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-rw-r--r--src/datavis3d/engine/maps3dcontroller.cpp1735
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diff --git a/src/datavis3d/engine/maps3dcontroller.cpp b/src/datavis3d/engine/maps3dcontroller.cpp
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--- a/src/datavis3d/engine/maps3dcontroller.cpp
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-/****************************************************************************
-**
-** 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