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Diffstat (limited to 'src/datavis3d/engine/maps3dcontroller.cpp')
-rw-r--r-- | src/datavis3d/engine/maps3dcontroller.cpp | 1735 |
1 files changed, 0 insertions, 1735 deletions
diff --git a/src/datavis3d/engine/maps3dcontroller.cpp b/src/datavis3d/engine/maps3dcontroller.cpp deleted file mode 100644 index 21b46eda..00000000 --- a/src/datavis3d/engine/maps3dcontroller.cpp +++ /dev/null @@ -1,1735 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2013 Digia Plc -** All rights reserved. -** For any questions to Digia, please use contact form at http://qt.digia.com -** -** This file is part of the QtDataVis3D module. -** -** Licensees holding valid Qt Enterprise licenses may use this file in -** accordance with the Qt Enterprise License Agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and Digia. -** -** If you have questions regarding the use of this file, please use -** contact form at http://qt.digia.com -** -****************************************************************************/ - -#include "maps3dcontroller_p.h" -#include "maps3drenderer_p.h" -#include "camerahelper_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 "maprenderitem_p.h" -#include "qmapdataproxy_p.h" - -#include <QOpenGLFunctions> -#include <QMatrix4x4> -#include <QMouseEvent> -#include <qmath.h> - -#include <QDebug> - -//#define DISPLAY_RENDER_SPEED - -// Commenting this draws the shadow map with perspective projection. Otherwise it's drawn in -// orthographic projection. -//#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 - -QT_DATAVIS3D_BEGIN_NAMESPACE - -const GLfloat gridLineWidth = 0.005f; -GLfloat distanceMod = 0.0f; -static QVector3D skipColor = QVector3D(255, 255, 255); // Selection texture's background color - -Maps3DController::Maps3DController(const QRect &rect) - : m_camera(new CameraHelper()), - 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_autoScaleAdjustment(1.0f), - m_horizontalRotation(0.0f), - m_verticalRotation(45.0f), - m_barThickness(QVector3D(1.0f, 1.0f, 1.0f)), - m_heightNormalizer(0.0f), - m_yAdjustment(0.0f), - m_scaleFactor(1.0f), - m_theme(new Theme()), - m_isInitialized(false), - m_selectionMode(QDataVis::ModeItem), - m_selectedBar(0), - m_previouslySelectedBar(0), - 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_textureHelper(new TextureHelper()), - m_labelTransparency(QDataVis::TransparencyFromTheme), - m_font(QFont(QStringLiteral("Arial"))), - m_drawer(new Drawer(*m_theme, m_font, m_labelTransparency)), - m_areaSize(QSizeF(1.0, 1.0)), - m_bgrTexture(0), - m_depthTexture(0), - m_selectionTexture(0), - m_depthFrameBuffer(0), - m_selectionFrameBuffer(0), - m_selectionDepthBuffer(0), - m_updateLabels(true), - m_adjustDirection(Q3DMaps::AdjustHeight), - m_shadowQuality(QDataVis::ShadowLow), - m_shadowQualityToShader(33.3f), - m_bgrHasAlpha(false), - m_boundingRect(rect.x(), rect.y(), rect.width(), rect.height()), - m_data(0), - m_valuesDirty(false) -{ - //m_data->setDrawer(m_drawer); - //QObject::connect(m_drawer, &Drawer::drawerChanged, this, &Maps3DController::updateTextures); -} - -Maps3DController::~Maps3DController() -{ - m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer); - m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer); - m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer); - m_textureHelper->deleteTexture(&m_selectionTexture); - m_textureHelper->deleteTexture(&m_bgrTexture); - delete m_barShader; - delete m_selectionShader; - delete m_backgroundShader; - delete m_barObj; - delete m_backgroundObj; - delete m_gridLineObj; - delete m_textureHelper; - delete m_drawer; - delete m_camera; -} - -void Maps3DController::initializeOpenGL() -{ - // Initialization is called multiple times when Qt Quick components are used - if (m_isInitialized) - return; - - m_renderer = new Maps3DRenderer(this); - initializeOpenGLFunctions(); - - m_textureHelper = new TextureHelper(); - m_drawer->initializeOpenGL(); - - // Initialize shaders -#if !defined(QT_OPENGL_ES_2) - if (m_shadowQuality > QDataVis::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/fragmentShadow")); - } else { - if (!m_theme->m_uniformColor) { - initShaders(QStringLiteral(":/shaders/vertex"), - QStringLiteral(":/shaders/fragmentColorOnY")); - } else { - initShaders(QStringLiteral(":/shaders/vertex"), - QStringLiteral(":/shaders/fragment")); - } - initBackgroundShaders(QStringLiteral(":/shaders/vertexTexture"), - QStringLiteral(":/shaders/fragmentTexture")); - } -#else - if (!m_theme->m_uniformColor) { - initShaders(QStringLiteral(":/shaders/vertexES2"), - QStringLiteral(":/shaders/fragmentColorOnYES2")); - } else { - initShaders(QStringLiteral(":/shaders/vertexES2"), - QStringLiteral(":/shaders/fragmentES2")); - } - initBackgroundShaders(QStringLiteral(":/shaders/vertexTexture"), // Same vertex shader ok for ES2 - QStringLiteral(":/shaders/fragmentTextureES2")); -#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(); - - // Load default mesh - loadBarMesh(); - - // 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 - m_camera->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(m_horizontalRotation, m_verticalRotation, m_zoomLevel); - - // Set view port - glViewport(0, 0, width(), height()); - - // Set initialized -flag - m_isInitialized = true; - - // Resize in case we've missed resize events - // Resize calls initSelectionBuffer and initDepthBuffer, so they don't need to be called here - resizeNotify(); - - // Load background mesh (we need to be initialized first) - loadBackgroundMesh(); - - // Update default light position -#ifndef USE_WIDER_SHADOWS - distanceMod = 5.0f; -#endif -} - -void Maps3DController::synchDataToRenderer() -{ - // TODO: Implement! -} - - -/*! - * \internal - */ -void Maps3DController::render(const GLuint defaultFboHandle) -{ - 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 - - // Update cached values - if (m_valuesDirty) { - const QMapDataArray &dataArray = *m_data->array(); - int dataSize = dataArray.size(); - m_renderItemArray.resize(dataSize); - for (int i = 0; i < dataSize ; i++) { - qreal value = dataArray.at(i).value(); - m_renderItemArray[i].setValue(value); - m_renderItemArray[i].setMapPosition(dataArray.at(i).mapPosition()); - m_renderItemArray[i].setHeight(value / m_heightNormalizer); - m_renderItemArray[i].setItemLabel(dataArray.at(i).label()); - calculateTranslation(m_renderItemArray[i]); - m_renderItemArray[i].setRenderer(this); - } - m_valuesDirty = false; - } - - if (defaultFboHandle) { - glDepthMask(true); - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LESS); - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK); - } - - // Draw scene - drawScene(defaultFboHandle); -} - -/*! - * \internal - */ -void Maps3DController::drawScene(const GLuint defaultFboHandle) -{ - // 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); - - 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 = m_camera->calculateViewMatrix(m_mousePos, - m_zoomLevel * m_autoScaleAdjustment, - m_sceneViewPort.width(), - m_sceneViewPort.height()); - - // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos)) - QVector3D lightPos = m_camera->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 (m_adjustDirection) { - case Q3DMaps::AdjustHeight: - widthMultiplier = 0.0f; - heightMultiplier = 1.0f; - depthMultiplier = 0.0f; - widthScaler = m_barThickness.x() / m_scaleFactor; - heightScaler = 0.0f; - depthScaler = m_barThickness.z() / m_scaleFactor; - break; - case Q3DMaps::AdjustWidth: - widthMultiplier = 1.0f; - heightMultiplier = 0.0f; - depthMultiplier = 0.0f; - widthScaler = 0.0f; - heightScaler = m_barThickness.y() / m_scaleFactor; - depthScaler = m_barThickness.z() / m_scaleFactor; - break; - case Q3DMaps::AdjustDepth: - widthMultiplier = 0.0f; - heightMultiplier = 0.0f; - depthMultiplier = 1.0f; - widthScaler = m_barThickness.x() / m_scaleFactor; - heightScaler = m_barThickness.y() / m_scaleFactor; - depthScaler = 0.0f; - break; - case Q3DMaps::AdjustRadius: - widthMultiplier = 1.0f; - heightMultiplier = 0.0f; - depthMultiplier = 1.0f; - widthScaler = 0.0f; - heightScaler = m_barThickness.y() / m_scaleFactor; - depthScaler = 0.0f; - break; - case Q3DMaps::AdjustAll: - widthMultiplier = 1.0f; - heightMultiplier = 1.0f; - depthMultiplier = 1.0f; - widthScaler = 0.0f; - heightScaler = 0.0f; - depthScaler = 0.0f; - break; - } - - // Introduce regardless of shadow quality to simplify logic - QMatrix4x4 depthViewMatrix; - QMatrix4x4 depthProjectionMatrix; - -#if !defined(QT_OPENGL_ES_2) - if (m_shadowQuality > QDataVis::ShadowNone) { - // 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); - - // Set front face culling to reduce self-shadowing issues - glCullFace(GL_FRONT); - - // Get the depth view matrix - // It may be possible to hack lightPos here if we want to make some tweaks to shadow - QVector3D depthLightPos = m_camera->calculateLightPosition( - defaultLightPos, 0.0f, (distanceMod + 1.5f) / m_autoScaleAdjustment); - depthViewMatrix.lookAt(depthLightPos, 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 -#ifndef USE_WIDER_SHADOWS - // Use this for perspective shadows - depthProjectionMatrix.perspective(15.0f, (GLfloat)m_sceneViewPort.width() - / (GLfloat)m_sceneViewPort.height(), 3.0f, 200.0f); -#else - // Use these for orthographic shadows - //qDebug() << m_areaSize.width() / m_scaleFactor << m_yAdjustment; - GLfloat testAspectRatio = (GLfloat)m_sceneViewPort.width() / (GLfloat)m_sceneViewPort.height(); - depthProjectionMatrix.ortho(-(2.0f * m_areaSize.width()) / m_scaleFactor, - (2.0f * m_areaSize.width()) / m_scaleFactor, - -m_yAdjustment * 4.0f * testAspectRatio, - m_yAdjustment * 4.0f * testAspectRatio, - 0.0f, 100.0f); -#endif -#if 0 - // Draw background to depth buffer (You don't want to do this, except maybe for debugging purposes) - if (m_backgroundObj) { - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - - modelMatrix.translate(0.0f, -m_yAdjustment, zComp); - modelMatrix.scale(QVector3D(m_areaSize.width() / m_scaleFactor, - 1.0f, - m_areaSize.height() / m_scaleFactor)); - modelMatrix.rotate(-90.0f, 1.0f, 0.0f, 0.0f); - - MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; - - m_depthShader->setUniformValue(m_depthShader->MVP(), MVPMatrix); - - // 1st attribute buffer : vertices - glEnableVertexAttribArray(m_depthShader->posAtt()); - glBindBuffer(GL_ARRAY_BUFFER, m_backgroundObj->vertexBuf()); - glVertexAttribPointer(m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0); - - // Index buffer - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_backgroundObj->elementBuf()); - - // Draw the triangles - glDrawElements(GL_TRIANGLES, m_backgroundObj->indexCount(), GL_UNSIGNED_SHORT, - (void *)0); - - // Free buffers - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - - glDisableVertexAttribArray(m_depthShader->posAtt()); - } -#endif - // Draw bars to depth buffer - for (int bar = 0; bar < m_renderItemArray.size(); bar++) { - const MapRenderItem &item = m_renderItemArray.at(bar); - if (!item.value()) - continue; - - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - - modelMatrix.translate(item.translation().x(), - heightMultiplier * item.height() + heightScaler - m_yAdjustment, - item.translation().z()); - modelMatrix.scale(QVector3D(widthMultiplier * item.height() + widthScaler, - heightMultiplier * item.height() + heightScaler, - depthMultiplier * item.height() + depthScaler)); - - 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, defaultFboHandle); - - // Reset culling to normal - glCullFace(GL_BACK); - - // Release depth shader - m_depthShader->release(); - - // Revert to original viewport - glViewport(m_sceneViewPort.x(), m_sceneViewPort.y(), - m_sceneViewPort.width(), m_sceneViewPort.height()); - -#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(); - 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 - } -#endif - -#if 1 - // Skip selection mode drawing if we're zoomed or have no selection mode - if (!m_zoomActivated && m_selectionMode > QDataVis::ModeNone) { - // Bind selection shader - m_selectionShader->bind(); - - // Draw bars to selection buffer - 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 - glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled - GLint barIdxRed = 0; - GLint barIdxGreen = 0; - GLint barIdxBlue = 0; - for (int bar = 0; bar < m_renderItemArray.size(); bar++, barIdxRed++) { - const MapRenderItem &item = m_renderItemArray.at(bar); - if (!item.value()) - continue; - - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - - modelMatrix.translate(item.translation().x(), - heightMultiplier * item.height() + heightScaler - m_yAdjustment, - item.translation().z()); - modelMatrix.scale(QVector3D(widthMultiplier * item.height() + widthScaler, - heightMultiplier * item.height() + heightScaler, - depthMultiplier * item.height() + depthScaler)); - - MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; - - if (barIdxRed > 0 && barIdxRed % 256 == 0) { - barIdxRed = 0; - barIdxGreen++; - } - if (barIdxGreen > 0 && barIdxGreen % 256 == 0) { - barIdxGreen = 0; - barIdxBlue++; - } - if (barIdxBlue > 255) - qFatal("Too many objects"); - - QVector3D barColor = QVector3D((GLfloat)barIdxRed / 255.0f, - (GLfloat)barIdxGreen / 255.0f, - (GLfloat)barIdxBlue / 255.0f); - - m_selectionShader->setUniformValue(m_selectionShader->MVP(), MVPMatrix); - m_selectionShader->setUniformValue(m_selectionShader->color(), barColor); - - // 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()); - } - glEnable(GL_DITHER); - - // Read color under cursor - if (Maps3DController::MouseOnScene == m_mousePressed) - selection = Utils::getSelection(m_mousePos, height()); - - glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle); - - // Release selection shader - m_selectionShader->release(); - -#if 0 // Use this if you want to see what is being drawn to the framebuffer - 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 - } -#if 1 - // Bind bar shader - m_barShader->bind(); - - // Enable texture - glEnable(GL_TEXTURE_2D); - - // Draw bars - // TODO: Handle zoom by camera transformations - //if (!m_zoomActivated) - - bool barSelectionFound = false; - for (int bar = 0; bar < m_renderItemArray.size(); bar++) { - MapRenderItem &item = m_renderItemArray[bar]; - if (!item.value()) - continue; - - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - QMatrix4x4 depthMVPMatrix; - QMatrix4x4 itModelMatrix; - - modelMatrix.translate(item.translation().x(), - heightMultiplier * item.height() + heightScaler - m_yAdjustment, - item.translation().z()); - modelMatrix.scale(QVector3D(widthMultiplier * item.height() + widthScaler, - heightMultiplier * item.height() + heightScaler, - depthMultiplier * item.height() + depthScaler)); - itModelMatrix.scale(QVector3D(widthMultiplier * item.height() + widthScaler, - heightMultiplier * item.height() + heightScaler, - depthMultiplier * item.height() + depthScaler)); - -#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) * item.height(); - - QVector3D barColor = baseColor + heightColor; - - GLfloat lightStrength = m_theme->m_lightStrength; - if (m_selectionMode > QDataVis::ModeNone) { - Maps3DController::SelectionType selectionType = isSelected(bar, selection); - switch (selectionType) { - case Maps3DController::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; - barSelectionFound = true; - } - break; - } - case Maps3DController::SelectionNone: { - // Current bar is not selected, nor on a row or column - // do nothing - break; - } - default: { - // Unsupported selection mode - // do nothing - break; - } - } - } - - if (item.height() != 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->ambientS(), m_theme->m_ambientStrength); - -#if !defined(QT_OPENGL_ES_2) - if (m_shadowQuality > QDataVis::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(); -#if 1 - // Bind background shader - m_backgroundShader->bind(); - if (m_bgrHasAlpha) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - // Draw background - if (m_backgroundObj) { - QMatrix4x4 modelMatrix; - QMatrix4x4 MVPMatrix; - QMatrix4x4 depthMVPMatrix; - QMatrix4x4 itModelMatrix; - - modelMatrix.translate(0.0f, -m_yAdjustment, zComp); - modelMatrix.scale(QVector3D(m_areaSize.width() / m_scaleFactor, - 1.0f, - m_areaSize.height() / m_scaleFactor)); - modelMatrix.rotate(-90.0f, 1.0f, 0.0f, 0.0f); - itModelMatrix.scale(QVector3D(m_areaSize.width() / m_scaleFactor, - 1.0f, - m_areaSize.height() / m_scaleFactor)); - -#ifdef SHOW_DEPTH_TEXTURE_SCENE - MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; -#else - MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; -#endif - depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; - - // 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->ambientS(), - m_theme->m_ambientStrength * 3.0f); - -#if !defined(QT_OPENGL_ES_2) - if (m_shadowQuality > QDataVis::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 / 25.0f); - - // Draw the object - m_drawer->drawObject(m_backgroundShader, m_backgroundObj, m_bgrTexture, 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, m_bgrTexture); - } - } - - // Disable textures - glDisable(GL_TEXTURE_2D); - if (m_bgrHasAlpha) - glDisable(GL_BLEND); - - // Release background shader - m_backgroundShader->release(); -#endif - - // 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 && Maps3DController::MouseOnOverview == m_mousePressed) { - //m_sceneViewPort = QRect(0, 0, width(), height()); - //m_zoomActivated = false; - //} - } /*else if (m_selectionMode >= ModeZoomRow - && Maps3DController::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->row().size(); col++) { - QDataItem *item = m_zoomSelection->getItem(col); - m_drawer->generateLabelTexture(item); - } - }*/ else { - // Draw the selection label - m_labelShader->bind(); - glDisable(GL_DEPTH_TEST); - glEnable(GL_TEXTURE_2D); - if (m_labelTransparency > QDataVis::TransparencyNone) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - LabelItem &labelItem = m_selectedBar->selectionLabelItem(); - if (m_previouslySelectedBar != m_selectedBar || m_updateLabels || !labelItem.textureId()) { - m_drawer->generateLabelItem(labelItem, m_selectedBar->selectionLabel()); - m_previouslySelectedBar = m_selectedBar; - } - - m_drawer->drawLabel(*m_selectedBar, labelItem, - viewMatrix, projectionMatrix, - QVector3D(0.0f, m_yAdjustment, zComp), - QVector3D(0.0f, 0.0f, 0.0f), m_selectedBar->height(), - m_selectionMode, m_labelShader, - m_labelObj, m_camera, true); - - glDisable(GL_TEXTURE_2D); - if (m_labelTransparency > QDataVis::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; - } -#if 0 - // 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; - 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; - } - 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->setTranslation(labelPos); - if (m_data->d_ptr->rowLabelItems().size() > row) { - label->setLabel(m_data->d_ptr->rowLabelItems().at(m_data->d_ptr->rowLabelItems().size() - - row - 1)); - } - - //qDebug() << "labelPos, row" << row + 1 << ":" << labelPos << m_dataSet->rowLabels().at(row); - - m_drawer->drawLabel(*label, label->label(), viewMatrix, projectionMatrix, - QVector3D(0.0f, m_yAdjustment, zComp), - QVector3D(rotLabelX, rotLabelY, 0.0f), m_heightNormalizer, - m_selectionMode, m_labelShader, - m_labelObj, true, true, Drawer::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; - 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; - } - 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->setTranslation(labelPos); - if (m_data->d_ptr->columnLabelItems().size() > bar) { - label->setLabel(m_data->d_ptr->columnLabelItems().at( - m_data->d_ptr->columnLabelItems().size() - bar - 1)); - } - - //qDebug() << "labelPos, col" << bar + 1 << ":" << labelPos << m_dataSet->columnLabels().at(bar); - - m_drawer->drawLabel(*label, label->label(), viewMatrix, projectionMatrix, - QVector3D(0.0f, m_yAdjustment, zComp), - QVector3D(rotLabelX, rotLabelY, 0.0f), m_heightNormalizer, - m_selectionMode, m_labelShader, - m_labelObj, true, true, Drawer::LabelMid, alignment); - - delete label; - } - glDisable(GL_TEXTURE_2D); - if (m_labelTransparency > TransparencyNone) - glDisable(GL_BLEND); - - // Release label shader - m_labelShader->release(); -#endif -#endif -#endif -} - -#if defined(Q_OS_ANDROID) -/*! - * \internal - */ -void Maps3DController::mouseDoubleClickEvent(QMouseEvent *event) -{ - if (!m_zoomActivated) { - m_mousePressed = Maps3DController::MouseOnScene; - // update mouse positions to prevent jumping when releasing or repressing a button - m_mousePos = event->pos(); - } -} - -/*! - * \internal - */ -void Maps3DController::touchEvent(QTouchEvent *event) -{ - static int prevDistance = 0; - - QList<QTouchEvent::TouchPoint> points; - points = event->touchPoints(); - - if (points.count() == 2) { - m_mousePressed = Maps3DController::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 - -/*! - * \internal - */ -void Maps3DController::mousePressEvent(QMouseEvent *event, const QPoint &mousePos) -{ - if (Qt::LeftButton == event->button()) { - if (m_zoomActivated) { - //qDebug() << event->pos().x() << event->pos().y() << m_sceneViewPort << m_zoomViewPort; - if (mousePos.x() <= m_sceneViewPort.width() - && mousePos.y() <= m_sceneViewPort.height()) { - m_mousePressed = Maps3DController::MouseOnOverview; - //qDebug() << "Mouse pressed on overview"; - } else { - m_mousePressed = Maps3DController::MouseOnZoom; - //qDebug() << "Mouse pressed on zoom"; - } - } else { -#if !defined(Q_OS_ANDROID) - m_mousePressed = Maps3DController::MouseOnScene; -#else - m_mousePressed = Maps3DController::MouseRotating; -#endif - // update mouse positions to prevent jumping when releasing or repressing a button - m_mousePos = mousePos; - //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 = Maps3DController::MouseRotating; -#else - m_mousePressed = Maps3DController::MouseOnScene; -#endif - // update mouse positions to prevent jumping when releasing or repressing a button - m_mousePos = mousePos; - } - m_camera->updateMousePos(m_mousePos); -} - -/*! - * \internal - */ -void Maps3DController::mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos) -{ - Q_UNUSED(event); - //qDebug() << "mouse button released" << event->button(); - if (Maps3DController::MouseRotating == m_mousePressed) { - // update mouse positions to prevent jumping when releasing or repressing a button - m_mousePos = mousePos; - m_camera->updateMousePos(mousePos); - } - m_mousePressed = Maps3DController::MouseNone; -} - -/*! - * \internal - */ -void Maps3DController::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos) -{ - Q_UNUSED(event); - if (Maps3DController::MouseRotating == m_mousePressed) { - //qDebug() << "mouse moved while pressed" << event->pos(); - m_mousePos = mousePos; - } -#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 -} - -/*! - * \internal - */ -void Maps3DController::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; -} - -/*! - * \internal - */ -void Maps3DController::resizeNotify() -{ - if (!m_isInitialized) - return; - - // 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_autoScaleAdjustment = qMin(zoomAdjustment, 1.0f); // clamp to 1.0f - - // Re-init selection buffer - initSelectionBuffer(); - -#if !defined(QT_OPENGL_ES_2) - // Re-init depth buffer - initDepthBuffer(); -#endif -} - -void Maps3DController::setBarSpecs(const QVector3D &thickness, - Q3DMaps::AdjustmentDirection direction) -{ - m_barThickness = thickness; - m_adjustDirection = direction; -} - -void Maps3DController::setBarType(QDataVis::MeshStyle style, bool smooth) -{ - if (style == QDataVis::Bars) { - if (smooth) - m_objFile = QStringLiteral(":/defaultMeshes/barSmooth"); - else - m_objFile = QStringLiteral(":/defaultMeshes/bar"); - } else if (style == QDataVis::Pyramids) { - if (smooth) - m_objFile = QStringLiteral(":/defaultMeshes/pyramidSmooth"); - else - m_objFile = QStringLiteral(":/defaultMeshes/pyramid"); - } else if (style == QDataVis::Cones) { - if (smooth) - m_objFile = QStringLiteral(":/defaultMeshes/coneSmooth"); - else - m_objFile = QStringLiteral(":/defaultMeshes/cone"); - } else if (style == QDataVis::Cylinders) { - if (smooth) - m_objFile = QStringLiteral(":/defaultMeshes/cylinderSmooth"); - else - m_objFile = QStringLiteral(":/defaultMeshes/cylinder"); - } else if (style == QDataVis::BevelBars) { - if (smooth) - m_objFile = QStringLiteral(":/defaultMeshes/bevelbarSmooth"); - else - m_objFile = QStringLiteral(":/defaultMeshes/bevelbar"); - } else if (style == QDataVis::Spheres) { - if (smooth) - m_objFile = QStringLiteral(":/defaultMeshes/sphereSmooth"); - else - m_objFile = QStringLiteral(":/defaultMeshes/sphere"); - } - // Reload mesh data - if (m_isInitialized) - loadBarMesh(); -} - -void Maps3DController::setMeshFileName(const QString &objFileName) -{ - m_objFile = objFileName; -} - -void Maps3DController::setCameraPreset(QDataVis::CameraPreset preset) -{ - m_camera->setCameraPreset(preset); -} - -void Maps3DController::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); - m_camera->setCameraRotation(QPointF(m_horizontalRotation, m_verticalRotation)); - //qDebug() << "camera rotation set to" << m_horizontalRotation << m_verticalRotation; -} - -void Maps3DController::setTheme(QDataVis::ColorTheme colorTheme) -{ - m_theme->useColorTheme(colorTheme); - m_drawer->setTheme(*m_theme); -#if !defined(QT_OPENGL_ES_2) - if (m_shadowQuality > QDataVis::ShadowNone) { - // Re-init shaders - if (!m_theme->m_uniformColor) { - initShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY")); - } else { - initShaders(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")); - } - } -#else - if (!m_theme->m_uniformColor) { - initShaders(QStringLiteral(":/shaders/vertexES2"), - QStringLiteral(":/shaders/fragmentColorOnYES2")); - } else { - initShaders(QStringLiteral(":/shaders/vertexES2"), - QStringLiteral(":/shaders/fragmentES2")); - } -#endif - m_updateLabels = true; -} - -void Maps3DController::setBarColor(const QColor &baseColor, const QColor &heightColor, - bool uniform) -{ - m_theme->m_baseColor = baseColor; - m_theme->m_heightColor = heightColor; - if (m_theme->m_uniformColor != uniform) { -#if !defined(QT_OPENGL_ES_2) - if (m_shadowQuality > QDataVis::ShadowNone) { - // Re-init shaders - if (!m_theme->m_uniformColor) { - initShaders(QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY")); - } else { - initShaders(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")); - } - } -#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 Maps3DController::setAreaSpecs(const QRect &areaRect, const QImage &image) -{ - calculateSceneScalingFactors(areaRect); - setImage(image); -} - -void Maps3DController::setImage(const QImage &image) -{ - m_bgrHasAlpha = image.hasAlphaChannel(); - if (m_bgrTexture) - glDeleteTextures(1, &m_bgrTexture); - m_bgrTexture = m_textureHelper->create2DTexture(image, true, true); -} - -void Maps3DController::setSelectionMode(QDataVis::SelectionMode mode) -{ - m_selectionMode = mode; - // Disable zoom if mode changes - //m_zoomActivated = false; - //m_sceneViewPort = QRect(0, 0, width(), height()); -} - -QDataVis::SelectionMode Maps3DController::selectionMode() -{ - return m_selectionMode; -} - -void Maps3DController::setFont(const QFont &font) -{ - m_font = font; - m_drawer->setFont(font); - m_updateLabels = true; -} - -QFont Maps3DController::font() -{ - return m_font; -} - -void Maps3DController::setLabelTransparency(QDataVis::LabelTransparency transparency) -{ - m_labelTransparency = transparency; - m_drawer->setTransparency(transparency); - m_updateLabels = true; -} - -QDataVis::LabelTransparency Maps3DController::labelTransparency() -{ - return m_labelTransparency; -} - -QDataVis::ShadowQuality Maps3DController::setShadowQuality(QDataVis::ShadowQuality quality) -{ - m_shadowQuality = quality; - switch (quality) { - case QDataVis::ShadowLow: - //qDebug() << "ShadowLow"; - m_shadowQualityToShader = 33.3f; - break; - case QDataVis::ShadowMedium: - //qDebug() << "ShadowMedium"; - m_shadowQualityToShader = 100.0f; - break; - case QDataVis::ShadowHigh: - //qDebug() << "ShadowHigh"; - m_shadowQualityToShader = 200.0f; - break; - default: - m_shadowQualityToShader = 0.0f; - break; - } - if (m_isInitialized) { -#if !defined(QT_OPENGL_ES_2) - if (m_shadowQuality > QDataVis::ShadowNone) { - // 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/fragmentShadow")); - } 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/vertexTexture"), - QStringLiteral(":/shaders/fragmentTexture")); - } - // Re-init depth buffer - initDepthBuffer(); -#else - if (!m_theme->m_uniformColor) { - initShaders(QStringLiteral(":/shaders/vertexES2"), - QStringLiteral(":/shaders/fragmentColorOnYES2")); - } else { - initShaders(QStringLiteral(":/shaders/vertexES2"), - QStringLiteral(":/shaders/fragmentES2")); - } - initBackgroundShaders(QStringLiteral(":/shaders/vertexTexture"), // Same vertex shader ok for ES2 - QStringLiteral(":/shaders/fragmentTextureES2")); -#endif - } - return m_shadowQuality; -} - -QDataVis::ShadowQuality Maps3DController::shadowQuality() -{ - return m_shadowQuality; -} - - - -const QSize Maps3DController::size() -{ - return m_boundingRect.size(); -} - -const QRect Maps3DController::boundingRect() -{ - return m_boundingRect; -} - -void Maps3DController::setBoundingRect(const QRect boundingRect) -{ - m_boundingRect = boundingRect; - resizeNotify(); -} - -void Maps3DController::setWidth(const int width) -{ - m_boundingRect.setWidth(width); - resizeNotify(); -} - -int Maps3DController::width() -{ - return m_boundingRect.width(); -} - -void Maps3DController::setHeight(const int height) -{ - m_boundingRect.setHeight(height); - resizeNotify(); -} - -int Maps3DController::height() -{ - return m_boundingRect.height(); -} - -void Maps3DController::setX(const int x) -{ - m_boundingRect.setX(x); -} - -int Maps3DController::x() -{ - return m_boundingRect.x(); -} - -void Maps3DController::setY(const int y) -{ - m_boundingRect.setY(y); -} - -int Maps3DController::y() -{ - return m_boundingRect.y(); -} - -void Maps3DController::loadBarMesh() -{ - if (m_barObj) - delete m_barObj; - m_barObj = new ObjectHelper(m_objFile); - m_barObj->load(); -} - -void Maps3DController::loadBackgroundMesh() -{ - if (m_backgroundObj) - delete m_backgroundObj; - m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label")); - m_backgroundObj->load(); -} - -void Maps3DController::loadGridLineMesh() -{ - if (m_gridLineObj) - delete m_gridLineObj; - m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar")); - m_gridLineObj->load(); -} - -void Maps3DController::loadLabelMesh() -{ - if (m_labelObj) - delete m_labelObj; - m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label")); - m_labelObj->load(); -} - -void Maps3DController::initShaders(const QString &vertexShader, const QString &fragmentShader) -{ - if (m_barShader) - delete m_barShader; - m_barShader = new ShaderHelper(this, vertexShader, fragmentShader); - m_barShader->initialize(); -} - -void Maps3DController::initSelectionShader() -{ - if (m_selectionShader) - delete m_selectionShader; - m_selectionShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSelection"), - QStringLiteral(":/shaders/fragmentSelection")); - m_selectionShader->initialize(); -} - -void Maps3DController::initSelectionBuffer() -{ - if (m_selectionTexture) - m_textureHelper->deleteTexture(&m_selectionTexture); - - m_selectionTexture = m_textureHelper->createSelectionTexture(this->size(), - m_selectionFrameBuffer, - m_selectionDepthBuffer); -} - -#if !defined(QT_OPENGL_ES_2) -void Maps3DController::initDepthShader() -{ - if (m_depthShader) - delete m_depthShader; - m_depthShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexDepth"), - QStringLiteral(":/shaders/fragmentDepth")); - m_depthShader->initialize(); -} - -void Maps3DController::initDepthBuffer() -{ - if (!m_isInitialized) - return; - - if (m_depthTexture) { - m_textureHelper->deleteTexture(&m_depthTexture); - m_depthTexture = 0; - } - - if (m_shadowQuality > QDataVis::ShadowNone) { - m_depthTexture = m_textureHelper->createDepthTexture(this->size(), m_depthFrameBuffer, - m_shadowQuality); - if (!m_depthTexture) { - switch (m_shadowQuality) { - case QDataVis::ShadowHigh: - qWarning("Creating high quality shadows failed. Changing to medium quality."); - (void)setShadowQuality(QDataVis::ShadowMedium); - break; - case QDataVis::ShadowMedium: - qWarning("Creating medium quality shadows failed. Changing to low quality."); - (void)setShadowQuality(QDataVis::ShadowLow); - break; - case QDataVis::ShadowLow: - qWarning("Creating low quality shadows failed. Switching shadows off."); - (void)setShadowQuality(QDataVis::ShadowNone); - break; - default: - // Cannot get here - break; - } - } - } -} -#endif - -void Maps3DController::initBackgroundShaders(const QString &vertexShader, - const QString &fragmentShader) -{ - if (m_backgroundShader) - delete m_backgroundShader; - m_backgroundShader = new ShaderHelper(this, vertexShader, fragmentShader); - m_backgroundShader->initialize(); -} - -void Maps3DController::initLabelShaders(const QString &vertexShader, const QString &fragmentShader) -{ - if (m_labelShader) - delete m_labelShader; - m_labelShader = new ShaderHelper(this, vertexShader, fragmentShader); - m_labelShader->initialize(); -} - -void Maps3DController::updateTextures() -{ - // Drawer has changed; this flag needs to be checked when checking if we need to update labels - m_updateLabels = true; -} - -void Maps3DController::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 Maps3DController::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 Maps3DController::calculateTranslation(MapRenderItem &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.mapPosition().x() - (m_areaSize.width() / 2.0f)) - / m_scaleFactor; - GLfloat zTrans = 2.0f * (item.mapPosition().y() - (m_areaSize.height() / 2.0f)) - / m_scaleFactor; - //qDebug() << "x, y" << item.mapPosition().x() << item.mapPosition().y(); - item.setTranslation(QVector3D(xTrans, 0.0f, zTrans + zComp)); - //qDebug() << item.translation(); -} - -Maps3DController::SelectionType Maps3DController::isSelected(GLint bar, const QVector3D &selection) -{ - GLubyte barIdxRed = 0; - GLubyte barIdxGreen = 0; - GLubyte barIdxBlue = 0; - //static QVector3D prevSel = selection; // TODO: For debugging - SelectionType isSelectedType = SelectionNone; - - if (selection == skipColor) - return isSelectedType; // skip window - - if (bar <= 255) { - barIdxRed = bar; - } else if (bar <= 65535) { - barIdxGreen = bar / 256; - barIdxRed = bar % 256; - } else { - barIdxBlue = bar / 65535; - barIdxGreen = bar % 65535; - barIdxRed = bar % 256; - } - - QVector3D current = QVector3D(barIdxRed, barIdxGreen, barIdxBlue); - - // TODO: For debugging - //if (selection != prevSel) { - // qDebug() << selection.x() << selection .y() << selection.z(); - // prevSel = selection; - //} - - if (current == selection) - isSelectedType = SelectionBar; - - return isSelectedType; -} - -bool Maps3DController::isValid(const MapRenderItem &item) -{ - bool retval = true; - if (item.value() < 0) { - qCritical("Data item value out of range"); - retval = false; - } else if (item.mapPosition().x() < 0 || item.mapPosition().x() > m_areaSize.width()) { - qCritical("Data item x position out of range"); - retval = false; - } else if (item.mapPosition().y() < 0 || item.mapPosition().y() > m_areaSize.height()) { - qCritical("Data item y position out of range"); - retval = false; - } - return retval; -} - -void Maps3DController::setDataProxy(QMapDataProxy *proxy) -{ - delete m_data; - m_data = proxy; - - QObject::connect(m_data, &QMapDataProxy::arrayReset, this, &Maps3DController::handleArrayReset); - QObject::connect(m_data, &QMapDataProxy::itemsAdded, this, &Maps3DController::handleItemsAdded); - QObject::connect(m_data, &QMapDataProxy::itemsChanged, this, &Maps3DController::handleItemsChanged); - QObject::connect(m_data, &QMapDataProxy::itemsRemoved, this, &Maps3DController::handleItemsRemoved); - QObject::connect(m_data, &QMapDataProxy::itemsInserted, this, &Maps3DController::handleItemsInserted); - - // emit something? Renderer might be interested? -} - -QMapDataProxy *Maps3DController::dataProxy() -{ - return m_data; -} - -void Maps3DController::handleLimitChange() -{ - QPair<GLfloat, GLfloat> limits = m_data->dptr()->limitValues(); - m_heightNormalizer = qMax(qAbs(limits.second), qAbs(limits.first)); - calculateHeightAdjustment(limits); - - //emit limitsChanged(limits); -} - -void Maps3DController::handleArrayReset() -{ - handleLimitChange(); - m_valuesDirty = true; -} - -void Maps3DController::handleItemsAdded(int startIndex, int count) -{ - Q_UNUSED(startIndex) - Q_UNUSED(count) - // TODO should dirty only affected values? - handleLimitChange(); - m_valuesDirty = true; -} - -void Maps3DController::handleItemsChanged(int startIndex, int count) -{ - Q_UNUSED(startIndex) - Q_UNUSED(count) - // TODO should dirty only affected values? - handleLimitChange(); - m_valuesDirty = true; -} - -void Maps3DController::handleItemsRemoved(int startIndex, int count) -{ - Q_UNUSED(startIndex) - Q_UNUSED(count) - // TODO should dirty only affected values? - handleLimitChange(); - m_valuesDirty = true; -} - -void Maps3DController::handleItemsInserted(int startIndex, int count) -{ - Q_UNUSED(startIndex) - Q_UNUSED(count) - // TODO should dirty only affected values? - handleLimitChange(); - m_valuesDirty = true; -} - -QT_DATAVIS3D_END_NAMESPACE |