diff options
Diffstat (limited to 'src/datavisualization/engine/surface3drenderer.cpp')
-rw-r--r-- | src/datavisualization/engine/surface3drenderer.cpp | 524 |
1 files changed, 469 insertions, 55 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp index 5d779789..9a95805f 100644 --- a/src/datavisualization/engine/surface3drenderer.cpp +++ b/src/datavisualization/engine/surface3drenderer.cpp @@ -53,7 +53,9 @@ const GLfloat backgroundMargin = 1.1f; // Margin for background (1.1f = make it const GLfloat labelMargin = 0.05f; const GLfloat backgroundBottom = 1.0f; const GLfloat gridLineWidth = 0.005f; +const GLfloat sliceZScale = 0.1f; const GLfloat surfaceGridYOffsetValue = 0.001f; +const int subViewDivider = 5; // The second offset to opposite direction is double because same matrix is translated twice const GLfloat surfaceGridYOffset[2] = {-surfaceGridYOffsetValue, 2.0f * surfaceGridYOffsetValue}; @@ -63,8 +65,6 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller) m_labelTransparency(QDataVis::TransparencyFromTheme), m_font(QFont(QStringLiteral("Arial"))), m_isGridEnabled(true), - m_segmentYCount(0), - m_segmentYStep(0.0f), m_shader(0), m_depthShader(0), m_backgroundShader(0), @@ -92,6 +92,7 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller) m_gridLineObj(0), m_labelObj(0), m_surfaceObj(0), + m_sliceSurfaceObj(0), m_depthTexture(0), m_depthFrameBuffer(0), m_selectionFrameBuffer(0), @@ -100,7 +101,6 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller) m_selectionTexture(0), m_selectionResultTexture(0), m_shadowQualityToShader(33.3f), - m_querySelection(false), m_flatSupported(true), m_selectionPointer(0), m_selectionActive(false), @@ -111,10 +111,6 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller) m_shadowQualityMultiplier(3), m_hasHeightAdjustmentChanged(true) { - // Listen to changes in the controller - QObject::connect(m_controller, &Surface3DController::leftMousePressed, this, - &Surface3DRenderer::requestSelectionAtPoint); // TODO: Possible temp - #if !defined(QT_OPENGL_ES_2) // Check if flat feature is supported ShaderHelper tester(this, QStringLiteral(":/shaders/vertexSurfaceFlat"), @@ -156,6 +152,7 @@ Surface3DRenderer::~Surface3DRenderer() delete m_backgroundObj; delete m_surfaceObj; + delete m_sliceSurfaceObj; delete m_gridLineObj; delete m_labelObj; @@ -165,6 +162,9 @@ Surface3DRenderer::~Surface3DRenderer() delete m_dataArray.at(i); m_dataArray.clear(); + for (int i = 0; i < m_sliceDataArray.size(); i++) + delete m_sliceDataArray.at(i); + m_sliceDataArray.clear(); } void Surface3DRenderer::initializeOpenGL() @@ -193,10 +193,6 @@ void Surface3DRenderer::initializeOpenGL() // Load label mesh loadLabelMesh(); - // Set view port - glViewport(m_mainViewPort.x(), m_mainViewPort.y(), - m_mainViewPort.width(), m_mainViewPort.height()); - // Resize in case we've missed resize events // Resize calls initSelectionBuffer and initDepthBuffer, so they don't need to be called here handleResize(); @@ -257,6 +253,45 @@ void Surface3DRenderer::updateDataModel(QSurfaceDataProxy *dataProxy) Abstract3DRenderer::updateDataModel(dataProxy); } +void Surface3DRenderer::updateSliceDataModel(int selectionId) +{ + int column = (selectionId - 1) % m_sampleSpace.width(); + int row = (selectionId - 1) / m_sampleSpace.width(); + + for (int i = 0; i < m_sliceDataArray.size(); i++) + delete m_sliceDataArray.at(i); + m_sliceDataArray.clear(); + + m_sliceDataArray.reserve(2); + QSurfaceDataRow *sliceRow; + + if (m_cachedSelectionMode == QDataVis::ModeSliceRow) { + sliceRow = new QSurfaceDataRow(*m_dataArray.at(row)); + } else if (m_cachedSelectionMode == QDataVis::ModeSliceColumn) { + sliceRow = new QSurfaceDataRow(); + sliceRow->resize(m_sampleSpace.height()); + for (int i = 0; i < m_sampleSpace.height(); i++) + (*sliceRow)[i] = m_dataArray.at(i)->at(column); + } + m_sliceDataArray << sliceRow; + + // Make a duplicate, so that we get a little bit depth + QSurfaceDataRow *duplicateRow = new QSurfaceDataRow(*sliceRow); + m_sliceDataArray << duplicateRow; + + QRect sliceRect(0, 0, sliceRow->size(), 2); + + if (sliceRow->size() > 0) { + if (!m_sliceSurfaceObj) + loadSliceSurfaceObj(); + + if (m_cachedSmoothSurface) + m_sliceSurfaceObj->setUpSmoothData(m_sliceDataArray, sliceRect, m_heightNormalizer, true); + else + m_sliceSurfaceObj->setUpData(m_sliceDataArray, sliceRect, m_heightNormalizer, true); + } +} + QRect Surface3DRenderer::calculateSampleRect(QSurfaceDataProxy *dataProxy) { QRect sampleSpace; @@ -308,7 +343,7 @@ QRect Surface3DRenderer::calculateSampleRect(QSurfaceDataProxy *dataProxy) GLfloat data2XCenterX = (m_minVisibleColumnValue + m_maxVisibleColumnValue); GLfloat data2XCenterZ = (m_minVisibleRowValue + m_maxVisibleRowValue); m_surfaceOffsetX = m_scaleX * (data2XCenterX - axis2XCenterX) / m_areaSize.width(); - m_surfaceOffsetZ = -m_scaleZ * (data2XCenterZ - axis2XCenterZ) / m_areaSize.height() + zComp; + m_surfaceOffsetZ = -m_scaleZ * (data2XCenterZ - axis2XCenterZ) / m_areaSize.height(); return sampleSpace; } @@ -316,6 +351,7 @@ QRect Surface3DRenderer::calculateSampleRect(QSurfaceDataProxy *dataProxy) void Surface3DRenderer::updateScene(Q3DScene *scene) { // TODO: Move these to more suitable place e.g. controller should be controlling the viewports. + scene->setSecondarySubViewport(m_sliceViewPort); scene->setPrimarySubViewport(m_mainViewPort); scene->setUnderSideCameraEnabled(false); @@ -340,10 +376,16 @@ void Surface3DRenderer::updateScene(Q3DScene *scene) void Surface3DRenderer::render(GLuint defaultFboHandle) { - m_cachedScene->setUnderSideCameraEnabled(false); + bool slicingActivated = m_cachedScene->isSlicingActive(); + updateSlicingActive(slicingActivated); + // 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(); + // Draw the surface scene drawScene(defaultFboHandle); @@ -352,9 +394,324 @@ void Surface3DRenderer::render(GLuint defaultFboHandle) m_selectionPointer->render(defaultFboHandle); } +void Surface3DRenderer::drawSlicedScene() +{ + 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); + + // 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 = m_cachedScene->activeLight()->position(); + + QMatrix4x4 projectionViewMatrix = projectionMatrix * viewMatrix; + + GLfloat scaleX; + GLfloat scaleXBackground; + GLfloat offset; + if (m_cachedSelectionMode == QDataVis::ModeSliceRow) { + scaleX = m_surfaceScaleX; + scaleXBackground = m_scaleXWithBackground; + offset = m_surfaceOffsetX; + } else if (m_cachedSelectionMode == QDataVis::ModeSliceColumn) { + scaleX = m_surfaceScaleZ; + scaleXBackground = m_scaleZWithBackground; + offset = -m_surfaceOffsetZ; + } + + if (m_surfaceObj) { + ShaderHelper *surfaceShader = m_shader; + surfaceShader->bind(); + + // For surface we can see climpses from underneath + glDisable(GL_CULL_FACE); + + QMatrix4x4 modelMatrix; + QMatrix4x4 MVPMatrix; + QMatrix4x4 itModelMatrix; + + modelMatrix.translate(offset, 0.0f, zComp); + QVector3D scaling(scaleX, 1.0f, sliceZScale); + modelMatrix.scale(scaling); + itModelMatrix.scale(scaling); + + MVPMatrix = projectionViewMatrix * modelMatrix; + + QVector3D color; + if (m_cachedSelectionMode == QDataVis::ModeSliceRow) + color = Utils::vectorFromColor(m_cachedTheme.m_highlightRowColor); + else + color = Utils::vectorFromColor(m_cachedTheme.m_highlightColumnColor); + + // Set shader bindings + surfaceShader->setUniformValue(surfaceShader->lightP(), lightPos); + surfaceShader->setUniformValue(surfaceShader->view(), viewMatrix); + surfaceShader->setUniformValue(surfaceShader->model(), modelMatrix); + surfaceShader->setUniformValue(surfaceShader->nModel(), itModelMatrix.inverted().transposed()); + surfaceShader->setUniformValue(surfaceShader->MVP(), MVPMatrix); + surfaceShader->setUniformValue(surfaceShader->color(), color); + surfaceShader->setUniformValue(surfaceShader->ambientS(), m_cachedTheme.m_ambientStrength); + surfaceShader->setUniformValue(surfaceShader->lightS(), + m_cachedTheme.m_lightStrength * 2.0f); + + m_drawer->drawObject(surfaceShader, m_sliceSurfaceObj); + + surfaceShader->release(); + + glEnable(GL_CULL_FACE); + + // Draw surface grid + if (m_cachedSurfaceGridOn) { + m_surfaceGridShader->bind(); + + m_surfaceGridShader->setUniformValue(m_surfaceGridShader->color(), + Utils::vectorFromColor(m_cachedTheme.m_gridLine)); + // Draw the grid twice, with slight offset on Y axis to each direction + for (int i = 0; i < 2; i++) { + MVPMatrix.translate(0.0f, surfaceGridYOffset[i], 0.0f); + + m_surfaceGridShader->setUniformValue(m_surfaceGridShader->MVP(), MVPMatrix); + m_drawer->drawSurfaceGrid(m_surfaceGridShader, m_sliceSurfaceObj); + } + m_surfaceGridShader->release(); + } + } + + // Disable textures + glDisable(GL_TEXTURE_2D); + + ShaderHelper *lineShader = m_backgroundShader; + // Bind line shader + lineShader->bind(); + + // lines to the back + if (m_axisCacheY.segmentCount() > 0) { + QVector3D gridLineScaleX(scaleXBackground, gridLineWidth, gridLineWidth); + + // Set unchanging shader bindings + QVector3D lineColor = Utils::vectorFromColor(m_cachedTheme.m_gridLine); + lineShader->setUniformValue(lineShader->lightP(), lightPos); + lineShader->setUniformValue(lineShader->view(), viewMatrix); + lineShader->setUniformValue(lineShader->color(), lineColor); + lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength); + + // Back wall + GLfloat lineStep = 2.0f * m_axisCacheY.subSegmentStep() / m_heightNormalizer; + GLfloat linePos = -1.0f; + int lastSegment = m_axisCacheY.subSegmentCount() * m_axisCacheY.segmentCount(); + + for (int segment = 0; segment <= lastSegment; segment++) { + QMatrix4x4 modelMatrix; + QMatrix4x4 MVPMatrix; + QMatrix4x4 itModelMatrix; + + modelMatrix.translate(0.0f, linePos, zComp - sliceZScale); + + modelMatrix.scale(gridLineScaleX); + itModelMatrix.scale(gridLineScaleX); + + MVPMatrix = projectionViewMatrix * 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); + + // Set shadowless shader bindings, no shadows on slice view + lineShader->setUniformValue(lineShader->lightS(), + m_cachedTheme.m_lightStrength); + + // Draw the object + m_drawer->drawObject(lineShader, m_gridLineObj); + + linePos += lineStep; + } + } + + // Floor lines + QVector3D gridLineScaleZ(gridLineWidth, gridLineWidth, sliceZScale); + QVector3D gridLineScaleY(gridLineWidth, backgroundMargin, gridLineWidth); + + int lastSegment; + GLfloat lineStep; + GLfloat linePos; + if (m_cachedSelectionMode == QDataVis::ModeSliceRow) { + lineStep = -2.0f * aspectRatio * m_axisCacheX.subSegmentStep() / m_scaleFactor; + lastSegment = m_axisCacheX.subSegmentCount() * m_axisCacheX.segmentCount(); + linePos = m_scaleX; + } else { + lineStep = -2.0f * aspectRatio * m_axisCacheZ.subSegmentStep() / m_scaleFactor; + lastSegment = m_axisCacheZ.subSegmentCount() * m_axisCacheZ.segmentCount(); + linePos = m_scaleZ; + } + + for (int segment = 0; segment <= lastSegment; segment++) { + QMatrix4x4 modelMatrix; + QMatrix4x4 MVPMatrix; + QMatrix4x4 itModelMatrix; + + modelMatrix.translate(linePos, -backgroundMargin, zComp); + + modelMatrix.scale(gridLineScaleZ); + itModelMatrix.scale(gridLineScaleZ); + + MVPMatrix = projectionViewMatrix * 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); + + // Set shadowless shader bindings + lineShader->setUniformValue(lineShader->lightS(), + m_cachedTheme.m_lightStrength); + + // Draw the object + m_drawer->drawObject(lineShader, m_gridLineObj); + + linePos += lineStep; + } + + if (m_cachedSelectionMode == QDataVis::ModeSliceRow) + linePos = m_scaleX; + else + linePos = m_scaleZ; + + for (int segment = 0; segment <= lastSegment; segment++) { + QMatrix4x4 modelMatrix; + QMatrix4x4 MVPMatrix; + QMatrix4x4 itModelMatrix; + + modelMatrix.translate(linePos, 0.0f, zComp - sliceZScale); + modelMatrix.scale(gridLineScaleY); + itModelMatrix.scale(gridLineScaleY); + + MVPMatrix = projectionViewMatrix * 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); + + // Set shadowless shader bindings + lineShader->setUniformValue(lineShader->lightS(), + m_cachedTheme.m_lightStrength); + + // Draw the object + m_drawer->drawObject(lineShader, m_gridLineObj); + + linePos += lineStep; + } + + // Release line shader + lineShader->release(); + + // Draw axis labels + m_labelShader->bind(); + glEnable(GL_TEXTURE_2D); + glDisable(GL_DEPTH_TEST); + glCullFace(GL_BACK); + if (m_cachedLabelTransparency > QDataVis::TransparencyNone) { + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + // Y Labels to back wall + GLfloat posStep = 2.0f * m_axisCacheY.segmentStep() / m_heightNormalizer; + GLfloat labelPos = -1.0f; + int labelNbr = 0; + + QVector3D positionComp(0.0f, 0.0f, zComp); + QVector3D rotation(0.0f, 0.0f, 0.0f); + QVector3D labelTrans = QVector3D(scaleXBackground + labelMargin, labelPos, zComp); + for (int segment = 0; segment <= m_axisCacheY.segmentCount(); segment++) { + if (m_axisCacheY.labelItems().size() > labelNbr) { + labelTrans.setY(labelPos); + const LabelItem &axisLabelItem = *m_axisCacheY.labelItems().at(labelNbr); + + // Draw the label here + m_dummyRenderItem.setTranslation(labelTrans); + m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix, + positionComp, rotation, 0, m_cachedSelectionMode, m_labelShader, + m_labelObj, m_cachedScene->activeCamera(), + true, true, Drawer::LabelMid, Qt::AlignRight); + } + labelNbr++; + labelPos += posStep; + } + + // X Labels to ground + int countLabelItems; + if (m_cachedSelectionMode == QDataVis::ModeSliceRow) { + posStep = 2.0f * aspectRatio * m_axisCacheX.segmentStep() / m_scaleFactor; + labelPos = -m_scaleX; + lastSegment = m_axisCacheX.segmentCount(); + countLabelItems = m_axisCacheX.labelItems().size(); + } else { + posStep = 2.0f * aspectRatio * m_axisCacheZ.segmentStep() / m_scaleFactor; + labelPos = -m_scaleZ; + lastSegment = m_axisCacheZ.segmentCount(); + countLabelItems = m_axisCacheZ.labelItems().size(); + } + + labelNbr = 0; + positionComp.setY(backgroundMargin); + rotation.setZ(-45.0f); + labelTrans.setY(-backgroundMargin); + for (int segment = 0; segment <= lastSegment; segment++) { + if (countLabelItems > labelNbr) { + // Draw the label here + labelTrans.setX(labelPos); + + m_dummyRenderItem.setTranslation(labelTrans); + + LabelItem *axisLabelItem; + if (m_cachedSelectionMode == QDataVis::ModeSliceRow) + axisLabelItem = m_axisCacheX.labelItems().at(labelNbr); + else + axisLabelItem = m_axisCacheZ.labelItems().at(labelNbr); + + m_drawer->drawLabel(m_dummyRenderItem, *axisLabelItem, viewMatrix, projectionMatrix, + positionComp, rotation, 0, QDataVis::ModeSliceRow, m_labelShader, + m_labelObj, m_cachedScene->activeCamera(), false, false, + Drawer::LabelBelow, Qt::AlignTop); + } + labelNbr++; + labelPos += posStep; + } + + glDisable(GL_TEXTURE_2D); + glEnable(GL_DEPTH_TEST); + if (m_cachedLabelTransparency > QDataVis::TransparencyNone) + glDisable(GL_BLEND); + + // Release label shader + m_labelShader->release(); +} + void Surface3DRenderer::drawScene(GLuint defaultFboHandle) { GLfloat backgroundRotation = 0; + uint selectionId = 0; // Specify viewport glViewport(m_mainViewPort.x(), m_mainViewPort.y(), @@ -398,12 +755,8 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) GLfloat adjustedLightStrength = m_cachedTheme.m_lightStrength / 10.0f; - // - // Do the surface drawing - // - QVector3D surfaceScaler(m_surfaceScaleX, 1.0f, m_surfaceScaleZ); - QVector3D surfaceOffset(m_surfaceOffsetX, 0.0f, m_surfaceOffsetZ); + QVector3D surfaceOffset(m_surfaceOffsetX, 0.0f, m_surfaceOffsetZ + zComp); // Draw depth buffer #if !defined(QT_OPENGL_ES_2) @@ -513,7 +866,8 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) glEnable(GL_TEXTURE_2D); // Draw selection buffer - if (m_querySelection && m_surfaceObj && m_sampleSpace.width() >= 2 && m_sampleSpace.height() >= 2) { + if (!m_cachedIsSlicingActivated && m_controller->inputState() == QDataVis::InputOnScene && m_surfaceObj + && m_cachedSelectionMode > QDataVis::ModeNone) { m_selectionShader->bind(); glBindFramebuffer(GL_FRAMEBUFFER, m_selectionFrameBuffer); glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used @@ -537,8 +891,6 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) glEnable(GL_DITHER); - m_querySelection = false; - QPoint point = m_controller->inputPosition(); GLubyte pixel[4] = {0}; glReadPixels(point.x(), m_cachedBoundingRect.height() - point.y(), 1, 1, @@ -550,19 +902,12 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) m_selectionShader->release(); // Put the RGBA value back to uint - uint id = pixel[0] + pixel[1] * 256 + pixel[2] * 65536 + pixel[3] * 16777216; - if (id) { - surfacePointSelected(id); - } else { - //surfacePointCleared(); - m_selectionActive = false; - } - glEnable(GL_CULL_FACE); + selectionId = pixel[0] + pixel[1] * 256 + pixel[2] * 65536 + pixel[3] * 16777216; } + // Draw the surface if (m_surfaceObj && m_sampleSpace.width() >= 2 && m_sampleSpace.height() >= 2) { m_surfaceShader->bind(); - // m_selectionShader->bind(); // IFDEF print selection // For surface we can see climpses from underneath glDisable(GL_CULL_FACE); @@ -615,6 +960,8 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) m_surfaceShader->release(); + glEnable(GL_CULL_FACE); + // Draw surface grid if (m_cachedSurfaceGridOn) { m_surfaceGridShader->bind(); @@ -630,7 +977,6 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) } m_surfaceGridShader->release(); } - glEnable(GL_CULL_FACE); } // Bind background shader @@ -1169,6 +1515,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) if (m_axisCacheY.labelItems().size() > labelNbr) { const LabelItem &axisLabelItem = *m_axisCacheY.labelItems().at(labelNbr); + // Side wall QVector3D labelTrans = QVector3D(labelXTrans, labelPos, labelZTrans + labelMarginZTrans + zComp); if (m_xFlipped) @@ -1187,7 +1534,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) m_labelShader, m_labelObj, m_cachedScene->activeCamera(), true, true, Drawer::LabelMid, alignment); - // Side wall + // Back wall if (m_xFlipped) alignment = Qt::AlignLeft; else @@ -1218,6 +1565,30 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) // Release label shader m_labelShader->release(); + + // Selection handling + if (m_controller->inputState() == QDataVis::InputOnScene) { + if (m_cachedSelectionMode == QDataVis::ModeItem) { + if (selectionId) + surfacePointSelected(selectionId); + else + m_selectionActive = false; + } + if (m_cachedSelectionMode == QDataVis::ModeSliceRow || m_cachedSelectionMode == QDataVis::ModeSliceColumn) { + if (selectionId) { + updateSliceDataModel(selectionId); + m_cachedScene->setSlicingActive(true); + + surfacePointSelected(selectionId); + } + } + } + if (m_controller->inputState() == QDataVis::InputOnOverview) { + if (m_cachedIsSlicingActivated) { + m_cachedScene->setSlicingActive(false); + m_selectionActive = false; + } + } } void Surface3DRenderer::updateSurfaceGradient(const QLinearGradient &gradient) @@ -1236,18 +1607,6 @@ void Surface3DRenderer::updateSurfaceGradient(const QLinearGradient &gradient) m_gradientTexture = m_textureHelper->create2DTexture(image, false, true); } -void Surface3DRenderer::requestSelectionAtPoint(const QPoint &point) -{ - Q_UNUSED(point) - - // QMutexLocker locker(&m_mutex); - // m_selectionPointRequest.setX(point.x()); - // m_selectionPointRequest.setY(point.y()); - // m_isSelectionPointRequestActive = true; - - m_querySelection = true; -} - // This one needs to be called when the data size changes void Surface3DRenderer::updateSelectionTexture() { @@ -1281,10 +1640,6 @@ void Surface3DRenderer::updateSelectionTexture() id++; } - // Use this to save the ID image to file - //QImage image(bits, idImageWidth, idImageHeight, QImage::Format_ARGB32); - //image.save("C:\\Users\\misalmel\\Work\\gerrit\\qtdatavisualization_2\\selection.png"); - // If old texture exists, delete it if (m_selectionTexture) { m_textureHelper->deleteTexture(&m_selectionTexture); @@ -1411,6 +1766,13 @@ void Surface3DRenderer::loadSurfaceObj() m_surfaceObj = new SurfaceObject(); } +void Surface3DRenderer::loadSliceSurfaceObj() +{ + if (m_sliceSurfaceObj) + delete m_sliceSurfaceObj; + m_sliceSurfaceObj = new SurfaceObject(); +} + void Surface3DRenderer::loadGridLineMesh() { if (m_gridLineObj) @@ -1424,10 +1786,23 @@ void Surface3DRenderer::handleResize() if (m_cachedBoundingRect.width() == 0 || m_cachedBoundingRect.height() == 0) return; - m_mainViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height()); + // Set view port + if (m_cachedIsSlicingActivated) { + m_mainViewPort = QRect(0, + m_cachedBoundingRect.height() - m_cachedBoundingRect.height() / subViewDivider, + m_cachedBoundingRect.width() / subViewDivider, + m_cachedBoundingRect.height() / subViewDivider); + } else { + m_mainViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height()); + } + m_sliceViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height()); - if (m_selectionPointer) - m_selectionPointer->updateBoundingRect(m_mainViewPort); + if (m_selectionPointer) { + if (m_cachedIsSlicingActivated) + m_selectionPointer->updateBoundingRect(m_sliceViewPort); + else + m_selectionPointer->updateBoundingRect(m_mainViewPort); + } Abstract3DRenderer::handleResize(); } @@ -1441,13 +1816,29 @@ void Surface3DRenderer::surfacePointSelected(int id) if (!m_selectionPointer) m_selectionPointer = new SelectionPointer(m_controller, m_drawer); - QVector3D pos(normalize(float(column), value, float(row))); - pos += QVector3D(m_surfaceOffsetX, 0.0f, m_surfaceOffsetZ - zComp); + QVector3D pos; + if (m_cachedSelectionMode == QDataVis::ModeSliceRow) { + pos = normalize(float(column), value, 0.0f); + pos += QVector3D(m_surfaceOffsetX, 0.0f, -1.0f); + m_selectionPointer->setScaling(QVector3D(m_surfaceScaleX, 1.0f, sliceZScale)); + m_selectionPointer->updateBoundingRect(m_sliceViewPort); + m_selectionPointer->updateSliceData(true, m_autoScaleAdjustment); + } else if (m_cachedSelectionMode == QDataVis::ModeSliceColumn) { + pos = normalize(float(row), value, 0.0f); + pos += QVector3D(m_surfaceOffsetZ, 0.0f, -1.0f); + m_selectionPointer->setScaling(QVector3D(m_surfaceScaleZ, 1.0f, sliceZScale)); + m_selectionPointer->updateBoundingRect(m_sliceViewPort); + m_selectionPointer->updateSliceData(true, m_autoScaleAdjustment); + } else { + pos = normalize(float(column), value, float(row)); + pos += QVector3D(m_surfaceOffsetX, 0.0f, m_surfaceOffsetZ); + m_selectionPointer->setScaling(QVector3D(m_surfaceScaleX, 1.0f, m_surfaceScaleZ)); + m_selectionPointer->updateBoundingRect(m_mainViewPort); + m_selectionPointer->updateSliceData(false, m_autoScaleAdjustment); + } m_selectionPointer->setPosition(pos); - m_selectionPointer->setScaling(QVector3D(m_surfaceScaleX, 1.0f, m_surfaceScaleZ)); m_selectionPointer->setLabel(createSelectionLabel(value, column, row)); - m_selectionPointer->updateBoundingRect(m_mainViewPort); m_selectionPointer->updateScene(m_cachedScene); //Put the selection pointer flag active @@ -1559,6 +1950,29 @@ void Surface3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality) #endif } +void Surface3DRenderer::updateSlicingActive(bool isSlicing) +{ + if (isSlicing == m_cachedIsSlicingActivated) + return; + + m_cachedIsSlicingActivated = isSlicing; + if (isSlicing) { + m_mainViewPort = QRect(0, m_cachedBoundingRect.height() - m_cachedBoundingRect.height() / subViewDivider, + m_cachedBoundingRect.width() / subViewDivider, m_cachedBoundingRect.height() / subViewDivider); + if (m_depthTexture) { + m_textureHelper->deleteTexture(&m_depthTexture); + m_depthTexture = 0; + } + } 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 + } +} + void Surface3DRenderer::loadLabelMesh() { if (m_labelObj) |