader
- m_barShader->bind();
-
- // Draw bars
- // Draw the selected row / column
- for (int bar = startBar; bar != stopBar; bar += stepBar) {
- QDataItem *item = m_zoomSelection->d_ptr->getItem(bar);
- if (!item)
- continue;
-
- GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
-
- if (barHeight < 0)
- glCullFace(GL_FRONT);
- else
- glCullFace(GL_BACK);
-
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- GLfloat barPosY = item->d_ptr->translation().y() - m_yAdjustment / 2.0f + 0.2f; // we need some room for labels underneath; add +0.2f
- if (ModeZoomRow == 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(m_scaleX, barHeight, m_scaleZ));
- itModelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
-
- QVector3D baseColor = Utils::vectorFromColor(m_theme->m_baseColor);
- QVector3D heightColor = Utils::vectorFromColor(m_theme->m_heightColor) * barHeight;
-
- QVector3D barColor = baseColor + heightColor;
-
- GLfloat lightStrength = m_theme->m_lightStrength;
-
- if (barHeight != 0) {
- // Set shader bindings
- m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
- m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
- m_barShader->setUniformValue(m_barShader->color(), barColor);
- m_barShader->setUniformValue(m_barShader->lightS(), lightStrength);
- m_barShader->setUniformValue(m_barShader->ambientS(),
- m_theme->m_ambientStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_barObj);
- }
- }
-
- // Release bar shader
- m_barShader->release();
-
- // Draw labels
- m_labelShader->bind();
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_TEXTURE_2D);
- glCullFace(GL_BACK);
- if (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;
- m_dataSet->d_ptr->axisLabelItems(&x, &z, &y);
- LabelItem zoomSelectionLabel = m_zoomSelection->d_ptr->labelItem();
- if (ModeZoomRow == m_selectionMode) {
- m_drawer->drawLabel(*dummyItem, zoomSelectionLabel, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, false, false, LabelTop);
- m_drawer->drawLabel(*dummyItem, z, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, false, false, LabelBottom);
- } else {
- m_drawer->drawLabel(*dummyItem, x, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, false, false, LabelBottom);
- m_drawer->drawLabel(*dummyItem, zoomSelectionLabel, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, false, false, LabelTop);
- }
- m_drawer->drawLabel(*dummyItem, y, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 90.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, false, false, LabelLeft);
-
- // Draw labels for bars
- for (int col = 0; col < m_zoomSelection->d_ptr->row().size(); col++) {
- QDataItem *item = m_zoomSelection->d_ptr->getItem(col);
- // Draw values
- m_drawer->drawLabel(*item, item->d_ptr->label(), viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj);
- // Draw labels
- LabelItem labelItem;
- if (ModeZoomRow == m_selectionMode) {
- if (m_dataSet->d_ptr->columnLabelItems().size() > col) {
- // If draw order of bars is flipped, label draw order should be too
- if (m_xFlipped) {
- labelItem = m_dataSet->d_ptr->columnLabelItems().at(
- m_dataSet->d_ptr->columnLabelItems().size() - col - 1);
- } else {
- labelItem = m_dataSet->d_ptr->columnLabelItems().at(col);
- }
- }
- } else {
- if (m_dataSet->d_ptr->rowLabelItems().size() > col) {
- // If draw order of bars is flipped, label draw order should be too
- if (m_zFlipped) {
- labelItem = m_dataSet->d_ptr->rowLabelItems().at(
- m_dataSet->d_ptr->rowLabelItems().size() - col - 1);
- } else {
- labelItem = m_dataSet->d_ptr->rowLabelItems().at(col);
- }
- }
- }
- m_drawer->drawLabel(*item, labelItem, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, -45.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, false, false, LabelBelow);
- }
-
- glDisable(GL_TEXTURE_2D);
- if (m_labelTransparency > TransparencyNone)
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
-
- // Release label shader
- m_labelShader->release();
-}
-
-void Bars3dShared::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 = skipColor;
-
- // Specify viewport
- glViewport(m_sceneViewPort.x(), m_sceneViewPort.y(),
- m_sceneViewPort.width(), m_sceneViewPort.height());
-
- // Set up projection matrix
- QMatrix4x4 projectionMatrix;
- projectionMatrix.perspective(45.0f, (GLfloat)m_sceneViewPort.width()
- / (GLfloat)m_sceneViewPort.height(), 0.1f, 100.0f);
-
- // Calculate view matrix
- QMatrix4x4 viewMatrix = CameraHelper::calculateViewMatrix(m_mousePos,
- m_zoomLevel
- * m_zoomAdjustment,
- m_sceneViewPort.width(),
- m_sceneViewPort.height(),
- m_negativeValues);
-
- // 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 = m_sampleCount.second;
- stepRow = 1;
- m_zFlipped = false;
- } else {
- startRow = m_sampleCount.second - 1;
- stopRow = -1;
- stepRow = -1;
- m_zFlipped = true;
- }
- if (viewMatrix.row(0).z() <= 0) {
- startBar = 0;
- stopBar = m_sampleCount.first;
- stepBar = 1;
- m_xFlipped = false;
- } else {
- startBar = m_sampleCount.first - 1;
- stopBar = -1;
- stepBar = -1;
- m_xFlipped = true;
- }
-
- // Check if we're viewing the scene from below
- if (viewMatrix.row(2).y() < 0)
- m_yFlipped = true;
- else
- m_yFlipped = false;
-
- // calculate background rotation based on view matrix rotation
- if (viewMatrix.row(0).x() > 0 && viewMatrix.row(0).z() <= 0)
- backgroundRotation = 270.0f;
- else if (viewMatrix.row(0).x() > 0 && viewMatrix.row(0).z() > 0)
- backgroundRotation = 180.0f;
- else if (viewMatrix.row(0).x() <= 0 && viewMatrix.row(0).z() > 0)
- backgroundRotation = 90.0f;
- else if (viewMatrix.row(0).x() <= 0 && viewMatrix.row(0).z() <= 0)
- backgroundRotation = 0.0f;
-
- // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos))
- QVector3D lightPos = CameraHelper::calculateLightPosition(defaultLightPos);
- //lightPos = QVector3D(0.0f, 4.0f, zComp); // center of bars, 4.0f above - for testing
-
- // Skip depth rendering if we're in zoom mode
- // TODO: Fix this, causes problems if depth rendering is off in zoom mode
- // Introduce regardless of shadow quality to simplify logic
- QMatrix4x4 depthViewMatrix;
- QMatrix4x4 depthProjectionMatrix;
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone/*!m_zoomActivated*/) {
- // Render scene into a depth texture for using with shadow mapping
- // Bind depth shader
- m_depthShader->bind();
-
- // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows.
- glViewport(m_sceneViewPort.x(), m_sceneViewPort.y(),
- m_sceneViewPort.width() * m_shadowQuality,
- m_sceneViewPort.height() * m_shadowQuality);
-
- // Enable drawing to framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer);
- glClear(GL_DEPTH_BUFFER_BIT);
-
- // Get the depth view matrix
- // It may be possible to hack lightPos here if we want to make some tweaks to shadow
- depthViewMatrix.lookAt(lightPos, QVector3D(0.0f, -m_yAdjustment, zComp),
- QVector3D(0.0f, 1.0f, 0.0f));
- // TODO: Why does depthViewMatrix.column(3).y() goes to zero when we're directly above? That causes the scene to be not drawn from above -> must be fixed
- //qDebug() << lightPos << depthViewMatrix << depthViewMatrix.column(3);
- // Set the depth projection matrix
-#ifdef USE_WIDER_SHADOWS
- // Use this for a bit exaggerated shadows
- depthProjectionMatrix.perspective(20.0f, (GLfloat)m_sceneViewPort.width()
- / (GLfloat)m_sceneViewPort.height(), 3.0f, 100.0f);
-#else
- // Use these for normal shadows, with the light further away
- depthProjectionMatrix = projectionMatrix;
-#endif
- // Draw bars to depth buffer
- for (int row = startRow; row != stopRow; row += stepRow) {
- for (int bar = startBar; bar != stopBar; bar += stepBar) {
- if (!m_dataSet->d_ptr->getRow(row))
- continue;
- QDataItem *item = m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar);
- if (!item)
- continue;
-
- GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
-
- // skip shadows for 0 -height bars
- if (barHeight == 0)
- continue;
-
- // Set front face culling for positive valued bars and back face culling for
- // negative valued bars to reduce self-shadowing issues
- if (barHeight < 0)
- glCullFace(GL_BACK);
- else
- glCullFace(GL_FRONT);
-
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
-
- barPos = (bar + 1) * (m_barSpacing.width());
- rowPos = (row + 1) * (m_barSpacing.height());
-
- modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
- barHeight - m_yAdjustment,
- (m_columnDepth - rowPos) / m_scaleFactor
- + zComp);
- modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
-
- MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- m_depthShader->setUniformValue(m_depthShader->MVP(), MVPMatrix);
-
- // 1st attribute buffer : vertices
- glEnableVertexAttribArray(m_depthShader->posAtt());
- glBindBuffer(GL_ARRAY_BUFFER, m_barObj->vertexBuf());
- glVertexAttribPointer(m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0,
- (void *)0);
-
- // Index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_barObj->elementBuf());
-
- // Draw the triangles
- glDrawElements(GL_TRIANGLES, m_barObj->indexCount(), GL_UNSIGNED_SHORT,
- (void *)0);
-
- // Free buffers
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- glDisableVertexAttribArray(m_depthShader->posAtt());
- }
- }
-
- // Disable drawing to framebuffer (= enable drawing to screen)
- glBindFramebuffer(GL_FRAMEBUFFER, m_fbohandle);
-
- // Release depth shader
- 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)
- m_labelShader->bind();
- glCullFace(GL_BACK);
- 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;
- m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
- m_drawer->drawObject(m_labelShader, m_labelObj,
- m_depthTexture);
- glDisable(GL_TEXTURE_2D);
- m_labelShader->release();
-#endif
- // Reset culling to normal
- glCullFace(GL_BACK);
-
- // Revert to original viewport
- glViewport(m_sceneViewPort.x(), m_sceneViewPort.y(),
- m_sceneViewPort.width(), m_sceneViewPort.height());
- }
-#endif
-
- // Skip selection mode drawing if we're zoomed or have no selection mode
- if (!m_zoomActivated && m_selectionMode > ModeNone) {
- // Bind selection shader
- m_selectionShader->bind();
-
- // Draw bars to selection buffer
-#ifndef USE_HAX0R_SELECTION
- glBindFramebuffer(GL_FRAMEBUFFER, m_selectionFrameBuffer);
- glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used
- glClearColor(skipColor.x() / 255, skipColor.y() / 255, skipColor.z() / 255, 1.0f); // Set clear color to white (= skipColor)
- 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 (!m_dataSet->d_ptr->getRow(row))
- continue;
- QDataItem *item = m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar);
- if (!item)
- continue;
-
- GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
-
- if (barHeight < 0)
- glCullFace(GL_FRONT);
- else
- glCullFace(GL_BACK);
-
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
-
- barPos = (bar + 1) * (m_barSpacing.width());
- rowPos = (row + 1) * (m_barSpacing.height());
-
- modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
- barHeight - m_yAdjustment,
- (m_columnDepth - rowPos) / m_scaleFactor
- + zComp);
- modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
-
- // TODO: Save position to qdataitem, so that we don't need to calculate it each time?
-
- //#if !defined(QT_OPENGL_ES_2)
- // QVector3D barColor = QVector3D((GLdouble)row / 32767.0,
- // (GLdouble)bar / 32767.0,
- // 0.0);
- //#else
- QVector3D barColor = QVector3D((GLdouble)row / 255.0,
- (GLdouble)bar / 255.0,
- 0.0);
- //#endif
-
- m_selectionShader->setUniformValue(m_selectionShader->MVP(),
- MVPMatrix);
- m_selectionShader->setUniformValue(m_selectionShader->color(),
- barColor);
-
-#ifdef USE_HAX0R_SELECTION
- // 1st attribute buffer : vertices
- glEnableVertexAttribArray(m_selectionShader->posAtt());
- glBindBuffer(GL_ARRAY_BUFFER, m_barObj->vertexBuf());
- glVertexAttribPointer(m_selectionShader->posAtt(),
- 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
-
- // Index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_barObj->elementBuf());
-
- // Draw the triangles
- glDrawElements(GL_TRIANGLES, m_barObj->indexCount(),
- GL_UNSIGNED_SHORT, (void *)0);
-
- // Free buffers
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- glDisableVertexAttribArray(m_selectionShader->posAtt());
-#else
- // 1st attribute buffer : vertices
- glEnableVertexAttribArray(m_selectionShader->posAtt());
- glBindBuffer(GL_ARRAY_BUFFER, m_barObj->vertexBuf());
- glVertexAttribPointer(m_selectionShader->posAtt(),
- 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
-
- // Index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_barObj->elementBuf());
-
- // Draw the triangles
- glDrawElements(GL_TRIANGLES, m_barObj->indexCount(), GL_UNSIGNED_SHORT,
- (void *)0);
-
- // Free buffers
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- glDisableVertexAttribArray(m_selectionShader->posAtt());
-#endif
- }
- }
- glEnable(GL_DITHER);
-
- // Read color under cursor
- if (Bars3dShared::MouseOnScene == m_mousePressed)
- selection = Utils::getSelection(m_mousePos, height());
-
-#ifndef USE_HAX0R_SELECTION
- glBindFramebuffer(GL_FRAMEBUFFER, m_fbohandle);
-#endif
-
- // Release selection shader
- m_selectionShader->release();
-
-#if 0 // Use this if you want to see what is being drawn to the framebuffer
- glCullFace(GL_BACK);
- 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;
- m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
- m_drawer->drawObject(m_labelShader, m_labelObj,
- m_selectionTexture);
- glDisable(GL_TEXTURE_2D);
- m_labelShader->release();
-#endif
-
-#ifdef USE_HAX0R_SELECTION
- // Set clear color
- QVector3D clearColor = Utils::vectorFromColor(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
- m_barShader->bind();
-
- // Enable texturing
- glEnable(GL_TEXTURE_2D);
-
- // Draw bars
- if (!m_zoomActivated && m_zoomSelection)
- 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 (!m_dataSet->d_ptr->getRow(row))
- continue;
- QDataItem *item = m_dataSet->d_ptr->getRow(row)->d_ptr->getItem(bar);
- if (!item)
- continue;
-
- GLfloat barHeight = item->d_ptr->value() / m_heightNormalizer;
-
- if (barHeight < 0)
- glCullFace(GL_FRONT);
- else
- glCullFace(GL_BACK);
-
- QMatrix4x4 modelMatrix;
- QMatrix4x4 itModelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
-
- barPos = (bar + 1) * (m_barSpacing.width());
- rowPos = (row + 1) * (m_barSpacing.height());
- modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
- barHeight - m_yAdjustment,
- (m_columnDepth - rowPos) / m_scaleFactor + zComp);
- modelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
- itModelMatrix.scale(QVector3D(m_scaleX, barHeight, m_scaleZ));
-#ifdef SHOW_DEPTH_TEXTURE_SCENE
- MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-#else
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
-#endif
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- QVector3D baseColor = Utils::vectorFromColor(m_theme->m_baseColor);
- QVector3D heightColor = Utils::vectorFromColor(m_theme->m_heightColor)
- * barHeight;
- QVector3D depthColor = Utils::vectorFromColor(m_theme->m_depthColor)
- * (float(row) / GLfloat(m_sampleCount.second));
-
- QVector3D barColor = baseColor + heightColor + depthColor;
-
- GLfloat lightStrength = m_theme->m_lightStrength;
- if (m_selectionMode > ModeNone) {
- Bars3dShared::SelectionType selectionType = isSelected(row, bar,
- selection);
- switch (selectionType) {
- case Bars3dShared::SelectionBar: {
- barColor = Utils::vectorFromColor(m_theme->m_highlightBarColor);
- lightStrength = m_theme->m_highlightLightStrength;
- // Insert data to QDataItem. We have no ownership, don't delete the previous one
- if (!m_zoomActivated) {
- m_selectedBar = item;
- if (m_dataSet->d_ptr->rowLabelItems().size() > row
- && m_dataSet->d_ptr->columnLabelItems().size() > bar) {
- m_selectedBar->setPosition(
- QPoint(m_dataSet->d_ptr->rowLabelItems().size()
- - row - 1,
- m_dataSet->d_ptr->columnLabelItems().size()
- - bar - 1));
- }
- item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
- barSelectionFound = true;
- if (m_selectionMode >= ModeZoomRow) {
- item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
- m_zoomSelection->addItem(item);
- }
- }
- break;
- }
- case Bars3dShared::SelectionRow: {
- // Current bar is on the same row as the selected bar
- barColor = Utils::vectorFromColor(m_theme->m_highlightRowColor);
- lightStrength = m_theme->m_highlightLightStrength;
- if (!m_zoomActivated && ModeZoomRow == m_selectionMode) {
- item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
- m_zoomSelection->addItem(item);
- if (m_dataSet->d_ptr->rowLabelItems().size() > row) {
- m_zoomSelection->d_ptr->setLabelItem(
- m_dataSet->d_ptr->rowLabelItems().at(
- m_dataSet->d_ptr->rowLabelItems().size()
- - row - 1));
- }
- }
- break;
- }
- case Bars3dShared::SelectionColumn: {
- // Current bar is on the same column as the selected bar
- barColor = Utils::vectorFromColor(m_theme->m_highlightColumnColor);
- lightStrength = m_theme->m_highlightLightStrength;
- if (!m_zoomActivated && ModeZoomColumn == m_selectionMode) {
- item->d_ptr->setTranslation(modelMatrix.column(3).toVector3D());
- m_zoomSelection->addItem(item);
- if (m_dataSet->d_ptr->columnLabelItems().size() > bar) {
- m_zoomSelection->d_ptr->setLabelItem(
- m_dataSet->d_ptr->columnLabelItems().at(
- m_dataSet->d_ptr->columnLabelItems().size()
- - bar - 1));
- }
- }
- break;
- }
- case Bars3dShared::SelectionNone: {
- // Current bar is not selected, nor on a row or column
- // do nothing
- break;
- }
- }
- }
-
- if (barHeight != 0) {
- // Set shader bindings
- m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
- m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.transposed().inverted());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
- m_barShader->setUniformValue(m_barShader->color(), barColor);
- m_barShader->setUniformValue(m_barShader->ambientS(),
- m_theme->m_ambientStrength);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(),
- m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(),
- depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_barObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(),
- lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_barObj);
- }
- }
- }
- }
-
- // Release bar shader
- m_barShader->release();
-
- // Bind background shader
- m_backgroundShader->bind();
-
- if (m_negativeValues)
- glDisable(GL_CULL_FACE);
- else
- glCullFace(GL_BACK);
-
- // Draw background
- if (m_bgrEnabled && m_backgroundObj) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- modelMatrix.translate(0.0f, 1.0f - m_yAdjustment, zComp);
- modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor,
- 1.0f,
- m_columnDepth / m_scaleFactor));
- modelMatrix.rotate(backgroundRotation, 0.0f, 1.0f, 0.0f);
- itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor,
- 1.0f,
- m_columnDepth / m_scaleFactor));
-
-#ifdef SHOW_DEPTH_TEXTURE_SCENE
- MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-#else
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
-#endif
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- QVector3D backgroundColor = Utils::vectorFromColor(m_theme->m_backgroundColor);
-
- // Set shader bindings
- m_backgroundShader->setUniformValue(m_backgroundShader->lightP(),
- lightPos);
- m_backgroundShader->setUniformValue(m_backgroundShader->view(),
- viewMatrix);
- m_backgroundShader->setUniformValue(m_backgroundShader->model(),
- modelMatrix);
- m_backgroundShader->setUniformValue(m_backgroundShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_backgroundShader->setUniformValue(m_backgroundShader->MVP(),
- MVPMatrix);
- m_backgroundShader->setUniformValue(m_backgroundShader->color(),
- backgroundColor);
- m_backgroundShader->setUniformValue(m_backgroundShader->ambientS(),
- m_theme->m_ambientStrength * 2.0f);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_backgroundShader->setUniformValue(m_backgroundShader->shadowQ(),
- m_shadowQualityToShader);
- m_backgroundShader->setUniformValue(m_backgroundShader->depth(),
- depthMVPMatrix);
- m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
- m_theme->m_lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_backgroundShader, m_backgroundObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
- m_theme->m_lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_backgroundShader, m_backgroundObj);
- }
- }
-
- // Disable textures
- glDisable(GL_TEXTURE_2D);
-
- // Release background shader
- m_backgroundShader->release();
-
- // Reset culling
- if (m_negativeValues) {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- }
-
- // Draw grid lines
- if (m_gridEnabled && m_heightNormalizer) {
- // Bind bar shader
- m_barShader->bind();
-
- // Set unchanging shader bindings
- QVector3D barColor = Utils::vectorFromColor(m_theme->m_gridLine);
- m_barShader->setUniformValue(m_barShader->lightP(), lightPos);
- m_barShader->setUniformValue(m_barShader->view(), viewMatrix);
- m_barShader->setUniformValue(m_barShader->color(), barColor);
- m_barShader->setUniformValue(m_barShader->ambientS(),
- m_theme->m_ambientStrength);
-
- // Floor lines: rows
- for (GLfloat row = 0.0f; row <= m_sampleCount.second; row++) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- rowPos = (row + 0.5f) * (m_barSpacing.height());
- modelMatrix.translate(0.0f, -m_yAdjustment,
- (m_columnDepth - rowPos) / m_scaleFactor + zComp);
- modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
- gridLineWidth));
- itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
- gridLineWidth));
- // If we're viewing from below, grid line object must be flipped
- if (m_yFlipped)
- modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- // Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(),
- m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(),
- depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
- }
- }
-
- // Floor lines: columns
- for (GLfloat bar = 0.0f; bar <= m_sampleCount.first; bar++) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- barPos = (bar + 0.5f) * (m_barSpacing.width());
- modelMatrix.translate((m_rowWidth - barPos) / m_scaleFactor,
- -m_yAdjustment, zComp);
- modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
- m_columnDepth / m_scaleFactor));
- itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
- m_columnDepth / m_scaleFactor));
-
- // If we're viewing from below, grid line object must be flipped
- if (m_yFlipped)
- modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- // Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(),
- m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(),
- depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
- }
- }
-
- // Wall lines: back wall
- GLfloat heightStep = m_heightNormalizer / 5.0f; // default to 5 lines
- GLfloat startLine;
-
- if (m_tickCount > 0)
- heightStep = m_tickStep;
-
- if (m_negativeValues)
- startLine = -m_heightNormalizer;
- else
- startLine = heightStep;
-
- for (GLfloat lineHeight = startLine; lineHeight <= m_heightNormalizer;
- lineHeight += heightStep) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- if (m_zFlipped) {
- modelMatrix.translate(0.0f,
- 2.0f * lineHeight / m_heightNormalizer
- - m_yAdjustment,
- m_columnDepth / m_scaleFactor + zComp);
- } else {
- modelMatrix.translate(0.0f,
- 2.0f * lineHeight / m_heightNormalizer
- - m_yAdjustment,
- -m_columnDepth / m_scaleFactor + zComp);
- }
- modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
- gridLineWidth));
- itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
- gridLineWidth));
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- // Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(),
- m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(),
- depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
- }
- }
-
- // Wall lines: side wall
- for (GLfloat lineHeight = startLine; lineHeight <= m_heightNormalizer;
- lineHeight += heightStep) {
- QMatrix4x4 modelMatrix;
- QMatrix4x4 MVPMatrix;
- QMatrix4x4 depthMVPMatrix;
- QMatrix4x4 itModelMatrix;
-
- if (m_xFlipped) {
- modelMatrix.translate(m_rowWidth / m_scaleFactor,
- 2.0f * lineHeight / m_heightNormalizer
- - m_yAdjustment,
- zComp);
- } else {
- modelMatrix.translate(-m_rowWidth / m_scaleFactor,
- 2.0f * lineHeight / m_heightNormalizer
- - m_yAdjustment,
- zComp);
- }
- modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
- m_columnDepth / m_scaleFactor));
- itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
- m_columnDepth / m_scaleFactor));
-
- MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
- depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
-
- // Set the rest of the shader bindings
- m_barShader->setUniformValue(m_barShader->model(), modelMatrix);
- m_barShader->setUniformValue(m_barShader->nModel(),
- itModelMatrix.inverted().transposed());
- m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
-
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Set shadow shader bindings
- m_barShader->setUniformValue(m_barShader->shadowQ(),
- m_shadowQualityToShader);
- m_barShader->setUniformValue(m_barShader->depth(),
- depthMVPMatrix);
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength / 10.0f);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj,
- 0, m_depthTexture);
- } else
-#endif
- {
- // Set shadowless shader bindings
- m_barShader->setUniformValue(m_barShader->lightS(),
- m_theme->m_lightStrength);
-
- // Draw the object
- m_drawer->drawObject(m_barShader, m_gridLineObj);
- }
- }
-
- // Release bar shader
- m_barShader->release();
- }
-
- // TODO: Draw y labels
-
- // Generate label textures for zoom selection if m_updateLabels is set
- if (m_zoomActivated && m_updateLabels) {
- // Create label textures
- for (int col = 0; col < m_zoomSelection->d_ptr->row().size(); col++) {
- QDataItem *item = m_zoomSelection->d_ptr->getItem(col);
- m_drawer->generateLabelTexture(item);
- }
- }
-
- // Handle zoom activation and label drawing
- if (!barSelectionFound) {
- // We have no ownership, don't delete. Just NULL the pointer.
- m_selectedBar = NULL;
- if (m_zoomActivated && Bars3dShared::MouseOnOverview == m_mousePressed) {
- m_sceneViewPort = QRect(0, 0, width(), height());
- m_zoomActivated = false;
- }
- } else if (m_selectionMode >= ModeZoomRow
- && Bars3dShared::MouseOnScene == m_mousePressed) {
- // Activate zoom mode
- m_zoomActivated = true;
- m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5);
-
- // Create label textures
- for (int col = 0; col < m_zoomSelection->d_ptr->row().size(); col++) {
- QDataItem *item = m_zoomSelection->d_ptr->getItem(col);
- m_drawer->generateLabelTexture(item);
- }
- } else {
- // Print value of selected bar
- static QDataItem *prevItem = m_selectedBar;
- m_labelShader->bind();
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_TEXTURE_2D);
- if (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 != m_selectedBar || m_updateLabels) {
- m_drawer->generateLabelTexture(m_selectedBar);
- prevItem = m_selectedBar;
- }
-
- m_drawer->drawLabel(*m_selectedBar, m_selectedBar->label(),
- viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, true);
-#else
- static bool firstSelection = true;
- // Draw the value string followed by row label and column label
- LabelItem labelItem = m_selectedBar->d_ptr->selectionLabel();
- if (firstSelection || prevItem != m_selectedBar || m_updateLabels) {
- QString labelText = m_selectedBar->d_ptr->valueStr();
- if ((m_dataSet->d_ptr->columnLabels().size()
- > m_selectedBar->position().y())
- && (m_dataSet->d_ptr->rowLabels().size()
- > m_selectedBar->position().x())) {
- labelText.append(QStringLiteral(" ("));
- labelText.append(m_dataSet->d_ptr->rowLabels().at(
- m_selectedBar->position().x()));
- labelText.append(QStringLiteral(", "));
- labelText.append(m_dataSet->d_ptr->columnLabels().at(
- m_selectedBar->position().y()));
- labelText.append(QStringLiteral(")"));
- //qDebug() << labelText;
- }
- m_drawer->generateLabelItem(&labelItem, labelText);
- m_selectedBar->d_ptr->setSelectionLabel(labelItem);
- prevItem = m_selectedBar;
- firstSelection = false;
- }
-
- m_drawer->drawLabel(*m_selectedBar, labelItem, viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(0.0f, 0.0f, 0.0f), m_heightNormalizer,
- m_selectionMode, m_labelShader,
- m_labelObj, true, false);
-#endif
- glDisable(GL_TEXTURE_2D);
- if (m_labelTransparency > TransparencyNone)
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
-
- // Release label shader
- m_labelShader->release();
-
- // Reset label update flag; they should have been updated when we get here
- 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
- m_labelShader->bind();
-
- glEnable(GL_TEXTURE_2D);
- if (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 != 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) * (m_barSpacing.height());
- barPos = 0;
- GLfloat rotLabelX = -90.0f;
- GLfloat rotLabelY = 0.0f;
- GLfloat rotLabelZ = 0.0f;
- Qt::AlignmentFlag alignment = Qt::AlignRight;
- if (m_zFlipped)
- rotLabelY = 180.0f;
- if (m_xFlipped) {
- barPos = (m_sampleCount.first + 1) * (m_barSpacing.width());
- alignment = Qt::AlignLeft;
- }
- if (m_yFlipped) {
- if (m_zFlipped)
- rotLabelY = 0.0f;
- else
- rotLabelY = 180.0f;
- rotLabelZ = 180.0f;
- }
- QVector3D labelPos = QVector3D((m_rowWidth - barPos) / m_scaleFactor,
- -m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering"
- (m_columnDepth - rowPos) / m_scaleFactor
- + zComp);
-
- // TODO: Try it; draw the label here
-
- // Create a data item
- QDataItem *label = new QDataItem();
- label->d_ptr->setTranslation(labelPos);
- if (m_dataSet->d_ptr->rowLabelItems().size() > row) {
- label->d_ptr->setLabel(m_dataSet->d_ptr->rowLabelItems().at(
- m_dataSet->d_ptr->rowLabelItems().size() - row - 1));
- }
-
- //qDebug() << "labelPos, row" << row + 1 << ":" << labelPos << m_dataSet->d_ptr->rowLabels().at(row);
-
- m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(rotLabelX, rotLabelY, rotLabelZ),
- m_heightNormalizer, m_selectionMode,
- m_labelShader, m_labelObj, true, true, LabelMid,
- alignment);
-
- delete label;
- }
- for (int bar = 0; bar != 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) * (m_barSpacing.width());
- rowPos = 0;
- GLfloat rotLabelX = -90.0f;
- GLfloat rotLabelY = 90.0f;
- GLfloat rotLabelZ = 0.0f;
- Qt::AlignmentFlag alignment = Qt::AlignLeft;
- if (m_xFlipped)
- rotLabelY = -90.0f;
- if (m_zFlipped) {
- rowPos = (m_sampleCount.second + 1) * (m_barSpacing.height());
- alignment = Qt::AlignRight;
- }
- if (m_yFlipped) {
- if (m_xFlipped)
- rotLabelY = -90.0f;
- else
- rotLabelY = 90.0f;
- rotLabelZ = 180.0f;
- }
- QVector3D labelPos = QVector3D((m_rowWidth - barPos) / m_scaleFactor,
- -m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering"
- (m_columnDepth - rowPos) / m_scaleFactor
- + zComp);
-
- // TODO: Try it; draw the label here
-
- // Create a data item
- QDataItem *label = new QDataItem();
- label->d_ptr->setTranslation(labelPos);
- if (m_dataSet->d_ptr->columnLabelItems().size() > bar) {
- label->d_ptr->setLabel(m_dataSet->d_ptr->columnLabelItems().at(
- m_dataSet->d_ptr->columnLabelItems().size()
- - bar - 1));
- }
-
- //qDebug() << "labelPos, col" << bar + 1 << ":" << labelPos << m_dataSet->d_ptr->columnLabels().at(bar);
-
- m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix,
- QVector3D(0.0f, m_yAdjustment, zComp),
- QVector3D(rotLabelX, rotLabelY, rotLabelZ),
- m_heightNormalizer, m_selectionMode,
- m_labelShader, m_labelObj, true, true, LabelMid,
- alignment);
-
- delete label;
- }
- glDisable(GL_TEXTURE_2D);
- if (m_labelTransparency > TransparencyNone)
- glDisable(GL_BLEND);
-
- // Release label shader
- m_labelShader->release();
-}
-
-#if defined(Q_OS_ANDROID)
-void Bars3dShared::mouseDoubleClickEvent(QMouseEvent *event)
-{
- if (!m_zoomActivated) {
- m_mousePressed = Bars3dShared::MouseOnScene;
- // update mouse positions to prevent jumping when releasing or repressing a button
- m_mousePos = event->pos();
- }
-}
-
-void Bars3dShared::touchEvent(QTouchEvent *event)
-{
- static int prevDistance = 0;
-
- QList<QTouchEvent::TouchPoint> points;
- points = event->touchPoints();
-
- if (points.count() == 2) {
- m_mousePressed = Bars3dShared::MouseOnPinch;
-
- QPointF distance = points.at(0).pos() - points.at(1).pos();
- int newDistance = distance.manhattanLength();
- int zoomRate = 1;
- if (m_zoomLevel > 100)
- zoomRate = 5;
- if (newDistance > prevDistance)
- m_zoomLevel += zoomRate;
- else
- m_zoomLevel -= zoomRate;
- if (m_zoomLevel > 500)
- m_zoomLevel = 500;
- else if (m_zoomLevel < 10)
- m_zoomLevel = 10;
- prevDistance = newDistance;
- //qDebug() << "distance" << distance.manhattanLength();
- }
-}
-#endif
-
-void Bars3dShared::mousePressEvent(QMouseEvent *event)
-{
- if (Qt::LeftButton == event->button()) {
- if (m_zoomActivated) {
- if (event->pos().x() <= m_sceneViewPort.width()
- && event->pos().y() <= m_sceneViewPort.height()) {
- m_mousePressed = Bars3dShared::MouseOnOverview;
- //qDebug() << "Mouse pressed on overview";
- } else {
- m_mousePressed = Bars3dShared::MouseOnZoom;
- //qDebug() << "Mouse pressed on zoom";
- }
- } else {
-#if !defined(Q_OS_ANDROID)
- m_mousePressed = Bars3dShared::MouseOnScene;
-#else
- m_mousePressed = Bars3dShared::MouseRotating;
-#endif
- // update mouse positions to prevent jumping when releasing or repressing a button
- m_mousePos = event->pos();
- //qDebug() << "Mouse pressed on scene";
- }
- } else if (Qt::MiddleButton == event->button()) {
- // reset rotations
- m_mousePos = QPoint(0, 0);
- } else if (Qt::RightButton == event->button()) {
-#if !defined(Q_OS_ANDROID)
- m_mousePressed = Bars3dShared::MouseRotating;
-#else
- m_mousePressed = Bars3dShared::MouseOnScene;
-#endif
- // update mouse positions to prevent jumping when releasing or repressing a button
- m_mousePos = event->pos();
- }
- CameraHelper::updateMousePos(m_mousePos);
-}
-
-void Bars3dShared::mouseReleaseEvent(QMouseEvent *event)
-{
- if (Bars3dShared::MouseRotating == m_mousePressed) {
- // update mouse positions to prevent jumping when releasing or repressing a button
- m_mousePos = event->pos();
- CameraHelper::updateMousePos(event->pos());
- }
- m_mousePressed = Bars3dShared::MouseNone;
-}
-
-void Bars3dShared::mouseMoveEvent(QMouseEvent *event)
-{
- if (Bars3dShared::MouseRotating == m_mousePressed)
- m_mousePos = event->pos();
-}
-
-void Bars3dShared::wheelEvent(QWheelEvent *event)
-{
- if (m_zoomLevel > 100)
- m_zoomLevel += event->angleDelta().y() / 12;
- else if (m_zoomLevel > 50)
- m_zoomLevel += event->angleDelta().y() / 60;
- else
- m_zoomLevel += event->angleDelta().y() / 120;
- if (m_zoomLevel > 500)
- m_zoomLevel = 500;
- else if (m_zoomLevel < 10)
- m_zoomLevel = 10;
-}
-
-void Bars3dShared::resizeNotify()
-{
- qDebug() << "Bars3dShared::resizeEvent " << width() << "x" <<height();
-
- // Set view port
- if (m_zoomActivated)
- m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5);
- else
- m_sceneViewPort = QRect(0, 0, width(), height());
- 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;
- m_zoomAdjustment = qMin(zoomAdjustment, 1.0f); // clamp to 1.0f
-
- // Re-init selection buffer
- initSelectionBuffer();
-
-#if !defined(QT_OPENGL_ES_2)
- // Re-init depth buffer
- if (m_isInitialized && m_shadowQuality > ShadowNone)
- initDepthBuffer();
-#endif
-}
-
-void Bars3dShared::setBarSpecs(QSizeF thickness, QSizeF spacing, bool relative)
-{
- m_barThickness = thickness;
- if (relative) {
- m_barSpacing.setWidth((thickness.width() * 2) * (spacing.width() + 1.0f));
- m_barSpacing.setHeight((thickness.height() * 2) * (spacing.height() + 1.0f));
- } else {
- m_barSpacing = thickness * 2 + spacing * 2;
- }
- // Calculate here and at setting sample space
- calculateSceneScalingFactors();
-}
-
-void Bars3dShared::setBarType(BarStyle style, bool smooth)
-{
- if (style == Bars) {
- if (smooth)
- m_objFile = QStringLiteral(":/defaultMeshes/barSmooth");
- else
- m_objFile = QStringLiteral(":/defaultMeshes/bar");
- } else if (style == Pyramids) {
- if (smooth)
- m_objFile = QStringLiteral(":/defaultMeshes/pyramidSmooth");
- else
- m_objFile = QStringLiteral(":/defaultMeshes/pyramid");
- } else if (style == Cones) {
- if (smooth)
- m_objFile = QStringLiteral(":/defaultMeshes/coneSmooth");
- else
- m_objFile = QStringLiteral(":/defaultMeshes/cone");
- } else if (style == Cylinders) {
- if (smooth)
- m_objFile = QStringLiteral(":/defaultMeshes/cylinderSmooth");
- else
- m_objFile = QStringLiteral(":/defaultMeshes/cylinder");
- } else if (style == BevelBars) {
- if (smooth)
- m_objFile = QStringLiteral(":/defaultMeshes/bevelbarSmooth");
- else
- m_objFile = QStringLiteral(":/defaultMeshes/bevelbar");
- }
- // Reload mesh data
- if (m_isInitialized)
- loadBarMesh();
-}
-
-void Bars3dShared::setMeshFileName(const QString &objFileName)
-{
- m_objFile = objFileName;
-}
-
-void Bars3dShared::setupSampleSpace(int samplesRow, int samplesColumn, const QString &labelRow,
- const QString &labelColumn, const QString &labelHeight)
-{
- // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
- closeZoomMode();
- // Delete previous data set
- delete m_dataSet;
- m_dataSet = new QDataSet();
- m_sampleCount = qMakePair(samplesRow, samplesColumn);
- 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)
- m_maxSceneSize = 2 * qSqrt(samplesRow * samplesColumn);
- //qDebug() << "maxSceneSize" << m_maxSceneSize;
- // Calculate here and at setting bar specs
- calculateSceneScalingFactors();
- m_axisLabelX = labelRow;
- m_axisLabelZ = labelColumn;
- m_axisLabelY = labelHeight;
-}
-
-void Bars3dShared::setCameraPreset(CameraPreset preset)
-{
- CameraHelper::setCameraPreset(preset);
-}
-
-void Bars3dShared::setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance)
-{
- m_horizontalRotation = qBound(-180.0f, horizontal, 180.0f);
- m_verticalRotation = qBound(0.0f, vertical, 90.0f);
- m_zoomLevel = qBound(10, distance, 500);
- CameraHelper::setCameraRotation(QPointF(m_horizontalRotation,
- m_verticalRotation));
- //qDebug() << "camera rotation set to" << m_horizontalRotation << m_verticalRotation;
-}
-
-void Bars3dShared::setTheme(ColorTheme theme)
-{
- m_theme->useTheme(theme);
- m_drawer->setTheme(*m_theme);
- // Re-initialize shaders
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- }
- } else {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragmentColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
- }
-#else
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentColorOnYES2"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
- }
-#endif
-}
-
-void Bars3dShared::setBarColor(QColor baseColor, QColor heightColor, QColor depthColor,
- bool uniform)
-{
- m_theme->m_baseColor = baseColor;
- m_theme->m_heightColor = heightColor;
- m_theme->m_depthColor = depthColor;
- //qDebug() << "colors:" << m_baseColor << m_heightColor << m_depthColor;
- if (m_theme->m_uniformColor != uniform) {
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- }
- } else {
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragmentColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
- }
-#else
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentColorOnYES2"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
- }
-#endif
- }
- m_theme->m_uniformColor = uniform;
-}
-
-void Bars3dShared::setSelectionMode(SelectionMode mode)
-{
- m_selectionMode = mode;
- // Disable zoom if selection mode changes
- closeZoomMode();
- // Create zoom selection if there isn't one
- if (mode >= ModeZoomRow && !m_zoomSelection)
- m_zoomSelection = new QDataRow();
-}
-
-SelectionMode Bars3dShared::selectionMode()
-{
- return m_selectionMode;
-}
-
-void Bars3dShared::setFontSize(float fontsize)
-{
- m_font.setPointSizeF(fontsize);
- m_drawer->setFont(m_font);
-}
-
-float Bars3dShared::fontSize()
-{
- return m_font.pointSizeF();
-}
-
-void Bars3dShared::setFont(const QFont &font)
-{
- m_font = font;
- m_drawer->setFont(font);
-}
-
-QFont Bars3dShared::font()
-{
- return m_font;
-}
-
-void Bars3dShared::setLabelTransparency(LabelTransparency transparency)
-{
- m_labelTransparency = transparency;
- m_drawer->setTransparency(transparency);
-}
-
-LabelTransparency Bars3dShared::labelTransparency()
-{
- return m_labelTransparency;
-}
-
-void Bars3dShared::setGridEnabled(bool enable)
-{
- m_gridEnabled = enable;
-}
-
-bool Bars3dShared::gridEnabled()
-{
- return m_gridEnabled;
-}
-
-void Bars3dShared::setBackgroundEnabled(bool enable)
-{
- if (m_bgrEnabled != enable) {
- m_bgrEnabled = enable;
- // Load changed bar type
- loadBarMesh();
- }
-}
-
-bool Bars3dShared::backgroundEnabled()
-{
- return m_bgrEnabled;
-}
-
-void Bars3dShared::setShadowQuality(ShadowQuality quality)
-{
- m_shadowQuality = quality;
- switch (quality) {
- case ShadowLow:
- m_shadowQualityToShader = 33.3f;
- break;
- case ShadowMedium:
- m_shadowQualityToShader = 100.0f;
- break;
- case ShadowHigh:
- m_shadowQualityToShader = 200.0f;
- break;
- default:
- m_shadowQualityToShader = 0.0f;
- break;
- }
- if (m_isInitialized) {
-#if !defined(QT_OPENGL_ES_2)
- if (m_shadowQuality > ShadowNone) {
- // Re-init depth buffer
- initDepthBuffer();
- // Re-init shaders
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- } else {
- // Re-init shaders
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragmentColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
-#else
- if (!m_theme->m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentColorOnYES2"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
-#endif
- }
-}
-
-ShadowQuality Bars3dShared::shadowQuality()
-{
- return m_shadowQuality;
-}
-
-void Bars3dShared::setTickCount(GLint tickCount, GLfloat step, GLfloat minimum)
-{
- m_tickCount = tickCount;
- m_tickStep = step;
- if (tickCount > 0 && step > 0) {
- m_heightNormalizer = tickCount * step;
- calculateHeightAdjustment(QPair<float, float>(minimum, m_heightNormalizer));
- }
-}
-
-void Bars3dShared::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(m_sampleCount.first);
- m_dataSet->addRow(row);
- handleLimitChange();
- m_dataSet->setLabels(m_axisLabelX, m_axisLabelZ, m_axisLabelY,
- QVector<QString>(), labelsColumn);
- m_dataSet->d_ptr->verifySize(m_sampleCount.second);
-}
-
-void Bars3dShared::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(m_sampleCount.first);
- m_dataSet->addRow(row);
- handleLimitChange();
- m_dataSet->setLabels(m_axisLabelX, m_axisLabelZ, m_axisLabelY,
- QVector<QString>(), labelsColumn);
- m_dataSet->d_ptr->verifySize(m_sampleCount.second);
-}
-
-void Bars3dShared::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(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
- m_dataSet->addRow(row);
- // if the added data pushed us over sample space, remove the oldest data set
- m_dataSet->d_ptr->verifySize(m_sampleCount.second);
- handleLimitChange();
-}
-
-void Bars3dShared::addDataSet(const QVector< QVector<float> > &data,
- const QVector<QString> &labelsRow,
- const QVector<QString> &labelsColumn)
-{
- // Copy axis labels
- QString xAxis;
- QString zAxis;
- QString yAxis;
- m_dataSet->d_ptr->axisLabels(&xAxis, &zAxis, &yAxis);
- // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
- closeZoomMode();
- // Delete old data set
- delete m_dataSet;
- m_dataSet = new QDataSet();
- // Give drawer to data set
- m_dataSet->d_ptr->setDrawer(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(m_sampleCount.first);
- m_dataSet->addRow(row);
- row++;
- }
- handleLimitChange();
- m_dataSet->setLabels(xAxis, zAxis, yAxis, labelsRow, labelsColumn);
- m_dataSet->d_ptr->verifySize(m_sampleCount.second);
-}
-
-void Bars3dShared::addDataSet(const QVector< QVector<QDataItem*> > &data,
- const QVector<QString> &labelsRow,
- const QVector<QString> &labelsColumn)
-{
- // Copy axis labels
- QString xAxis;
- QString zAxis;
- QString yAxis;
- m_dataSet->d_ptr->axisLabels(&xAxis, &zAxis, &yAxis);
- // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
- closeZoomMode();
- // Delete old data set
- delete m_dataSet;
- m_dataSet = new QDataSet();
- // Give drawer to data set
- m_dataSet->d_ptr->setDrawer(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(m_sampleCount.first);
- m_dataSet->addRow(row);
- row++;
- }
- handleLimitChange();
- m_dataSet->setLabels(xAxis, zAxis, yAxis, labelsRow, labelsColumn);
- m_dataSet->d_ptr->verifySize(m_sampleCount.second);
-}
-
-void Bars3dShared::addDataSet(QDataSet* dataSet)
-{
- // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
- closeZoomMode();
- // Delete old data set
- delete m_dataSet;
- // Check sizes
- dataSet->d_ptr->verifySize(m_sampleCount.second, m_sampleCount.first);
- // Take ownership of given set
- m_dataSet = dataSet;
- handleLimitChange();
- // Give drawer to data set
- m_dataSet->d_ptr->setDrawer(m_drawer);
-}
-
-const QSize Bars3dShared::size()
-{
- return m_boundingRect.size();;
-}
-
-const QRect Bars3dShared::boundingRect()
-{
- return m_boundingRect;
-}
-
-void Bars3dShared::setBoundingRect(const QRect boundingRect)
-{
- m_boundingRect = boundingRect;
-}
-
-void Bars3dShared::setWidth(const int width)
-{
- m_boundingRect.setWidth(width);
-}
-
-int Bars3dShared::width()
-{
- return m_boundingRect.width();
-}
-
-void Bars3dShared::setHeight(const int height)
-{
- m_boundingRect.setHeight(height);
-}
-
-int Bars3dShared::height()
-{
- return m_boundingRect.height();
-}
-
-void Bars3dShared::setX(const int x)
-{
- m_boundingRect.setX(x);
-}
-
-int Bars3dShared::x()
-{
- return m_boundingRect.x();
-}
-
-void Bars3dShared::setY(const int y)
-{
- m_boundingRect.setY(y);
-}
-
-int Bars3dShared::y()
-{
- return m_boundingRect.y();
-}
-
-void Bars3dShared::loadBarMesh()
-{
- QString objectFileName = m_objFile;
- if (m_barObj)
- delete m_barObj;
- // If background is disabled, load full version of bar mesh
- if (!m_bgrEnabled)
- objectFileName.append(QStringLiteral("Full"));
- m_barObj = new ObjectHelper(objectFileName);
- m_barObj->load();
-}
-
-void Bars3dShared::loadBackgroundMesh()
-{
- if (!m_isInitialized)
- return;
-
- if (m_backgroundObj)
- delete m_backgroundObj;
- if (m_negativeValues)
- m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/negativeBackground"));
- else
- m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/background"));
- m_backgroundObj->load();
-}
-
-void Bars3dShared::loadGridLineMesh()
-{
- if (m_gridLineObj)
- delete m_gridLineObj;
- m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar"));
- m_gridLineObj->load();
-}
-
-void Bars3dShared::loadLabelMesh()
-{
- if (m_labelObj)
- delete m_labelObj;
- m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label"));
- m_labelObj->load();
-}
-
-void Bars3dShared::initShaders(const QString &vertexShader, const QString &fragmentShader)
-{
- if (m_barShader)
- delete m_barShader;
- m_barShader = new ShaderHelper(this, vertexShader, fragmentShader);
- m_barShader->initialize();
-}
-
-void Bars3dShared::initSelectionShader()
-{
- if (m_selectionShader)
- delete m_selectionShader;
- m_selectionShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSelection"),
- QStringLiteral(":/shaders/fragmentSelection"));
- m_selectionShader->initialize();
-}
-
-void Bars3dShared::initSelectionBuffer()
-{
-#ifndef USE_HAX0R_SELECTION
- if (m_selectionTexture) {
- glDeleteFramebuffers(1, &m_selectionFrameBuffer);
- glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
- m_textureHelper->deleteTexture(&m_selectionTexture);
- }
- m_selectionTexture = m_textureHelper->createSelectionTexture(this->size(),
- m_selectionFrameBuffer,
- m_selectionDepthBuffer);
-#endif
-}
-
-#if !defined(QT_OPENGL_ES_2)
-void Bars3dShared::initDepthShader()
-{
- if (m_depthShader)
- delete m_depthShader;
- m_depthShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexDepth"),
- QStringLiteral(":/shaders/fragmentDepth"));
- m_depthShader->initialize();
-}
-
-void Bars3dShared::initDepthBuffer()
-{
- if (m_depthTexture) {
- glDeleteFramebuffers(1, &m_depthFrameBuffer);
- m_textureHelper->deleteTexture(&m_depthTexture);
- }
- m_depthTexture = m_textureHelper->createDepthTexture(this->size(), m_depthFrameBuffer,
- m_shadowQuality);
-}
-#endif
-
-void Bars3dShared::initBackgroundShaders(const QString &vertexShader,
- const QString &fragmentShader)
-{
- if (m_backgroundShader)
- delete m_backgroundShader;
- m_backgroundShader = new ShaderHelper(this, vertexShader, fragmentShader);
- m_backgroundShader->initialize();
-}
-
-void Bars3dShared::initLabelShaders(const QString &vertexShader, const QString &fragmentShader)
-{
- if (m_labelShader)
- delete m_labelShader;
- m_labelShader = new ShaderHelper(this, vertexShader, fragmentShader);
- m_labelShader->initialize();
-}
-
-void Bars3dShared::updateTextures()
-{
- // Drawer has changed; this flag needs to be checked when checking if we need to update labels
- m_updateLabels = true;
-}
-
-void Bars3dShared::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 Bars3dShared::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;
-}
-
-Bars3dShared::SelectionType Bars3dShared::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 == skipColor)
-#endif
- return isSelectedType; // skip window
-
- //#if !defined(QT_OPENGL_ES_2)
- // QVector3D current = QVector3D((GLuint)row, (GLuint)bar, 0);
- //#else
- QVector3D current = QVector3D((GLubyte)row, (GLubyte)bar, 0);
- //#endif
-
- // TODO: For debugging
- //if (selection != prevSel) {
- // qDebug() << "current" << current.x() << current .y() << current.z();
- // qDebug() << "selection" << 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;
-}
-
-void Bars3dShared::handleLimitChange()
-{
- // Get the limits
- QPair<GLfloat, GLfloat> limits = m_dataSet->d_ptr->limitValues();
-
- // TODO: What if we have only negative values?
-
- // Check if we have negative values
- if (limits.first < 0 && !m_negativeValues) {
- m_negativeValues = true;
- // Reload background
- loadBackgroundMesh();
- } else if (limits.first >= 0 && m_negativeValues) {
- m_negativeValues = false;
- // Reload background
- loadBackgroundMesh();
- }
-
- // Don't auto-adjust height if tick count is set
- if (m_tickCount == 0) {
- m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first));
- calculateHeightAdjustment(limits);
- }
-}
-
-void Bars3dShared::closeZoomMode()
-{
- m_zoomActivated = false;
- m_sceneViewPort = QRect(0, 0, this->width(), this->height());
-}
-
-QTENTERPRISE_DATAVIS3D_END_NAMESPACE