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-rw-r--r--src/datavisualization/engine/drawer.cpp174
1 files changed, 96 insertions, 78 deletions
diff --git a/src/datavisualization/engine/drawer.cpp b/src/datavisualization/engine/drawer.cpp
index 55a2c2a5..b8726840 100644
--- a/src/datavisualization/engine/drawer.cpp
+++ b/src/datavisualization/engine/drawer.cpp
@@ -18,13 +18,11 @@
#include "drawer_p.h"
#include "shaderhelper_p.h"
-#include "objecthelper_p.h"
-#include "abstractobjecthelper_p.h"
#include "surfaceobject_p.h"
-#include "q3dcamera.h"
#include "utils_p.h"
#include "texturehelper_p.h"
#include "abstract3drenderer_p.h"
+#include "scatterpointbufferhelper_p.h"
#include <QtGui/QMatrix4x4>
#include <QtCore/qmath.h>
@@ -45,18 +43,28 @@ QT_BEGIN_NAMESPACE_DATAVISUALIZATION
// Vertex array buffer for point
const GLfloat point_data[] = {0.0f, 0.0f, 0.0f};
+// Vertex array buffer for line
+const GLfloat line_data[] = {
+ -1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+};
+
Drawer::Drawer(Q3DTheme *theme)
: m_theme(theme),
m_textureHelper(0),
- m_pointbuffer(0)
+ m_pointbuffer(0),
+ m_linebuffer(0),
+ m_scaledFontSize(0.0f)
{
}
Drawer::~Drawer()
{
delete m_textureHelper;
- if (QOpenGLContext::currentContext())
+ if (QOpenGLContext::currentContext()) {
glDeleteBuffers(1, &m_pointbuffer);
+ glDeleteBuffers(1, &m_linebuffer);
+ }
}
void Drawer::initializeOpenGL()
@@ -70,6 +78,7 @@ void Drawer::initializeOpenGL()
void Drawer::setTheme(Q3DTheme *theme)
{
m_theme = theme;
+ m_scaledFontSize = 0.05f + m_theme->font().pointSizeF() / 500.0f;
emit drawerChanged();
}
@@ -140,6 +149,18 @@ void Drawer::drawObject(ShaderHelper *shader, AbstractObjectHelper *object, GLui
}
}
+void Drawer::drawSelectionObject(ShaderHelper *shader, AbstractObjectHelper *object)
+{
+ glEnableVertexAttribArray(shader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->vertexBuf());
+ glVertexAttribPointer(shader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object->elementBuf());
+ glDrawElements(GL_TRIANGLES, object->indexCount(), GL_UNSIGNED_SHORT, (void *)0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glDisableVertexAttribArray(shader->posAtt());
+}
+
void Drawer::drawSurfaceGrid(ShaderHelper *shader, SurfaceObject *object)
{
// 1st attribute buffer : vertices
@@ -162,6 +183,8 @@ void Drawer::drawSurfaceGrid(ShaderHelper *shader, SurfaceObject *object)
void Drawer::drawPoint(ShaderHelper *shader)
{
+ // Draw a single point
+
// Generate vertex buffer for point if it does not exist
if (!m_pointbuffer) {
glGenBuffers(1, &m_pointbuffer);
@@ -183,13 +206,55 @@ void Drawer::drawPoint(ShaderHelper *shader)
glDisableVertexAttribArray(shader->posAtt());
}
+void Drawer::drawPoints(ShaderHelper *shader, ScatterPointBufferHelper *object)
+{
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(shader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->pointBuf());
+ glVertexAttribPointer(shader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+
+ // Draw the points
+ glDrawArrays(GL_POINTS, 0, object->indexCount());
+
+ // Free buffers
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glDisableVertexAttribArray(shader->posAtt());
+}
+
+void Drawer::drawLine(ShaderHelper *shader)
+{
+ // Draw a single line
+
+ // Generate vertex buffer for line if it does not exist
+ if (!m_linebuffer) {
+ glGenBuffers(1, &m_linebuffer);
+ glBindBuffer(GL_ARRAY_BUFFER, m_linebuffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(line_data), line_data, GL_STATIC_DRAW);
+ }
+
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(shader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, m_linebuffer);
+ glVertexAttribPointer(shader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+
+ // Draw the line
+ glDrawArrays(GL_LINES, 0, 2);
+
+ // Free buffers
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glDisableVertexAttribArray(shader->posAtt());
+}
+
void Drawer::drawLabel(const AbstractRenderItem &item, const LabelItem &labelItem,
const QMatrix4x4 &viewmatrix, const QMatrix4x4 &projectionmatrix,
- const QVector3D &positionComp, const QVector3D &rotation,
+ const QVector3D &positionComp, const QQuaternion &rotation,
GLfloat itemHeight, QAbstract3DGraph::SelectionFlags mode,
ShaderHelper *shader, ObjectHelper *object,
const Q3DCamera *camera, bool useDepth, bool rotateAlong,
- LabelPosition position, Qt::AlignmentFlag alignment, bool isSlicing)
+ LabelPosition position, Qt::AlignmentFlag alignment, bool isSlicing,
+ bool isSelecting)
{
// Draw label
if (!labelItem.textureId())
@@ -246,68 +311,20 @@ void Drawer::drawLabel(const AbstractRenderItem &item, const LabelItem &labelIte
}
// Calculate scale factor to get uniform font size
- GLfloat scaledFontSize = 0.05f + m_theme->font().pointSizeF() / 500.0f;
- GLfloat scaleFactor = scaledFontSize / (GLfloat)textureSize.height();
+ GLfloat scaleFactor = m_scaledFontSize / (GLfloat)textureSize.height();
// Apply alignment
- GLfloat xAlignment = 0.0f;
- GLfloat yAlignment = 0.0f;
- GLfloat zAlignment = 0.0f;
- GLfloat sinRotY = qFabs(qSin(qDegreesToRadians(rotation.y())));
- GLfloat cosRotY = qFabs(qCos(qDegreesToRadians(rotation.y())));
- GLfloat sinRotZ = 0.0f;
- GLfloat cosRotZ = 0.0f;
- if (rotation.z()) {
- sinRotZ = qFabs(qSin(qDegreesToRadians(rotation.z())));
- cosRotZ = qFabs(qCos(qDegreesToRadians(rotation.z())));
- }
- switch (alignment) {
- case Qt::AlignLeft: {
- if (rotation.z() && rotation.z() != 180.0f && !rotation.y()) {
- xAlignment = ((-(GLfloat)textureSize.width() * scaleFactor) * cosRotZ
- - ((GLfloat)textureSize.height() * scaleFactor) * sinRotZ) / 2.0f;
- yAlignment = (((GLfloat)textureSize.width() * scaleFactor) * sinRotZ
- + ((GLfloat)textureSize.height() * scaleFactor) * cosRotZ) / 2.0f;
- } else {
- xAlignment = (-(GLfloat)textureSize.width() * scaleFactor) * cosRotY;
- zAlignment = ((GLfloat)textureSize.width() * scaleFactor) * sinRotY;
- }
- break;
- }
- case Qt::AlignRight: {
- if (rotation.z() && rotation.z() != 180.0f && !rotation.y()) {
- xAlignment = (((GLfloat)textureSize.width() * scaleFactor) * cosRotZ
- + ((GLfloat)textureSize.height() * scaleFactor) * sinRotZ) / 2.0f;
- yAlignment = (((GLfloat)textureSize.width() * scaleFactor) * sinRotZ
- + ((GLfloat)textureSize.height() * scaleFactor) * cosRotZ) / 2.0f;
- } else {
- xAlignment = ((GLfloat)textureSize.width() * scaleFactor) * cosRotY;
- zAlignment = (-(GLfloat)textureSize.width() * scaleFactor) * sinRotY;
- }
- break;
- }
- case Qt::AlignTop: {
- yAlignment = ((GLfloat)textureSize.width() * scaleFactor) * cosRotY;
- break;
- }
- case Qt::AlignBottom: {
- yAlignment = (-(GLfloat)textureSize.width() * scaleFactor) * cosRotY;
- break;
- }
- case Qt::AlignHCenter: {
- xAlignment = (-(GLfloat)textureSize.width() * scaleFactor) * cosRotZ
- - ((GLfloat)textureSize.height() * scaleFactor) * sinRotZ;
- break;
- }
- case Qt::AlignVCenter: {
- yAlignment = ((GLfloat)textureSize.width() * scaleFactor) * cosRotZ
- + ((GLfloat)textureSize.height() * scaleFactor) * sinRotZ;
- break;
- }
- default: {
- break;
- }
- }
+ QVector3D anchorPoint;
+
+ if (alignment & Qt::AlignLeft)
+ anchorPoint.setX(float(textureSize.width()) * scaleFactor);
+ else if (alignment & Qt::AlignRight)
+ anchorPoint.setX(float(-textureSize.width()) * scaleFactor);
+
+ if (alignment & Qt::AlignTop)
+ anchorPoint.setY(float(-textureSize.height()) * scaleFactor);
+ else if (alignment & Qt::AlignBottom)
+ anchorPoint.setY(float(textureSize.height()) * scaleFactor);
if (position < LabelBottom) {
xPosition = item.translation().x();
@@ -318,15 +335,9 @@ void Drawer::drawLabel(const AbstractRenderItem &item, const LabelItem &labelIte
}
// Position label
- modelMatrix.translate(xPosition + xAlignment, yPosition + yAlignment, zPosition + zAlignment);
+ modelMatrix.translate(xPosition, yPosition, zPosition);
// Rotate
- QQuaternion rotQuatX = QQuaternion::fromAxisAndAngle(1.0f, 0.0f, 0.0f, rotation.x());
- QQuaternion rotQuatY = QQuaternion::fromAxisAndAngle(0.0f, 1.0f, 0.0f, rotation.y());
- QQuaternion rotQuatZ = QQuaternion::fromAxisAndAngle(0.0f, 0.0f, 1.0f, rotation.z());
- QQuaternion rotQuaternion = rotQuatY * rotQuatZ * rotQuatX;
- modelMatrix.rotate(rotQuaternion);
-
if (useDepth && !rotateAlong) {
float yComp = float(qRadiansToDegrees(qTan(positionComp.y() / cameraDistance)));
// Apply negative camera rotations to keep labels facing camera
@@ -334,20 +345,27 @@ void Drawer::drawLabel(const AbstractRenderItem &item, const LabelItem &labelIte
float camRotationY = camera->yRotation();
modelMatrix.rotate(-camRotationX, 0.0f, 1.0f, 0.0f);
modelMatrix.rotate(-camRotationY - yComp, 1.0f, 0.0f, 0.0f);
+ } else {
+ modelMatrix.rotate(rotation);
}
+ modelMatrix.translate(anchorPoint);
// Scale label based on text size
modelMatrix.scale(QVector3D((GLfloat)textureSize.width() * scaleFactor,
- scaledFontSize,
+ m_scaledFontSize,
0.0f));
MVPMatrix = projectionmatrix * viewmatrix * modelMatrix;
- // Set shader bindings
shader->setUniformValue(shader->MVP(), MVPMatrix);
- // Draw the object
- drawObject(shader, object, labelItem.textureId());
+ if (isSelecting) {
+ // Draw the selection object
+ drawSelectionObject(shader, object);
+ } else {
+ // Draw the object
+ drawObject(shader, object, labelItem.textureId());
+ }
}
void Drawer::generateSelectionLabelTexture(Abstract3DRenderer *renderer)