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Diffstat (limited to 'src/datavis3d/engine/q3dmaps.cpp')
-rw-r--r-- | src/datavis3d/engine/q3dmaps.cpp | 1525 |
1 files changed, 1525 insertions, 0 deletions
diff --git a/src/datavis3d/engine/q3dmaps.cpp b/src/datavis3d/engine/q3dmaps.cpp new file mode 100644 index 00000000..9ac43daa --- /dev/null +++ b/src/datavis3d/engine/q3dmaps.cpp @@ -0,0 +1,1525 @@ +/**************************************************************************** +** +** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). +** Contact: http://www.qt-project.org/legal +** +** This file is part of the QtDataVis3D module. +** +** $QT_BEGIN_LICENSE:LGPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and Digia. For licensing terms and +** conditions see http://qt.digia.com/licensing. For further information +** use the contact form at http://qt.digia.com/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Digia gives you certain additional +** rights. These rights are described in the Digia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "q3dmaps.h" +#include "q3dmaps_p.h" +#include "camerahelper_p.h" +#include "qdataitem_p.h" +#include "qdatarow_p.h" +#include "qdataset_p.h" +#include "shaderhelper_p.h" +#include "objecthelper_p.h" +#include "texturehelper_p.h" +#include "theme_p.h" +#include "utils_p.h" +#include "drawer_p.h" + +#include <QMatrix4x4> +#include <QOpenGLPaintDevice> +#include <QPainter> +#include <QScreen> +#include <QMouseEvent> + +#include <qmath.h> + +#include <QDebug> + +//#define DISPLAY_RENDER_SPEED + +// Uncommenting this draws the shadow map with wider FOV than scene itself, making the light +// seem to be closer to scene than it actually is. This way shadows look slightly better (to me anyway) +#define USE_WIDER_SHADOWS + +// You can verify that depth buffer drawing works correctly by uncommenting this. +// You should see the scene from where the light is +//#define SHOW_DEPTH_TEXTURE_SCENE + +#ifdef DISPLAY_RENDER_SPEED +#include <QTime> +#endif + +QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE + +//#define DISPLAY_FULL_DATA_ON_SELECTION // Append selection value text with row and column labels + +const GLfloat gridLineWidth = 0.005f; +GLfloat distanceMod = 0.0f; + +Q3DMaps::Q3DMaps() + : d_ptr(new Q3DMapsPrivate(this)) +{ +} + +Q3DMaps::~Q3DMaps() +{ +} + +void Q3DMaps::initialize() +{ + // Initialize shaders + if (d_ptr->m_shadowQuality > ShadowNone) { + if (!d_ptr->m_theme->m_uniformColor) { + d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), + QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY")); + } else { + d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), + QStringLiteral(":/shaders/fragmentShadowNoTex")); + } + d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"), + QStringLiteral(":/shaders/fragmentShadow")); + // Init the depth buffer (for shadows) + d_ptr->initDepthBuffer(); + } else { + if (!d_ptr->m_theme->m_uniformColor) { + d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), + QStringLiteral(":/shaders/fragmentColorOnY")); + } else { + d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), + QStringLiteral(":/shaders/fragment")); + } + d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertexTexture"), + QStringLiteral(":/shaders/fragmentTexture")); + } + d_ptr->initLabelShaders(QStringLiteral(":/shaders/vertexLabel"), + QStringLiteral(":/shaders/fragmentLabel")); + + // Init depth shader (for shadows). Init in any case, easier to handle shadow activation if done via api. + d_ptr->initDepthShader(); + + // Init selection shader + d_ptr->initSelectionShader(); + + // Init the selection buffer + d_ptr->initSelectionBuffer(); + + // Load default mesh + d_ptr->loadBarMesh(); + + // Load background mesh + d_ptr->loadBackgroundMesh(); + + // Load grid line mesh + d_ptr->loadGridLineMesh(); + + // Load label mesh + d_ptr->loadLabelMesh(); + + // Set OpenGL features + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); + glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); + + // Set initial camera position + // X must be 0 for rotation to work - we can use "setCameraRotation" for setting it later + CameraHelper::setDefaultCameraOrientation(QVector3D(0.0f, 0.0f, 1.0f + 2.9f * zComp), + QVector3D(0.0f, 0.0f, zComp), + QVector3D(0.0f, 1.0f, 0.0f)); + + // Adjust to default rotation + setCameraPosition(d_ptr->m_horizontalRotation, d_ptr->m_verticalRotation, d_ptr->m_zoomLevel); + + // Set view port + glViewport(0, 0, width(), height()); + + // Set initialized -flag + d_ptr->m_isInitialized = true; + + // Update default light position +#ifndef USE_WIDER_SHADOWS + distanceMod = 1.0f; +#endif +} + +void Q3DMaps::render() +{ + if (!d_ptr->m_isInitialized) + return; + +#ifdef DISPLAY_RENDER_SPEED + // For speed computation + static bool firstRender = true; + static QTime lastTime; + static GLint nbFrames = 0; + if (firstRender) { + lastTime.start(); + firstRender = false; + } + + // Measure speed (as milliseconds per frame) + nbFrames++; + if (lastTime.elapsed() >= 1000) { // print only if last measurement was more than 1s ago + qDebug() << qreal(lastTime.elapsed()) / qreal(nbFrames) << "ms/frame (=" << qreal(nbFrames) << "fps)"; + nbFrames = 0; + lastTime.restart(); + } +#endif + + // Draw scene + drawScene(); +} + +void Q3DMaps::drawScene() +{ + // Set clear color + QVector3D clearColor = Utils::vectorFromColor(d_ptr->m_theme->m_windowColor); + glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + static QVector3D selection = QVector3D(0, 0, 0); + + // Specify viewport + glViewport(d_ptr->m_sceneViewPort.x(), d_ptr->m_sceneViewPort.y(), + d_ptr->m_sceneViewPort.width(), d_ptr->m_sceneViewPort.height()); + + // Set up projection matrix + QMatrix4x4 projectionMatrix; + projectionMatrix.perspective(45.0f, (GLfloat)d_ptr->m_sceneViewPort.width() + / (GLfloat)d_ptr->m_sceneViewPort.height(), 0.1f, 100.0f); + + // Calculate view matrix + QMatrix4x4 viewMatrix = CameraHelper::calculateViewMatrix(d_ptr->m_mousePos, + d_ptr->m_zoomLevel + * d_ptr->m_zoomAdjustment, + d_ptr->m_sceneViewPort.width(), + d_ptr->m_sceneViewPort.height()); + + // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos)) + QVector3D lightPos = CameraHelper::calculateLightPosition(defaultLightPos, 0.0f, distanceMod); + + // Map adjustment direction to model matrix scaling + GLfloat heightMultiplier = 0.0f; + GLfloat widthMultiplier = 0.0f; + GLfloat depthMultiplier = 0.0f; + GLfloat heightScaler = 0.0f; + GLfloat widthScaler = 0.0f; + GLfloat depthScaler = 0.0f; + switch (d_ptr->m_adjustDirection) { + case AdjustHeight: + widthMultiplier = 0.0f; + heightMultiplier = 1.0f; + depthMultiplier = 0.0f; + widthScaler = d_ptr->m_barThickness.x() / d_ptr->m_scaleFactor; + heightScaler = 0.0f; + depthScaler = d_ptr->m_barThickness.z() / d_ptr->m_scaleFactor; + break; + case AdjustWidth: + widthMultiplier = 1.0f; + heightMultiplier = 0.0f; + depthMultiplier = 0.0f; + widthScaler = 0.0f; + heightScaler = d_ptr->m_barThickness.y() / d_ptr->m_scaleFactor; + depthScaler = d_ptr->m_barThickness.z() / d_ptr->m_scaleFactor; + break; + case AdjustDepth: + widthMultiplier = 0.0f; + heightMultiplier = 0.0f; + depthMultiplier = 1.0f; + widthScaler = d_ptr->m_barThickness.x() / d_ptr->m_scaleFactor; + heightScaler = d_ptr->m_barThickness.y() / d_ptr->m_scaleFactor; + depthScaler = 0.0f; + break; + case AdjustRadius: + widthMultiplier = 1.0f; + heightMultiplier = 0.0f; + depthMultiplier = 1.0f; + widthScaler = 0.0f; + heightScaler = d_ptr->m_barThickness.y() / d_ptr->m_scaleFactor; + depthScaler = 0.0f; + break; + case AdjustAll: + widthMultiplier = 1.0f; + heightMultiplier = 1.0f; + depthMultiplier = 1.0f; + widthScaler = 0.0f; + heightScaler = 0.0f; + depthScaler = 0.0f; + break; + } + + // Introduce regardless of shadow quality to simplify logic + QMatrix4x4 depthViewMatrix; + QMatrix4x4 depthProjectionMatrix; + + if (d_ptr->m_shadowQuality > ShadowNone) { + // Render scene into a depth texture for using with shadow mapping + // Bind depth shader + d_ptr->m_depthShader->bind(); + + // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows. + glViewport(d_ptr->m_sceneViewPort.x(), d_ptr->m_sceneViewPort.y(), + d_ptr->m_sceneViewPort.width() * d_ptr->m_shadowQuality, + d_ptr->m_sceneViewPort.height() * d_ptr->m_shadowQuality); + + // Enable drawing to framebuffer + glBindFramebuffer(GL_FRAMEBUFFER, d_ptr->m_depthFrameBuffer); + glClear(GL_DEPTH_BUFFER_BIT); + + // Set front face culling to reduce self-shadowing issues + glCullFace(GL_FRONT); + + // Get the depth view matrix + // It may be possible to hack lightPos here if we want to make some tweaks to shadow + depthViewMatrix.lookAt(lightPos, QVector3D(0.0f, -d_ptr->m_yAdjustment, zComp), + QVector3D(0.0f, 1.0f, 0.0f)); + // TODO: Why does depthViewMatrix.column(3).y() goes to zero when we're directly above? That causes the scene to be not drawn from above -> must be fixed + //qDebug() << lightPos << depthViewMatrix << depthViewMatrix.column(3); + // Set the depth projection matrix +#ifdef USE_WIDER_SHADOWS + // Use this for a bit exaggerated shadows + depthProjectionMatrix.perspective(60.0f, (GLfloat)d_ptr->m_sceneViewPort.width() + / (GLfloat)d_ptr->m_sceneViewPort.height(), 3.0f, 100.0f); +#else + // Use these for normal shadows, with the light further away + depthProjectionMatrix = projectionMatrix; +#endif +#if 0 + // Draw background to depth buffer (You don't want to do this, except maybe for debugging purposes) + if (d_ptr->m_backgroundObj) { + QMatrix4x4 modelMatrix; + QMatrix4x4 MVPMatrix; + + modelMatrix.translate(0.0f, -d_ptr->m_yAdjustment, zComp); + modelMatrix.scale(QVector3D(d_ptr->m_areaSize.width() / d_ptr->m_scaleFactor, + 1.0f, + d_ptr->m_areaSize.height() / d_ptr->m_scaleFactor)); + modelMatrix.rotate(-90.0f, 1.0f, 0.0f, 0.0f); + + MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; + + d_ptr->m_depthShader->setUniformValue(d_ptr->m_depthShader->MVP(), MVPMatrix); + + // 1st attribute buffer : vertices + glEnableVertexAttribArray(d_ptr->m_depthShader->posAtt()); + glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_backgroundObj->vertexBuf()); + glVertexAttribPointer(d_ptr->m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0); + + // Index buffer + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_backgroundObj->elementBuf()); + + // Draw the triangles + glDrawElements(GL_TRIANGLES, d_ptr->m_backgroundObj->indexCount(), GL_UNSIGNED_SHORT, + (void *)0); + + // Free buffers + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + glDisableVertexAttribArray(d_ptr->m_depthShader->posAtt()); + } +#endif + // Draw bars to depth buffer + for (int bar = 0; bar < d_ptr->m_data->d_ptr->row().size(); bar++) { + QDataItem *item = d_ptr->m_data->d_ptr->getItem(bar); + if (!item) + continue; + + GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; + + QMatrix4x4 modelMatrix; + QMatrix4x4 MVPMatrix; + + modelMatrix.translate(item->d_ptr->translation().x(), + heightMultiplier * barHeight + heightScaler + - d_ptr->m_yAdjustment, + item->d_ptr->translation().z()); + modelMatrix.scale(QVector3D(widthMultiplier * barHeight + widthScaler, + heightMultiplier * barHeight + heightScaler, + depthMultiplier * barHeight + depthScaler)); + + MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; + + d_ptr->m_depthShader->setUniformValue(d_ptr->m_depthShader->MVP(), MVPMatrix); + + // 1st attribute buffer : vertices + glEnableVertexAttribArray(d_ptr->m_depthShader->posAtt()); + glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->vertexBuf()); + glVertexAttribPointer(d_ptr->m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0); + + // Index buffer + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_barObj->elementBuf()); + + // Draw the triangles + glDrawElements(GL_TRIANGLES, d_ptr->m_barObj->indexCount(), GL_UNSIGNED_SHORT, (void *)0); + + // Free buffers + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + glDisableVertexAttribArray(d_ptr->m_depthShader->posAtt()); + } + + // Disable drawing to framebuffer (= enable drawing to screen) + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Reset culling to normal + glCullFace(GL_BACK); + + // Release depth shader + d_ptr->m_depthShader->release(); + + // Revert to original viewport + glViewport(d_ptr->m_sceneViewPort.x(), d_ptr->m_sceneViewPort.y(), + d_ptr->m_sceneViewPort.width(), d_ptr->m_sceneViewPort.height()); + +#if 0 // Use this if you want to see what is being drawn to the framebuffer + // You'll also have to comment out GL_COMPARE_R_TO_TEXTURE -line in texturehelper (if using it) + d_ptr->m_labelShader->bind(); + glEnable(GL_TEXTURE_2D); + QMatrix4x4 modelMatrix; + QMatrix4x4 viewmatrix; + viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.5f + zComp), + QVector3D(0.0f, 0.0f, zComp), + QVector3D(0.0f, 1.0f, 0.0f)); + modelMatrix.translate(0.0, 0.0, zComp); + QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix; + d_ptr->m_labelShader->setUniformValue(d_ptr->m_labelShader->MVP(), MVPMatrix); + d_ptr->m_drawer->drawObject(d_ptr->m_labelShader, d_ptr->m_labelObj, + d_ptr->m_depthTexture); + glDisable(GL_TEXTURE_2D); + d_ptr->m_labelShader->release(); +#endif + } +#if 1 + // Skip selection mode drawing if we're zoomed or have no selection mode + if (!d_ptr->m_zoomActivated && d_ptr->m_selectionMode > ModeNone) { + // Bind selection shader + d_ptr->m_selectionShader->bind(); + + // Draw bars to selection buffer + glBindFramebuffer(GL_FRAMEBUFFER, d_ptr->m_selectionFrameBuffer); + glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color to black + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer + glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled + for (int bar = 0; bar < d_ptr->m_data->d_ptr->row().size(); bar++) { + QDataItem *item = d_ptr->m_data->d_ptr->getItem(bar); + if (!item) + continue; + + GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; + + QMatrix4x4 modelMatrix; + QMatrix4x4 MVPMatrix; + + modelMatrix.translate(item->d_ptr->translation().x(), + heightMultiplier * barHeight + heightScaler + - d_ptr->m_yAdjustment, + item->d_ptr->translation().z()); + modelMatrix.scale(QVector3D(widthMultiplier * barHeight + widthScaler, + heightMultiplier * barHeight + heightScaler, + depthMultiplier * barHeight + depthScaler)); + + MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; + + // add +2 to avoid black + QVector3D barColor = QVector3D((GLdouble)(bar + 2) + / (GLdouble)(d_ptr->m_data->d_ptr->row().size() + 2), + (GLdouble)(bar + 2) + / (GLdouble)(d_ptr->m_data->d_ptr->row().size() + 2), + 0.0); + + d_ptr->m_selectionShader->setUniformValue(d_ptr->m_selectionShader->MVP(), + MVPMatrix); + d_ptr->m_selectionShader->setUniformValue(d_ptr->m_selectionShader->color(), + barColor); + + // 1st attribute buffer : vertices + glEnableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); + glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->vertexBuf()); + glVertexAttribPointer(d_ptr->m_selectionShader->posAtt(), + 3, GL_FLOAT, GL_FALSE, 0, (void *)0); + + // Index buffer + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_barObj->elementBuf()); + + // Draw the triangles + glDrawElements(GL_TRIANGLES, d_ptr->m_barObj->indexCount(), GL_UNSIGNED_SHORT, + (void *)0); + + // Free buffers + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + glDisableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); + } + glEnable(GL_DITHER); + + // Read color under cursor + if (Q3DMapsPrivate::MouseOnScene == d_ptr->m_mousePressed) + selection = Utils::getSelection(d_ptr->m_mousePos, height()); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Release selection shader + d_ptr->m_selectionShader->release(); + +#if 0 // Use this if you want to see what is being drawn to the framebuffer + d_ptr->m_labelShader->bind(); + glDisable(GL_DEPTH_TEST); + glEnable(GL_TEXTURE_2D); + QMatrix4x4 modelMatrix; + QMatrix4x4 viewmatrix; + viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.0f + zComp), + QVector3D(0.0f, 0.0f, zComp), + QVector3D(0.0f, 1.0f, 0.0f)); + modelMatrix.translate(0.0, 0.0, zComp); + QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix; + d_ptr->m_labelShader->setUniformValue(d_ptr->m_labelShader->MVP(), MVPMatrix); + d_ptr->m_drawer->drawObject(d_ptr->m_labelShader, d_ptr->m_labelObj, + d_ptr->m_selectionTexture); + glDisable(GL_TEXTURE_2D); + d_ptr->m_labelShader->release(); +#endif + } +#if 1 + // Bind bar shader + d_ptr->m_barShader->bind(); + + // Enable texture + glEnable(GL_TEXTURE_2D); + + // Draw bars + // TODO: Handle zoom by camera transformations + //if (!d_ptr->m_zoomActivated) + + bool barSelectionFound = false; + for (int bar = 0; bar < d_ptr->m_data->d_ptr->row().size(); bar++) { + QDataItem *item = d_ptr->m_data->d_ptr->getItem(bar); + if (!item) + continue; + + GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; + + QMatrix4x4 modelMatrix; + QMatrix4x4 MVPMatrix; + QMatrix4x4 depthMVPMatrix; + QMatrix4x4 itModelMatrix; + + modelMatrix.translate(item->d_ptr->translation().x(), + heightMultiplier * barHeight + heightScaler - d_ptr->m_yAdjustment, + item->d_ptr->translation().z()); + modelMatrix.scale(QVector3D(widthMultiplier * barHeight + widthScaler, + heightMultiplier * barHeight + heightScaler, + depthMultiplier * barHeight + depthScaler)); + itModelMatrix.scale(QVector3D(widthMultiplier * barHeight + widthScaler, + heightMultiplier * barHeight + heightScaler, + depthMultiplier * barHeight + depthScaler)); + +#ifdef SHOW_DEPTH_TEXTURE_SCENE + MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; +#else + MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; +#endif + depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; + + QVector3D baseColor = Utils::vectorFromColor(d_ptr->m_theme->m_baseColor); + QVector3D heightColor = Utils::vectorFromColor(d_ptr->m_theme->m_heightColor) + * barHeight; + + QVector3D barColor = baseColor + heightColor; + + GLfloat lightStrength = d_ptr->m_theme->m_lightStrength; + if (d_ptr->m_selectionMode > ModeNone) { + Q3DMapsPrivate::SelectionType selectionType = d_ptr->isSelected(bar, selection); + switch (selectionType) { + case Q3DMapsPrivate::SelectionBar: { + barColor = Utils::vectorFromColor(d_ptr->m_theme->m_highlightBarColor); + lightStrength = d_ptr->m_theme->m_highlightLightStrength; + // Insert data to QDataItem. We have no ownership, don't delete the previous one + if (!d_ptr->m_zoomActivated) { + d_ptr->m_selectedBar = item; + barSelectionFound = true; + } + break; + } + case Q3DMapsPrivate::SelectionNone: { + // Current bar is not selected, nor on a row or column + // do nothing + break; + } + default: { + // Unsupported selection mode + // do nothing + break; + } + } + } + + if (barHeight != 0) { + // Set shader bindings + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightP(), lightPos); + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->view(), viewMatrix); + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), + itModelMatrix.inverted().transposed()); + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->color(), barColor); + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->ambientS(), + d_ptr->m_theme->m_ambientStrength); + + if (d_ptr->m_shadowQuality > ShadowNone) { + // Set shadow shader bindings + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->shadowQ(), + d_ptr->m_shadowQualityToShader); + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->depth(), + depthMVPMatrix); + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), + lightStrength / 10.0f); + + // Draw the object + d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_barObj, + 0, d_ptr->m_depthTexture); + } else { + // Set shadowless shader bindings + d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), lightStrength); + + // Draw the object + d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_barObj); + } + } + } + + // Release bar shader + d_ptr->m_barShader->release(); +#if 1 + // Bind background shader + d_ptr->m_backgroundShader->bind(); + + // Draw background + if (d_ptr->m_backgroundObj) { + QMatrix4x4 modelMatrix; + QMatrix4x4 MVPMatrix; + QMatrix4x4 depthMVPMatrix; + QMatrix4x4 itModelMatrix; + + modelMatrix.translate(0.0f, -d_ptr->m_yAdjustment, zComp); + modelMatrix.scale(QVector3D(d_ptr->m_areaSize.width() / d_ptr->m_scaleFactor, + 1.0f, + d_ptr->m_areaSize.height() / d_ptr->m_scaleFactor)); + modelMatrix.rotate(-90.0f, 1.0f, 0.0f, 0.0f); + itModelMatrix.scale(QVector3D(d_ptr->m_areaSize.width() / d_ptr->m_scaleFactor, + 1.0f, + d_ptr->m_areaSize.height() / d_ptr->m_scaleFactor)); + +#ifdef SHOW_DEPTH_TEXTURE_SCENE + MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; +#else + MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; +#endif + depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; + + // Set shader bindings + d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->lightP(), lightPos); + d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->view(), viewMatrix); + d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->model(), modelMatrix); + d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->nModel(), + itModelMatrix.inverted().transposed()); + d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->MVP(), MVPMatrix); + d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->ambientS(), + d_ptr->m_theme->m_ambientStrength * 3.0f); + + if (d_ptr->m_shadowQuality > ShadowNone) { + // Set shadow shader bindings + d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->shadowQ(), + d_ptr->m_shadowQualityToShader); + d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->depth(), + depthMVPMatrix); + d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->lightS(), + d_ptr->m_theme->m_lightStrength / 25.0f); + + // Draw the object + d_ptr->m_drawer->drawObject(d_ptr->m_backgroundShader, d_ptr->m_backgroundObj, + d_ptr->m_bgrTexture, d_ptr->m_depthTexture); + } else { + // Set shadowless shader bindings + d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->lightS(), + d_ptr->m_theme->m_lightStrength); + + // Draw the object + d_ptr->m_drawer->drawObject(d_ptr->m_backgroundShader, d_ptr->m_backgroundObj, + d_ptr->m_bgrTexture); + } + } + + // Disable textures + glDisable(GL_TEXTURE_2D); + + // Release background shader + d_ptr->m_backgroundShader->release(); +#endif + + // Handle zoom activation and label drawing + if (!barSelectionFound) { + // We have no ownership, don't delete. Just NULL the pointer. + d_ptr->m_selectedBar = NULL; + //if (d_ptr->m_zoomActivated && Q3DMapsPrivate::MouseOnOverview == d_ptr->m_mousePressed) { + //d_ptr->m_sceneViewPort = QRect(0, 0, width(), height()); + //d_ptr->m_zoomActivated = false; + //} + } /*else if (d_ptr->m_selectionMode >= ModeZoomRow + && Q3DMapsPrivate::MouseOnScene == d_ptr->m_mousePressed) { + // Activate zoom mode + d_ptr->m_zoomActivated = true; + d_ptr->m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5); + + // Create label textures + for (int col = 0; col < d_ptr->m_zoomSelection->d_ptr->row().size(); col++) { + QDataItem *item = d_ptr->m_zoomSelection->d_ptr->getItem(col); + d_ptr->m_drawer->generateLabelTexture(item); + } + }*/ else { + // Print value of selected bar + static QDataItem *prevItem = d_ptr->m_selectedBar; + d_ptr->m_labelShader->bind(); + glDisable(GL_DEPTH_TEST); + glEnable(GL_TEXTURE_2D); + if (d_ptr->m_labelTransparency > TransparencyNone) { + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } +#ifndef DISPLAY_FULL_DATA_ON_SELECTION + // Draw just the value string of the selected bar + if (prevItem != d_ptr->m_selectedBar || d_ptr->m_updateLabels) { + d_ptr->m_drawer->generateLabelTexture(d_ptr->m_selectedBar); + prevItem = d_ptr->m_selectedBar; + } + + d_ptr->m_drawer->drawLabel(*d_ptr->m_selectedBar, d_ptr->m_selectedBar->d_ptr->label(), + viewMatrix, projectionMatrix, + QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), + QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, + d_ptr->m_selectionMode, d_ptr->m_labelShader, + d_ptr->m_labelObj, true); +#else + static bool firstSelection = true; + // Draw the value string followed by row label and column label + LabelItem labelItem = d_ptr->m_selectedBar->d_ptr->selectionLabel(); + if (firstSelection || prevItem != d_ptr->m_selectedBar || d_ptr->m_updateLabels) { + QString labelText = d_ptr->m_selectedBar->d_ptr->valueStr(); + // if ((d_ptr->m_data->d_ptr->columnLabels().size() + // > d_ptr->m_selectedBar->d_ptr->position().y()) + // && (d_ptr->m_data->d_ptr->rowLabels().size() + // > d_ptr->m_selectedBar->d_ptr->position().x())) { + // labelText.append(QStringLiteral(" (")); + // labelText.append(d_ptr->m_data->d_ptr->rowLabels().at( + // d_ptr->m_selectedBar->d_ptr->position().x())); + // labelText.append(QStringLiteral(", ")); + // labelText.append(d_ptr->m_data->d_ptr->columnLabels().at( + // d_ptr->m_selectedBar->d_ptr->position().y())); + // labelText.append(QStringLiteral(")")); + // //qDebug() << labelText; + // } + d_ptr->m_drawer->generateLabelItem(&labelItem, labelText); + d_ptr->m_selectedBar->d_ptr->setSelectionLabel(labelItem); + prevItem = d_ptr->m_selectedBar; + firstSelection = false; + } + + d_ptr->m_drawer->drawLabel(*d_ptr->m_selectedBar, labelItem, viewMatrix, projectionMatrix, + QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), + QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, + d_ptr->m_selectionMode, d_ptr->m_labelShader, + d_ptr->m_labelObj, true, false); +#endif + glDisable(GL_TEXTURE_2D); + if (d_ptr->m_labelTransparency > TransparencyNone) + glDisable(GL_BLEND); + glEnable(GL_DEPTH_TEST); + + // Release label shader + d_ptr->m_labelShader->release(); + + // Reset label update flag; they should have been updated when we get here + d_ptr->m_updateLabels = false; + } +#if 0 + // TODO: Calculations done temporarily here. When optimizing, move to after data set addition? Keep drawing of the labels here. + // Bind label shader + d_ptr->m_labelShader->bind(); + + glEnable(GL_TEXTURE_2D); + if (d_ptr->m_labelTransparency > TransparencyNone) { + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + // Calculate the positions for row and column labels and store them into QDataItems (and QDataRows?) + for (int row = 0; row != d_ptr->m_sampleCount.second; row += 1) { + // Go through all rows and get position of max+1 or min-1 column, depending on x flip + // We need only positions for them, labels have already been generated at QDataSet. Just add LabelItems + rowPos = (row + 1) * (d_ptr->m_barSpacing.height()); + barPos = 0; + GLfloat rotLabelX = -90.0f; + GLfloat rotLabelY = 0.0f; + Qt::AlignmentFlag alignment = Qt::AlignRight; + if (d_ptr->m_zFlipped) + rotLabelY = 180.0f; + if (d_ptr->m_xFlipped) { + barPos = (d_ptr->m_sampleCount.first + 1) * (d_ptr->m_barSpacing.width()); + alignment = Qt::AlignLeft; + } + QVector3D labelPos = QVector3D((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, + -d_ptr->m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering" + (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor + + zComp); + + // TODO: Try it; draw the label here + + // Create a data item + QDataItem *label = new QDataItem(); + label->d_ptr->setTranslation(labelPos); + if (d_ptr->m_data->d_ptr->rowLabelItems().size() > row) { + label->d_ptr->setLabel(d_ptr->m_data->d_ptr->rowLabelItems().at( + d_ptr->m_data->d_ptr->rowLabelItems().size() - row - 1)); + } + + //qDebug() << "labelPos, row" << row + 1 << ":" << labelPos << d_ptr->m_dataSet->d_ptr->rowLabels().at(row); + + d_ptr->m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix, + QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), + QVector3D(rotLabelX, rotLabelY, 0.0f), d_ptr->m_heightNormalizer, + d_ptr->m_selectionMode, d_ptr->m_labelShader, + d_ptr->m_labelObj, true, true, LabelMid, alignment); + + delete label; + } + for (int bar = 0; bar != d_ptr->m_sampleCount.first; bar += 1) { + // Go through all columns and get position of max+1 or min-1 row, depending on z flip + // We need only positions for them, labels have already been generated at QDataSet. Just add LabelItems + barPos = (bar + 1) * (d_ptr->m_barSpacing.width()); + rowPos = 0; + GLfloat rotLabelX = -90.0f; + GLfloat rotLabelY = 90.0f; + Qt::AlignmentFlag alignment = Qt::AlignLeft; + if (d_ptr->m_xFlipped) + rotLabelY = -90.0f; + if (d_ptr->m_zFlipped) { + rowPos = (d_ptr->m_sampleCount.second + 1) * (d_ptr->m_barSpacing.height()); + alignment = Qt::AlignRight; + } + QVector3D labelPos = QVector3D((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, + -d_ptr->m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering" + (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor + + zComp); + + // TODO: Try it; draw the label here + + // Create a data item + QDataItem *label = new QDataItem(); + label->d_ptr->setTranslation(labelPos); + if (d_ptr->m_data->d_ptr->columnLabelItems().size() > bar) { + label->d_ptr->setLabel(d_ptr->m_data->d_ptr->columnLabelItems().at( + d_ptr->m_data->d_ptr->columnLabelItems().size() + - bar - 1)); + } + + //qDebug() << "labelPos, col" << bar + 1 << ":" << labelPos << d_ptr->m_dataSet->d_ptr->columnLabels().at(bar); + + d_ptr->m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix, + QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), + QVector3D(rotLabelX, rotLabelY, 0.0f), d_ptr->m_heightNormalizer, + d_ptr->m_selectionMode, d_ptr->m_labelShader, + d_ptr->m_labelObj, true, true, LabelMid, alignment); + + delete label; + } + glDisable(GL_TEXTURE_2D); + if (d_ptr->m_labelTransparency > TransparencyNone) + glDisable(GL_BLEND); + + // Release label shader + d_ptr->m_labelShader->release(); +#endif +#endif +#endif +} + +void Q3DMaps::mousePressEvent(QMouseEvent *event) +{ + if (Qt::LeftButton == event->button()) { + if (d_ptr->m_zoomActivated) { + //qDebug() << event->pos().x() << event->pos().y() << d_ptr->m_sceneViewPort << d_ptr->m_zoomViewPort; + if (event->pos().x() <= d_ptr->m_sceneViewPort.width() + && event->pos().y() <= d_ptr->m_sceneViewPort.height()) { + d_ptr->m_mousePressed = Q3DMapsPrivate::MouseOnOverview; + //qDebug() << "Mouse pressed on overview"; + } else { + d_ptr->m_mousePressed = Q3DMapsPrivate::MouseOnZoom; + //qDebug() << "Mouse pressed on zoom"; + } + } else { + d_ptr->m_mousePressed = Q3DMapsPrivate::MouseOnScene; + // update mouse positions to prevent jumping when releasing or repressing a button + d_ptr->m_mousePos = event->pos(); + //qDebug() << "Mouse pressed on scene"; + } + } else if (Qt::MiddleButton == event->button()) { + // reset rotations + d_ptr->m_mousePos = QPoint(0, 0); + } else if (Qt::RightButton == event->button()) { + d_ptr->m_mousePressed = Q3DMapsPrivate::MouseRotating; + // update mouse positions to prevent jumping when releasing or repressing a button + d_ptr->m_mousePos = event->pos(); + } + CameraHelper::updateMousePos(d_ptr->m_mousePos); +} + +void Q3DMaps::mouseReleaseEvent(QMouseEvent *event) +{ + //qDebug() << "mouse button released" << event->button(); + if (Q3DMapsPrivate::MouseRotating == d_ptr->m_mousePressed) { + // update mouse positions to prevent jumping when releasing or repressing a button + d_ptr->m_mousePos = event->pos(); + CameraHelper::updateMousePos(event->pos()); + } + d_ptr->m_mousePressed = Q3DMapsPrivate::MouseNone; +} + +void Q3DMaps::mouseMoveEvent(QMouseEvent *event) +{ + if (Q3DMapsPrivate::MouseRotating == d_ptr->m_mousePressed) { + //qDebug() << "mouse moved while pressed" << event->pos(); + d_ptr->m_mousePos = event->pos(); + } +#if 0 + // TODO: Testi - laske kursorin sijainti scenessä + QPointF mouse3D((2.0f * event->pos().x() - width()) / height(), + 1.0f - (2.0f * event->pos().y()) / height()); + //qDebug() << "mouse position in scene" << mouse3D; + + // TODO: Testi laske focal point + GLfloat focalPoint = tan(45.0f / 2.0f); + + // TODO: Testi - laske viewmatriisin kerroin + QVector3D worldRay = QVector3D(0.0f, 0.0f, 0.0f) + - QVector3D(mouse3D.x(), mouse3D.y(), -focalPoint); + //qDebug() << "worldRay" << worldRay; + // multiply viewmatrix with this to get something? +#endif +} + +void Q3DMaps::wheelEvent(QWheelEvent *event) +{ + if (d_ptr->m_zoomLevel > 100) + d_ptr->m_zoomLevel += event->angleDelta().y() / 12; + else if (d_ptr->m_zoomLevel > 50) + d_ptr->m_zoomLevel += event->angleDelta().y() / 60; + else + d_ptr->m_zoomLevel += event->angleDelta().y() / 120; + if (d_ptr->m_zoomLevel > 500) + d_ptr->m_zoomLevel = 500; + else if (d_ptr->m_zoomLevel < 10) + d_ptr->m_zoomLevel = 10; +} + +void Q3DMaps::resizeEvent(QResizeEvent *event) +{ + Q_UNUSED(event); + + // Set view port + if (d_ptr->m_zoomActivated) + d_ptr->m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5); + else + d_ptr->m_sceneViewPort = QRect(0, 0, width(), height()); + d_ptr->m_zoomViewPort = QRect(0, 0, width(), height()); + + // Calculate zoom level based on aspect ratio + GLfloat div; + GLfloat zoomAdjustment; + div = qMin(width(), height()); + zoomAdjustment = defaultRatio * ((width() / div) / (height() / div)); + //qDebug() << "zoom adjustment" << zoomAdjustment; + d_ptr->m_zoomAdjustment = qMin(zoomAdjustment, 1.0f); // clamp to 1.0f + + // Re-init selection buffer + d_ptr->initSelectionBuffer(); + + // Re-init depth buffer + d_ptr->initDepthBuffer(); +} + +void Q3DMaps::setBarSpecs(const QVector3D &thickness, AdjustmentDirection direction) +{ + d_ptr->m_barThickness = thickness; + d_ptr->m_adjustDirection = direction; +} + +void Q3DMaps::setBarType(BarStyle style, bool smooth) +{ + if (style == Bars) { + if (smooth) + d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/barSmooth"); + else + d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/bar"); + } else if (style == Pyramids) { + if (smooth) + d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/pyramidSmooth"); + else + d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/pyramid"); + } else if (style == Cones) { + if (smooth) + d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/coneSmooth"); + else + d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cone"); + } else if (style == Cylinders) { + if (smooth) + d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cylinderSmooth"); + else + d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cylinder"); + } else if (style == Spheres) { + if (smooth) + d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/sphereSmooth"); + else + d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/sphere"); + } + // Reload mesh data + if (d_ptr->m_isInitialized) + d_ptr->loadBarMesh(); +} + +void Q3DMaps::setMeshFileName(const QString &objFileName) +{ + d_ptr->m_objFile = objFileName; +} + +void Q3DMaps::setCameraPreset(CameraPreset preset) +{ + CameraHelper::setCameraPreset(preset); +} + +void Q3DMaps::setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance) +{ + d_ptr->m_horizontalRotation = qBound(-180.0f, horizontal, 180.0f); + d_ptr->m_verticalRotation = qBound(0.0f, vertical, 90.0f); + d_ptr->m_zoomLevel = qBound(10, distance, 500); + CameraHelper::setCameraRotation(QPointF(d_ptr->m_horizontalRotation, + d_ptr->m_verticalRotation)); + //qDebug() << "camera rotation set to" << d_ptr->m_horizontalRotation << d_ptr->m_verticalRotation; +} + +void Q3DMaps::setTheme(ColorTheme theme) +{ + d_ptr->m_theme->useTheme(theme); + d_ptr->m_drawer->setTheme(*d_ptr->m_theme); + // Re-initialize shaders + if (!d_ptr->m_theme->m_uniformColor) { + d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), + QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY")); + } else { + d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), + QStringLiteral(":/shaders/fragmentShadowNoTex")); + } + d_ptr->m_updateLabels = true; +} + +void Q3DMaps::setBarColor(QColor baseColor, QColor heightColor, bool uniform) +{ + d_ptr->m_theme->m_baseColor = baseColor; + d_ptr->m_theme->m_heightColor = heightColor; + if (d_ptr->m_theme->m_uniformColor != uniform) { + // Re-initialize shaders + if (!d_ptr->m_theme->m_uniformColor) { + d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), + QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY")); + } else { + d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), + QStringLiteral(":/shaders/fragmentShadowNoTex")); + } + } + d_ptr->m_theme->m_uniformColor = uniform; +} + +void Q3DMaps::setSelectionMode(SelectionMode mode) +{ + d_ptr->m_selectionMode = mode; + // Disable zoom if mode changes + //d_ptr->m_zoomActivated = false; + //d_ptr->m_sceneViewPort = QRect(0, 0, width(), height()); +} + +void Q3DMaps::setWindowTitle(const QString &title) +{ + setTitle(title); +} + +void Q3DMaps::setFontSize(float fontsize) +{ + d_ptr->m_font.setPointSizeF(fontsize); + d_ptr->m_drawer->setFont(d_ptr->m_font); + d_ptr->m_updateLabels = true; +} + +void Q3DMaps::setFont(const QFont &font) +{ + d_ptr->m_font = font; + d_ptr->m_drawer->setFont(font); + d_ptr->m_updateLabels = true; +} + +void Q3DMaps::setLabelTransparency(LabelTransparency transparency) +{ + d_ptr->m_labelTransparency = transparency; + d_ptr->m_drawer->setTransparency(transparency); + d_ptr->m_updateLabels = true; +} + +void Q3DMaps::setGridEnabled(bool enable) +{ + d_ptr->m_gridEnabled = enable; +} + +bool Q3DMaps::addDataItem(QDataItem* dataItem) +{ + // Check validity + if (!d_ptr->isValid(*dataItem)) + return false; + // Convert position to translation + d_ptr->calculateTranslation(dataItem); + // Add item + d_ptr->m_data->addItem(dataItem); + // Get the limits + QPair<GLfloat, GLfloat> limits = d_ptr->m_data->d_ptr->limitValues(); + d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); + d_ptr->calculateHeightAdjustment(limits); + return true; +} + +bool Q3DMaps::addData(const QVector<QDataItem*> &data) +{ + // Convert to QDataRow + for (int i = 0; i < data.size(); i++) { + QDataItem *item = data.at(i); + // Check validity + if (!d_ptr->isValid(*item)) { + return false; + } else { + // Convert position to translation + d_ptr->calculateTranslation(item); + // Add item + d_ptr->m_data->addItem(item); + } + } + // Get the limits + QPair<GLfloat, GLfloat> limits = d_ptr->m_data->d_ptr->limitValues(); + d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); + d_ptr->calculateHeightAdjustment(limits); + return true; +} + +bool Q3DMaps::addData(const QDataRow &dataRow) +{ + for (int itemIdx = 0; itemIdx < dataRow.d_ptr->row().size(); itemIdx++) { + QDataItem *item = dataRow.d_ptr->getItem(itemIdx); + // Check validity + if (!d_ptr->isValid(*item)) { + return false; + } else { + // Convert position to translation + d_ptr->calculateTranslation(item); + // Add item + d_ptr->m_data->addItem(item); + } + } + // Get the limits + QPair<GLfloat, GLfloat> limits = d_ptr->m_data->d_ptr->limitValues(); + d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); + d_ptr->calculateHeightAdjustment(limits); + return true; +} + +bool Q3DMaps::setData(const QVector<QDataItem*> &dataRow) +{ + // Delete previous data + delete d_ptr->m_data; + // Convert to QDataRow + d_ptr->m_data = new QDataRow(); + for (int i = 0; i < dataRow.size(); i++) { + QDataItem *item = dataRow.at(i); + // Check validity + if (!d_ptr->isValid(*item)) { + return false; + } else { + // Convert position to translation + d_ptr->calculateTranslation(item); + // Add item + d_ptr->m_data->addItem(item); + } + } + // Get the limits + QPair<GLfloat, GLfloat> limits = d_ptr->m_data->d_ptr->limitValues(); + d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); + d_ptr->calculateHeightAdjustment(limits); + return true; +} + +bool Q3DMaps::setData(QDataRow *dataRow) +{ + // Check validity + for (int i = 0; i < dataRow->d_ptr->row().size(); i++) { + if (!d_ptr->isValid(*dataRow->d_ptr->row().at(i))) + return false; + else + d_ptr->calculateTranslation(dataRow->d_ptr->row()[i]); + } + // Delete previous data + delete d_ptr->m_data; + // Set give data as new data + d_ptr->m_data = dataRow; + // Get the limits + QPair<GLfloat, GLfloat> limits = d_ptr->m_data->d_ptr->limitValues(); + d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); + d_ptr->calculateHeightAdjustment(limits); + return true; +} + +void Q3DMaps::setAreaSpecs(const QRect &areaRect, const QImage &image) +{ + d_ptr->calculateSceneScalingFactors(areaRect); + setImage(image); +} + +void Q3DMaps::setImage(const QImage &image) +{ + if (d_ptr->m_bgrTexture) + glDeleteTextures(1, &d_ptr->m_bgrTexture); + d_ptr->m_bgrTexture = d_ptr->m_textureHelper->create2DTexture(image, true, true); +} + +void Q3DMaps::setShadowQuality(ShadowQuality quality) +{ + d_ptr->m_shadowQuality = quality; + switch (quality) { + case ShadowLow: + //qDebug() << "ShadowLow"; + d_ptr->m_shadowQualityToShader = 33.3f; + break; + case ShadowMedium: + //qDebug() << "ShadowMedium"; + d_ptr->m_shadowQualityToShader = 100.0f; + break; + case ShadowHigh: + //qDebug() << "ShadowHigh"; + d_ptr->m_shadowQualityToShader = 200.0f; + break; + default: + d_ptr->m_shadowQualityToShader = 0.0f; + break; + } + if (d_ptr->m_shadowQuality > ShadowNone) { + // Re-init depth buffer + d_ptr->initDepthBuffer(); + // Re-init shaders + if (!d_ptr->m_theme->m_uniformColor) { + d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), + QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY")); + } else { + d_ptr->initShaders(QStringLiteral(":/shaders/vertexShadow"), + QStringLiteral(":/shaders/fragmentShadowNoTex")); + } + d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"), + QStringLiteral(":/shaders/fragmentShadow")); + } else { + // Re-init shaders + if (!d_ptr->m_theme->m_uniformColor) { + d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), + QStringLiteral(":/shaders/fragmentColorOnY")); + } else { + d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), + QStringLiteral(":/shaders/fragment")); + } + d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertexTexture"), + QStringLiteral(":/shaders/fragmentTexture")); + } +} + +Q3DMapsPrivate::Q3DMapsPrivate(Q3DMaps *q) + : q_ptr(q), + m_paintDevice(0), + m_barShader(0), + m_depthShader(0), + m_selectionShader(0), + m_backgroundShader(0), + m_labelShader(0), + m_barObj(0), + m_backgroundObj(0), + m_gridLineObj(0), + m_labelObj(0), + m_objFile(QStringLiteral(":/defaultMeshes/bar")), + m_mousePressed(MouseNone), + m_mousePos(QPoint(0, 0)), + m_zoomLevel(100), + m_zoomAdjustment(1.0f), + m_horizontalRotation(0.0f), + m_verticalRotation(45.0f), + m_barThickness(QVector3D(1.0f, 0.0f, 1.0f)), + m_heightNormalizer(0.0f), + m_yAdjustment(0.0f), + m_scaleFactor(1.0f), + m_theme(new Theme()), + m_isInitialized(false), + m_selectionMode(ModeBar), + m_selectedBar(0), + m_data(new QDataRow()), + m_axisLabelX(QStringLiteral("X")), + m_axisLabelZ(QStringLiteral("Z")), + m_axisLabelY(QStringLiteral("Y")), + m_sceneViewPort(0, 0, q->width(), q->height()), + m_zoomViewPort(0, 0, q->width(), q->height()), + m_zoomActivated(false), + m_textureHelper(new TextureHelper()), + m_labelTransparency(TransparencyNone), + m_font(QFont(QStringLiteral("Arial"))), + m_drawer(new Drawer(*m_theme, m_font, m_labelTransparency)), + m_bgrTexture(0), + m_depthTexture(0), + m_selectionTexture(0), + m_depthFrameBuffer(0), + m_selectionFrameBuffer(0), + m_selectionDepthBuffer(0), + m_areaSize(QSizeF(1.0f, 1.0f)), + m_updateLabels(true), + m_gridEnabled(true), + m_shadowQuality(ShadowLow), + m_shadowQualityToShader(33.3f) +{ + //m_data->d_ptr->setDrawer(m_drawer); + //QObject::connect(m_drawer, &Drawer::drawerChanged, this, &Q3DMapsPrivate::updateTextures); +} + +Q3DMapsPrivate::~Q3DMapsPrivate() +{ + 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_data; + delete m_barShader; + delete m_selectionShader; + delete m_backgroundShader; + delete m_barObj; + delete m_backgroundObj; + delete m_gridLineObj; + delete m_textureHelper; + delete m_drawer; +} + +void Q3DMapsPrivate::loadBarMesh() +{ + if (m_barObj) + delete m_barObj; + m_barObj = new ObjectHelper(m_objFile); + m_barObj->load(); +} + +void Q3DMapsPrivate::loadBackgroundMesh() +{ + if (m_backgroundObj) + delete m_backgroundObj; + m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label")); + m_backgroundObj->load(); +} + +void Q3DMapsPrivate::loadGridLineMesh() +{ + if (m_gridLineObj) + delete m_gridLineObj; + m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar")); + m_gridLineObj->load(); +} + +void Q3DMapsPrivate::loadLabelMesh() +{ + if (m_labelObj) + delete m_labelObj; + m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label")); + m_labelObj->load(); +} + +void Q3DMapsPrivate::initShaders(const QString &vertexShader, const QString &fragmentShader) +{ + if (m_barShader) + delete m_barShader; + m_barShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); + m_barShader->initialize(); +} + +void Q3DMapsPrivate::initSelectionShader() +{ + if (m_selectionShader) + delete m_selectionShader; + m_selectionShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/vertexSelection"), + QStringLiteral(":/shaders/fragmentSelection")); + m_selectionShader->initialize(); +} + +void Q3DMapsPrivate::initDepthShader() +{ + if (m_depthShader) + delete m_depthShader; + m_depthShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/vertexDepth"), + QStringLiteral(":/shaders/fragmentDepth")); + m_depthShader->initialize(); +} + +void Q3DMapsPrivate::initSelectionBuffer() +{ + if (m_selectionTexture) { + m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer); + m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer); + m_textureHelper->deleteTexture(&m_selectionTexture); + } + m_selectionTexture = m_textureHelper->createSelectionTexture(q_ptr->size(), + m_selectionFrameBuffer, + m_selectionDepthBuffer); +} + +void Q3DMapsPrivate::initDepthBuffer() +{ + if (m_depthTexture) { + m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer); + m_textureHelper->deleteTexture(&m_depthTexture); + } + m_depthTexture = m_textureHelper->createDepthTexture(q_ptr->size(), m_depthFrameBuffer, + m_shadowQuality); +} + +void Q3DMapsPrivate::initBackgroundShaders(const QString &vertexShader, + const QString &fragmentShader) +{ + if (m_backgroundShader) + delete m_backgroundShader; + m_backgroundShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); + m_backgroundShader->initialize(); +} + +void Q3DMapsPrivate::initLabelShaders(const QString &vertexShader, const QString &fragmentShader) +{ + if (m_labelShader) + delete m_labelShader; + m_labelShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); + // m_labelShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/testDepthVert"), + // QStringLiteral(":/shaders/testDepthFrag")); + m_labelShader->initialize(); +} + +void Q3DMapsPrivate::updateTextures() +{ + // Drawer has changed; this flag needs to be checked when checking if we need to update labels + m_updateLabels = true; +} + +void Q3DMapsPrivate::calculateSceneScalingFactors(const QRect &areaRect) +{ + m_areaSize = areaRect.size(); + // Calculate scaling factor so that we can be sure the whole area fits to positive z space + if (zComp > 1.0f) + m_scaleFactor = qMax(m_areaSize.width(), m_areaSize.height()) / zComp; + else + m_scaleFactor = qMax(m_areaSize.width(), m_areaSize.height()); + //qDebug() << "scaleFactor" << m_scaleFactor; +} + +void Q3DMapsPrivate::calculateHeightAdjustment(const QPair<GLfloat, GLfloat> &limits) +{ + // 2.0f = max difference between minimum and maximum value after scaling with m_heightNormalizer + m_yAdjustment = 2.0f - ((limits.second - limits.first) / m_heightNormalizer); + //qDebug() << m_yAdjustment; +} + +void Q3DMapsPrivate::calculateTranslation(QDataItem *item) +{ + // We need to convert position (which is in coordinates), to translation (which has origin in the center and is scaled) + // -> move pos(center, center) to trans(0, 0) and pos(0, 0) to trans(left, top) + GLfloat xTrans = 2.0f * (item->d_ptr->position().x() - (m_areaSize.width() / 2.0f)) + / m_scaleFactor; + GLfloat zTrans = 2.0f * (item->d_ptr->position().y() - (m_areaSize.height() / 2.0f)) + / m_scaleFactor; + //qDebug() << "x, y" << item->d_ptr->position().x() << item->d_ptr->position().y(); + item->d_ptr->setTranslation(QVector3D(xTrans, 0.0f, zTrans + zComp)); + //qDebug() << item->d_ptr->translation(); +} + +Q3DMapsPrivate::SelectionType Q3DMapsPrivate::isSelected(GLint bar, const QVector3D &selection) +{ + //static QVector3D prevSel = selection; // TODO: For debugging + SelectionType isSelectedType = SelectionNone; + if (selection == Utils::vectorFromColor(Qt::black)) + return isSelectedType; // skip window + QVector3D current = QVector3D((GLubyte)((GLdouble)(bar + 2) + / (GLdouble)(m_data->d_ptr->row().size() + 2) + * 255.0 + 0.49), // +0.49 to fix rounding (there are conversions from unsigned short to GLdouble and back) + (GLubyte)(((GLdouble)(bar + 2) + / (GLdouble)(m_data->d_ptr->row().size() + 2)) + * 255.0 + 0.49), // +0.49 to fix rounding (there are conversions from unsigned short to GLdouble and back) + 0); + // TODO: For debugging + //if (selection != prevSel) { + // qDebug() << selection.x() << selection .y() << selection.z(); + // prevSel = selection; + //} + if (current == selection) + isSelectedType = SelectionBar; + return isSelectedType; +} + +bool Q3DMapsPrivate::isValid(const QDataItem &item) +{ + bool retval = true; + if (item.d_ptr->value() < 0) { + qCritical("Data item value out of range"); + retval = false; + } else if (item.d_ptr->position().x() < 0 || item.d_ptr->position().x() > m_areaSize.width()) { + qCritical("Data item x position out of range"); + retval = false; + } else if (item.d_ptr->position().y() < 0 || item.d_ptr->position().y() > m_areaSize.height()) { + qCritical("Data item y position out of range"); + retval = false; + } + return retval; +} + +QTCOMMERCIALDATAVIS3D_END_NAMESPACE |