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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 QtDataVisualization 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 "bars3drenderer_p.h"
+#include "bars3dcontroller_p.h"
+#include "q3dcamera.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 "qbardataitem.h"
+#include "q3dlight.h"
+
+#include <QMatrix4x4>
+#include <QMouseEvent>
+#include <QThread>
+#include <qmath.h>
+#include <QDebug>
+
+// 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
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+const GLfloat labelMargin = 0.05f;
+const GLfloat gridLineWidth = 0.005f;
+static QVector3D selectionSkipColor = QVector3D(255, 255, 255); // Selection texture's background color
+
+Bars3DRenderer::Bars3DRenderer(Bars3DController *controller)
+ : Abstract3DRenderer(controller),
+ m_controller(controller),
+ m_cachedIsSlicingActivated(false),
+ m_selectedBar(0),
+ m_sliceSelection(0),
+ m_sliceCache(0),
+ m_sliceTitleItem(0),
+ m_xFlipped(false),
+ m_zFlipped(false),
+ m_yFlipped(false),
+ m_updateLabels(false),
+ 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_bgrTexture(0),
+ m_depthTexture(0),
+ m_selectionTexture(0),
+ m_depthFrameBuffer(0),
+ m_selectionFrameBuffer(0),
+ m_selectionDepthBuffer(0),
+ m_shadowQualityToShader(100.0f),
+ m_shadowQualityMultiplier(3),
+ m_heightNormalizer(1.0f),
+ m_yAdjustment(0.0f),
+ m_rowWidth(0),
+ m_columnDepth(0),
+ m_maxDimension(0),
+ m_scaleX(0),
+ m_scaleZ(0),
+ m_scaleFactor(0),
+ m_maxSceneSize(40.0),
+ m_selection(selectionSkipColor),
+ m_previousSelection(selectionSkipColor),
+ m_hasHeightAdjustmentChanged(true)
+{
+ initializeOpenGLFunctions();
+ initializeOpenGL();
+}
+
+Bars3DRenderer::~Bars3DRenderer()
+{
+ m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer);
+ m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
+ m_textureHelper->deleteTexture(&m_selectionTexture);
+ m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer);
+ m_textureHelper->deleteTexture(&m_bgrTexture);
+ if (m_sliceSelection) {
+ m_sliceSelection->clear(); // Slice doesn't own its items
+ delete m_sliceSelection;
+ }
+ delete m_barShader;
+ delete m_depthShader;
+ delete m_selectionShader;
+ delete m_backgroundShader;
+ delete m_barObj;
+ delete m_backgroundObj;
+ delete m_gridLineObj;
+ delete m_labelObj;
+ delete m_labelShader;
+}
+
+void Bars3DRenderer::initializeOpenGL()
+{
+ Abstract3DRenderer::initializeOpenGL();
+
+ // Initialize shaders
+ handleShadowQualityChange();
+
+ 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 grid line mesh
+ loadGridLineMesh();
+
+ // Load label mesh
+ loadLabelMesh();
+
+ // Set view port
+ glViewport(m_sliceViewPort.x(), m_sliceViewPort.y(),
+ m_sliceViewPort.width(), m_sliceViewPort.height());
+
+ // Load background mesh (we need to be initialized first)
+ loadBackgroundMesh();
+}
+
+void Bars3DRenderer::updateDataModel(QBarDataProxy *dataProxy)
+{
+ // Update cached data window
+ int dataRowCount = dataProxy->rowCount();
+ for (int i = 0; i < m_renderItemArray.size(); i++) {
+ int j = 0;
+ if (i < dataRowCount) {
+ const QBarDataRow *dataRow = dataProxy->rowAt(i);
+ int updateSize = qMin(dataRow->size(), m_renderItemArray[i].size());
+ if (dataRow) {
+ for (; j < updateSize ; j++) {
+ qreal value = dataRow->at(j).value();
+ m_renderItemArray[i][j].setValue(value);
+ m_renderItemArray[i][j].setHeight(value / m_heightNormalizer);
+ }
+ }
+ }
+ for (; j < m_renderItemArray[i].size(); j++) {
+ m_renderItemArray[i][j].setValue(0.0);
+ m_renderItemArray[i][j].setHeight(0.0f);
+ }
+ }
+
+ Abstract3DRenderer::updateDataModel(dataProxy);
+}
+
+void Bars3DRenderer::updateScene(Q3DScene *scene)
+{
+ // TODO: Move these to more suitable place e.g. controller should be controlling the viewports.
+ scene->setSliceViewport(m_sliceViewPort);
+ scene->setMainViewport(m_mainViewPort);
+ scene->setUnderSideCameraEnabled(m_hasNegativeValues);
+ if (m_hasHeightAdjustmentChanged) {
+ // Set initial camera position. Also update if height adjustment has changed.
+ scene->camera()->setDefaultOrientation(QVector3D(0.0f, 0.0f, 6.0f + zComp),
+ QVector3D(0.0f, -m_yAdjustment, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+ m_hasHeightAdjustmentChanged = false;
+ }
+
+ scene->camera()->updateViewMatrix(m_autoScaleAdjustment);
+ // Set light position (rotate light with camera, a bit above it (as set in defaultLightPos))
+ scene->setLightPositionRelativeToCamera(defaultLightPos);
+
+ Abstract3DRenderer::updateScene(scene);
+}
+
+void Bars3DRenderer::render(GLuint defaultFboHandle)
+{
+ updateSlicingActive(m_cachedScene->isSlicingActivated());
+
+ // Handle GL state setup for FBO buffers and clearing of the render surface
+ Abstract3DRenderer::render(defaultFboHandle);
+
+ // If slice selection is on, draw the sliced scene
+ if (m_cachedIsSlicingActivated)
+ drawSlicedScene(m_axisCacheX.titleItem(), m_axisCacheY.titleItem(), m_axisCacheZ.titleItem());
+
+ // Draw bars scene
+ drawScene(defaultFboHandle);
+}
+
+void Bars3DRenderer::drawSlicedScene(const LabelItem &xLabel,
+ const LabelItem &yLabel,
+ const LabelItem &zLabel)
+{
+ GLfloat barPosX = 0;
+ GLint startBar = 0;
+ GLint stopBar = m_sliceSelection->size();
+ GLint stepBar = 1;
+ QVector3D lightPos;
+
+ // Specify viewport
+ glViewport(m_sliceViewPort.x(), m_sliceViewPort.y(),
+ m_sliceViewPort.width(), m_sliceViewPort.height());
+
+ // Set up projection matrix
+ QMatrix4x4 projectionMatrix;
+ projectionMatrix.perspective(45.0f, (GLfloat)m_sliceViewPort.width()
+ / (GLfloat)m_sliceViewPort.height(), 0.1f, 100.0f);
+
+#ifdef ROTATE_ZOOM_SELECTION
+ // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos))
+ lightPos = m_cachedScene->light()->position();
+
+ if (viewMatrix.row(0).z() <= 0) {
+ startBar = m_sliceSelection->size() - 1;
+ stopBar = -1;
+ stepBar = -1;
+ }
+#else
+ // Set view matrix
+ QMatrix4x4 viewMatrix;
+
+ // Adjust scaling (zoom rate based on aspect ratio)
+ GLfloat camZPosSliced = 5.0f / m_autoScaleAdjustment + zComp;
+
+ viewMatrix.lookAt(QVector3D(0.0f, 0.0f, camZPosSliced),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+
+ // Set light position
+ lightPos = QVector3D(0.0f, -m_yAdjustment, zComp);
+#endif
+
+ // Bind bar shader
+ m_barShader->bind();
+
+ // Draw bars
+ // Draw the selected row / column
+ for (int bar = startBar; bar != stopBar; bar += stepBar) {
+ BarRenderItem *item = m_sliceSelection->at(bar);
+ if (!item)
+ continue;
+
+ if (item->height() < 0)
+ glCullFace(GL_FRONT);
+ else
+ glCullFace(GL_BACK);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ GLfloat barPosY = item->translation().y() - m_yAdjustment / 2.0f + 0.2f; // we need some room for labels underneath; add +0.2f
+ if (QDataVis::ModeSliceRow == m_cachedSelectionMode)
+ barPosX = item->translation().x();
+ else
+ barPosX = -(item->translation().z() - zComp); // flip z; frontmost bar to the left
+ modelMatrix.translate(barPosX, barPosY, zComp);
+ modelMatrix.scale(QVector3D(m_scaleX, item->height(), m_scaleZ));
+ itModelMatrix.scale(QVector3D(m_scaleX, item->height(), m_scaleZ));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+
+#if 0
+ QVector3D baseColor = Utils::vectorFromColor(m_cachedTheme.m_baseColor);
+ QVector3D heightColor = Utils::vectorFromColor(m_cachedTheme.m_heightColor) * item->height();
+
+ QVector3D barColor = baseColor + heightColor;
+#else
+ QVector3D barColor = Utils::vectorFromColor(m_cachedTheme.m_baseColor);
+#endif
+
+ 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->lightS(), 0.25f);
+ m_barShader->setUniformValue(m_barShader->ambientS(),
+ m_cachedTheme.m_ambientStrength * 1.5f);
+
+ // Draw the object
+ m_drawer->drawObject(m_barShader, m_barObj);
+ }
+ }
+
+ // Release bar shader
+ m_barShader->release();
+
+ // Draw labels
+ m_labelShader->bind();
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_TEXTURE_2D);
+ glCullFace(GL_BACK);
+ if (m_cachedLabelTransparency > QDataVis::TransparencyNone) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ // Draw labels for axes
+ BarRenderItem *dummyItem(0);
+ const LabelItem &sliceSelectionLabel = *m_sliceTitleItem;
+ if (QDataVis::ModeSliceRow == m_cachedSelectionMode) {
+ if (m_sliceTitleItem) {
+ m_drawer->drawLabel(*dummyItem, sliceSelectionLabel, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), 0,
+ m_cachedSelectionMode, m_labelShader,
+ m_labelObj, m_cachedScene->camera(), false, false, Drawer::LabelTop);
+ }
+ m_drawer->drawLabel(*dummyItem, zLabel, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), 0,
+ m_cachedSelectionMode, m_labelShader,
+ m_labelObj, m_cachedScene->camera(), false, false, Drawer::LabelBottom);
+ } else {
+ m_drawer->drawLabel(*dummyItem, xLabel, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), 0,
+ m_cachedSelectionMode, m_labelShader,
+ m_labelObj, m_cachedScene->camera(), false, false, Drawer::LabelBottom);
+ if (m_sliceTitleItem) {
+ m_drawer->drawLabel(*dummyItem, sliceSelectionLabel, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), 0,
+ m_cachedSelectionMode, m_labelShader,
+ m_labelObj, m_cachedScene->camera(), false, false, Drawer::LabelTop);
+ }
+ }
+ m_drawer->drawLabel(*dummyItem, yLabel, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 90.0f), 0,
+ m_cachedSelectionMode, m_labelShader,
+ m_labelObj, m_cachedScene->camera(), false, false, Drawer::LabelLeft);
+
+ // Draw labels for bars
+ for (int col = 0; col < m_sliceSelection->size(); col++) {
+ BarRenderItem *item = m_sliceSelection->at(col);
+ // Draw values
+ m_drawer->drawLabel(*item, item->sliceLabelItem(), viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), item->height(),
+ m_cachedSelectionMode, m_labelShader,
+ m_labelObj, m_cachedScene->camera());
+
+ // Draw labels
+ if (m_sliceCache->labelItems().size() > col) {
+ const LabelItem *labelItem(0);
+ // If draw order of bars is flipped, label draw order should be too
+ if (m_xFlipped) {
+ labelItem = m_sliceCache->labelItems().at(
+ m_sliceCache->labelItems().size() - col - 1);
+ } else {
+ labelItem = m_sliceCache->labelItems().at(col);
+ }
+ m_drawer->drawLabel(*item, *labelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, -45.0f), item->height(),
+ m_cachedSelectionMode, m_labelShader,
+ m_labelObj, m_cachedScene->camera(), false, false, Drawer::LabelBelow);
+ }
+ }
+
+ glDisable(GL_TEXTURE_2D);
+ if (m_cachedLabelTransparency > QDataVis::TransparencyNone)
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+
+ // Release label shader
+ m_labelShader->release();
+}
+
+void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
+{
+ GLint startBar = 0;
+ GLint stopBar = 0;
+ GLint stepBar = 0;
+
+ GLint startRow = 0;
+ GLint stopRow = 0;
+ GLint stepRow = 0;
+
+ GLfloat backgroundRotation = 0;
+
+ GLfloat colPos = 0;
+ GLfloat rowPos = 0;
+
+ //m_selection = selectionSkipColor;
+
+ // Specify viewport
+ glViewport(m_mainViewPort.x(), m_mainViewPort.y(),
+ m_mainViewPort.width(), m_mainViewPort.height());
+
+ // Set up projection matrix
+ QMatrix4x4 projectionMatrix;
+ projectionMatrix.perspective(45.0f, (GLfloat)m_mainViewPort.width()
+ / (GLfloat)m_mainViewPort.height(), 0.1f, 100.0f);
+
+ // Get the view matrix
+ QMatrix4x4 viewMatrix = m_cachedScene->camera()->viewMatrix();
+
+ // Calculate drawing order
+ // Draw order is reversed to optimize amount of drawing (ie. draw front objects first, depth test handles not needing to draw objects behind them)
+ if (viewMatrix.row(0).x() > 0) {
+ startRow = 0;
+ stopRow = m_cachedRowCount;
+ stepRow = 1;
+ m_zFlipped = false;
+ } else {
+ startRow = m_cachedRowCount - 1;
+ stopRow = -1;
+ stepRow = -1;
+ m_zFlipped = true;
+ }
+ if (viewMatrix.row(0).z() <= 0) {
+ startBar = 0;
+ stopBar = m_cachedColumnCount;
+ stepBar = 1;
+ m_xFlipped = false;
+ } else {
+ startBar = m_cachedColumnCount - 1;
+ stopBar = -1;
+ stepBar = -1;
+ m_xFlipped = true;
+ }
+
+ // Check if we're viewing the scene from below
+ if (viewMatrix.row(2).y() < 0)
+ m_yFlipped = true;
+ else
+ m_yFlipped = false;
+
+ // calculate background rotation based on view matrix rotation
+ if (viewMatrix.row(0).x() > 0 && viewMatrix.row(0).z() <= 0)
+ backgroundRotation = 270.0f;
+ else if (viewMatrix.row(0).x() > 0 && viewMatrix.row(0).z() > 0)
+ backgroundRotation = 180.0f;
+ else if (viewMatrix.row(0).x() <= 0 && viewMatrix.row(0).z() > 0)
+ backgroundRotation = 90.0f;
+ else if (viewMatrix.row(0).x() <= 0 && viewMatrix.row(0).z() <= 0)
+ backgroundRotation = 0.0f;
+
+ // Get light position from the scene
+ QVector3D lightPos = m_cachedScene->light()->position();
+
+ // Skip depth rendering if we're in slice mode
+ // TODO: Fix this, causes problems if depth rendering is off in slice mode
+ // Introduce regardless of shadow quality to simplify logic
+ QMatrix4x4 depthViewMatrix;
+ QMatrix4x4 depthProjectionMatrix;
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone/*!m_cachedIsSlicingActivated*/) {
+ // Render scene into a depth texture for using with shadow mapping
+ // Enable drawing to depth framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ // Bind depth shader
+ m_depthShader->bind();
+
+ // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows.
+ glViewport(m_mainViewPort.x(), m_mainViewPort.y(),
+ m_mainViewPort.width() * m_shadowQualityMultiplier,
+ m_mainViewPort.height() * m_shadowQualityMultiplier);
+
+ // 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_cachedScene->camera()->calculatePositionRelativeToCamera(
+ QVector3D(0.0f, 0.0f, zComp), 0.0f, 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_mainViewPort.width()
+ / (GLfloat)m_mainViewPort.height(), 3.0f, 100.0f);
+#else
+ // Use these for orthographic shadows
+ //GLfloat testAspectRatio = (GLfloat)m_mainViewPort.width() / (GLfloat)m_mainViewPort.height();
+ //qDebug() << m_autoScaleAdjustment << m_yAdjustment;
+ depthProjectionMatrix.ortho(-2.0f * 2.0f, 2.0f * 2.0f,
+ -2.0f, 2.0f,
+ 0.0f, 100.0f);
+#endif
+ // Draw bars to depth buffer
+ for (int row = startRow; row != stopRow; row += stepRow) {
+ for (int bar = startBar; bar != stopBar; bar += stepBar) {
+ const BarRenderItem &item = m_renderItemArray.at(row).at(bar);
+ if (!item.value())
+ continue;
+
+ // Set front face culling for positive valued bars and back face culling for
+ // negative valued bars to reduce self-shadowing issues
+ if (item.height() < 0)
+ glCullFace(GL_BACK);
+ else
+ glCullFace(GL_FRONT);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ colPos = (bar + 0.5f) * (m_cachedBarSpacing.width());
+ rowPos = (row + 0.5f) * (m_cachedBarSpacing.height());
+
+ modelMatrix.translate((colPos - m_rowWidth) / m_scaleFactor,
+ item.height() - m_yAdjustment,
+ (m_columnDepth - rowPos) / m_scaleFactor + zComp);
+ modelMatrix.scale(QVector3D(m_scaleX, item.height(), m_scaleZ));
+
+ MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ m_depthShader->setUniformValue(m_depthShader->MVP(), MVPMatrix);
+
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(m_depthShader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, m_barObj->vertexBuf());
+ glVertexAttribPointer(m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0,
+ (void *)0);
+
+ // Index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_barObj->elementBuf());
+
+ // Draw the triangles
+ glDrawElements(GL_TRIANGLES, m_barObj->indexCount(), GL_UNSIGNED_SHORT,
+ (void *)0);
+
+ // Free buffers
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glDisableVertexAttribArray(m_depthShader->posAtt());
+ }
+ }
+
+ // Disable drawing to depth framebuffer (= enable drawing to screen)
+ glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
+
+ // Release depth shader
+ m_depthShader->release();
+
+#if 0 // Use this if you want to see what is being drawn to the framebuffer
+ // You'll also have to comment out GL_COMPARE_R_TO_TEXTURE -line in texturehelper (if using it)
+ m_labelShader->bind();
+ glCullFace(GL_BACK);
+ glEnable(GL_TEXTURE_2D);
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 viewmatrix;
+ viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.5f + zComp),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+ modelMatrix.translate(0.0, 0.0, zComp);
+ QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix;
+ m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
+ m_drawer->drawObject(m_labelShader, m_labelObj,
+ m_depthTexture);
+ glDisable(GL_TEXTURE_2D);
+ m_labelShader->release();
+#endif
+ // Reset culling to normal
+ glCullFace(GL_BACK);
+
+ // Revert to original viewport
+ glViewport(m_mainViewPort.x(), m_mainViewPort.y(),
+ m_mainViewPort.width(), m_mainViewPort.height());
+ }
+#endif
+
+ // Skip selection mode drawing if we're slicing or have no selection mode
+ if (!m_cachedIsSlicingActivated && m_cachedSelectionMode > 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(selectionSkipColor.x() / 255, selectionSkipColor.y() / 255,
+ selectionSkipColor.z() / 255, 1.0f); // Set clear color to white (= selectionSkipColor)
+ 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 row = startRow; row != stopRow; row += stepRow) {
+ for (int bar = startBar; bar != stopBar; bar += stepBar) {
+ const BarRenderItem &item = m_renderItemArray.at(row).at(bar);
+ if (!item.value())
+ continue;
+
+ if (item.height() < 0)
+ glCullFace(GL_FRONT);
+ else
+ glCullFace(GL_BACK);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ colPos = (bar + 0.5f) * (m_cachedBarSpacing.width());
+ rowPos = (row + 0.5f) * (m_cachedBarSpacing.height());
+
+ modelMatrix.translate((colPos - m_rowWidth) / m_scaleFactor,
+ item.height() - m_yAdjustment,
+ (m_columnDepth - rowPos) / m_scaleFactor + zComp);
+ modelMatrix.scale(QVector3D(m_scaleX, item.height(), m_scaleZ));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+
+ // TODO: Save position to qdataitem, so that we don't need to calculate it each time?
+
+ //#if !defined(QT_OPENGL_ES_2)
+ // QVector3D barColor = QVector3D((GLdouble)row / 32767.0,
+ // (GLdouble)bar / 32767.0,
+ // 0.0);
+ //#else
+ QVector3D barColor = QVector3D((GLdouble)row / 255.0,
+ (GLdouble)bar / 255.0,
+ 0.0);
+ //#endif
+
+ m_selectionShader->setUniformValue(m_selectionShader->MVP(), MVPMatrix);
+ m_selectionShader->setUniformValue(m_selectionShader->color(), barColor);
+
+ // 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 (QDataVis::InputOnScene == m_controller->inputState()) {
+ m_selection = Utils::getSelection(m_controller->inputPosition(),
+ m_cachedBoundingRect.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
+ glCullFace(GL_BACK);
+ m_labelShader->bind();
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_TEXTURE_2D);
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 viewmatrix;
+ viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.0f + zComp),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+ modelMatrix.translate(0.0, 0.0, zComp);
+ QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix;
+ m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
+ m_drawer->drawObject(m_labelShader, m_labelObj, m_selectionTexture);
+ glDisable(GL_TEXTURE_2D);
+ m_labelShader->release();
+#endif
+ }
+
+ // Enable texturing
+ glEnable(GL_TEXTURE_2D);
+
+ // Bind bar shader
+ m_barShader->bind();
+
+ bool selectionDirty = (m_selection != m_previousSelection
+ || (m_selection != selectionSkipColor
+ && QDataVis::InputOnScene == m_controller->inputState()
+ && !m_cachedIsSlicingActivated));
+ if (selectionDirty) {
+ m_previousSelection = m_selection;
+ if (m_sliceSelection) {
+ if (!m_cachedIsSlicingActivated) {
+ m_sliceCache = 0;
+ m_sliceTitleItem = 0;
+ }
+ if (m_sliceSelection->size()) {
+ // Slice doesn't own its items, no need to delete them - just clear
+ m_sliceSelection->clear();
+ }
+ }
+ }
+
+ // Draw bars
+ bool barSelectionFound = false;
+ BarRenderItem *selectedBar(0);
+ for (int row = startRow; row != stopRow; row += stepRow) {
+ for (int bar = startBar; bar != stopBar; bar += stepBar) {
+ BarRenderItem &item = m_renderItemArray[row][bar];
+
+ if (item.height() < 0)
+ glCullFace(GL_FRONT);
+ else
+ glCullFace(GL_BACK);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 itModelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+
+ colPos = (bar + 0.5f) * (m_cachedBarSpacing.width());
+ rowPos = (row + 0.5f) * (m_cachedBarSpacing.height());
+
+ modelMatrix.translate((colPos - m_rowWidth) / m_scaleFactor,
+ item.height() - m_yAdjustment,
+ (m_columnDepth - rowPos) / m_scaleFactor + zComp);
+ modelMatrix.scale(QVector3D(m_scaleX, item.height(), m_scaleZ));
+ itModelMatrix.scale(QVector3D(m_scaleX, item.height(), m_scaleZ));
+#ifdef SHOW_DEPTH_TEXTURE_SCENE
+ MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+#else
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+#endif
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+#if 0
+ QVector3D baseColor = Utils::vectorFromColor(m_cachedTheme.m_baseColor);
+ QVector3D heightColor = Utils::vectorFromColor(m_cachedTheme.m_heightColor) * item.height();
+ QVector3D depthColor = Utils::vectorFromColor(m_cachedTheme.m_depthColor)
+ * (float(row) / GLfloat(m_cachedRowCount));
+
+ QVector3D barColor = baseColor + heightColor + depthColor;
+#else
+ QVector3D barColor = Utils::vectorFromColor(m_cachedTheme.m_baseColor);
+#endif
+
+ GLfloat lightStrength = m_cachedTheme.m_lightStrength;
+
+ if (m_cachedSelectionMode > QDataVis::ModeNone) {
+ Bars3DController::SelectionType selectionType = isSelected(row, bar);
+
+ switch (selectionType) {
+ case Bars3DController::SelectionItem: {
+ barColor = Utils::vectorFromColor(m_cachedTheme.m_highlightBarColor);
+ lightStrength = m_cachedTheme.m_highlightLightStrength;
+ // Insert position data into render item. We have no ownership, don't delete the previous one
+ if (!m_cachedIsSlicingActivated) {
+ selectedBar = &item;
+ selectedBar->setPosition(QPoint(row, bar));
+ item.setTranslation(modelMatrix.column(3).toVector3D());
+ barSelectionFound = true;
+ }
+ if (selectionDirty && m_cachedSelectionMode >= QDataVis::ModeSliceRow) {
+ item.setTranslation(modelMatrix.column(3).toVector3D());
+ m_sliceSelection->append(&item);
+ barSelectionFound = true;
+ if (m_cachedSelectionMode == QDataVis::ModeSliceRow) {
+ if (m_axisCacheX.labelItems().size() > row)
+ m_sliceTitleItem = m_axisCacheX.labelItems().at(row);
+ if (!m_sliceCache) {
+ // m_sliceCache is the axis for labels, while title comes from different axis.
+ m_sliceCache = &m_axisCacheZ;
+ }
+ } else if (m_cachedSelectionMode == QDataVis::ModeSliceColumn) {
+ if (m_axisCacheZ.labelItems().size() > bar)
+ m_sliceTitleItem = m_axisCacheZ.labelItems().at(bar);
+ if (!m_sliceCache) {
+ // m_sliceCache is the axis for labels, while title comes from different axis.
+ m_sliceCache = &m_axisCacheX;
+ }
+ }
+ }
+ break;
+ }
+ case Bars3DController::SelectionRow: {
+ // Current bar is on the same row as the selected bar
+ barColor = Utils::vectorFromColor(m_cachedTheme.m_highlightRowColor);
+ lightStrength = m_cachedTheme.m_highlightLightStrength;
+ if (QDataVis::ModeSliceRow == m_cachedSelectionMode) {
+ item.setTranslation(modelMatrix.column(3).toVector3D());
+ if (selectionDirty)
+ m_sliceSelection->append(&item);
+ }
+ break;
+ }
+ case Bars3DController::SelectionColumn: {
+ // Current bar is on the same column as the selected bar
+ barColor = Utils::vectorFromColor(m_cachedTheme.m_highlightColumnColor);
+ lightStrength = m_cachedTheme.m_highlightLightStrength;
+ if (QDataVis::ModeSliceColumn == m_cachedSelectionMode) {
+ item.setTranslation(modelMatrix.column(3).toVector3D());
+ if (selectionDirty)
+ m_sliceSelection->append(&item);
+ }
+ break;
+ }
+ case Bars3DController::SelectionNone: {
+ // Current bar is not selected, nor on a row or column
+ // do nothing
+ break;
+ }
+ }
+ }
+
+ // Skip drawing of 0 -height bars
+ 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.transposed().inverted());
+ m_barShader->setUniformValue(m_barShader->MVP(), MVPMatrix);
+ m_barShader->setUniformValue(m_barShader->color(), barColor);
+ m_barShader->setUniformValue(m_barShader->ambientS(), m_cachedTheme.m_ambientStrength);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > 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);
+ }
+ }
+ }
+ }
+
+ if (selectionDirty)
+ emit selectedBarPosChanged(QPoint(int(m_selection.x()), int(m_selection.y())));
+
+ // Release bar shader
+ m_barShader->release();
+
+ // Bind background shader
+ m_backgroundShader->bind();
+
+ if (m_hasNegativeValues)
+ glDisable(GL_CULL_FACE);
+ else
+ glCullFace(GL_BACK);
+
+ // Draw background
+ if (m_cachedIsBackgroundEnabled && m_backgroundObj) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(0.0f, 1.0f - m_yAdjustment, zComp);
+ modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor,
+ 1.0f,
+ m_columnDepth / m_scaleFactor));
+ modelMatrix.rotate(backgroundRotation, 0.0f, 1.0f, 0.0f);
+ itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor,
+ 1.0f,
+ m_columnDepth / m_scaleFactor));
+
+#ifdef SHOW_DEPTH_TEXTURE_SCENE
+ MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+#else
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+#endif
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ QVector3D backgroundColor = Utils::vectorFromColor(m_cachedTheme.m_backgroundColor);
+
+ // Set shader bindings
+ m_backgroundShader->setUniformValue(m_backgroundShader->lightP(), lightPos);
+ m_backgroundShader->setUniformValue(m_backgroundShader->view(), viewMatrix);
+ m_backgroundShader->setUniformValue(m_backgroundShader->model(), modelMatrix);
+ m_backgroundShader->setUniformValue(m_backgroundShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_backgroundShader->setUniformValue(m_backgroundShader->MVP(), MVPMatrix);
+ m_backgroundShader->setUniformValue(m_backgroundShader->color(), backgroundColor);
+ m_backgroundShader->setUniformValue(m_backgroundShader->ambientS(),
+ m_cachedTheme.m_ambientStrength * 4.0f);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > 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_cachedTheme.m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_backgroundShader, m_backgroundObj, 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
+ m_cachedTheme.m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_backgroundShader, m_backgroundObj);
+ }
+ }
+
+ // Release background shader
+ m_backgroundShader->release();
+
+ // Disable textures
+ glDisable(GL_TEXTURE_2D);
+
+ // Reset culling
+ if (m_hasNegativeValues) {
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ }
+
+ // Draw grid lines
+ if (m_cachedIsGridEnabled && m_heightNormalizer) {
+ ShaderHelper *lineShader = m_backgroundShader;
+ // Bind bar shader
+ lineShader->bind();
+
+ // Set unchanging shader bindings
+ QVector3D barColor = Utils::vectorFromColor(m_cachedTheme.m_gridLine);
+ lineShader->setUniformValue(lineShader->lightP(), lightPos);
+ lineShader->setUniformValue(lineShader->view(), viewMatrix);
+ lineShader->setUniformValue(lineShader->color(), barColor);
+ lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength);
+
+ // Floor lines: rows
+ for (GLfloat row = 0.0f; row <= m_cachedRowCount; row++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ rowPos = row * m_cachedBarSpacing.height();
+ modelMatrix.translate(0.0f, -m_yAdjustment,
+ (m_columnDepth - rowPos) / m_scaleFactor + zComp);
+ modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
+ gridLineWidth));
+ itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
+ gridLineWidth));
+ // If we're viewing from below, grid line object must be flipped
+ if (m_yFlipped)
+ modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ // Set shadow shader bindings
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj);
+ }
+ }
+
+ // Floor lines: columns
+ for (GLfloat bar = 0.0f; bar <= m_cachedColumnCount; bar++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ colPos = bar * m_cachedBarSpacing.width();
+ modelMatrix.translate((m_rowWidth - colPos) / m_scaleFactor,
+ -m_yAdjustment, zComp);
+ modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ m_columnDepth / m_scaleFactor));
+ itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ m_columnDepth / m_scaleFactor));
+
+ // If we're viewing from below, grid line object must be flipped
+ if (m_yFlipped)
+ modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ // Set shadow shader bindings
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj);
+ }
+ }
+
+ if (m_axisCacheY.segmentCount() > 0) {
+ // Wall lines: back wall
+ GLfloat heightStep = m_axisCacheY.subSegmentStep();
+ GLfloat startLine = 0.0f;
+
+ if (m_hasNegativeValues)
+ startLine = -m_heightNormalizer;
+
+ for (GLfloat lineHeight = startLine; lineHeight <= m_heightNormalizer;
+ lineHeight += heightStep) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ if (m_zFlipped) {
+ modelMatrix.translate(0.0f,
+ 2.0f * lineHeight / m_heightNormalizer - m_yAdjustment,
+ m_columnDepth / m_scaleFactor + zComp);
+ } else {
+ modelMatrix.translate(0.0f,
+ 2.0f * lineHeight / m_heightNormalizer - m_yAdjustment,
+ -m_columnDepth / m_scaleFactor + zComp);
+ }
+ modelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
+ gridLineWidth));
+ itModelMatrix.scale(QVector3D(m_rowWidth / m_scaleFactor, gridLineWidth,
+ gridLineWidth));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ // Set shadow shader bindings
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj);
+ }
+ }
+
+ // Wall lines: side wall
+ for (GLfloat lineHeight = startLine; lineHeight <= m_heightNormalizer;
+ lineHeight += heightStep) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ if (m_xFlipped) {
+ modelMatrix.translate(m_rowWidth / m_scaleFactor,
+ 2.0f * lineHeight / m_heightNormalizer - m_yAdjustment,
+ zComp);
+ } else {
+ modelMatrix.translate(-m_rowWidth / m_scaleFactor,
+ 2.0f * lineHeight / m_heightNormalizer - m_yAdjustment,
+ zComp);
+ }
+ modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ m_columnDepth / m_scaleFactor));
+ itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ m_columnDepth / m_scaleFactor));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ lineShader->setUniformValue(lineShader->model(), modelMatrix);
+ lineShader->setUniformValue(lineShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ lineShader->setUniformValue(lineShader->MVP(), MVPMatrix);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ // Set shadow shader bindings
+ lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader);
+ lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix);
+ lineShader->setUniformValue(lineShader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj, 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(lineShader, m_gridLineObj);
+ }
+ }
+ }
+ // Release bar shader
+ lineShader->release();
+ }
+
+ // 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_cachedLabelTransparency > QDataVis::TransparencyNone) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ // Calculate the positions for row and column labels and store them
+ for (int row = 0; row != m_cachedRowCount; row++) {
+ if (m_axisCacheX.labelItems().size() > row) {
+ // 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 QDataSetPrivate. Just add LabelItems
+ rowPos = (row + 0.5f) * m_cachedBarSpacing.height();
+ colPos = (m_rowWidth / m_scaleFactor) + labelMargin;
+ GLfloat rotLabelX = -90.0f;
+ GLfloat rotLabelY = 0.0f;
+ GLfloat rotLabelZ = 0.0f;
+ Qt::AlignmentFlag alignment = Qt::AlignRight;
+ if (m_zFlipped)
+ rotLabelY = 180.0f;
+ if (m_xFlipped) {
+ colPos = -(m_rowWidth / m_scaleFactor) - labelMargin;
+ alignment = Qt::AlignLeft;
+ }
+ if (m_yFlipped) {
+ if (m_zFlipped)
+ rotLabelY = 0.0f;
+ else
+ rotLabelY = 180.0f;
+ rotLabelZ = 180.0f;
+ }
+ QVector3D labelPos = QVector3D(colPos,
+ -m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering"
+ (m_columnDepth - rowPos) / m_scaleFactor + zComp);
+
+ m_dummyBarRenderItem.setTranslation(labelPos);
+ const LabelItem &axisLabelItem = *m_axisCacheX.labelItems().at(row);
+ //qDebug() << "labelPos, row" << row + 1 << ":" << labelPos << m_axisCacheX.labels().at(row);
+
+ m_drawer->drawLabel(m_dummyBarRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, m_cachedScene->camera(), true, true, Drawer::LabelMid,
+ alignment);
+ }
+ }
+ for (int column = 0; column != m_cachedColumnCount; column += 1) {
+ if (m_axisCacheZ.labelItems().size() > column) {
+ // 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 QDataSetPrivate. Just add LabelItems
+ colPos = (column + 0.5f) * m_cachedBarSpacing.width();
+ rowPos = (m_columnDepth / m_scaleFactor) + labelMargin;
+ GLfloat rotLabelX = -90.0f;
+ GLfloat rotLabelY = 90.0f;
+ GLfloat rotLabelZ = 0.0f;
+ Qt::AlignmentFlag alignment = Qt::AlignLeft;
+ if (m_xFlipped)
+ rotLabelY = -90.0f;
+ if (m_zFlipped) {
+ rowPos = -(m_columnDepth / m_scaleFactor) - labelMargin;
+ alignment = Qt::AlignRight;
+ }
+ if (m_yFlipped) {
+ if (m_xFlipped)
+ rotLabelY = -90.0f;
+ else
+ rotLabelY = 90.0f;
+ rotLabelZ = 180.0f;
+ }
+ QVector3D labelPos = QVector3D((colPos - m_rowWidth) / m_scaleFactor,
+ -m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering"
+ rowPos + zComp);
+
+ m_dummyBarRenderItem.setTranslation(labelPos);
+ const LabelItem &axisLabelItem = *m_axisCacheZ.labelItems().at(column);
+
+ m_drawer->drawLabel(m_dummyBarRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, m_cachedScene->camera(), true, true, Drawer::LabelMid,
+ alignment);
+ }
+ }
+
+ // Y Labels
+ int labelNbr = 0;
+ GLfloat heightStep = m_axisCacheY.segmentStep();
+ GLfloat startLine = 0.0f;
+ int labelCount = m_axisCacheY.labels().size();
+ if (m_hasNegativeValues)
+ startLine = -m_heightNormalizer;
+ GLfloat labelPos = startLine;
+
+ for (int i = 0; i < labelCount; i++) {
+ if (m_axisCacheY.labelItems().size() > labelNbr) {
+ GLfloat labelMarginXTrans = labelMargin;
+ GLfloat labelMarginZTrans = labelMargin;
+ GLfloat labelXTrans = m_rowWidth / m_scaleFactor;
+ GLfloat labelZTrans = m_columnDepth / m_scaleFactor;
+ GLfloat labelYTrans = 2.0f * labelPos / m_heightNormalizer - m_yAdjustment;
+ GLfloat rotLabelX = 0.0f;
+ GLfloat rotLabelY = -90.0f;
+ GLfloat rotLabelZ = 0.0f;
+ Qt::AlignmentFlag alignment = Qt::AlignLeft;
+ if (!m_xFlipped) {
+ labelXTrans = -labelXTrans;
+ labelMarginXTrans = -labelMargin;
+ rotLabelY = 90.0f;
+ }
+ if (m_zFlipped) {
+ labelZTrans = -labelZTrans;
+ labelMarginZTrans = -labelMargin;
+ alignment = Qt::AlignRight;
+ }
+
+ const LabelItem &axisLabelItem = *m_axisCacheY.labelItems().at(labelNbr);
+
+ // Back wall
+ QVector3D labelTrans = QVector3D(labelXTrans, labelYTrans,
+ labelZTrans + labelMarginZTrans + zComp);
+
+ //qDebug() << "labelPos, value:" << labelTrans;
+
+ m_dummyBarRenderItem.setTranslation(labelTrans);
+ m_drawer->drawLabel(m_dummyBarRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, m_cachedScene->camera(), true, true, Drawer::LabelMid,
+ alignment);
+
+ // Side wall
+ if (m_xFlipped)
+ alignment = Qt::AlignLeft;
+ else
+ alignment = Qt::AlignRight;
+ if (m_zFlipped)
+ rotLabelY = 180.0f;
+ else
+ rotLabelY = 0.0f;
+
+ labelTrans = QVector3D(-labelXTrans - labelMarginXTrans, labelYTrans,
+ -labelZTrans + zComp);
+
+ m_dummyBarRenderItem.setTranslation(labelTrans);
+ m_drawer->drawLabel(m_dummyBarRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, m_cachedScene->camera(), true, true, Drawer::LabelMid,
+ alignment);
+ }
+ labelNbr++;
+ labelPos += heightStep;
+ }
+
+ // Handle slice activation and selection label drawing
+ if (!barSelectionFound) {
+ // We have no ownership, don't delete. Just NULL the pointer.
+ m_selectedBar = NULL;
+ if (m_cachedIsSlicingActivated
+ && (m_selection == selectionSkipColor
+ || QDataVis::InputOnOverview == m_controller->inputState()))
+ m_cachedScene->setSlicingActivated(false);
+ } else if (m_cachedSelectionMode >= QDataVis::ModeSliceRow && selectionDirty) {
+ // Activate slice mode
+ m_cachedScene->setSlicingActivated(true);
+
+ // Create label textures
+ for (int col = 0; col < m_sliceSelection->size(); col++) {
+ BarRenderItem *item = m_sliceSelection->at(col);
+ if (item->sliceLabel().isNull())
+ item->setSliceLabel(generateValueLabel(m_axisCacheY.labelFormat(), item->value()));
+ m_drawer->generateLabelItem(item->sliceLabelItem(), item->sliceLabel());
+ }
+ } else {
+ // Print value of selected bar
+ glDisable(GL_DEPTH_TEST);
+ // Draw the selection label
+ LabelItem &labelItem = selectedBar->selectionLabelItem();
+ if (m_selectedBar != selectedBar || m_updateLabels || !labelItem.textureId()) {
+ QString labelText = selectedBar->selectionLabel();
+ if (labelText.isNull()) {
+ static const QString rowIndexTag(QStringLiteral("@rowIdx"));
+ static const QString rowLabelTag(QStringLiteral("@rowLabel"));
+ static const QString rowTitleTag(QStringLiteral("@rowTitle"));
+ static const QString colIndexTag(QStringLiteral("@colIdx"));
+ static const QString colLabelTag(QStringLiteral("@colLabel"));
+ static const QString colTitleTag(QStringLiteral("@colTitle"));
+ static const QString valueTitleTag(QStringLiteral("@valueTitle"));
+ static const QString valueLabelTag(QStringLiteral("@valueLabel"));
+
+ // Custom format expects printf format specifier. There is no tag for it.
+ labelText = generateValueLabel(itemLabelFormat(), selectedBar->value());
+
+ int selBarPosX = selectedBar->position().x();
+ int selBarPosY = selectedBar->position().y();
+ labelText.replace(rowIndexTag, QString::number(selBarPosX));
+ if (m_axisCacheX.labels().size() > selBarPosX)
+ labelText.replace(rowLabelTag, m_axisCacheX.labels().at(selBarPosX));
+ else
+ labelText.replace(rowLabelTag, QString());
+ labelText.replace(rowTitleTag, m_axisCacheX.title());
+ labelText.replace(colIndexTag, QString::number(selBarPosY));
+ if (m_axisCacheZ.labels().size() > selBarPosY)
+ labelText.replace(colLabelTag, m_axisCacheZ.labels().at(selBarPosY));
+ else
+ labelText.replace(colLabelTag, QString());
+ labelText.replace(colTitleTag, m_axisCacheZ.title());
+ labelText.replace(valueTitleTag, m_axisCacheY.title());
+
+ if (labelText.contains(valueLabelTag)) {
+ QString labelFormat = m_axisCacheY.labelFormat();
+ if (labelFormat.isEmpty())
+ labelFormat = Utils::defaultLabelFormat();
+ QString valueLabelText = generateValueLabel(labelFormat, selectedBar->value());
+ labelText.replace(valueLabelTag, valueLabelText);
+ }
+
+ selectedBar->setSelectionLabel(labelText);
+ }
+ m_drawer->generateLabelItem(labelItem, labelText);
+ m_selectedBar = selectedBar;
+ }
+
+ m_drawer->drawLabel(*selectedBar, labelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, m_yAdjustment, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), selectedBar->height(),
+ m_cachedSelectionMode, m_labelShader,
+ m_labelObj, m_cachedScene->camera(), true, false);
+
+ // Reset label update flag; they should have been updated when we get here
+ m_updateLabels = false;
+
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ glDisable(GL_TEXTURE_2D);
+ if (m_cachedLabelTransparency > QDataVis::TransparencyNone)
+ glDisable(GL_BLEND);
+
+ // Release label shader
+ m_labelShader->release();
+}
+
+void Bars3DRenderer::handleResize()
+{
+ if (m_cachedBoundingRect.width() == 0 || m_cachedBoundingRect.height() == 0)
+ return;
+
+ // Set view port
+ if (m_cachedIsSlicingActivated) {
+ m_mainViewPort = QRect(0,
+ m_cachedBoundingRect.height() - m_cachedBoundingRect.height() / 5,
+ m_cachedBoundingRect.width() / 5,
+ m_cachedBoundingRect.height() / 5);
+ } else {
+ m_mainViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height());
+ }
+ m_sliceViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height());
+
+ Abstract3DRenderer::handleResize();
+}
+
+void Bars3DRenderer::updateBarSpecs(GLfloat thicknessRatio, const QSizeF &spacing, bool relative)
+{
+ // Convert ratio to QSizeF, as we need it in that format for autoscaling calculations
+ m_cachedBarThickness.setWidth(1.0f);
+ m_cachedBarThickness.setHeight(1.0f / thicknessRatio);
+
+ if (relative) {
+ m_cachedBarSpacing.setWidth((m_cachedBarThickness.width() * 2) * (spacing.width() + 1.0f));
+ m_cachedBarSpacing.setHeight((m_cachedBarThickness.height() * 2) * (spacing.height() + 1.0f));
+ } else {
+ m_cachedBarSpacing = m_cachedBarThickness * 2 + spacing * 2;
+ }
+
+ // Calculate here and at setting sample space
+ calculateSceneScalingFactors();
+}
+
+void Bars3DRenderer::updateAxisRange(Q3DAbstractAxis::AxisOrientation orientation, qreal min, qreal max)
+{
+ Abstract3DRenderer::updateAxisRange(orientation, min, max);
+ calculateHeightAdjustment();
+ // Check if we have negative values
+ if (min < 0 && !m_hasNegativeValues) {
+ m_hasNegativeValues = true;
+ // Reload background
+ loadBackgroundMesh();
+
+ } else if (min >= 0 && m_hasNegativeValues) {
+ m_hasNegativeValues = false;
+ // Reload background
+ loadBackgroundMesh();
+ }
+
+ // TODO Currently barchart only supports zero centered or zero minimum ranges
+ if (min > 0.0 || (min != 0.0 && (qFabs(min) != qFabs(max))))
+ qWarning() << __FUNCTION__ << "Bar chart currently properly supports only zero-centered and zero minimum ranges for Y-axis.";
+}
+
+void Bars3DRenderer::updateSampleSpace(int rowCount, int columnCount)
+{
+ // Destroy old render items and reallocate new array
+ // TODO is there a way to allocate the whole array with one allocation?
+ m_renderItemArray.clear();
+ m_renderItemArray.resize(rowCount);
+ for (int i = 0; i < rowCount; i++)
+ m_renderItemArray[i].resize(columnCount);
+
+ // Force update for selection related items
+ m_sliceCache = 0;
+ m_sliceTitleItem = 0;
+ if (m_sliceSelection)
+ m_sliceSelection->clear();
+
+ m_cachedColumnCount = columnCount;
+ m_cachedRowCount = rowCount;
+ // TODO: Invent "idiotproof" max scene size formula..
+ // This seems to work ok if spacing is not negative (and row/column or column/row ratio is not too high)
+ m_maxSceneSize = 2 * qSqrt(columnCount * rowCount);
+ //qDebug() << "maxSceneSize" << m_maxSceneSize;
+ // Calculate here and at setting bar specs
+ calculateSceneScalingFactors();
+}
+
+void Bars3DRenderer::updateSelectionMode(QDataVis::SelectionMode mode)
+{
+ Abstract3DRenderer::updateSelectionMode(mode);
+
+ // Create zoom selection if there isn't one
+ if (mode >= QDataVis::ModeSliceRow && !m_sliceSelection) {
+ m_sliceSelection = new QList<BarRenderItem *>;
+ if (mode == QDataVis::ModeSliceRow)
+ m_sliceSelection->reserve(m_cachedRowCount);
+ else
+ m_sliceSelection->reserve(m_cachedColumnCount);
+ }
+}
+
+void Bars3DRenderer::updateBackgroundEnabled(bool enable)
+{
+ if (enable != m_cachedIsBackgroundEnabled) {
+ Abstract3DRenderer::updateBackgroundEnabled(enable);
+ loadMeshFile(); // Load changed bar type
+ }
+}
+
+void Bars3DRenderer::updateSelectedBarPos(const QPoint &position)
+{
+ if (position == Bars3DController::noSelectionPoint())
+ m_selection = selectionSkipColor;
+ else
+ m_selection = QVector3D(position.x(), position.y(), 0);
+}
+
+void Bars3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality)
+{
+ m_cachedShadowQuality = quality;
+ switch (quality) {
+ case QDataVis::ShadowLow:
+ m_shadowQualityToShader = 33.3f;
+ m_shadowQualityMultiplier = 1;
+ break;
+ case QDataVis::ShadowMedium:
+ m_shadowQualityToShader = 100.0f;
+ m_shadowQualityMultiplier = 3;
+ break;
+ case QDataVis::ShadowHigh:
+ m_shadowQualityToShader = 200.0f;
+ m_shadowQualityMultiplier = 5;
+ break;
+ case QDataVis::ShadowSoftLow:
+ m_shadowQualityToShader = 5.0f;
+ m_shadowQualityMultiplier = 1;
+ break;
+ case QDataVis::ShadowSoftMedium:
+ m_shadowQualityToShader = 10.0f;
+ m_shadowQualityMultiplier = 3;
+ break;
+ case QDataVis::ShadowSoftHigh:
+ m_shadowQualityToShader = 15.0f;
+ m_shadowQualityMultiplier = 4;
+ break;
+ default:
+ m_shadowQualityToShader = 0.0f;
+ m_shadowQualityMultiplier = 1;
+ break;
+ }
+
+ handleShadowQualityChange();
+
+#if !defined(QT_OPENGL_ES_2)
+ // Re-init depth buffer
+ updateDepthBuffer();
+#endif
+}
+
+void Bars3DRenderer::loadMeshFile()
+{
+ QString objectFileName = m_cachedObjFile;
+ if (m_barObj)
+ delete m_barObj;
+ // If background is disabled, load full version of bar mesh
+ if (!m_cachedIsBackgroundEnabled)
+ objectFileName.append(QStringLiteral("Full"));
+ m_barObj = new ObjectHelper(objectFileName);
+ m_barObj->load();
+}
+
+void Bars3DRenderer::loadBackgroundMesh()
+{
+ if (m_backgroundObj)
+ delete m_backgroundObj;
+ if (m_hasNegativeValues)
+ m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/negativeBackground"));
+ else
+ m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/background"));
+ m_backgroundObj->load();
+}
+
+void Bars3DRenderer::loadGridLineMesh()
+{
+ if (m_gridLineObj)
+ delete m_gridLineObj;
+ m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar"));
+ m_gridLineObj->load();
+}
+
+void Bars3DRenderer::loadLabelMesh()
+{
+ if (m_labelObj)
+ delete m_labelObj;
+ m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label"));
+ m_labelObj->load();
+}
+
+void Bars3DRenderer::updateTextures()
+{
+ // Drawer has changed; this flag needs to be checked when checking if we need to update labels
+ m_updateLabels = true;
+}
+
+void Bars3DRenderer::calculateSceneScalingFactors()
+{
+ // Calculate scene scaling and translation factors
+ m_rowWidth = (m_cachedColumnCount * m_cachedBarSpacing.width()) / 2.0f;
+ m_columnDepth = (m_cachedRowCount * m_cachedBarSpacing.height()) / 2.0f;
+ m_maxDimension = qMax(m_rowWidth, m_columnDepth);
+ m_scaleFactor = qMin((m_cachedColumnCount * (m_maxDimension / m_maxSceneSize)),
+ (m_cachedRowCount * (m_maxDimension / m_maxSceneSize)));
+ m_scaleX = m_cachedBarThickness.width() / m_scaleFactor;
+ m_scaleZ = m_cachedBarThickness.height() / m_scaleFactor;
+ //qDebug() << "m_scaleX" << m_scaleX << "m_scaleFactor" << m_scaleFactor;
+ //qDebug() << "m_scaleZ" << m_scaleZ << "m_scaleFactor" << m_scaleFactor;
+ //qDebug() << "m_rowWidth:" << m_rowWidth << "m_columnDepth:" << m_columnDepth << "m_maxDimension:" << m_maxDimension;
+}
+
+void Bars3DRenderer::calculateHeightAdjustment()
+{
+ m_heightNormalizer = (GLfloat)qMax(qFabs(m_axisCacheY.min()), qFabs(m_axisCacheY.max()));
+
+ // 2.0f = max difference between minimum and maximum value after scaling with m_heightNormalizer
+ GLfloat newAdjustment = 2.0f - ((m_heightNormalizer - m_axisCacheY.min()) / m_heightNormalizer);
+ if (newAdjustment != m_yAdjustment) {
+ m_hasHeightAdjustmentChanged = true;
+ m_yAdjustment = newAdjustment;
+ }
+ //qDebug() << m_yAdjustment;
+}
+
+Bars3DController::SelectionType Bars3DRenderer::isSelected(GLint row, GLint bar)
+{
+ //static QVector3D prevSel = m_selection; // TODO: For debugging
+ Bars3DController::SelectionType isSelectedType = Bars3DController::SelectionNone;
+ if (m_selection == selectionSkipColor)
+ return isSelectedType; // skip window
+
+ //#if !defined(QT_OPENGL_ES_2)
+ // QVector3D current = QVector3D((GLuint)row, (GLuint)bar, 0);
+ //#else
+ QVector3D current = QVector3D((GLubyte)row, (GLubyte)bar, 0);
+ //#endif
+
+ // TODO: For debugging
+ //if (selection != prevSel) {
+ // qDebug() << "current" << current.x() << current .y() << current.z();
+ // qDebug() << "selection" << selection.x() << selection .y() << selection.z();
+ // prevSel = selection;
+ //}
+ if (current == m_selection) {
+ isSelectedType = Bars3DController::SelectionItem;
+ }
+ else if (current.y() == m_selection.y() && (m_cachedSelectionMode == QDataVis::ModeItemAndColumn
+ || m_cachedSelectionMode == QDataVis::ModeItemRowAndColumn
+ || m_cachedSelectionMode == QDataVis::ModeSliceColumn)) {
+ isSelectedType = Bars3DController::SelectionColumn;
+ }
+ else if (current.x() == m_selection.x() && (m_cachedSelectionMode == QDataVis::ModeItemAndRow
+ || m_cachedSelectionMode == QDataVis::ModeItemRowAndColumn
+ || m_cachedSelectionMode == QDataVis::ModeSliceRow)) {
+ isSelectedType = Bars3DController::SelectionRow;
+ }
+ return isSelectedType;
+}
+
+void Bars3DRenderer::updateSlicingActive(bool isSlicing)
+{
+ if (isSlicing == m_cachedIsSlicingActivated)
+ return;
+
+ m_cachedIsSlicingActivated = isSlicing;
+ if (isSlicing) {
+ m_mainViewPort = QRect(0, m_cachedBoundingRect.height() - m_cachedBoundingRect.height() / 5,
+ m_cachedBoundingRect.width() / 5, m_cachedBoundingRect.height() / 5);
+ } else {
+ m_mainViewPort = QRect(0, 0, this->m_cachedBoundingRect.width(),
+ this->m_cachedBoundingRect.height());
+ initSelectionBuffer(); // We need to re-init selection buffer in case there has been a resize
+#if !defined(QT_OPENGL_ES_2)
+ updateDepthBuffer(); // Re-init depth buffer as well
+#endif
+ }
+}
+
+QRect Bars3DRenderer::mainViewPort()
+{
+ return m_mainViewPort;
+}
+
+void Bars3DRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader)
+{
+ if (m_barShader)
+ delete m_barShader;
+ m_barShader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_barShader->initialize();
+}
+
+void Bars3DRenderer::initSelectionShader()
+{
+ if (m_selectionShader)
+ delete m_selectionShader;
+ m_selectionShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSelection"),
+ QStringLiteral(":/shaders/fragmentSelection"));
+ m_selectionShader->initialize();
+}
+
+void Bars3DRenderer::initSelectionBuffer()
+{
+ if (m_cachedIsSlicingActivated)
+ return;
+
+ if (m_selectionTexture)
+ m_textureHelper->deleteTexture(&m_selectionTexture);
+
+ m_selectionTexture = m_textureHelper->createSelectionTexture(m_mainViewPort.size(),
+ m_selectionFrameBuffer,
+ m_selectionDepthBuffer);
+}
+
+#if !defined(QT_OPENGL_ES_2)
+void Bars3DRenderer::initDepthShader()
+{
+ if (m_depthShader)
+ delete m_depthShader;
+ m_depthShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexDepth"),
+ QStringLiteral(":/shaders/fragmentDepth"));
+ m_depthShader->initialize();
+}
+
+void Bars3DRenderer::updateDepthBuffer()
+{
+ if (m_cachedIsSlicingActivated)
+ return;
+
+ if (m_depthTexture) {
+ m_textureHelper->deleteTexture(&m_depthTexture);
+ m_depthTexture = 0;
+ }
+
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ m_depthTexture = m_textureHelper->createDepthTexture(m_mainViewPort.size(),
+ m_depthFrameBuffer,
+ m_shadowQualityMultiplier);
+ if (!m_depthTexture) {
+ switch (m_cachedShadowQuality) {
+ case QDataVis::ShadowHigh:
+ qWarning("Creating high quality shadows failed. Changing to medium quality.");
+ (void)m_controller->setShadowQuality(QDataVis::ShadowMedium);
+ updateShadowQuality(QDataVis::ShadowMedium);
+ break;
+ case QDataVis::ShadowMedium:
+ qWarning("Creating medium quality shadows failed. Changing to low quality.");
+ (void)m_controller->setShadowQuality(QDataVis::ShadowLow);
+ updateShadowQuality(QDataVis::ShadowLow);
+ break;
+ case QDataVis::ShadowLow:
+ qWarning("Creating low quality shadows failed. Switching shadows off.");
+ (void)m_controller->setShadowQuality(QDataVis::ShadowNone);
+ updateShadowQuality(QDataVis::ShadowNone);
+ break;
+ case QDataVis::ShadowSoftHigh:
+ qWarning("Creating soft high quality shadows failed. Changing to soft medium quality.");
+ (void)m_controller->setShadowQuality(QDataVis::ShadowSoftMedium);
+ updateShadowQuality(QDataVis::ShadowSoftMedium);
+ break;
+ case QDataVis::ShadowSoftMedium:
+ qWarning("Creating soft medium quality shadows failed. Changing to soft low quality.");
+ (void)m_controller->setShadowQuality(QDataVis::ShadowSoftLow);
+ updateShadowQuality(QDataVis::ShadowSoftLow);
+ break;
+ case QDataVis::ShadowSoftLow:
+ qWarning("Creating soft low quality shadows failed. Switching shadows off.");
+ (void)m_controller->setShadowQuality(QDataVis::ShadowNone);
+ updateShadowQuality(QDataVis::ShadowNone);
+ break;
+ default:
+ // You'll never get here
+ break;
+ }
+ }
+ }
+}
+#endif
+
+void Bars3DRenderer::initBackgroundShaders(const QString &vertexShader,
+ const QString &fragmentShader)
+{
+ if (m_backgroundShader)
+ delete m_backgroundShader;
+ m_backgroundShader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_backgroundShader->initialize();
+}
+
+void Bars3DRenderer::initLabelShaders(const QString &vertexShader, const QString &fragmentShader)
+{
+ if (m_labelShader)
+ delete m_labelShader;
+ m_labelShader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_labelShader->initialize();
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE