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-rw-r--r--src/datavisualization/engine/abstract3dcontroller.cpp1057
-rw-r--r--src/datavisualization/engine/abstract3dcontroller_p.h341
-rw-r--r--src/datavisualization/engine/abstract3drenderer.cpp307
-rw-r--r--src/datavisualization/engine/abstract3drenderer_p.h138
-rw-r--r--src/datavisualization/engine/axisrendercache.cpp186
-rw-r--r--src/datavisualization/engine/axisrendercache_p.h101
-rw-r--r--src/datavisualization/engine/bars3dcontroller.cpp377
-rw-r--r--src/datavisualization/engine/bars3dcontroller_p.h143
-rw-r--r--src/datavisualization/engine/bars3drenderer.cpp1828
-rw-r--r--src/datavisualization/engine/bars3drenderer_p.h171
-rw-r--r--src/datavisualization/engine/drawer.cpp347
-rw-r--r--src/datavisualization/engine/drawer_p.h103
-rw-r--r--src/datavisualization/engine/engine.pri53
-rw-r--r--src/datavisualization/engine/engine.qrc61
-rw-r--r--src/datavisualization/engine/meshes/backgroudFlat.obj32
-rw-r--r--src/datavisualization/engine/meshes/backgroudNegatives.obj37
-rw-r--r--src/datavisualization/engine/meshes/backgroudSmooth.obj36
-rw-r--r--src/datavisualization/engine/meshes/barFilledFlat.obj242
-rw-r--r--src/datavisualization/engine/meshes/barFilledSmooth.obj236
-rw-r--r--src/datavisualization/engine/meshes/barFlat.obj219
-rw-r--r--src/datavisualization/engine/meshes/barSmooth.obj214
-rw-r--r--src/datavisualization/engine/meshes/coneFilledFlat.obj128
-rw-r--r--src/datavisualization/engine/meshes/coneFilledSmooth.obj128
-rw-r--r--src/datavisualization/engine/meshes/coneFlat.obj89
-rw-r--r--src/datavisualization/engine/meshes/coneSmooth.obj90
-rw-r--r--src/datavisualization/engine/meshes/cubeFilledFlat.obj54
-rw-r--r--src/datavisualization/engine/meshes/cubeFilledSmooth.obj56
-rw-r--r--src/datavisualization/engine/meshes/cubeFlat.obj47
-rw-r--r--src/datavisualization/engine/meshes/cubeSmooth.obj50
-rw-r--r--src/datavisualization/engine/meshes/cylinderFilledFlat.obj361
-rw-r--r--src/datavisualization/engine/meshes/cylinderFilledSmooth.obj391
-rw-r--r--src/datavisualization/engine/meshes/cylinderFlat.obj299
-rw-r--r--src/datavisualization/engine/meshes/cylinderSmooth.obj330
-rw-r--r--src/datavisualization/engine/meshes/plane.obj15
-rw-r--r--src/datavisualization/engine/meshes/pyramidFilledFlat.obj36
-rw-r--r--src/datavisualization/engine/meshes/pyramidFilledSmooth.obj36
-rw-r--r--src/datavisualization/engine/meshes/pyramidFlat.obj22
-rw-r--r--src/datavisualization/engine/meshes/pyramidSmooth.obj23
-rw-r--r--src/datavisualization/engine/meshes/scatterdot.obj28
-rw-r--r--src/datavisualization/engine/meshes/scatterdotFlat.obj28
-rw-r--r--src/datavisualization/engine/meshes/sphere.obj1301
-rw-r--r--src/datavisualization/engine/meshes/sphereSmooth.obj1232
-rw-r--r--src/datavisualization/engine/q3dbars.cpp600
-rw-r--r--src/datavisualization/engine/q3dbars.h137
-rw-r--r--src/datavisualization/engine/q3dbars_p.h54
-rw-r--r--src/datavisualization/engine/q3dbox.cpp480
-rw-r--r--src/datavisualization/engine/q3dbox.h184
-rw-r--r--src/datavisualization/engine/q3dcamera.cpp295
-rw-r--r--src/datavisualization/engine/q3dcamera.h87
-rw-r--r--src/datavisualization/engine/q3dcamera_p.h61
-rw-r--r--src/datavisualization/engine/q3dlight.cpp49
-rw-r--r--src/datavisualization/engine/q3dlight.h50
-rw-r--r--src/datavisualization/engine/q3dlight_p.h57
-rw-r--r--src/datavisualization/engine/q3dobject.cpp73
-rw-r--r--src/datavisualization/engine/q3dobject.h54
-rw-r--r--src/datavisualization/engine/q3dobject_p.h53
-rw-r--r--src/datavisualization/engine/q3dscatter.cpp575
-rw-r--r--src/datavisualization/engine/q3dscatter.h129
-rw-r--r--src/datavisualization/engine/q3dscatter_p.h54
-rw-r--r--src/datavisualization/engine/q3dscene.cpp199
-rw-r--r--src/datavisualization/engine/q3dscene.h83
-rw-r--r--src/datavisualization/engine/q3dscene_p.h60
-rw-r--r--src/datavisualization/engine/q3dsurface.cpp321
-rw-r--r--src/datavisualization/engine/q3dsurface.h106
-rw-r--r--src/datavisualization/engine/q3dsurface_p.h53
-rw-r--r--src/datavisualization/engine/q3dwindow.cpp164
-rw-r--r--src/datavisualization/engine/q3dwindow.h61
-rw-r--r--src/datavisualization/engine/q3dwindow_p.h57
-rw-r--r--src/datavisualization/engine/scatter3dcontroller.cpp269
-rw-r--r--src/datavisualization/engine/scatter3dcontroller_p.h106
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp1608
-rw-r--r--src/datavisualization/engine/scatter3drenderer_p.h155
-rw-r--r--src/datavisualization/engine/selectionpointer.cpp271
-rw-r--r--src/datavisualization/engine/selectionpointer_p.h97
-rw-r--r--src/datavisualization/engine/shaders/ambient.frag32
-rw-r--r--src/datavisualization/engine/shaders/colorOnY.frag36
-rw-r--r--src/datavisualization/engine/shaders/colorOnY_ES2.frag37
-rw-r--r--src/datavisualization/engine/shaders/default.frag36
-rw-r--r--src/datavisualization/engine/shaders/default.vert28
-rw-r--r--src/datavisualization/engine/shaders/default_ES2.frag38
-rw-r--r--src/datavisualization/engine/shaders/default_ES2.vert26
-rw-r--r--src/datavisualization/engine/shaders/depth.frag3
-rw-r--r--src/datavisualization/engine/shaders/depth.vert8
-rw-r--r--src/datavisualization/engine/shaders/label.frag8
-rw-r--r--src/datavisualization/engine/shaders/label.vert11
-rw-r--r--src/datavisualization/engine/shaders/selection.frag7
-rw-r--r--src/datavisualization/engine/shaders/selection.vert7
-rw-r--r--src/datavisualization/engine/shaders/shadow.frag82
-rw-r--r--src/datavisualization/engine/shaders/shadow.vert37
-rw-r--r--src/datavisualization/engine/shaders/shadowNoTex.frag98
-rw-r--r--src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag82
-rw-r--r--src/datavisualization/engine/shaders/surface.frag39
-rw-r--r--src/datavisualization/engine/shaders/surface.vert30
-rw-r--r--src/datavisualization/engine/shaders/surfaceFlat.frag38
-rw-r--r--src/datavisualization/engine/shaders/surfaceFlat.vert30
-rw-r--r--src/datavisualization/engine/shaders/surfaceGrid.frag16
-rw-r--r--src/datavisualization/engine/shaders/surfaceGrid.vert26
-rw-r--r--src/datavisualization/engine/shaders/texture.frag35
-rw-r--r--src/datavisualization/engine/shaders/texture.vert26
-rw-r--r--src/datavisualization/engine/shaders/texture_ES2.frag37
-rw-r--r--src/datavisualization/engine/surface3dcontroller.cpp161
-rw-r--r--src/datavisualization/engine/surface3dcontroller_p.h102
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp1256
-rw-r--r--src/datavisualization/engine/surface3drenderer_p.h164
-rw-r--r--src/datavisualization/engine/theme.cpp324
-rw-r--r--src/datavisualization/engine/theme_p.h81
106 files changed, 20516 insertions, 0 deletions
diff --git a/src/datavisualization/engine/abstract3dcontroller.cpp b/src/datavisualization/engine/abstract3dcontroller.cpp
new file mode 100644
index 00000000..2f3476dc
--- /dev/null
+++ b/src/datavisualization/engine/abstract3dcontroller.cpp
@@ -0,0 +1,1057 @@
+/****************************************************************************
+**
+** 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 "abstract3dcontroller_p.h"
+#include "camerahelper_p.h"
+#include "q3dabstractaxis_p.h"
+#include "q3dvalueaxis.h"
+#include "q3dcategoryaxis.h"
+#include "abstract3drenderer_p.h"
+#include "q3dcamera.h"
+#include "q3dlight.h"
+#include "qabstractdataproxy_p.h"
+#include "qabstract3dinputhandler.h"
+
+#if defined(Q_OS_ANDROID)
+#include "qtouch3dinputhandler.h"
+#else
+#include "q3dinputhandler.h"
+#endif
+
+#include <QThread>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Abstract3DController::Abstract3DController(QRect boundRect, QObject *parent) :
+ QObject(parent),
+ m_boundingRect(boundRect.x(), boundRect.y(), boundRect.width(), boundRect.height()),
+ m_horizontalRotation(-45.0f),
+ m_verticalRotation(15.0f),
+ m_theme(),
+ m_font(QFont(QStringLiteral("Arial"))),
+ m_selectionMode(QDataVis::ModeItem),
+ m_shadowQuality(QDataVis::ShadowMedium),
+ m_labelTransparency(QDataVis::TransparencyNoBackground),
+ m_isBackgroundEnabled(true),
+ m_isGridEnabled(true),
+ m_scene(new Q3DScene()),
+ m_activeInputHandler(0),
+ m_axisX(0),
+ m_axisY(0),
+ m_axisZ(0),
+ m_renderer(0),
+ m_isDataDirty(true),
+ m_data(0),
+ m_renderPending(false)
+{
+ m_theme.useColorTheme(QDataVis::ThemeSystem);
+
+ // Populate the scene
+ m_scene->setCamera(new Q3DCamera());
+ m_scene->setLight(new Q3DLight());
+ m_scene->light()->setPosition(defaultLightPos);
+
+ // Create initial default input handler
+ QAbstract3DInputHandler *inputHandler;
+#if defined(Q_OS_ANDROID)
+ inputHandler = new QTouch3DInputHandler();
+#else
+ inputHandler = new Q3DInputHandler();
+#endif
+ inputHandler->d_ptr->m_isDefaultHandler = true;
+ setActiveInputHandler(inputHandler);
+}
+
+Abstract3DController::~Abstract3DController()
+{
+ // Renderer can be in another thread, don't delete it directly in that case
+ if (m_renderer && m_renderer->thread() != QThread::currentThread())
+ m_renderer->deleteLater();
+ else
+ delete m_renderer;
+ delete m_scene;
+}
+
+void Abstract3DController::setRenderer(Abstract3DRenderer *renderer)
+{
+ m_renderer = renderer;
+}
+
+void Abstract3DController::synchDataToRenderer()
+{
+ // If we don't have a renderer, don't do anything
+ if (!m_renderer)
+ return;
+
+ m_renderer->updateScene(m_scene);
+
+ if (m_changeTracker.positionChanged) {
+ m_renderer->updatePosition(m_boundingRect);
+ m_changeTracker.positionChanged = false;
+ }
+
+ if (m_changeTracker.themeChanged) {
+ m_renderer->updateTheme(m_theme);
+ m_changeTracker.themeChanged = false;
+ }
+
+ if (m_changeTracker.fontChanged) {
+ m_renderer->updateFont(m_font);
+ m_changeTracker.fontChanged = false;
+ }
+
+ if (m_changeTracker.labelTransparencyChanged) {
+ m_renderer->updateLabelTransparency(m_labelTransparency);
+ m_changeTracker.labelTransparencyChanged = false;
+ }
+
+ if (m_changeTracker.boundingRectChanged || m_changeTracker.sizeChanged) {
+ m_renderer->updateBoundingRect(m_boundingRect);
+ m_changeTracker.boundingRectChanged = false;
+ m_changeTracker.sizeChanged = false;
+ }
+
+ if (m_changeTracker.shadowQualityChanged) {
+ m_renderer->updateShadowQuality(m_shadowQuality);
+ m_changeTracker.shadowQualityChanged = false;
+ }
+
+ if (m_changeTracker.selectionModeChanged) {
+ m_renderer->updateSelectionMode(m_selectionMode);
+ m_changeTracker.selectionModeChanged = false;
+ }
+
+ if (m_changeTracker.objFileChanged) {
+ m_renderer->updateMeshFileName(m_objFile);
+ m_changeTracker.objFileChanged = false;
+ }
+
+ if (m_changeTracker.gridEnabledChanged) {
+ m_renderer->updateGridEnabled(m_isGridEnabled);
+ m_changeTracker.gridEnabledChanged = false;
+ }
+
+ if (m_changeTracker.backgroundEnabledChanged) {
+ m_renderer->updateBackgroundEnabled(m_isBackgroundEnabled);
+ m_changeTracker.backgroundEnabledChanged = false;
+ }
+
+ if (m_changeTracker.axisXTypeChanged) {
+ m_renderer->updateAxisType(Q3DAbstractAxis::AxisOrientationX, m_axisX->type());
+ m_changeTracker.axisXTypeChanged = false;
+ }
+
+ if (m_changeTracker.axisYTypeChanged) {
+ m_renderer->updateAxisType(Q3DAbstractAxis::AxisOrientationY, m_axisY->type());
+ m_changeTracker.axisYTypeChanged = false;
+ }
+
+ if (m_changeTracker.axisZTypeChanged) {
+ m_renderer->updateAxisType(Q3DAbstractAxis::AxisOrientationZ, m_axisZ->type());
+ m_changeTracker.axisZTypeChanged = false;
+ }
+
+ if (m_changeTracker.axisXTitleChanged) {
+ m_renderer->updateAxisTitle(Q3DAbstractAxis::AxisOrientationX, m_axisX->title());
+ m_changeTracker.axisXTitleChanged = false;
+ }
+
+ if (m_changeTracker.axisYTitleChanged) {
+ m_renderer->updateAxisTitle(Q3DAbstractAxis::AxisOrientationY, m_axisY->title());
+ m_changeTracker.axisYTitleChanged = false;
+ }
+
+ if (m_changeTracker.axisZTitleChanged) {
+ m_renderer->updateAxisTitle(Q3DAbstractAxis::AxisOrientationZ, m_axisZ->title());
+ m_changeTracker.axisZTitleChanged = false;
+ }
+
+ if (m_changeTracker.axisXLabelsChanged) {
+ m_renderer->updateAxisLabels(Q3DAbstractAxis::AxisOrientationX, m_axisX->labels());
+ m_changeTracker.axisXLabelsChanged = false;
+ }
+
+ if (m_changeTracker.axisYLabelsChanged) {
+ m_renderer->updateAxisLabels(Q3DAbstractAxis::AxisOrientationY, m_axisY->labels());
+ m_changeTracker.axisYLabelsChanged = false;
+ }
+ if (m_changeTracker.axisZLabelsChanged) {
+ m_renderer->updateAxisLabels(Q3DAbstractAxis::AxisOrientationZ, m_axisZ->labels());
+ m_changeTracker.axisZLabelsChanged = false;
+ }
+
+ if (m_changeTracker.axisXRangeChanged) {
+ m_changeTracker.axisXRangeChanged = false;
+ if (m_axisX->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisX = static_cast<Q3DValueAxis *>(m_axisX);
+ m_renderer->updateAxisRange(Q3DAbstractAxis::AxisOrientationX,
+ valueAxisX->min(), valueAxisX->max());
+ }
+ }
+
+ if (m_changeTracker.axisYRangeChanged) {
+ m_changeTracker.axisYRangeChanged = false;
+ if (m_axisY->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisY = static_cast<Q3DValueAxis *>(m_axisY);
+ m_renderer->updateAxisRange(Q3DAbstractAxis::AxisOrientationY,
+ valueAxisY->min(), valueAxisY->max());
+ }
+ }
+
+ if (m_changeTracker.axisZRangeChanged) {
+ m_changeTracker.axisZRangeChanged = false;
+ if (m_axisZ->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisZ = static_cast<Q3DValueAxis *>(m_axisZ);
+ m_renderer->updateAxisRange(Q3DAbstractAxis::AxisOrientationZ,
+ valueAxisZ->min(), valueAxisZ->max());
+ }
+ }
+
+ if (m_changeTracker.axisXSegmentCountChanged) {
+ m_changeTracker.axisXSegmentCountChanged = false;
+ if (m_axisX->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisX = static_cast<Q3DValueAxis *>(m_axisX);
+ m_renderer->updateAxisSegmentCount(Q3DAbstractAxis::AxisOrientationX,
+ valueAxisX->segmentCount());
+ }
+ }
+
+ if (m_changeTracker.axisYSegmentCountChanged) {
+ m_changeTracker.axisYSegmentCountChanged = false;
+ if (m_axisY->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisY = static_cast<Q3DValueAxis *>(m_axisY);
+ m_renderer->updateAxisSegmentCount(Q3DAbstractAxis::AxisOrientationY,
+ valueAxisY->segmentCount());
+ }
+ }
+
+ if (m_changeTracker.axisZSegmentCountChanged) {
+ m_changeTracker.axisZSegmentCountChanged = false;
+ if (m_axisZ->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisZ = static_cast<Q3DValueAxis *>(m_axisZ);
+ m_renderer->updateAxisSegmentCount(Q3DAbstractAxis::AxisOrientationZ,
+ valueAxisZ->segmentCount());
+ }
+ }
+
+ if (m_changeTracker.axisXSubSegmentCountChanged) {
+ m_changeTracker.axisXSubSegmentCountChanged = false;
+ if (m_axisX->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisX = static_cast<Q3DValueAxis *>(m_axisX);
+ m_renderer->updateAxisSubSegmentCount(Q3DAbstractAxis::AxisOrientationX,
+ valueAxisX->subSegmentCount());
+ }
+ }
+
+ if (m_changeTracker.axisYSubSegmentCountChanged) {
+ m_changeTracker.axisYSubSegmentCountChanged = false;
+ if (m_axisY->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisY = static_cast<Q3DValueAxis *>(m_axisY);
+ m_renderer->updateAxisSubSegmentCount(Q3DAbstractAxis::AxisOrientationY,
+ valueAxisY->subSegmentCount());
+ }
+ }
+
+ if (m_changeTracker.axisZSubSegmentCountChanged) {
+ m_changeTracker.axisZSubSegmentCountChanged = false;
+ if (m_axisZ->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisZ = static_cast<Q3DValueAxis *>(m_axisZ);
+ m_renderer->updateAxisSubSegmentCount(Q3DAbstractAxis::AxisOrientationZ,
+ valueAxisZ->subSegmentCount());
+ }
+ }
+
+ if (m_changeTracker.axisXLabelFormatChanged) {
+ m_changeTracker.axisXLabelFormatChanged = false;
+ if (m_axisX->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisX = static_cast<Q3DValueAxis *>(m_axisX);
+ m_renderer->updateAxisLabelFormat(Q3DAbstractAxis::AxisOrientationX,
+ valueAxisX->labelFormat());
+ }
+ }
+
+ if (m_changeTracker.axisYLabelFormatChanged) {
+ m_changeTracker.axisYLabelFormatChanged = false;
+ if (m_axisY->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisY = static_cast<Q3DValueAxis *>(m_axisY);
+ m_renderer->updateAxisLabelFormat(Q3DAbstractAxis::AxisOrientationY,
+ valueAxisY->labelFormat());
+ }
+ }
+
+ if (m_changeTracker.axisZLabelFormatChanged) {
+ m_changeTracker.axisZLabelFormatChanged = false;
+ if (m_axisZ->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxisZ = static_cast<Q3DValueAxis *>(m_axisZ);
+ m_renderer->updateAxisLabelFormat(Q3DAbstractAxis::AxisOrientationZ,
+ valueAxisZ->labelFormat());
+ }
+ }
+}
+
+void Abstract3DController::render(const GLuint defaultFboHandle)
+{
+ m_renderPending = false;
+
+ // If not initialized, do nothing.
+ if (!m_renderer)
+ return;
+
+ m_renderer->render(defaultFboHandle);
+
+#ifdef DISPLAY_RENDER_SPEED
+ // To get meaningful framerate, don't just do render on demand.
+ emitNeedRender();
+#endif
+}
+
+void Abstract3DController::mouseDoubleClickEvent(QMouseEvent *event)
+{
+ m_activeInputHandler->mouseDoubleClickEvent(event);
+ emitNeedRender();
+}
+
+void Abstract3DController::touchEvent(QTouchEvent *event)
+{
+ m_activeInputHandler->touchEvent(event);
+ emitNeedRender();
+}
+
+void Abstract3DController::mousePressEvent(QMouseEvent *event, const QPoint &mousePos)
+{
+ m_activeInputHandler->mousePressEvent(event, mousePos);
+ emitNeedRender();
+}
+
+void Abstract3DController::mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos)
+{
+ m_activeInputHandler->mouseReleaseEvent(event, mousePos);
+ emitNeedRender();
+}
+
+void Abstract3DController::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos)
+{
+ m_activeInputHandler->mouseMoveEvent(event, mousePos);
+ emitNeedRender();
+}
+
+void Abstract3DController::wheelEvent(QWheelEvent *event)
+{
+ m_activeInputHandler->wheelEvent(event);
+ emitNeedRender();
+}
+
+void Abstract3DController::setSize(const int width, const int height)
+{
+ m_boundingRect.setWidth(width);
+ m_boundingRect.setHeight(height);
+ m_scene->setViewportSize(width, height);
+
+ m_changeTracker.boundingRectChanged = true;
+ emitNeedRender();
+}
+
+const QSize Abstract3DController::size()
+{
+ return m_boundingRect.size();
+}
+
+const QRect Abstract3DController::boundingRect()
+{
+ return m_boundingRect;
+}
+
+void Abstract3DController::setBoundingRect(const QRect boundingRect)
+{
+ m_boundingRect = boundingRect;
+ m_scene->setViewport(boundingRect);
+
+ m_changeTracker.boundingRectChanged = true;
+ emitNeedRender();
+}
+
+void Abstract3DController::setWidth(const int width)
+{
+ m_boundingRect.setWidth(width);
+ m_scene->setViewportSize(width, m_scene->viewport().height());
+
+ m_changeTracker.sizeChanged = true;
+ emitNeedRender();
+}
+
+int Abstract3DController::width()
+{
+ return m_boundingRect.width();
+}
+
+void Abstract3DController::setHeight(const int height)
+{
+ m_boundingRect.setHeight(height);
+ m_scene->setViewportSize(m_scene->viewport().width(), height);
+
+ m_changeTracker.sizeChanged = true;
+ emitNeedRender();
+}
+
+int Abstract3DController::height()
+{
+ return m_boundingRect.height();
+}
+
+void Abstract3DController::setX(const int x)
+{
+ m_boundingRect.setX(x);
+
+ m_changeTracker.positionChanged = true;
+ emitNeedRender();
+}
+
+int Abstract3DController::x()
+{
+ return m_boundingRect.x();
+}
+
+void Abstract3DController::setY(const int y)
+{
+ m_boundingRect.setY(y);
+
+ m_changeTracker.positionChanged = true;
+ emitNeedRender();
+}
+
+int Abstract3DController::y()
+{
+ return m_boundingRect.y();
+}
+
+QRect Abstract3DController::mainViewport() const
+{
+ return m_scene->mainViewport();
+}
+
+void Abstract3DController::setMainViewport(const QRect &mainViewport)
+{
+ m_scene->setMainViewport(mainViewport);
+}
+
+QRect Abstract3DController::sliceViewport() const
+{
+ return m_scene->sliceViewport();
+}
+
+void Abstract3DController::setSliceViewport(const QRect &sliceViewport)
+{
+ m_scene->setSliceViewport(sliceViewport);
+}
+
+void Abstract3DController::setAxisX(Q3DAbstractAxis *axis)
+{
+ setAxisHelper(Q3DAbstractAxis::AxisOrientationX, axis, &m_axisX);
+}
+
+Q3DAbstractAxis *Abstract3DController::axisX()
+{
+ return m_axisX;
+}
+
+void Abstract3DController::setAxisY(Q3DAbstractAxis *axis)
+{
+ setAxisHelper(Q3DAbstractAxis::AxisOrientationY, axis, &m_axisY);
+}
+
+Q3DAbstractAxis *Abstract3DController::axisY()
+{
+ return m_axisY;
+}
+
+void Abstract3DController::setAxisZ(Q3DAbstractAxis *axis)
+{
+ setAxisHelper(Q3DAbstractAxis::AxisOrientationZ, axis, &m_axisZ);
+}
+
+Q3DAbstractAxis *Abstract3DController::axisZ()
+{
+ return m_axisZ;
+}
+
+void Abstract3DController::addAxis(Q3DAbstractAxis *axis)
+{
+ Q_ASSERT(axis);
+ Abstract3DController *owner = qobject_cast<Abstract3DController *>(axis->parent());
+ if (owner != this) {
+ Q_ASSERT_X(!owner, "addAxis", "Axis already attached to a graph.");
+ axis->setParent(this);
+ }
+ if (!m_axes.contains(axis))
+ m_axes.append(axis);
+}
+
+void Abstract3DController::releaseAxis(Q3DAbstractAxis *axis)
+{
+ if (axis && m_axes.contains(axis)) {
+ // Clear the default status from released default axes
+ if (axis->d_ptr->isDefaultAxis())
+ axis->d_ptr->setDefaultAxis(false);
+
+ // If the axis is in use, replace it with a temporary one
+ switch (axis->orientation()) {
+ case Q3DAbstractAxis::AxisOrientationX:
+ setAxisX(0);
+ break;
+ case Q3DAbstractAxis::AxisOrientationY:
+ setAxisY(0);
+ break;
+ case Q3DAbstractAxis::AxisOrientationZ:
+ setAxisZ(0);
+ break;
+ default:
+ break;
+ }
+
+ m_axes.removeAll(axis);
+ axis->setParent(0);
+ }
+}
+
+QList<Q3DAbstractAxis *> Abstract3DController::axes() const
+{
+ return m_axes;
+}
+
+QAbstractDataProxy *Abstract3DController::activeDataProxy() const
+{
+ return m_data;
+}
+
+void Abstract3DController::addDataProxy(QAbstractDataProxy *proxy)
+{
+ Q_ASSERT(proxy);
+ Abstract3DController *owner = qobject_cast<Abstract3DController *>(proxy->parent());
+ if (owner != this) {
+ Q_ASSERT_X(!owner, "addDataProxy", "Proxy already attached to a graph.");
+ proxy->setParent(this);
+ }
+ if (!m_dataProxies.contains(proxy))
+ m_dataProxies.append(proxy);
+}
+
+void Abstract3DController::releaseDataProxy(QAbstractDataProxy *proxy)
+{
+ if (proxy && m_dataProxies.contains(proxy)) {
+ // Clear the default status from released default proxies
+ if (proxy->d_ptr->isDefaultProxy())
+ proxy->d_ptr->setDefaultProxy(false);
+
+ // If the proxy is in use, replace it with a temporary one
+ if (m_data == proxy)
+ setActiveDataProxy(0);
+
+ m_dataProxies.removeAll(proxy);
+ proxy->setParent(0);
+ }
+}
+
+QList<QAbstractDataProxy *> Abstract3DController::dataProxies() const
+{
+ return m_dataProxies;
+}
+
+void Abstract3DController::setActiveDataProxy(QAbstractDataProxy *proxy)
+{
+ // If existing proxy is the default proxy, delete it
+ if (m_data) {
+ if (m_data->d_ptr->isDefaultProxy()) {
+ m_dataProxies.removeAll(m_data);
+ delete m_data;
+ } else {
+ // Disconnect the old proxy from use
+ QObject::disconnect(m_data, 0, this, 0);
+ }
+ }
+
+ // Assume ownership and activate
+ addDataProxy(proxy);
+ m_data = proxy;
+ m_isDataDirty = true;
+ emitNeedRender();
+}
+
+void Abstract3DController::addInputHandler(QAbstract3DInputHandler *inputHandler)
+{
+ Q_ASSERT(inputHandler);
+ Abstract3DController *owner = qobject_cast<Abstract3DController *>(inputHandler->parent());
+ if (owner != this) {
+ Q_ASSERT_X(!owner, "addInputHandler", "Input handler already attached to another component.");
+ inputHandler->setParent(this);
+ }
+
+ if (!m_inputHandlers.contains(inputHandler))
+ m_inputHandlers.append(inputHandler);
+}
+
+void Abstract3DController::releaseInputHandler(QAbstract3DInputHandler *inputHandler)
+{
+ if (inputHandler && m_inputHandlers.contains(inputHandler)) {
+ // Clear the default status from released default input handler
+ if (inputHandler->d_ptr->m_isDefaultHandler)
+ inputHandler->d_ptr->m_isDefaultHandler = false;
+
+ // If the input handler is in use, remove it
+ if (m_activeInputHandler == inputHandler)
+ setActiveInputHandler(0);
+
+ m_inputHandlers.removeAll(inputHandler);
+ inputHandler->setParent(0);
+ }
+}
+
+void Abstract3DController::setActiveInputHandler(QAbstract3DInputHandler *inputHandler)
+{
+ // If existing input handler is the default input handler, delete it
+ if (m_activeInputHandler) {
+ if (m_activeInputHandler->d_ptr->m_isDefaultHandler) {
+ m_inputHandlers.removeAll(m_activeInputHandler);
+ delete m_activeInputHandler;
+ } else {
+ // Disconnect the old input handler from the scene
+ m_activeInputHandler->setScene(0);
+ }
+ }
+
+ // Assume ownership and connect to this controller's scene
+ addInputHandler(inputHandler);
+ m_activeInputHandler = inputHandler;
+ if (m_activeInputHandler)
+ m_activeInputHandler->setScene(m_scene);
+}
+
+QAbstract3DInputHandler* Abstract3DController::activeInputHandler()
+{
+ return m_activeInputHandler;
+}
+
+int Abstract3DController::zoomLevel()
+{
+ return m_scene->camera()->zoomLevel();
+}
+
+void Abstract3DController::setZoomLevel(int zoomLevel)
+{
+ m_scene->camera()->setZoomLevel(zoomLevel);
+
+ m_changeTracker.zoomLevelChanged = true;
+ emitNeedRender();
+}
+
+void Abstract3DController::setCameraPreset(QDataVis::CameraPreset preset)
+{
+ m_scene->camera()->setCameraPreset(preset);
+ emitNeedRender();
+}
+
+void Abstract3DController::setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance)
+{
+ m_horizontalRotation = qBound(-180.0f, horizontal, 180.0f);
+ m_verticalRotation = qBound(0.0f, vertical, 90.0f);
+ m_scene->camera()->setZoomLevel(qBound(10, distance, 500));
+ m_scene->camera()->setRotations(QPointF(m_horizontalRotation,
+ m_verticalRotation));
+ //qDebug() << "camera rotation set to" << m_horizontalRotation << m_verticalRotation;
+ emitNeedRender();
+}
+
+void Abstract3DController::setObjectColor(const QColor &baseColor, const QColor &heightColor,
+ const QColor &depthColor, bool uniform)
+{
+ m_theme.m_baseColor = baseColor;
+ m_theme.m_heightColor = heightColor;
+ m_theme.m_depthColor = depthColor;
+ m_theme.m_uniformColor = uniform;
+
+ m_changeTracker.themeChanged = true;
+ emitNeedRender();
+}
+
+void Abstract3DController::setColorTheme(QDataVis::ColorTheme colorTheme)
+{
+ m_theme.useColorTheme(colorTheme);
+
+ m_changeTracker.themeChanged = true;
+ emitNeedRender();
+}
+
+Theme Abstract3DController::theme()
+{
+ return m_theme;
+}
+
+void Abstract3DController::setFont(const QFont &font)
+{
+ m_font = font;
+
+ m_changeTracker.fontChanged = true;
+ emitNeedRender();
+}
+
+QFont Abstract3DController::font()
+{
+ return m_font;
+}
+
+void Abstract3DController::setSelectionMode(QDataVis::SelectionMode mode)
+{
+ m_selectionMode = mode;
+ m_changeTracker.selectionModeChanged = true;
+ emitNeedRender();
+}
+
+QDataVis::SelectionMode Abstract3DController::selectionMode()
+{
+ return m_selectionMode;
+}
+
+void Abstract3DController::setShadowQuality(QDataVis::ShadowQuality quality)
+{
+ m_shadowQuality = quality;
+
+ m_changeTracker.shadowQualityChanged = true;
+ emit shadowQualityChanged(m_shadowQuality);
+ emitNeedRender();
+}
+
+QDataVis::ShadowQuality Abstract3DController::shadowQuality()
+{
+ return m_shadowQuality;
+}
+
+void Abstract3DController::setLabelTransparency(QDataVis::LabelTransparency transparency)
+{
+ m_labelTransparency = transparency;
+
+ m_changeTracker.labelTransparencyChanged = true;
+ emitNeedRender();
+}
+
+QDataVis::LabelTransparency Abstract3DController::labelTransparency()
+{
+ return m_labelTransparency;
+}
+
+void Abstract3DController::setBackgroundEnabled(bool enable)
+{
+ m_isBackgroundEnabled = enable;
+ m_changeTracker.backgroundEnabledChanged = true;
+ emitNeedRender();
+}
+
+bool Abstract3DController::backgroundEnabled()
+{
+ return m_isBackgroundEnabled;
+}
+
+void Abstract3DController::setGridEnabled(bool enable)
+{
+ m_isGridEnabled = enable;
+ m_changeTracker.gridEnabledChanged = true;
+ emitNeedRender();
+}
+
+bool Abstract3DController::gridEnabled()
+{
+ return m_isGridEnabled;
+}
+
+bool Abstract3DController::isSlicingActive()
+{
+ return m_scene->isSlicingActivated();
+}
+
+void Abstract3DController::setSlicingActive(bool isSlicing)
+{
+ m_scene->setSlicingActivated(isSlicing);
+ emitNeedRender();
+}
+
+QDataVis::InputState Abstract3DController::inputState()
+{
+ return m_activeInputHandler->inputState();
+}
+
+QPoint Abstract3DController::inputPosition()
+{
+ return m_activeInputHandler->inputPosition();
+}
+
+void Abstract3DController::setMeshFileName(const QString &fileName)
+{
+ m_objFile = fileName;
+ m_changeTracker.objFileChanged = true;
+ emitNeedRender();
+}
+
+QString Abstract3DController::meshFileName()
+{
+ return m_objFile;
+}
+
+Q3DScene *Abstract3DController::scene()
+{
+ return m_scene;
+}
+
+void Abstract3DController::handleAxisTitleChanged(const QString &title)
+{
+ Q_UNUSED(title)
+ handleAxisTitleChangedBySender(sender());
+}
+
+void Abstract3DController::handleAxisTitleChangedBySender(QObject *sender)
+{
+ if (sender == m_axisX)
+ m_changeTracker.axisXTitleChanged = true;
+ else if (sender == m_axisY)
+ m_changeTracker.axisYTitleChanged = true;
+ else if (sender == m_axisZ)
+ m_changeTracker.axisZTitleChanged = true;
+ else
+ qWarning() << __FUNCTION__ << "invoked for invalid axis";
+ emitNeedRender();
+}
+
+void Abstract3DController::handleAxisLabelsChanged()
+{
+ handleAxisLabelsChangedBySender(sender());
+}
+
+void Abstract3DController::handleAxisLabelsChangedBySender(QObject *sender)
+{
+ if (sender == m_axisX)
+ m_changeTracker.axisXLabelsChanged = true;
+ else if (sender == m_axisY)
+ m_changeTracker.axisYLabelsChanged = true;
+ else if (sender == m_axisZ)
+ m_changeTracker.axisZLabelsChanged = true;
+ else
+ qWarning() << __FUNCTION__ << "invoked for invalid axis";
+ emitNeedRender();
+}
+
+void Abstract3DController::handleAxisRangeChanged(qreal min, qreal max)
+{
+ Q_UNUSED(min)
+ Q_UNUSED(max)
+ handleAxisRangeChangedBySender(sender());
+}
+
+void Abstract3DController::handleAxisRangeChangedBySender(QObject *sender)
+{
+ if (sender == m_axisX) {
+ m_isDataDirty = true;
+ m_changeTracker.axisXRangeChanged = true;
+ } else if (sender == m_axisY) {
+ m_isDataDirty = true;
+ m_changeTracker.axisYRangeChanged = true;
+ } else if (sender == m_axisZ) {
+ m_isDataDirty = true;
+ m_changeTracker.axisZRangeChanged = true;
+ } else {
+ qWarning() << __FUNCTION__ << "invoked for invalid axis";
+ }
+ emitNeedRender();
+}
+
+void Abstract3DController::handleAxisSegmentCountChanged(int count)
+{
+ Q_UNUSED(count)
+ handleAxisSegmentCountChangedBySender(sender());
+}
+
+void Abstract3DController::handleAxisSegmentCountChangedBySender(QObject *sender)
+{
+ if (sender == m_axisX)
+ m_changeTracker.axisXSegmentCountChanged = true;
+ else if (sender == m_axisY)
+ m_changeTracker.axisYSegmentCountChanged = true;
+ else if (sender == m_axisZ)
+ m_changeTracker.axisZSegmentCountChanged = true;
+ else
+ qWarning() << __FUNCTION__ << "invoked for invalid axis";
+ emitNeedRender();
+}
+
+void Abstract3DController::handleAxisSubSegmentCountChanged(int count)
+{
+ Q_UNUSED(count)
+ handleAxisSubSegmentCountChangedBySender(sender());
+}
+
+void Abstract3DController::handleAxisSubSegmentCountChangedBySender(QObject *sender)
+{
+ if (sender == m_axisX)
+ m_changeTracker.axisXSubSegmentCountChanged = true;
+ else if (sender == m_axisY)
+ m_changeTracker.axisYSubSegmentCountChanged = true;
+ else if (sender == m_axisZ)
+ m_changeTracker.axisZSubSegmentCountChanged = true;
+ else
+ qWarning() << __FUNCTION__ << "invoked for invalid axis";
+ emitNeedRender();
+}
+
+void Abstract3DController::handleAxisAutoAdjustRangeChanged(bool autoAdjust)
+{
+ QObject *sender = QObject::sender();
+ if (sender != m_axisX && sender != m_axisY && sender != m_axisZ)
+ return;
+
+ Q3DAbstractAxis *axis = static_cast<Q3DAbstractAxis*>(sender);
+ handleAxisAutoAdjustRangeChangedInOrientation(axis->orientation(), autoAdjust);
+}
+
+void Abstract3DController::handleAxisLabelFormatChanged(const QString &format)
+{
+ Q_UNUSED(format)
+ handleAxisLabelFormatChangedBySender(sender());
+}
+
+void Abstract3DController::handleAxisLabelFormatChangedBySender(QObject *sender)
+{
+ // Label format changing needs to dirty the data so that labels are reset.
+ if (sender == m_axisX) {
+ m_isDataDirty = true;
+ m_changeTracker.axisXLabelFormatChanged = true;
+ } else if (sender == m_axisY) {
+ m_isDataDirty = true;
+ m_changeTracker.axisYLabelFormatChanged = true;
+ } else if (sender == m_axisZ) {
+ m_isDataDirty = true;
+ m_changeTracker.axisZLabelFormatChanged = true;
+ } else {
+ qWarning() << __FUNCTION__ << "invoked for invalid axis";
+ }
+ emitNeedRender();
+}
+
+void Abstract3DController::setAxisHelper(Q3DAbstractAxis::AxisOrientation orientation,
+ Q3DAbstractAxis *axis, Q3DAbstractAxis **axisPtr)
+{
+ // Setting null axis indicates using default axis
+ if (!axis)
+ axis = createDefaultAxis(orientation);
+
+ // If old axis is default axis, delete it
+ Q3DAbstractAxis *oldAxis = *axisPtr;
+ if (oldAxis) {
+ if (oldAxis->d_ptr->isDefaultAxis()) {
+ m_axes.removeAll(oldAxis);
+ delete oldAxis;
+ oldAxis = 0;
+ } else {
+ // Disconnect the old axis from use
+ QObject::disconnect(oldAxis, 0, this, 0);
+ oldAxis->d_ptr->setOrientation(Q3DAbstractAxis::AxisOrientationNone);
+ }
+ }
+
+ // Assume ownership
+ addAxis(axis);
+
+ // Connect the new axis
+ *axisPtr = axis;
+
+ axis->d_ptr->setOrientation(orientation);
+
+ QObject::connect(axis, &Q3DAbstractAxis::titleChanged,
+ this, &Abstract3DController::handleAxisTitleChanged);
+ QObject::connect(axis, &Q3DAbstractAxis::labelsChanged,
+ this, &Abstract3DController::handleAxisLabelsChanged);
+
+ if (orientation == Q3DAbstractAxis::AxisOrientationX)
+ m_changeTracker.axisXTypeChanged = true;
+ else if (orientation == Q3DAbstractAxis::AxisOrientationY)
+ m_changeTracker.axisYTypeChanged = true;
+ else if (orientation == Q3DAbstractAxis::AxisOrientationZ)
+ m_changeTracker.axisZTypeChanged = true;
+
+ handleAxisTitleChangedBySender(axis);
+ handleAxisLabelsChangedBySender(axis);
+
+ if (axis->type() & Q3DAbstractAxis::AxisTypeValue) {
+ Q3DValueAxis *valueAxis = static_cast<Q3DValueAxis *>(axis);
+ QObject::connect(valueAxis, &Q3DValueAxis::rangeChanged,
+ this, &Abstract3DController::handleAxisRangeChanged);
+ QObject::connect(valueAxis, &Q3DValueAxis::segmentCountChanged,
+ this, &Abstract3DController::handleAxisSegmentCountChanged);
+ QObject::connect(valueAxis, &Q3DValueAxis::subSegmentCountChanged,
+ this, &Abstract3DController::handleAxisSubSegmentCountChanged);
+ QObject::connect(valueAxis, &Q3DValueAxis::autoAdjustRangeChanged,
+ this, &Abstract3DController::handleAxisAutoAdjustRangeChanged);
+ QObject::connect(valueAxis, &Q3DValueAxis::labelFormatChanged,
+ this, &Abstract3DController::handleAxisLabelFormatChanged);
+
+ handleAxisRangeChangedBySender(valueAxis);
+ handleAxisSegmentCountChangedBySender(valueAxis);
+ handleAxisSubSegmentCountChangedBySender(valueAxis);
+ handleAxisAutoAdjustRangeChangedInOrientation(valueAxis->orientation(),
+ valueAxis->isAutoAdjustRange());
+ handleAxisLabelFormatChangedBySender(valueAxis);
+ }
+}
+
+Q3DAbstractAxis *Abstract3DController::createDefaultAxis(Q3DAbstractAxis::AxisOrientation orientation)
+{
+ Q_UNUSED(orientation)
+
+ // The default default axis is a value axis. If the chart type has a different default axis
+ // for some orientation, this function needs to be overridden.
+ Q3DAbstractAxis *defaultAxis = createDefaultValueAxis();
+ return defaultAxis;
+}
+
+Q3DValueAxis *Abstract3DController::createDefaultValueAxis()
+{
+ // Default value axis has single segment, empty label format, and auto scaling
+ // TODO: Grid should be also hidden, but that is not currently controlled by axis
+ Q3DValueAxis *defaultAxis = new Q3DValueAxis;
+ defaultAxis->setSegmentCount(1);
+ defaultAxis->setSubSegmentCount(1);
+ defaultAxis->setAutoAdjustRange(true);
+ defaultAxis->setLabelFormat(QString());
+ defaultAxis->d_ptr->setDefaultAxis(true);
+
+ return defaultAxis;
+}
+
+Q3DCategoryAxis *Abstract3DController::createDefaultCategoryAxis()
+{
+ // Default category axis has no labels
+ // TODO: Grid should be also hidden, but that is not currently controlled by axis.
+ Q3DCategoryAxis *defaultAxis = new Q3DCategoryAxis;
+ defaultAxis->d_ptr->setDefaultAxis(true);
+ return defaultAxis;
+}
+
+void Abstract3DController::emitNeedRender()
+{
+ if (!m_renderPending) {
+ emit needRender();
+ m_renderPending = true;
+ }
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/abstract3dcontroller_p.h b/src/datavisualization/engine/abstract3dcontroller_p.h
new file mode 100644
index 00000000..1419c0f4
--- /dev/null
+++ b/src/datavisualization/engine/abstract3dcontroller_p.h
@@ -0,0 +1,341 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef CONTROLLER3DBASE_H
+#define CONTROLLER3DBASE_H
+
+#include <QObject>
+
+#include "datavisualizationglobal_p.h"
+#include "theme_p.h"
+#include "q3dabstractaxis.h"
+#include "drawer_p.h"
+#include "qabstract3dinputhandler.h"
+#include "qabstractdataproxy.h"
+#include "q3dscene.h"
+#include "q3dbox.h"
+
+class QFont;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class CameraHelper;
+class Abstract3DRenderer;
+
+struct Abstract3DChangeBitField {
+ bool positionChanged : 1;
+ bool zoomLevelChanged : 1;
+ bool themeChanged : 1;
+ bool fontChanged : 1;
+ bool labelTransparencyChanged : 1;
+ bool boundingRectChanged : 1;
+ bool sizeChanged : 1;
+ bool shadowQualityChanged : 1;
+ bool selectionModeChanged : 1;
+ bool objFileChanged : 1;
+ bool gridEnabledChanged : 1;
+ bool backgroundEnabledChanged : 1;
+ bool axisXTypeChanged : 1;
+ bool axisYTypeChanged : 1;
+ bool axisZTypeChanged : 1;
+ bool axisXTitleChanged : 1;
+ bool axisYTitleChanged : 1;
+ bool axisZTitleChanged : 1;
+ bool axisXLabelsChanged : 1;
+ bool axisYLabelsChanged : 1;
+ bool axisZLabelsChanged : 1;
+ bool axisXRangeChanged : 1;
+ bool axisYRangeChanged : 1;
+ bool axisZRangeChanged : 1;
+ bool axisXSegmentCountChanged : 1;
+ bool axisYSegmentCountChanged : 1;
+ bool axisZSegmentCountChanged : 1;
+ bool axisXSubSegmentCountChanged : 1;
+ bool axisYSubSegmentCountChanged : 1;
+ bool axisZSubSegmentCountChanged : 1;
+ bool axisXLabelFormatChanged : 1;
+ bool axisYLabelFormatChanged : 1;
+ bool axisZLabelFormatChanged : 1;
+
+ Abstract3DChangeBitField() :
+ positionChanged(true),
+ zoomLevelChanged(true),
+ themeChanged(true),
+ fontChanged(true),
+ labelTransparencyChanged(true),
+ boundingRectChanged(true),
+ sizeChanged(true),
+ shadowQualityChanged(true),
+ selectionModeChanged(true),
+ objFileChanged(true),
+ gridEnabledChanged(true),
+ backgroundEnabledChanged(true),
+ axisXTypeChanged(true),
+ axisYTypeChanged(true),
+ axisZTypeChanged(true),
+ axisXTitleChanged(true),
+ axisYTitleChanged(true),
+ axisZTitleChanged(true),
+ axisXLabelsChanged(true),
+ axisYLabelsChanged(true),
+ axisZLabelsChanged(true),
+ axisXRangeChanged(true),
+ axisYRangeChanged(true),
+ axisZRangeChanged(true),
+ axisXSegmentCountChanged(true),
+ axisYSegmentCountChanged(true),
+ axisZSegmentCountChanged(true),
+ axisXSubSegmentCountChanged(true),
+ axisYSubSegmentCountChanged(true),
+ axisZSubSegmentCountChanged(true),
+ axisXLabelFormatChanged(true),
+ axisYLabelFormatChanged(true),
+ axisZLabelFormatChanged(true)
+ {
+ }
+};
+
+class QT_DATAVISUALIZATION_EXPORT Abstract3DController : public QObject
+{
+ Q_OBJECT
+
+public:
+ enum SelectionType {
+ SelectionNone = 0,
+ SelectionItem,
+ SelectionRow,
+ SelectionColumn
+ };
+
+ enum MouseState {
+ MouseNone = 0,
+ MouseOnScene,
+ MouseOnOverview,
+ MouseOnZoom,
+ MouseRotating,
+ MouseOnPinch
+ };
+
+private:
+ Abstract3DChangeBitField m_changeTracker;
+ QRect m_boundingRect;
+ GLfloat m_horizontalRotation;
+ GLfloat m_verticalRotation;
+ Theme m_theme;
+ QFont m_font;
+ QDataVis::SelectionMode m_selectionMode;
+ QDataVis::ShadowQuality m_shadowQuality;
+ QDataVis::LabelTransparency m_labelTransparency;
+ bool m_isBackgroundEnabled;
+ bool m_isGridEnabled;
+ QString m_objFile;
+
+ Q3DScene *m_scene;
+
+protected:
+ QList<QAbstract3DInputHandler *> m_inputHandlers; // List of all added input handlers
+ QAbstract3DInputHandler *m_activeInputHandler;
+ CameraHelper *m_cameraHelper;
+ // Active axes
+ Q3DAbstractAxis *m_axisX;
+ Q3DAbstractAxis *m_axisY;
+ Q3DAbstractAxis *m_axisZ;
+
+ QList<Q3DAbstractAxis *> m_axes; // List of all added axes
+ Abstract3DRenderer *m_renderer;
+ bool m_isDataDirty;
+
+ QAbstractDataProxy *m_data;
+ QList<QAbstractDataProxy *> m_dataProxies;
+
+ bool m_renderPending;
+
+ explicit Abstract3DController(QRect boundRect, QObject *parent = 0);
+ ~Abstract3DController();
+
+public:
+
+ inline bool isInitialized() { return (m_renderer != 0); }
+
+ /**
+ * @brief synchDataToRenderer Called on the render thread while main GUI thread is blocked before rendering.
+ */
+ virtual void synchDataToRenderer();
+
+ virtual void render(const GLuint defaultFboHandle = 0);
+
+ /**
+ * @brief setRenderer Sets the renderer to be used. isInitialized returns true from this point onwards.
+ * @param renderer Renderer to be used.
+ */
+ void setRenderer(Abstract3DRenderer *renderer);
+
+ // Size
+ virtual void setSize(const int width, const int height);
+ virtual const QSize size();
+ virtual const QRect boundingRect();
+ virtual void setBoundingRect(const QRect boundingRect);
+ virtual void setWidth(const int width);
+ virtual int width();
+ virtual void setHeight(const int height);
+ virtual int height();
+ virtual void setX(const int x);
+ virtual int x();
+ virtual void setY(const int y);
+ virtual int y();
+
+ virtual QRect mainViewport() const;
+ virtual void setMainViewport(const QRect &mainViewport);
+
+ virtual QRect sliceViewport() const;
+ virtual void setSliceViewport(const QRect &sliceViewport);
+
+ virtual void setAxisX(Q3DAbstractAxis *axis);
+ virtual Q3DAbstractAxis *axisX();
+ virtual void setAxisY(Q3DAbstractAxis *axis);
+ virtual Q3DAbstractAxis *axisY();
+ virtual void setAxisZ(Q3DAbstractAxis *axis);
+ virtual Q3DAbstractAxis *axisZ();
+ virtual void addAxis(Q3DAbstractAxis *axis);
+ virtual void releaseAxis(Q3DAbstractAxis *axis);
+ virtual QList<Q3DAbstractAxis *> axes() const; // Omits default axes
+
+ virtual void addInputHandler(QAbstract3DInputHandler *inputHandler);
+ virtual void releaseInputHandler(QAbstract3DInputHandler *inputHandler);
+ virtual void setActiveInputHandler(QAbstract3DInputHandler *inputHandler);
+ virtual QAbstract3DInputHandler *activeInputHandler();
+
+ virtual QAbstractDataProxy *activeDataProxy() const;
+ virtual void addDataProxy(QAbstractDataProxy *proxy);
+ virtual void releaseDataProxy(QAbstractDataProxy *proxy);
+ virtual QList<QAbstractDataProxy *> dataProxies() const;
+ virtual void setActiveDataProxy(QAbstractDataProxy *proxy);
+
+ virtual int zoomLevel();
+ virtual void setZoomLevel(int zoomLevel);
+
+ // Select preset camera placement
+ virtual void setCameraPreset(QDataVis::CameraPreset preset);
+
+ // Set camera rotation if you don't want to use the presets (in horizontal (-180...180) and
+ // vertical (0...90) (or (-90...90) if there are negative values) angles and distance in
+ // percentage (10...500))
+ virtual void setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance = 100);
+
+ // Set color if you don't want to use themes. Set uniform to false if you want the (height)
+ // color to change from bottom to top
+ virtual void setObjectColor(const QColor &baseColor, const QColor &heightColor,
+ const QColor &depthColor, bool uniform = true);
+
+ // Set theme (bar colors, shaders, window color, background colors, light intensity and text
+ // colors are affected)
+ virtual void setColorTheme(QDataVis::ColorTheme colorTheme);
+ virtual Theme theme();
+
+ // Set font
+ virtual void setFont(const QFont &font);
+ virtual QFont font();
+
+ // Selection mode
+ virtual void setSelectionMode(QDataVis::SelectionMode mode);
+ virtual QDataVis::SelectionMode selectionMode();
+
+ // Adjust shadow quality
+ virtual void setShadowQuality(QDataVis::ShadowQuality quality);
+ virtual QDataVis::ShadowQuality shadowQuality();
+
+ // Label transparency adjustment
+ virtual void setLabelTransparency(QDataVis::LabelTransparency transparency);
+ virtual QDataVis::LabelTransparency labelTransparency();
+
+ // Enable or disable background mesh
+ virtual void setBackgroundEnabled(bool enable);
+ virtual bool backgroundEnabled();
+
+ // Enable or disable background grid
+ virtual void setGridEnabled(bool enable);
+ virtual bool gridEnabled();
+
+ // Query input state and position
+ QDataVis::InputState inputState();
+ QPoint inputPosition();
+
+ // Enable or disable slicing mode
+ bool isSlicingActive();
+ void setSlicingActive(bool isSlicing);
+
+
+ // override bar type with own mesh
+ virtual void setMeshFileName(const QString &fileName);
+ virtual QString meshFileName();
+
+ Q3DScene *scene();
+
+ virtual void mouseDoubleClickEvent(QMouseEvent *event);
+ virtual void touchEvent(QTouchEvent *event);
+ virtual void mousePressEvent(QMouseEvent *event, const QPoint &mousePos);
+ virtual void mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos);
+ virtual void mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos);
+ virtual void wheelEvent(QWheelEvent *event);
+
+ virtual void handleAxisTitleChangedBySender(QObject *sender);
+ virtual void handleAxisLabelsChangedBySender(QObject *sender);
+ virtual void handleAxisRangeChangedBySender(QObject *sender);
+ virtual void handleAxisSegmentCountChangedBySender(QObject *sender);
+ virtual void handleAxisSubSegmentCountChangedBySender(QObject *sender);
+ virtual void handleAxisAutoAdjustRangeChangedInOrientation(
+ Q3DAbstractAxis::AxisOrientation orientation, bool autoAdjust) = 0;
+ virtual void handleAxisLabelFormatChangedBySender(QObject *sender);
+
+public slots:
+ void handleAxisTitleChanged(const QString &title);
+ void handleAxisLabelsChanged();
+ void handleAxisRangeChanged(qreal min, qreal max);
+ void handleAxisSegmentCountChanged(int count);
+ void handleAxisSubSegmentCountChanged(int count);
+ void handleAxisAutoAdjustRangeChanged(bool autoAdjust);
+ void handleAxisLabelFormatChanged(const QString &format);
+
+signals:
+ void shadowQualityChanged(QDataVis::ShadowQuality quality);
+ void needRender();
+
+protected:
+ virtual Q3DAbstractAxis *createDefaultAxis(Q3DAbstractAxis::AxisOrientation orientation);
+ Q3DValueAxis *createDefaultValueAxis();
+ Q3DCategoryAxis *createDefaultCategoryAxis();
+ void emitNeedRender();
+
+private:
+ void setAxisHelper(Q3DAbstractAxis::AxisOrientation orientation, Q3DAbstractAxis *axis,
+ Q3DAbstractAxis **axisPtr);
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // CONTROLLER3DBASE_H
diff --git a/src/datavisualization/engine/abstract3drenderer.cpp b/src/datavisualization/engine/abstract3drenderer.cpp
new file mode 100644
index 00000000..7e5962cc
--- /dev/null
+++ b/src/datavisualization/engine/abstract3drenderer.cpp
@@ -0,0 +1,307 @@
+/****************************************************************************
+**
+** 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 "abstract3drenderer_p.h"
+#include "q3dvalueaxis.h"
+#include "texturehelper_p.h"
+#include "utils_p.h"
+#include "q3dscene.h"
+#include "q3dcamera.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Abstract3DRenderer::Abstract3DRenderer(Abstract3DController *controller)
+ : QObject(0),
+ m_controller(controller),
+ m_hasNegativeValues(false),
+ m_cachedTheme(),
+ m_cachedFont(QFont(QStringLiteral("Arial"))),
+ m_cachedLabelTransparency(QDataVis::TransparencyFromTheme),
+ m_drawer(new Drawer(m_cachedTheme, m_cachedFont, m_cachedLabelTransparency)),
+ m_cachedBoundingRect(QRect(0,0,0,0)),
+ m_cachedShadowQuality(QDataVis::ShadowMedium),
+ m_autoScaleAdjustment(1.0f),
+ m_cachedSelectionMode(QDataVis::ModeNone),
+ m_cachedIsGridEnabled(false),
+ m_cachedIsBackgroundEnabled(false),
+ m_cachedScene(0)
+ #ifdef DISPLAY_RENDER_SPEED
+ , m_isFirstFrame(true),
+ m_numFrames(0)
+ #endif
+
+{
+ QObject::connect(m_drawer, &Drawer::drawerChanged, this, &Abstract3DRenderer::updateTextures);
+}
+
+Abstract3DRenderer::~Abstract3DRenderer()
+{
+ delete m_drawer;
+ delete m_textureHelper;
+ delete m_cachedScene;
+}
+
+void Abstract3DRenderer::initializeOpenGL()
+{
+ // Set OpenGL features
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+#if !defined(QT_OPENGL_ES_2)
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+ glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
+ glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
+#endif
+
+ m_textureHelper = new TextureHelper();
+ m_drawer->initializeOpenGL();
+
+ axisCacheForOrientation(Q3DAbstractAxis::AxisOrientationX).setDrawer(m_drawer);
+ axisCacheForOrientation(Q3DAbstractAxis::AxisOrientationY).setDrawer(m_drawer);
+ axisCacheForOrientation(Q3DAbstractAxis::AxisOrientationZ).setDrawer(m_drawer);
+}
+
+void Abstract3DRenderer::render(const GLuint defaultFboHandle)
+{
+#ifdef DISPLAY_RENDER_SPEED
+ // For speed computation
+ if (m_isFirstFrame) {
+ m_lastFrameTime.start();
+ m_isFirstFrame = false;
+ }
+
+ // Measure speed (as milliseconds per frame)
+ m_numFrames++;
+ if (m_lastFrameTime.elapsed() >= 1000) { // print only if last measurement was more than 1s ago
+ qDebug() << qreal(m_lastFrameTime.elapsed()) / qreal(m_numFrames) << "ms/frame (=" << qreal(m_numFrames) << "fps)";
+ m_numFrames = 0;
+ m_lastFrameTime.restart();
+ }
+#endif
+
+ if (defaultFboHandle) {
+ glDepthMask(true);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glDisable(GL_BLEND); // For QtQuick2 blending is enabled by default, but we don't want it to be
+ }
+
+ QVector3D clearColor = Utils::vectorFromColor(m_cachedTheme.m_windowColor);
+ glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+QString Abstract3DRenderer::generateValueLabel(const QString &format, qreal value)
+{
+ QString valueLabelFormat = format;
+ Utils::ParamType valueParamType = Utils::findFormatParamType(valueLabelFormat);
+ QByteArray valueFormatArray = valueLabelFormat.toUtf8();
+ return Utils::formatLabel(valueFormatArray, valueParamType, value);
+}
+
+void Abstract3DRenderer::updateDataModel(QAbstractDataProxy *dataProxy)
+{
+ m_cachedItemLabelFormat = dataProxy->itemLabelFormat();
+}
+
+QString Abstract3DRenderer::itemLabelFormat() const
+{
+ return m_cachedItemLabelFormat;
+}
+
+void Abstract3DRenderer::updateBoundingRect(const QRect &boundingRect)
+{
+ m_cachedBoundingRect = boundingRect;
+ handleResize();
+}
+
+void Abstract3DRenderer::updatePosition(const QRect &boundingRect)
+{
+ m_cachedBoundingRect = boundingRect;
+}
+
+void Abstract3DRenderer::updateTheme(Theme theme)
+{
+ m_cachedTheme.setFromTheme(theme);
+
+ m_drawer->setTheme(m_cachedTheme);
+ // Re-initialize shaders
+ handleShadowQualityChange();
+}
+
+void Abstract3DRenderer::updateScene(Q3DScene *scene)
+{
+ // Make a copy of the scene to renderer's cache.
+ Q3DScene *newScene = scene->clone();
+ delete m_cachedScene;
+ m_cachedScene = newScene;
+}
+
+void Abstract3DRenderer::handleShadowQualityChange()
+{
+#if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ if (!m_cachedTheme.m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTex"));
+ }
+ initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"),
+ QStringLiteral(":/shaders/fragmentShadowNoTex"));
+ } else {
+ if (!m_cachedTheme.m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragmentColorOnY"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+ initBackgroundShaders(QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ }
+#else
+ if (!m_cachedTheme.m_uniformColor) {
+ initShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentColorOnYES2"));
+ } else {
+ initShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentES2"));
+ }
+ initBackgroundShaders(QStringLiteral(":/shaders/vertexES2"),
+ QStringLiteral(":/shaders/fragmentES2"));
+#endif
+}
+
+void Abstract3DRenderer::updateFont(const QFont &font)
+{
+ m_cachedFont = font;
+ m_drawer->setFont(font);
+}
+
+void Abstract3DRenderer::updateLabelTransparency(QDataVis::LabelTransparency transparency)
+{
+ m_cachedLabelTransparency = transparency;
+ m_drawer->setTransparency(transparency);
+}
+
+void Abstract3DRenderer::updateMeshFileName(const QString &objFileName)
+{
+ if (objFileName != m_cachedObjFile) {
+ m_cachedObjFile = objFileName;
+ loadMeshFile();
+ }
+}
+
+void Abstract3DRenderer::updateSelectionMode(QDataVis::SelectionMode mode)
+{
+ m_cachedSelectionMode = mode;
+}
+
+void Abstract3DRenderer::updateGridEnabled(bool enable)
+{
+ m_cachedIsGridEnabled = enable;
+}
+
+void Abstract3DRenderer::updateBackgroundEnabled(bool enable)
+{
+ m_cachedIsBackgroundEnabled = enable;
+}
+
+void Abstract3DRenderer::handleResize()
+{
+ if (m_cachedBoundingRect.width() == 0 || m_cachedBoundingRect.height() == 0)
+ return;
+ qDebug() << __FUNCTION__ << m_cachedBoundingRect.width() << "x" << m_cachedBoundingRect.height();
+ // Calculate zoom level based on aspect ratio
+ GLfloat div;
+ GLfloat zoomAdjustment;
+ div = qMin(m_cachedBoundingRect.width(), m_cachedBoundingRect.height());
+ zoomAdjustment = defaultRatio * ((m_cachedBoundingRect.width() / div)
+ / (m_cachedBoundingRect.height() / div));
+ //qDebug() << "zoom adjustment" << zoomAdjustment;
+ m_autoScaleAdjustment = qMin(zoomAdjustment, 1.0f); // clamp to 1.0f
+
+ // Re-init selection buffer
+ initSelectionBuffer();
+
+#if !defined(QT_OPENGL_ES_2)
+ // Re-init depth buffer
+ updateDepthBuffer();
+#endif
+}
+
+void Abstract3DRenderer::updateAxisType(Q3DAbstractAxis::AxisOrientation orientation, Q3DAbstractAxis::AxisType type)
+{
+ axisCacheForOrientation(orientation).setType(type);
+}
+
+void Abstract3DRenderer::updateAxisTitle(Q3DAbstractAxis::AxisOrientation orientation, const QString &title)
+{
+ axisCacheForOrientation(orientation).setTitle(title);
+}
+
+void Abstract3DRenderer::updateAxisLabels(Q3DAbstractAxis::AxisOrientation orientation, const QStringList &labels)
+{
+ axisCacheForOrientation(orientation).setLabels(labels);
+}
+
+void Abstract3DRenderer::updateAxisRange(Q3DAbstractAxis::AxisOrientation orientation, qreal min, qreal max)
+{
+ AxisRenderCache &cache = axisCacheForOrientation(orientation);
+ cache.setMin(min);
+ cache.setMax(max);
+}
+
+void Abstract3DRenderer::updateAxisSegmentCount(Q3DAbstractAxis::AxisOrientation orientation, int count)
+{
+ axisCacheForOrientation(orientation).setSegmentCount(count);
+}
+
+void Abstract3DRenderer::updateAxisSubSegmentCount(Q3DAbstractAxis::AxisOrientation orientation, int count)
+{
+ axisCacheForOrientation(orientation).setSubSegmentCount(count);
+}
+
+void Abstract3DRenderer::updateAxisLabelFormat(Q3DAbstractAxis::AxisOrientation orientation, const QString &format)
+{
+ axisCacheForOrientation(orientation).setLabelFormat(format);
+}
+
+AxisRenderCache &Abstract3DRenderer::axisCacheForOrientation(Q3DAbstractAxis::AxisOrientation orientation)
+{
+ switch (orientation) {
+ case Q3DAbstractAxis::AxisOrientationX:
+ return m_axisCacheX;
+ case Q3DAbstractAxis::AxisOrientationY:
+ return m_axisCacheY;
+ case Q3DAbstractAxis::AxisOrientationZ:
+ return m_axisCacheZ;
+ default:
+ qFatal("Abstract3DRenderer::axisCacheForOrientation");
+ return m_axisCacheX;
+ }
+}
+
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/abstract3drenderer_p.h b/src/datavisualization/engine/abstract3drenderer_p.h
new file mode 100644
index 00000000..1edca798
--- /dev/null
+++ b/src/datavisualization/engine/abstract3drenderer_p.h
@@ -0,0 +1,138 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef ABSTRACT3DRENDERER_P_H
+#define ABSTRACT3DRENDERER_P_H
+
+#include <QtGui/QOpenGLFunctions>
+#include <QtGui/QFont>
+#include <QTime>
+
+#include "datavisualizationglobal_p.h"
+#include "abstract3dcontroller_p.h"
+#include "axisrendercache_p.h"
+#include "qabstractdataproxy.h"
+
+//#define DISPLAY_RENDER_SPEED
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class TextureHelper;
+class Theme;
+class Drawer;
+
+class Abstract3DRenderer : public QObject, protected QOpenGLFunctions
+{
+ Q_OBJECT
+
+private:
+ Abstract3DController *m_controller;
+
+protected:
+ bool m_hasNegativeValues;
+ Theme m_cachedTheme;
+ QFont m_cachedFont;
+ QDataVis::LabelTransparency m_cachedLabelTransparency;
+ Drawer *m_drawer;
+ QRect m_cachedBoundingRect;
+ QDataVis::ShadowQuality m_cachedShadowQuality;
+ GLfloat m_autoScaleAdjustment;
+
+ QString m_cachedItemLabelFormat;
+ QString m_cachedObjFile;
+ QDataVis::SelectionMode m_cachedSelectionMode;
+ bool m_cachedIsGridEnabled;
+ bool m_cachedIsBackgroundEnabled;
+
+ AxisRenderCache m_axisCacheX;
+ AxisRenderCache m_axisCacheY;
+ AxisRenderCache m_axisCacheZ;
+ TextureHelper *m_textureHelper;
+ Q3DBox m_boundingBox;
+
+ Q3DScene *m_cachedScene;
+
+#ifdef DISPLAY_RENDER_SPEED
+ bool m_isFirstFrame;
+ QTime m_lastFrameTime;
+ GLint m_numFrames;
+#endif
+
+ QString generateValueLabel(const QString &format, qreal value);
+
+public:
+ ~Abstract3DRenderer();
+
+ void updateDataModel(QAbstractDataProxy *dataProxy);
+
+ virtual void render(GLuint defaultFboHandle);
+
+ virtual void updateBoundingRect(const QRect &boundingRect);
+ virtual void updatePosition(const QRect &boundingRect);
+
+ virtual void updateTheme(Theme theme);
+ virtual void updateFont(const QFont &font);
+ virtual void updateLabelTransparency(QDataVis::LabelTransparency transparency);
+ virtual void updateSelectionMode(QDataVis::SelectionMode newMode);
+ virtual void updateGridEnabled(bool enable);
+ virtual void updateBackgroundEnabled(bool enable);
+ virtual void updateMeshFileName(const QString &objFileName);
+ virtual void updateScene(Q3DScene *scene);
+ virtual QString itemLabelFormat() const;
+ virtual void updateTextures() = 0;
+ virtual void initSelectionBuffer() = 0;
+
+#if !defined(QT_OPENGL_ES_2)
+ virtual void updateDepthBuffer() = 0;
+#endif
+ virtual void updateShadowQuality(QDataVis::ShadowQuality quality) = 0;
+ virtual void initShaders(const QString &vertexShader, const QString &fragmentShader) = 0;
+ virtual void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader) = 0;
+ virtual void updateAxisType(Q3DAbstractAxis::AxisOrientation orientation, Q3DAbstractAxis::AxisType type);
+ virtual void updateAxisTitle(Q3DAbstractAxis::AxisOrientation orientation, const QString &title);
+ virtual void updateAxisLabels(Q3DAbstractAxis::AxisOrientation orientation, const QStringList &labels);
+ virtual void updateAxisRange(Q3DAbstractAxis::AxisOrientation orientation, qreal min, qreal max);
+ virtual void updateAxisSegmentCount(Q3DAbstractAxis::AxisOrientation orientation, int count);
+ virtual void updateAxisSubSegmentCount(Q3DAbstractAxis::AxisOrientation orientation, int count);
+ virtual void updateAxisLabelFormat(Q3DAbstractAxis::AxisOrientation orientation, const QString &format);
+
+protected:
+ Abstract3DRenderer(Abstract3DController *controller);
+
+ virtual void initializeOpenGL();
+
+ virtual void handleShadowQualityChange();
+ virtual void handleResize();
+ virtual void loadMeshFile() = 0;
+
+ AxisRenderCache &axisCacheForOrientation(Q3DAbstractAxis::AxisOrientation orientation);
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // ABSTRACT3DRENDERER_P_H
diff --git a/src/datavisualization/engine/axisrendercache.cpp b/src/datavisualization/engine/axisrendercache.cpp
new file mode 100644
index 00000000..c525c777
--- /dev/null
+++ b/src/datavisualization/engine/axisrendercache.cpp
@@ -0,0 +1,186 @@
+/****************************************************************************
+**
+** 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 "axisrendercache_p.h"
+#include "qmath.h"
+#include <QFontMetrics>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+AxisRenderCache::AxisRenderCache()
+ : m_type(Q3DAbstractAxis::AxisTypeNone),
+ m_min(0.0),
+ m_max(10.0),
+ m_segmentCount(5),
+ m_subSegmentCount(1),
+ m_font(QFont(QStringLiteral("Arial"))),
+ m_drawer(0),
+ m_segmentStep(10.0f),
+ m_subSegmentStep(10.0f)
+{
+}
+
+AxisRenderCache::~AxisRenderCache()
+{
+ foreach (LabelItem *label, m_labelItems)
+ delete label;
+}
+
+void AxisRenderCache::setDrawer(Drawer *drawer)
+{
+ m_drawer = drawer;
+ m_font = m_drawer->font();
+ if (m_drawer) {
+ QObject::connect(m_drawer, &Drawer::drawerChanged, this, &AxisRenderCache::updateTextures);
+ updateTextures();
+ }
+}
+
+void AxisRenderCache::setType(Q3DAbstractAxis::AxisType type)
+{
+ m_type = type;
+
+ // If type is set, it means completely new axis instance, so clear all old data
+ m_labels.clear();
+ m_title.clear();
+ m_min = 0.0;
+ m_max = 10.0;
+ m_segmentCount = 5;
+ m_subSegmentCount = 1;
+ m_labelFormat.clear();
+
+ m_titleItem.clear();
+ foreach (LabelItem *label, m_labelItems)
+ delete label;
+ m_labelItems.clear();
+ m_segmentStep = 10.0f;
+ m_subSegmentStep = 10.0f;
+}
+
+void AxisRenderCache::setTitle(const QString &title)
+{
+ if (m_title != title) {
+ m_title = title;
+ // Generate axis label texture
+ if (m_drawer)
+ m_drawer->generateLabelItem(m_titleItem, title);
+ }
+}
+
+void AxisRenderCache::setLabels(const QStringList &labels)
+{
+ if (m_labels != labels) {
+ int newSize(labels.size());
+ int oldSize(m_labels.size());
+
+ for (int i = newSize; i < oldSize; i++)
+ delete m_labelItems.takeLast();
+
+ m_labelItems.reserve(newSize);
+
+ int widest = maxLabelWidth(labels);
+
+ for (int i = 0; i < newSize; i++) {
+ if (i >= oldSize)
+ m_labelItems.append(new LabelItem);
+ if (m_drawer) {
+ if (labels.at(i).isEmpty())
+ m_labelItems[i]->clear();
+ else if (i >= oldSize || labels.at(i) != m_labels.at(i))
+ m_drawer->generateLabelItem(*m_labelItems[i], labels.at(i), widest);
+ }
+ }
+ m_labels = labels;
+ }
+}
+
+void AxisRenderCache::setMin(qreal min)
+{
+ m_min = min;
+ updateSegmentStep();
+}
+
+void AxisRenderCache::setMax(qreal max)
+{
+ m_max = max;
+ updateSegmentStep();
+}
+
+void AxisRenderCache::setSegmentCount(int count)
+{
+ m_segmentCount = count;
+ updateSegmentStep();
+}
+
+void AxisRenderCache::setSubSegmentCount(int count)
+{
+ m_subSegmentCount = count;
+ updateSubSegmentStep();
+}
+
+void AxisRenderCache::updateTextures()
+{
+ m_font = m_drawer->font();
+
+ if (m_title.isEmpty())
+ m_titleItem.clear();
+ else
+ m_drawer->generateLabelItem(m_titleItem, m_title);
+
+ int widest = maxLabelWidth(m_labels);
+
+ for (int i = 0; i < m_labels.size(); i++) {
+ if (m_labels.at(i).isEmpty())
+ m_labelItems[i]->clear();
+ else
+ m_drawer->generateLabelItem(*m_labelItems[i], m_labels.at(i), widest);
+ }
+}
+
+void AxisRenderCache::updateSegmentStep()
+{
+ if (m_segmentCount > 0)
+ m_segmentStep = qFabs((m_max - m_min) / m_segmentCount);
+ else
+ m_segmentStep = 0.0f; // Irrelevant
+ updateSubSegmentStep();
+}
+
+void AxisRenderCache::updateSubSegmentStep()
+{
+ if (m_subSegmentCount > 1)
+ m_subSegmentStep = m_segmentStep / m_subSegmentCount;
+ else
+ m_subSegmentStep = m_segmentStep;
+}
+
+int AxisRenderCache::maxLabelWidth(const QStringList &labels) const
+{
+ int labelWidth = 0;
+ QFont labelFont = m_font;
+ labelFont.setPointSize(50);
+ QFontMetrics labelFM(labelFont);
+ for (int i = 0; i < labels.size(); i++) {
+ int newWidth = labelFM.width(labels.at(i));
+ if (labelWidth < newWidth)
+ labelWidth = newWidth;
+ }
+ return labelWidth;
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/axisrendercache_p.h b/src/datavisualization/engine/axisrendercache_p.h
new file mode 100644
index 00000000..0bb1cf92
--- /dev/null
+++ b/src/datavisualization/engine/axisrendercache_p.h
@@ -0,0 +1,101 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef AXISRENDERCACHE_P_H
+#define AXISRENDERCACHE_P_H
+
+#include "datavisualizationglobal_p.h"
+#include "labelitem_p.h"
+#include "q3dabstractaxis_p.h"
+#include "drawer_p.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class AxisRenderCache : public QObject
+{
+ Q_OBJECT
+public:
+ AxisRenderCache();
+ virtual ~AxisRenderCache();
+
+ void setDrawer(Drawer *drawer);
+
+ void setType(Q3DAbstractAxis::AxisType type);
+ inline Q3DAbstractAxis::AxisType type() const { return m_type; }
+ void setTitle(const QString &title);
+ inline const QString &title() { return m_title; }
+ void setLabels(const QStringList &labels);
+ inline const QStringList &labels() { return m_labels; }
+ void setMin(qreal min);
+ inline qreal min() { return m_min; }
+ void setMax(qreal max);
+ inline qreal max() { return m_max; }
+ void setSegmentCount(int count);
+ inline int segmentCount() const { return m_segmentCount; }
+ void setSubSegmentCount(int count);
+ inline int subSegmentCount() const { return m_subSegmentCount; }
+ inline void setLabelFormat(const QString &format) { m_labelFormat = format; }
+ inline const QString &labelFormat() { return m_labelFormat; }
+
+ inline LabelItem &titleItem() { return m_titleItem; }
+ inline QList<LabelItem *> &labelItems() { return m_labelItems; }
+ inline GLfloat segmentStep() const { return m_segmentStep; }
+ inline GLfloat subSegmentStep() const { return m_subSegmentStep; }
+
+public slots:
+ void updateTextures();
+
+private:
+ void updateSegmentStep();
+ void updateSubSegmentStep();
+ int maxLabelWidth(const QStringList &labels) const;
+
+ // Cached axis values
+ Q3DAbstractAxis::AxisType m_type;
+ QString m_title;
+ QStringList m_labels;
+ qreal m_min;
+ qreal m_max;
+ int m_segmentCount;
+ int m_subSegmentCount;
+ QString m_labelFormat;
+ QFont m_font;
+
+ // Renderer items
+ Drawer *m_drawer; // Not owned
+ LabelItem m_titleItem;
+ QList<LabelItem *> m_labelItems;
+ GLfloat m_segmentStep;
+ GLfloat m_subSegmentStep;
+
+ Q_DISABLE_COPY(AxisRenderCache)
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/bars3dcontroller.cpp b/src/datavisualization/engine/bars3dcontroller.cpp
new file mode 100644
index 00000000..90987fc5
--- /dev/null
+++ b/src/datavisualization/engine/bars3dcontroller.cpp
@@ -0,0 +1,377 @@
+/****************************************************************************
+**
+** 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 "bars3dcontroller_p.h"
+#include "bars3drenderer_p.h"
+#include "camerahelper_p.h"
+#include "q3dabstractaxis_p.h"
+#include "q3dvalueaxis_p.h"
+#include "q3dcategoryaxis.h"
+#include "qbardataproxy_p.h"
+
+#include <QMatrix4x4>
+#include <QMouseEvent>
+#include <qmath.h>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Bars3DController::Bars3DController(QRect boundRect)
+ : Abstract3DController(boundRect),
+ m_rowCount(10),
+ m_columnCount(10),
+ m_selectedBarPos(noSelectionPoint()),
+ m_isBarSpecRelative(true),
+ m_barThicknessRatio(1.0f),
+ m_barSpacing(QSizeF(1.0, 1.0)),
+ m_renderer(0)
+{
+ // Default bar type; specific to bars
+ setBarType(QDataVis::BevelBars, false);
+
+ setActiveDataProxy(0);
+
+ // Setting a null axis creates a new default axis according to orientation and chart type.
+ // Note: These cannot be set in Abstract3DController constructor, as they will call virtual
+ // functions implemented by subclasses.
+ setAxisX(0);
+ setAxisY(0);
+ setAxisZ(0);
+}
+
+Bars3DController::~Bars3DController()
+{
+}
+
+void Bars3DController::initializeOpenGL()
+{
+ // Initialization is called multiple times when Qt Quick components are used
+ if (isInitialized())
+ return;
+
+ m_renderer = new Bars3DRenderer(this);
+
+ setRenderer(m_renderer);
+ synchDataToRenderer();
+
+ QObject::connect(m_renderer, &Bars3DRenderer::selectedBarPosChanged, this,
+ &Bars3DController::handleSelectedBarPosChanged, Qt::QueuedConnection);
+ emitNeedRender();
+}
+
+void Bars3DController::synchDataToRenderer()
+{
+ Abstract3DController::synchDataToRenderer();
+
+ if (!isInitialized())
+ return;
+
+ // Notify changes to renderer
+ if (m_changeTracker.sampleSpaceChanged) {
+ m_renderer->updateSampleSpace(m_rowCount, m_columnCount);
+ m_changeTracker.sampleSpaceChanged = false;
+ }
+
+ if (m_changeTracker.barSpecsChanged) {
+ m_renderer->updateBarSpecs(m_barThicknessRatio, m_barSpacing, m_isBarSpecRelative);
+ m_changeTracker.barSpecsChanged = false;
+ }
+
+ if (m_changeTracker.selectedBarPosChanged) {
+ m_renderer->updateSelectedBarPos(m_selectedBarPos);
+ m_changeTracker.selectedBarPosChanged = false;
+ }
+
+ if (m_isDataDirty) {
+ m_renderer->updateDataModel(static_cast<QBarDataProxy *>(m_data));
+ m_isDataDirty = false;
+ }
+}
+
+void Bars3DController::setActiveDataProxy(QAbstractDataProxy *proxy)
+{
+ // Setting null proxy indicates default proxy
+ if (!proxy) {
+ proxy = new QBarDataProxy;
+ proxy->d_ptr->setDefaultProxy(true);
+ }
+
+ Q_ASSERT(proxy->type() == QAbstractDataProxy::DataTypeBar);
+
+ Abstract3DController::setActiveDataProxy(proxy);
+
+ QBarDataProxy *barDataProxy = static_cast<QBarDataProxy *>(m_data);
+
+ QObject::connect(barDataProxy, &QBarDataProxy::arrayReset, this,
+ &Bars3DController::handleArrayReset);
+ QObject::connect(barDataProxy, &QBarDataProxy::rowsAdded, this,
+ &Bars3DController::handleRowsAdded);
+ QObject::connect(barDataProxy, &QBarDataProxy::rowsChanged, this,
+ &Bars3DController::handleRowsChanged);
+ QObject::connect(barDataProxy, &QBarDataProxy::rowsRemoved, this,
+ &Bars3DController::handleRowsRemoved);
+ QObject::connect(barDataProxy, &QBarDataProxy::rowsInserted, this,
+ &Bars3DController::handleRowsInserted);
+ QObject::connect(barDataProxy, &QBarDataProxy::itemChanged, this,
+ &Bars3DController::handleItemChanged);
+
+ adjustValueAxisRange();
+
+ // Always clear selection on proxy change
+ setSelectedBarPos(noSelectionPoint());
+}
+
+void Bars3DController::handleArrayReset()
+{
+ scene()->setSlicingActivated(false);
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+ // Clear selection unless still valid
+ setSelectedBarPos(m_selectedBarPos);
+ emitNeedRender();
+}
+
+void Bars3DController::handleRowsAdded(int startIndex, int count)
+{
+ Q_UNUSED(startIndex)
+ Q_UNUSED(count)
+ // TODO check if affects data window
+ // TODO should update slice instead of deactivating?
+ scene()->setSlicingActivated(false);
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+ emitNeedRender();
+}
+
+void Bars3DController::handleRowsChanged(int startIndex, int count)
+{
+ Q_UNUSED(startIndex)
+ Q_UNUSED(count)
+ // TODO check if affects data window
+ // TODO should update slice instead of deactivating?
+ scene()->setSlicingActivated(false);
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+ emitNeedRender();
+}
+
+void Bars3DController::handleRowsRemoved(int startIndex, int count)
+{
+ Q_UNUSED(startIndex)
+ Q_UNUSED(count)
+ // TODO check if affects data window
+ // TODO should update slice instead of deactivating?
+ scene()->setSlicingActivated(false);
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+
+ // Clear selection unless still valid
+ setSelectedBarPos(m_selectedBarPos);
+
+ emitNeedRender();
+}
+
+void Bars3DController::handleRowsInserted(int startIndex, int count)
+{
+ Q_UNUSED(startIndex)
+ Q_UNUSED(count)
+ // TODO check if affects data window
+ // TODO should update slice instead of deactivating?
+ scene()->setSlicingActivated(false);
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+ emitNeedRender();
+}
+
+void Bars3DController::handleItemChanged(int rowIndex, int columnIndex)
+{
+ Q_UNUSED(rowIndex)
+ Q_UNUSED(columnIndex)
+ // TODO check if affects data window
+ // TODO should update slice instead of deactivating?
+ scene()->setSlicingActivated(false);
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+ emitNeedRender();
+}
+
+void Bars3DController::handleSelectedBarPosChanged(const QPoint &position)
+{
+ QPoint pos = position;
+ if (pos == QPoint(255, 255))
+ pos = noSelectionPoint();
+ if (pos != m_selectedBarPos) {
+ m_selectedBarPos = pos;
+ emit selectedBarPosChanged(pos);
+ emitNeedRender();
+ }
+}
+
+void Bars3DController::handleAxisAutoAdjustRangeChangedInOrientation(
+ Q3DAbstractAxis::AxisOrientation orientation, bool autoAdjust)
+{
+ Q_UNUSED(orientation)
+ Q_UNUSED(autoAdjust)
+ adjustValueAxisRange();
+}
+
+QPoint Bars3DController::noSelectionPoint()
+{
+ static QPoint noSelectionPos(-1, -1);
+ return noSelectionPos;
+}
+
+void Bars3DController::setBarSpecs(GLfloat thicknessRatio, const QSizeF &spacing, bool relative)
+{
+ m_barThicknessRatio = thicknessRatio;
+ m_barSpacing = spacing;
+ m_isBarSpecRelative = relative;
+
+ m_changeTracker.barSpecsChanged = true;
+ emitNeedRender();
+}
+
+GLfloat Bars3DController::barThickness()
+{
+ return m_barThicknessRatio;
+}
+
+QSizeF Bars3DController::barSpacing()
+{
+ return m_barSpacing;
+}
+
+bool Bars3DController::isBarSpecRelative()
+{
+ return m_isBarSpecRelative;
+}
+
+void Bars3DController::setBarType(QDataVis::MeshStyle style, bool smooth)
+{
+ QString objFile;
+ if (style == QDataVis::Bars)
+ objFile = QStringLiteral(":/defaultMeshes/bar");
+ else if (style == QDataVis::Pyramids)
+ objFile = QStringLiteral(":/defaultMeshes/pyramid");
+ else if (style == QDataVis::Cones)
+ objFile = QStringLiteral(":/defaultMeshes/cone");
+ else if (style == QDataVis::Cylinders)
+ objFile = QStringLiteral(":/defaultMeshes/cylinder");
+ else if (style == QDataVis::BevelBars)
+ objFile = QStringLiteral(":/defaultMeshes/bevelbar");
+
+ if (smooth)
+ objFile += QStringLiteral("Smooth");
+
+ Abstract3DController::setMeshFileName(objFile);
+}
+
+// TODO: This sets data window. Needs more parameters, now assumes window always starts at 0,0.
+void Bars3DController::setDataWindow(int rowCount, int columnCount)
+{
+ // Disable zoom mode if we're in it (causes crash if not, as zoom selection is deleted)
+ scene()->setSlicingActivated(false);
+
+ m_rowCount = rowCount;
+ m_columnCount = columnCount;
+
+ adjustValueAxisRange();
+
+ // Clear selection unless still valid
+ setSelectedBarPos(m_selectedBarPos);
+
+ m_changeTracker.sampleSpaceChanged = true;
+ m_isDataDirty = true; // Render item array is recreated in renderer
+ emitNeedRender();
+}
+
+void Bars3DController::setSelectionMode(QDataVis::SelectionMode mode)
+{
+ // Disable zoom if selection mode changes
+ scene()->setSlicingActivated(false);
+ Abstract3DController::setSelectionMode(mode);
+}
+
+void Bars3DController::setSelectedBarPos(const QPoint &position)
+{
+ // If the selection is outside data window or targets non-existent
+ // bar, clear selection instead.
+ // TODO this will break once data window offset is implemented
+ QPoint pos = position;
+ if (pos.x() < 0 || pos.y() < 0
+ || pos.x() >= static_cast<QBarDataProxy *>(m_data)->rowCount()
+ || pos.y() >= static_cast<QBarDataProxy *>(m_data)->rowAt(pos.x())->size()
+ || pos.x() >= m_rowCount || pos.y() >= m_columnCount) {
+ pos = noSelectionPoint();
+ }
+
+ if (pos != m_selectedBarPos) {
+ m_selectedBarPos = pos;
+ m_changeTracker.selectedBarPosChanged = true;
+ emit selectedBarPosChanged(pos);
+ emitNeedRender();
+ }
+}
+
+QPoint Bars3DController::selectedBarPos() const
+{
+ return m_selectedBarPos;
+}
+
+int Bars3DController::columnCount()
+{
+ return m_columnCount;
+}
+
+int Bars3DController::rowCount()
+{
+ return m_rowCount;
+}
+
+void Bars3DController::adjustValueAxisRange()
+{
+ Q3DValueAxis *valueAxis = static_cast<Q3DValueAxis *>(m_axisY);
+ if (valueAxis && valueAxis->isAutoAdjustRange() && m_data) {
+ QPair<GLfloat, GLfloat> limits =
+ static_cast<QBarDataProxy *>(m_data)->dptr()->limitValues(0, m_rowCount,
+ 0, m_columnCount);
+ if (limits.first < 0) {
+ // TODO: Currently we only support symmetric y-axis for bar chart if there are negative values
+ qreal maxAbs = qMax(qFabs(limits.first), qFabs(limits.second));
+ // Call private implementation to avoid unsetting auto adjust flag
+ valueAxis->dptr()->setRange(-maxAbs, maxAbs);
+ } else if (limits.second == 0.0) {
+ valueAxis->dptr()->setRange(0.0, 1.0); // Only zero value values in data set, set range to something.
+ } else {
+ valueAxis->dptr()->setRange(0.0, limits.second);
+ }
+ }
+}
+
+Q3DAbstractAxis *Bars3DController::createDefaultAxis(Q3DAbstractAxis::AxisOrientation orientation)
+{
+ Q3DAbstractAxis *defaultAxis = 0;
+
+ if (orientation == Q3DAbstractAxis::AxisOrientationY)
+ defaultAxis = createDefaultValueAxis();
+ else
+ defaultAxis = createDefaultCategoryAxis();
+
+ return defaultAxis;
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/bars3dcontroller_p.h b/src/datavisualization/engine/bars3dcontroller_p.h
new file mode 100644
index 00000000..69ead98a
--- /dev/null
+++ b/src/datavisualization/engine/bars3dcontroller_p.h
@@ -0,0 +1,143 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DBARSCONTROLLER_p_H
+#define Q3DBARSCONTROLLER_p_H
+
+#include "datavisualizationglobal_p.h"
+#include "abstract3dcontroller_p.h"
+
+//#define DISPLAY_RENDER_SPEED
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Bars3DRenderer;
+class QBarDataProxy;
+
+struct Bars3DChangeBitField {
+ bool slicingActiveChanged : 1;
+ bool sampleSpaceChanged : 1;
+ bool barSpecsChanged : 1;
+ bool selectedBarPosChanged : 1;
+
+ Bars3DChangeBitField() :
+ slicingActiveChanged(true),
+ sampleSpaceChanged(true),
+ barSpecsChanged(true),
+ selectedBarPosChanged(true)
+ {
+ }
+};
+
+class QT_DATAVISUALIZATION_EXPORT Bars3DController : public Abstract3DController
+{
+ Q_OBJECT
+
+private:
+ Bars3DChangeBitField m_changeTracker;
+
+ // Data
+ int m_rowCount;
+ int m_columnCount;
+
+ // Interaction
+ QPoint m_selectedBarPos; // Points to row & column in data window.
+
+ // Look'n'feel
+ bool m_isBarSpecRelative;
+ GLfloat m_barThicknessRatio;
+ QSizeF m_barSpacing;
+
+ // Rendering
+ Bars3DRenderer *m_renderer;
+
+public:
+ explicit Bars3DController(QRect rect);
+ ~Bars3DController();
+
+ void initializeOpenGL();
+ virtual void synchDataToRenderer();
+
+ int columnCount();
+ int rowCount();
+
+ // bar thickness, spacing between bars, and is spacing relative to thickness or absolute
+ // y -component sets the thickness/spacing of z -direction
+ // With relative 0.0f means side-to-side, 1.0f = one thickness in between
+ void setBarSpecs(GLfloat thicknessRatio = 1.0f,
+ const QSizeF &spacing = QSizeF(1.0, 1.0),
+ bool relative = true);
+ GLfloat barThickness();
+ QSizeF barSpacing();
+ bool isBarSpecRelative();
+
+ // bar type; bars (=cubes), pyramids, cones, cylinders, etc.
+ void setBarType(QDataVis::MeshStyle style, bool smooth = false);
+
+ // how many samples per row and column, and names for axes
+ void setDataWindow(int samplesRow, int samplesColumn);
+
+ // Change selection mode; single bar, bar and row, bar and column, or all
+ void setSelectionMode(QDataVis::SelectionMode mode);
+
+ void setSelectedBarPos(const QPoint &position);
+ QPoint selectedBarPos() const;
+
+ virtual void setActiveDataProxy(QAbstractDataProxy *proxy);
+
+ virtual void handleAxisAutoAdjustRangeChangedInOrientation(Q3DAbstractAxis::AxisOrientation orientation, bool autoAdjust);
+
+ static QPoint noSelectionPoint();
+
+public slots:
+ void handleArrayReset();
+ void handleRowsAdded(int startIndex, int count);
+ void handleRowsChanged(int startIndex, int count);
+ void handleRowsRemoved(int startIndex, int count);
+ void handleRowsInserted(int startIndex, int count);
+ void handleItemChanged(int rowIndex, int columnIndex);
+
+ void handleSelectedBarPosChanged(const QPoint &position);
+
+signals:
+ void selectedBarPosChanged(QPoint position);
+
+protected:
+ virtual Q3DAbstractAxis *createDefaultAxis(Q3DAbstractAxis::AxisOrientation orientation);
+
+private:
+ void adjustValueAxisRange();
+
+ Q_DISABLE_COPY(Bars3DController)
+
+};
+
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/bars3drenderer.cpp b/src/datavisualization/engine/bars3drenderer.cpp
new file mode 100644
index 00000000..6331ee8e
--- /dev/null
+++ b/src/datavisualization/engine/bars3drenderer.cpp
@@ -0,0 +1,1828 @@
+/****************************************************************************
+**
+** 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
diff --git a/src/datavisualization/engine/bars3drenderer_p.h b/src/datavisualization/engine/bars3drenderer_p.h
new file mode 100644
index 00000000..3be0ebf9
--- /dev/null
+++ b/src/datavisualization/engine/bars3drenderer_p.h
@@ -0,0 +1,171 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DBARSRENDERER_p_H
+#define Q3DBARSRENDERER_p_H
+
+#include "datavisualizationglobal_p.h"
+#include "bars3dcontroller_p.h"
+#include "abstract3drenderer_p.h"
+#include "qbardataproxy.h"
+#include "barrenderitem_p.h"
+
+class QPoint;
+class QSizeF;
+class QOpenGLShaderProgram;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class ShaderHelper;
+class ObjectHelper;
+class LabelItem;
+class Q3DScene;
+
+class QT_DATAVISUALIZATION_EXPORT Bars3DRenderer : public Abstract3DRenderer
+{
+ Q_OBJECT
+
+private:
+ // TODO: Filter to the set of attributes to be moved to the model object.
+ Bars3DController *m_controller;
+
+ // Cached state based on emitted signals from the controller
+ QSizeF m_cachedBarThickness;
+ QSizeF m_cachedBarSpacing;
+ bool m_cachedIsSlicingActivated;
+ int m_cachedRowCount;
+ int m_cachedColumnCount;
+
+ // Internal state
+ BarRenderItem *m_selectedBar; // points to renderitem array
+ QList<BarRenderItem *> *m_sliceSelection;
+ AxisRenderCache *m_sliceCache; // not owned
+ const LabelItem *m_sliceTitleItem; // not owned
+ bool m_xFlipped;
+ bool m_zFlipped;
+ bool m_yFlipped;
+ QRect m_mainViewPort;
+ QRect m_sliceViewPort;
+ bool m_updateLabels;
+ ShaderHelper *m_barShader;
+ ShaderHelper *m_depthShader;
+ ShaderHelper *m_selectionShader;
+ ShaderHelper *m_backgroundShader;
+ ShaderHelper *m_labelShader;
+ ObjectHelper *m_barObj;
+ ObjectHelper *m_backgroundObj;
+ ObjectHelper *m_gridLineObj;
+ ObjectHelper *m_labelObj;
+ GLuint m_bgrTexture;
+ GLuint m_depthTexture;
+ GLuint m_selectionTexture;
+ GLuint m_depthFrameBuffer;
+ GLuint m_selectionFrameBuffer;
+ GLuint m_selectionDepthBuffer;
+ GLfloat m_shadowQualityToShader;
+ GLint m_shadowQualityMultiplier;
+ GLfloat m_heightNormalizer;
+ GLfloat m_yAdjustment;
+ GLfloat m_rowWidth;
+ GLfloat m_columnDepth;
+ GLfloat m_maxDimension;
+ GLfloat m_scaleX;
+ GLfloat m_scaleZ;
+ GLfloat m_scaleFactor;
+ GLfloat m_maxSceneSize;
+ QVector3D m_selection;
+ QVector3D m_previousSelection;
+
+ bool m_hasHeightAdjustmentChanged;
+ BarRenderItem m_dummyBarRenderItem;
+
+ BarRenderItemArray m_renderItemArray;
+
+public:
+ explicit Bars3DRenderer(Bars3DController *controller);
+ ~Bars3DRenderer();
+
+ void updateDataModel(QBarDataProxy *dataProxy);
+ void updateScene(Q3DScene *scene);
+ void render(GLuint defaultFboHandle = 0);
+
+ QRect mainViewPort();
+
+protected:
+ virtual void initializeOpenGL();
+ virtual void loadMeshFile();
+
+public slots:
+ void updateBarSpecs(GLfloat thicknessRatio = 1.0f,
+ const QSizeF &spacing = QSizeF(1.0, 1.0),
+ bool relative = true);
+ void updateSelectionMode(QDataVis::SelectionMode newMode);
+ void updateSlicingActive(bool isSlicing);
+ void updateSampleSpace(int rowCount, int columnCount);
+ void updateBackgroundEnabled(bool enable);
+ void updateSelectedBarPos(const QPoint &position);
+
+ // Overloaded from abstract renderer
+ virtual void updateAxisRange(Q3DAbstractAxis::AxisOrientation orientation, qreal min, qreal max);
+
+signals:
+ void selectedBarPosChanged(QPoint position);
+
+private:
+ virtual void initShaders(const QString &vertexShader, const QString &fragmentShader);
+ virtual void updateShadowQuality(QDataVis::ShadowQuality quality);
+ virtual void updateTextures();
+
+ void drawSlicedScene(const LabelItem &xLabel, const LabelItem &yLabel, const LabelItem &zLabel);
+ void drawScene(GLuint defaultFboHandle);
+ void handleResize();
+
+ void loadBackgroundMesh();
+ void loadGridLineMesh();
+ void loadLabelMesh();
+ void initSelectionShader();
+ void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initLabelShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initSelectionBuffer();
+#if !defined(QT_OPENGL_ES_2)
+ void initDepthShader();
+ void updateDepthBuffer();
+#endif
+ void calculateSceneScalingFactors();
+ void calculateHeightAdjustment();
+ Abstract3DController::SelectionType isSelected(GLint row, GLint bar);
+
+ Q_DISABLE_COPY(Bars3DRenderer)
+
+ friend class BarRenderItem;
+};
+
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/drawer.cpp b/src/datavisualization/engine/drawer.cpp
new file mode 100644
index 00000000..284d57c5
--- /dev/null
+++ b/src/datavisualization/engine/drawer.cpp
@@ -0,0 +1,347 @@
+/****************************************************************************
+**
+** 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 "qdatavisualizationenums.h"
+#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 <QMatrix4x4>
+#include <qmath.h>
+
+// Resources need to be explicitly initialized when building as static library
+class StaticLibInitializer
+{
+public:
+ StaticLibInitializer()
+ {
+ Q_INIT_RESOURCE(engine);
+ }
+};
+StaticLibInitializer staticLibInitializer;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Drawer::Drawer(const Theme &theme, const QFont &font, QDataVis::LabelTransparency transparency)
+ : m_theme(theme),
+ m_font(font),
+ m_transparency(transparency),
+ m_textureHelper(0)
+{
+}
+
+Drawer::~Drawer()
+{
+ delete m_textureHelper;
+}
+
+void Drawer::initializeOpenGL()
+{
+ if (!m_textureHelper) {
+ initializeOpenGLFunctions();
+ m_textureHelper = new TextureHelper();
+ }
+}
+
+void Drawer::setTheme(const Theme &theme)
+{
+ m_theme = theme;
+ emit drawerChanged();
+}
+
+void Drawer::setFont(const QFont &font)
+{
+ m_font = font;
+ emit drawerChanged();
+}
+
+QFont Drawer::font() const
+{
+ return m_font;
+}
+
+void Drawer::setTransparency(QDataVis::LabelTransparency transparency)
+{
+ m_transparency = transparency;
+ emit drawerChanged();
+}
+
+void Drawer::drawObject(ShaderHelper *shader, AbstractObjectHelper *object, GLuint textureId,
+ GLuint depthTextureId)
+{
+ // Store the GL state before changing
+ GLint oldActiveTex[1];
+ glGetIntegerv(GL_ACTIVE_TEXTURE, oldActiveTex);
+ GLint oldTexId[1];
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, oldTexId);
+
+ if (textureId) {
+ // Activate texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, textureId);
+ shader->setUniformValue(shader->texture(), 0);
+ }
+
+ if (depthTextureId) {
+ // Activate depth texture
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, depthTextureId);
+ shader->setUniformValue(shader->shadow(), 1);
+ }
+
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(shader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->vertexBuf());
+ glVertexAttribPointer(shader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+
+ // 2nd attribute buffer : normals
+ glEnableVertexAttribArray(shader->normalAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->normalBuf());
+ glVertexAttribPointer(shader->normalAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+
+ if (textureId || depthTextureId) {
+ // 3rd attribute buffer : UVs
+ glEnableVertexAttribArray(shader->uvAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->uvBuf());
+ glVertexAttribPointer(shader->uvAtt(), 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
+ }
+
+ // Index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object->elementBuf());
+
+ // Draw the triangles
+ glDrawElements(GL_TRIANGLES, object->indexCount(), object->indicesType(), (void*)0);
+
+ // Free buffers
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ if (textureId || depthTextureId)
+ glDisableVertexAttribArray(shader->uvAtt());
+
+ glDisableVertexAttribArray(shader->normalAtt());
+ glDisableVertexAttribArray(shader->posAtt());
+
+ // Restore the GL state
+ glActiveTexture(*oldActiveTex);
+ glBindTexture(GL_TEXTURE_2D, *oldTexId);
+}
+
+void Drawer::drawSurfaceGrid(ShaderHelper *shader, SurfaceObject *object)
+{
+ // Store the GL state before changing
+ GLint oldActiveTex[1];
+ glGetIntegerv(GL_ACTIVE_TEXTURE, oldActiveTex);
+ GLint oldTexId[1];
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, oldTexId);
+
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(shader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, object->vertexBuf());
+ glVertexAttribPointer(shader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+
+ // Index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object->gridElementBuf());
+
+ // Draw the lines
+ glDrawElements(GL_LINES, object->gridIndexCount(), object->indicesType(), (void*)0);
+
+ // Free buffers
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ glDisableVertexAttribArray(shader->posAtt());
+
+ // Restore the GL state
+ glActiveTexture(*oldActiveTex);
+ glBindTexture(GL_TEXTURE_2D, *oldTexId);
+}
+
+void Drawer::drawLabel(const AbstractRenderItem &item, const LabelItem &labelItem,
+ const QMatrix4x4 &viewmatrix, const QMatrix4x4 &projectionmatrix,
+ const QVector3D &positionComp, const QVector3D &rotation,
+ GLfloat itemHeight, QDataVis::SelectionMode mode,
+ ShaderHelper *shader, ObjectHelper *object,
+ const Q3DCamera *camera,
+ bool useDepth, bool rotateAlong,
+ LabelPosition position, Qt::AlignmentFlag alignment)
+{
+ // Draw label
+ if (!labelItem.textureId())
+ return; // No texture, skip
+
+ QSize textureSize = labelItem.size();
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ GLfloat xPosition = 0.0f;
+ GLfloat yPosition = 0.0f;
+ GLfloat zPosition = positionComp.z();
+
+ switch (position) {
+ case LabelBelow: {
+ yPosition = -1.6f; // minus maximum negative height (+ some extra for label)
+ break;
+ }
+ case LabelLow: {
+ yPosition = -positionComp.y();
+ break;
+ }
+ case LabelMid: {
+ // Use this for positioning with absolute item y position value
+ yPosition = item.translation().y();
+ break;
+ }
+ case LabelHigh: {
+ // TODO: Fix this. Can't seem to get it right (if ok with positive-only bars, doesn't look good on +- and vice versa)
+ yPosition = item.translation().y() + itemHeight / 2.0f;
+ break;
+ }
+ case LabelOver: {
+ float mod = 0.1f;
+ if (itemHeight < 0)
+ mod = -0.1f;
+ yPosition = item.translation().y() - (positionComp.y() / 2.0f - 0.2f)
+ + itemHeight + mod;
+ break;
+ }
+ case LabelBottom: {
+ yPosition = -1.95f; // TODO: Calculate from scene
+ xPosition = 0.0f;
+ break;
+ }
+ case LabelTop: {
+ yPosition = 1.95f; // TODO: Calculate from scene
+ xPosition = 0.0f;
+ break;
+ }
+ case LabelLeft: {
+ yPosition = 0.0f;
+ xPosition = -2.5f; // TODO: Calculate from scene
+ break;
+ }
+ case LabelRight: {
+ yPosition = 0.0f;
+ xPosition = 2.5f; // TODO: Calculate from scene
+ break;
+ }
+ }
+
+ // Calculate scale factor to get uniform font size
+ GLfloat scaledFontSize = 0.05f + m_font.pointSizeF() / 500.0f;
+ GLfloat scaleFactor = scaledFontSize / (GLfloat)textureSize.height();
+
+ // Apply alignment
+ GLfloat xAlignment = 0.0f;
+ GLfloat zAlignment = 0.0f;
+ switch (alignment) {
+ case Qt::AlignLeft: {
+ xAlignment = (-(GLfloat)textureSize.width() * scaleFactor)
+ * qFabs(qCos(qDegreesToRadians(rotation.y())));
+ zAlignment = ((GLfloat)textureSize.width() * scaleFactor)
+ * qFabs(qSin(qDegreesToRadians(rotation.y())));
+ break;
+ }
+ case Qt::AlignRight: {
+ xAlignment = ((GLfloat)textureSize.width() * scaleFactor)
+ * qFabs(qCos(qDegreesToRadians(rotation.y())));
+ zAlignment = (-(GLfloat)textureSize.width() * scaleFactor)
+ * qFabs(qSin(qDegreesToRadians(rotation.y())));
+ break;
+ }
+ default: {
+ break;
+ }
+ }
+
+ if (position < LabelBottom) {
+ xPosition = item.translation().x();
+ if (useDepth)
+ zPosition = item.translation().z();
+ else if (QDataVis::ModeSliceColumn == mode)
+ xPosition = -(item.translation().z()) + positionComp.z(); // flip first to left
+ }
+
+ // Position label
+ modelMatrix.translate(xPosition + xAlignment, yPosition, zPosition + zAlignment);
+
+ // Rotate
+ // TODO: We should convert rotations to use quaternions to avoid rotation order problems
+ //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 = rotQuatX + rotQuatY + rotQuatZ;
+ //modelMatrix.rotate(rotQuaternion);
+ modelMatrix.rotate(rotation.y(), 0.0f, 1.0f, 0.0f);
+ modelMatrix.rotate(rotation.z(), 0.0f, 0.0f, 1.0f);
+ modelMatrix.rotate(rotation.x(), 1.0f, 0.0f, 0.0f);
+
+ if (useDepth && !rotateAlong) {
+ // Apply negative camera rotations to keep labels facing camera
+ QPointF camRotations = camera->rotations();
+ modelMatrix.rotate(-camRotations.x(), 0.0f, 1.0f, 0.0f);
+ modelMatrix.rotate(-camRotations.y(), 1.0f, 0.0f, 0.0f);
+ }
+
+ // Scale label based on text size
+ modelMatrix.scale(QVector3D((GLfloat)textureSize.width() * scaleFactor,
+ scaledFontSize,
+ 0.0f));
+
+ MVPMatrix = projectionmatrix * viewmatrix * modelMatrix;
+
+ // Set shader bindings
+ shader->setUniformValue(shader->MVP(), MVPMatrix);
+
+ // Draw the object
+ drawObject(shader, object, labelItem.textureId());
+}
+
+void Drawer::generateSelectionLabelTexture(AbstractRenderItem *item)
+{
+ LabelItem &labelItem = item->selectionLabelItem();
+ generateLabelItem(labelItem, item->selectionLabel());
+}
+
+void Drawer::generateLabelItem(LabelItem &item, const QString &text, int widestLabel)
+{
+ initializeOpenGL();
+
+ item.clear();
+
+ if (!text.isEmpty()) {
+ // Create labels
+ // Print label into a QImage using QPainter
+ QImage label = Utils::printTextToImage(m_font,
+ text,
+ m_theme.m_textBackgroundColor,
+ m_theme.m_textColor,
+ m_transparency,
+ widestLabel);
+
+ // Set label size
+ item.setSize(label.size());
+ // Insert text texture into label (also deletes the old texture)
+ item.setTextureId(m_textureHelper->create2DTexture(label, true, true));
+ }
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/drawer_p.h b/src/datavisualization/engine/drawer_p.h
new file mode 100644
index 00000000..3b3e7a1c
--- /dev/null
+++ b/src/datavisualization/engine/drawer_p.h
@@ -0,0 +1,103 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef DRAWER_P_H
+#define DRAWER_P_H
+
+#include "datavisualizationglobal_p.h"
+#include "q3dbars.h"
+#include "theme_p.h"
+#include "labelitem_p.h"
+#include "abstractrenderitem_p.h"
+#include <QFont>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class ShaderHelper;
+class ObjectHelper;
+class AbstractObjectHelper;
+class SurfaceObject;
+class TextureHelper;
+class Q3DCamera;
+
+class Drawer : public QObject, public QOpenGLFunctions
+{
+ Q_OBJECT
+
+public:
+ enum LabelPosition {
+ LabelBelow = 0,
+ LabelLow,
+ LabelMid,
+ LabelHigh,
+ LabelOver,
+ LabelBottom, // Absolute positions from here onward, used for axes (QDataItem is ignored)
+ LabelTop,
+ LabelLeft,
+ LabelRight
+ };
+
+public:
+ explicit Drawer(const Theme &theme, const QFont &font, QDataVis::LabelTransparency transparency);
+ ~Drawer();
+
+ void initializeOpenGL();
+
+ void setTheme(const Theme &theme);
+ void setFont(const QFont &font);
+ QFont font() const;
+ void setTransparency(QDataVis::LabelTransparency transparency);
+
+ void drawObject(ShaderHelper *shader, AbstractObjectHelper *object, GLuint textureId = 0,
+ GLuint depthTextureId = 0);
+ void drawSurfaceGrid(ShaderHelper *shader, SurfaceObject *object);
+ void drawLabel(const AbstractRenderItem &item, const LabelItem &labelItem,
+ const QMatrix4x4 &viewmatrix, const QMatrix4x4 &projectionmatrix,
+ const QVector3D &positionComp, const QVector3D &rotation, GLfloat itemHeight,
+ QDataVis::SelectionMode mode, ShaderHelper *shader, ObjectHelper *object,
+ const Q3DCamera *camera,
+ bool useDepth = false, bool rotateAlong = false,
+ LabelPosition position = LabelOver,
+ Qt::AlignmentFlag alignment = Qt::AlignCenter);
+
+ void generateSelectionLabelTexture(AbstractRenderItem *item);
+ void generateLabelItem(LabelItem &item, const QString &text, int widestLabel = 0);
+
+Q_SIGNALS:
+ void drawerChanged();
+
+private:
+ Theme m_theme;
+ QFont m_font;
+ QDataVis::LabelTransparency m_transparency;
+ TextureHelper *m_textureHelper;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/engine.pri b/src/datavisualization/engine/engine.pri
new file mode 100644
index 00000000..4c905fe9
--- /dev/null
+++ b/src/datavisualization/engine/engine.pri
@@ -0,0 +1,53 @@
+HEADERS += $$PWD/q3dwindow_p.h \
+ $$PWD/q3dwindow.h \
+ $$PWD/q3dbars.h \
+ $$PWD/q3dbars_p.h \
+ $$PWD/theme_p.h \
+ $$PWD/drawer_p.h \
+ $$PWD/bars3dcontroller_p.h \
+ $$PWD/bars3drenderer_p.h \
+ $$PWD/q3dsurface.h \
+ $$PWD/q3dsurface_p.h \
+ $$PWD/surface3dcontroller_p.h \
+ $$PWD/surface3drenderer_p.h \
+ $$PWD/abstract3dcontroller_p.h \
+ $$PWD/q3dscatter.h \
+ $$PWD/q3dscatter_p.h \
+ $$PWD/scatter3dcontroller_p.h \
+ $$PWD/scatter3drenderer_p.h \
+ $$PWD/axisrendercache_p.h \
+ $$PWD/abstract3drenderer_p.h \
+ $$PWD/selectionpointer_p.h \
+ $$PWD/q3dcamera.h \
+ $$PWD/q3dcamera_p.h \
+ $$PWD/q3dscene.h \
+ $$PWD/q3dlight.h \
+ $$PWD/q3dlight_p.h \
+ $$PWD/q3dbox.h \
+ $$PWD/q3dobject.h \
+ $$PWD/q3dobject_p.h \
+ $$PWD/q3dscene_p.h
+
+SOURCES += $$PWD/q3dwindow.cpp \
+ $$PWD/q3dbars.cpp \
+ $$PWD/theme.cpp \
+ $$PWD/drawer.cpp \
+ $$PWD/bars3dcontroller.cpp \
+ $$PWD/bars3drenderer.cpp \
+ $$PWD/q3dsurface.cpp \
+ $$PWD/surface3drenderer.cpp \
+ $$PWD/surface3dcontroller.cpp \
+ $$PWD/abstract3dcontroller.cpp \
+ $$PWD/q3dscatter.cpp \
+ $$PWD/scatter3dcontroller.cpp \
+ $$PWD/scatter3drenderer.cpp \
+ $$PWD/axisrendercache.cpp \
+ $$PWD/abstract3drenderer.cpp \
+ $$PWD/selectionpointer.cpp \
+ $$PWD/q3dcamera.cpp \
+ $$PWD/q3dlight.cpp \
+ $$PWD/q3dbox.cpp \
+ $$PWD/q3dobject.cpp \
+ $$PWD/q3dscene.cpp
+
+RESOURCES += engine/engine.qrc
diff --git a/src/datavisualization/engine/engine.qrc b/src/datavisualization/engine/engine.qrc
new file mode 100644
index 00000000..af6e899d
--- /dev/null
+++ b/src/datavisualization/engine/engine.qrc
@@ -0,0 +1,61 @@
+<RCC>
+ <qresource prefix="/defaultMeshes">
+ <file alias="cone">meshes/coneFlat.obj</file>
+ <file alias="coneSmooth">meshes/coneSmooth.obj</file>
+ <file alias="pyramid">meshes/pyramidFlat.obj</file>
+ <file alias="pyramidSmooth">meshes/pyramidSmooth.obj</file>
+ <file alias="bar">meshes/cubeFlat.obj</file>
+ <file alias="barSmooth">meshes/cubeSmooth.obj</file>
+ <file alias="cylinder">meshes/cylinderFlat.obj</file>
+ <file alias="cylinderSmooth">meshes/cylinderSmooth.obj</file>
+ <file alias="background">meshes/backgroudFlat.obj</file>
+ <file alias="backgroundSmooth">meshes/backgroudSmooth.obj</file>
+ <file alias="label">meshes/plane.obj</file>
+ <file alias="sphere">meshes/sphere.obj</file>
+ <file alias="sphereSmooth">meshes/sphereSmooth.obj</file>
+ <file alias="bevelbar">meshes/barFlat.obj</file>
+ <file alias="bevelbarSmooth">meshes/barSmooth.obj</file>
+ <file alias="negativeBackground">meshes/backgroudNegatives.obj</file>
+ <file alias="coneFull">meshes/coneFilledFlat.obj</file>
+ <file alias="coneSmoothFull">meshes/coneFilledSmooth.obj</file>
+ <file alias="cylinderFull">meshes/cylinderFilledFlat.obj</file>
+ <file alias="cylinderSmoothFull">meshes/cylinderFilledSmooth.obj</file>
+ <file alias="pyramidFull">meshes/pyramidFilledFlat.obj</file>
+ <file alias="pyramidSmoothFull">meshes/pyramidFilledSmooth.obj</file>
+ <file alias="bevelbarFull">meshes/barFilledFlat.obj</file>
+ <file alias="bevelbarSmoothFull">meshes/barFilledSmooth.obj</file>
+ <file alias="barFull">meshes/cubeFilledFlat.obj</file>
+ <file alias="barSmoothFull">meshes/cubeFilledSmooth.obj</file>
+ <file alias="dotSmooth">meshes/scatterdot.obj</file>
+ <file alias="dot">meshes/scatterdotFlat.obj</file>
+ </qresource>
+ <qresource prefix="/shaders">
+ <file alias="fragment">shaders/default.frag</file>
+ <file alias="vertex">shaders/default.vert</file>
+ <file alias="fragmentAmbient">shaders/ambient.frag</file>
+ <file alias="fragmentColorOnY">shaders/colorOnY.frag</file>
+ <file alias="fragmentSelection">shaders/selection.frag</file>
+ <file alias="vertexSelection">shaders/selection.vert</file>
+ <file alias="fragmentTexture">shaders/texture.frag</file>
+ <file alias="vertexTexture">shaders/texture.vert</file>
+ <file alias="fragmentLabel">shaders/label.frag</file>
+ <file alias="vertexLabel">shaders/label.vert</file>
+ <file alias="fragmentDepth">shaders/depth.frag</file>
+ <file alias="vertexDepth">shaders/depth.vert</file>
+ <file alias="fragmentShadow">shaders/shadow.frag</file>
+ <file alias="vertexShadow">shaders/shadow.vert</file>
+ <file alias="fragmentShadowNoTex">shaders/shadowNoTex.frag</file>
+ <file alias="fragmentShadowNoTexColorOnY">shaders/shadowNoTexColorOnY.frag</file>
+ <file alias="fragmentColorOnYES2">shaders/colorOnY_ES2.frag</file>
+ <file alias="fragmentES2">shaders/default_ES2.frag</file>
+ <file alias="vertexES2">shaders/default_ES2.vert</file>
+ <file alias="fragmentTextureES2">shaders/texture_ES2.frag</file>
+ <file alias="fragmentSurface">shaders/surface.frag</file>
+ <file alias="vertexSurface">shaders/surface.vert</file>
+ <file alias="fragmentSurfaceGrid">shaders/surfaceGrid.frag</file>
+ <file alias="vertexSurfaceGrid">shaders/surfaceGrid.vert</file>
+ <file alias="vertexSurfaceFlat">shaders/surfaceFlat.vert</file>
+ <file alias="fragmentSurfaceFlat">shaders/surfaceFlat.frag</file>
+ </qresource>
+ <qresource prefix="/textures"/>
+</RCC>
diff --git a/src/datavisualization/engine/meshes/backgroudFlat.obj b/src/datavisualization/engine/meshes/backgroudFlat.obj
new file mode 100644
index 00000000..cf4d10a5
--- /dev/null
+++ b/src/datavisualization/engine/meshes/backgroudFlat.obj
@@ -0,0 +1,32 @@
+# Blender v2.66 (sub 0) OBJ File: 'backgroud.blend'
+# www.blender.org
+o Cube
+v 1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 -1.000000
+v 0.999999 1.000000 1.000001
+v -1.000000 1.000000 1.000000
+v -1.000000 1.000000 -1.000000
+vt 0.000000 0.501529
+vt 0.001529 1.000000
+vt 0.500000 0.998471
+vt 0.501529 0.500000
+vt 1.000000 0.498471
+vt 0.998471 0.000000
+vt 0.500000 0.498471
+vt 0.498471 0.000000
+vt 0.000000 0.001529
+vt 0.498471 0.500000
+vt 0.500000 0.001529
+vt 0.001529 0.500000
+vn -0.000000 1.000000 0.000000
+vn 0.000000 -0.000000 -1.000000
+vn 1.000000 0.000000 0.000000
+s off
+f 1/1/1 4/2/1 3/3/1
+f 2/4/2 3/5/2 6/6/2
+f 3/7/3 4/8/3 7/9/3
+f 2/10/1 1/1/1 3/3/1
+f 5/11/2 2/4/2 6/6/2
+f 6/12/3 3/7/3 7/9/3
diff --git a/src/datavisualization/engine/meshes/backgroudNegatives.obj b/src/datavisualization/engine/meshes/backgroudNegatives.obj
new file mode 100644
index 00000000..dd4d3f05
--- /dev/null
+++ b/src/datavisualization/engine/meshes/backgroudNegatives.obj
@@ -0,0 +1,37 @@
+# Blender v2.66 (sub 0) OBJ File: 'backgroudNegatives.blend'
+# www.blender.org
+o Cube
+v 1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 -1.000000
+v 0.999999 1.000000 1.000001
+v -1.000000 1.000000 1.000000
+v -1.000000 1.000000 -1.000000
+v 1.000000 -3.000000 1.000000
+v -1.000000 -3.000000 1.000000
+v -1.000000 -3.000000 -1.000000
+vt 0.000100 0.666700
+vt 0.333300 0.666700
+vt 0.333300 0.999900
+vt 0.000100 0.000100
+vt 0.333300 0.000100
+vt 0.333300 0.666500
+vt 0.666500 0.000100
+vt 0.666500 0.666500
+vt 0.000100 0.999900
+vt 0.000100 0.666500
+vn 0.000000 0.999969 0.000000
+vn 0.000000 1.000000 0.000000
+vn 0.000000 0.000000 -1.000000
+vn 0.707083 0.000000 -0.707083
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diff --git a/src/datavisualization/engine/meshes/backgroudSmooth.obj b/src/datavisualization/engine/meshes/backgroudSmooth.obj
new file mode 100644
index 00000000..ad16d904
--- /dev/null
+++ b/src/datavisualization/engine/meshes/backgroudSmooth.obj
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diff --git a/src/datavisualization/engine/meshes/barFilledFlat.obj b/src/datavisualization/engine/meshes/barFilledFlat.obj
new file mode 100644
index 00000000..5f627091
--- /dev/null
+++ b/src/datavisualization/engine/meshes/barFilledFlat.obj
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new file mode 100644
index 00000000..efc4317a
--- /dev/null
+++ b/src/datavisualization/engine/meshes/barFilledSmooth.obj
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new file mode 100644
index 00000000..b802feab
--- /dev/null
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diff --git a/src/datavisualization/engine/meshes/barSmooth.obj b/src/datavisualization/engine/meshes/barSmooth.obj
new file mode 100644
index 00000000..aa4fdd92
--- /dev/null
+++ b/src/datavisualization/engine/meshes/barSmooth.obj
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diff --git a/src/datavisualization/engine/meshes/coneFilledFlat.obj b/src/datavisualization/engine/meshes/coneFilledFlat.obj
new file mode 100644
index 00000000..cbbffaff
--- /dev/null
+++ b/src/datavisualization/engine/meshes/coneFilledFlat.obj
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+# www.blender.org
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diff --git a/src/datavisualization/engine/meshes/coneFilledSmooth.obj b/src/datavisualization/engine/meshes/coneFilledSmooth.obj
new file mode 100644
index 00000000..ea3a8702
--- /dev/null
+++ b/src/datavisualization/engine/meshes/coneFilledSmooth.obj
@@ -0,0 +1,128 @@
+# Blender v2.66 (sub 0) OBJ File: 'cone_filled.blend'
+# www.blender.org
+o Cone_Cone.001
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diff --git a/src/datavisualization/engine/meshes/coneFlat.obj b/src/datavisualization/engine/meshes/coneFlat.obj
new file mode 100644
index 00000000..51c3821e
--- /dev/null
+++ b/src/datavisualization/engine/meshes/coneFlat.obj
@@ -0,0 +1,89 @@
+# Blender v2.66 (sub 0) OBJ File: 'cone.blend'
+# www.blender.org
+o Cone_Cone.001
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diff --git a/src/datavisualization/engine/meshes/coneSmooth.obj b/src/datavisualization/engine/meshes/coneSmooth.obj
new file mode 100644
index 00000000..48c48ba8
--- /dev/null
+++ b/src/datavisualization/engine/meshes/coneSmooth.obj
@@ -0,0 +1,90 @@
+# Blender v2.66 (sub 0) OBJ File: 'cone.blend'
+# www.blender.org
+o Cone_Cone.001
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diff --git a/src/datavisualization/engine/meshes/cubeFilledFlat.obj b/src/datavisualization/engine/meshes/cubeFilledFlat.obj
new file mode 100644
index 00000000..108cf7ac
--- /dev/null
+++ b/src/datavisualization/engine/meshes/cubeFilledFlat.obj
@@ -0,0 +1,54 @@
+# Blender v2.66 (sub 0) OBJ File: 'cube_filled.blend'
+# www.blender.org
+o Cube
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diff --git a/src/datavisualization/engine/meshes/cubeFilledSmooth.obj b/src/datavisualization/engine/meshes/cubeFilledSmooth.obj
new file mode 100644
index 00000000..07350f03
--- /dev/null
+++ b/src/datavisualization/engine/meshes/cubeFilledSmooth.obj
@@ -0,0 +1,56 @@
+# Blender v2.66 (sub 0) OBJ File: 'cube_filled.blend'
+# www.blender.org
+o Cube
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diff --git a/src/datavisualization/engine/meshes/cubeFlat.obj b/src/datavisualization/engine/meshes/cubeFlat.obj
new file mode 100644
index 00000000..3c8d6d0a
--- /dev/null
+++ b/src/datavisualization/engine/meshes/cubeFlat.obj
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+# www.blender.org
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diff --git a/src/datavisualization/engine/meshes/cubeSmooth.obj b/src/datavisualization/engine/meshes/cubeSmooth.obj
new file mode 100644
index 00000000..9d147bfd
--- /dev/null
+++ b/src/datavisualization/engine/meshes/cubeSmooth.obj
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diff --git a/src/datavisualization/engine/meshes/cylinderFilledFlat.obj b/src/datavisualization/engine/meshes/cylinderFilledFlat.obj
new file mode 100644
index 00000000..16c2ef36
--- /dev/null
+++ b/src/datavisualization/engine/meshes/cylinderFilledFlat.obj
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+# Blender v2.66 (sub 0) OBJ File: 'cylinder_filled.blend'
+# www.blender.org
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new file mode 100644
index 00000000..90db7d63
--- /dev/null
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new file mode 100644
index 00000000..2b7e3e5e
--- /dev/null
+++ b/src/datavisualization/engine/meshes/cylinderFlat.obj
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new file mode 100644
index 00000000..6ccbb286
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diff --git a/src/datavisualization/engine/meshes/plane.obj b/src/datavisualization/engine/meshes/plane.obj
new file mode 100644
index 00000000..96ac0dd7
--- /dev/null
+++ b/src/datavisualization/engine/meshes/plane.obj
@@ -0,0 +1,15 @@
+# Blender v2.66 (sub 0) OBJ File: 'plane.blend'
+# www.blender.org
+o Plane
+v -1.000000 -1.000000 -0.000001
+v -1.000000 1.000000 -0.000000
+v 1.000000 -1.000000 0.000000
+v 1.000000 1.000000 0.000001
+vt 0.003058 1.000000
+vt 0.000000 0.003058
+vt 1.000000 0.996942
+vt 0.996942 0.000000
+vn -0.000001 -0.000001 1.000000
+s off
+f 2/1/1 1/2/1 4/3/1
+f 1/2/1 3/4/1 4/3/1
diff --git a/src/datavisualization/engine/meshes/pyramidFilledFlat.obj b/src/datavisualization/engine/meshes/pyramidFilledFlat.obj
new file mode 100644
index 00000000..0cf73bbe
--- /dev/null
+++ b/src/datavisualization/engine/meshes/pyramidFilledFlat.obj
@@ -0,0 +1,36 @@
+# Blender v2.66 (sub 0) OBJ File: 'pyramid_filled.blend'
+# www.blender.org
+o Cone_Cone.001
+v 1.000000 -1.000000 -0.999999
+v 0.999999 -1.000000 1.000000
+v -1.000000 -1.000000 0.999999
+v 0.000000 1.000000 0.000000
+v -0.999999 -1.000000 -1.000000
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+vn 0.000000 0.447214 -0.894427
+vn -0.000000 0.447214 0.894427
+vn 0.000000 -1.000000 -0.000000
+s off
+f 3/1/1 4/2/1 5/3/1
+f 1/4/2 4/5/2 2/6/2
+f 5/7/3 4/8/3 1/9/3
+f 2/10/4 4/11/4 3/12/4
+f 5/13/5 1/14/5 2/15/5
+f 3/16/5 5/13/5 2/15/5
diff --git a/src/datavisualization/engine/meshes/pyramidFilledSmooth.obj b/src/datavisualization/engine/meshes/pyramidFilledSmooth.obj
new file mode 100644
index 00000000..306bda58
--- /dev/null
+++ b/src/datavisualization/engine/meshes/pyramidFilledSmooth.obj
@@ -0,0 +1,36 @@
+# Blender v2.66 (sub 0) OBJ File: 'pyramid_filled.blend'
+# www.blender.org
+o Cone_Cone.001
+v 1.000000 -1.000000 -0.999999
+v 0.999999 -1.000000 1.000000
+v -1.000000 -1.000000 0.999999
+v 0.000000 1.000000 0.000000
+v -0.999999 -1.000000 -1.000000
+vt 0.323067 0.577790
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+vn 0.662618 -0.349040 -0.662618
+vn 0.662618 -0.349040 0.662618
+s 1
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+f 2/10/5 4/11/2 3/12/1
+f 5/13/3 1/14/4 2/15/5
+f 3/16/1 5/13/3 2/15/5
diff --git a/src/datavisualization/engine/meshes/pyramidFlat.obj b/src/datavisualization/engine/meshes/pyramidFlat.obj
new file mode 100644
index 00000000..35edb477
--- /dev/null
+++ b/src/datavisualization/engine/meshes/pyramidFlat.obj
@@ -0,0 +1,22 @@
+# Blender v2.66 (sub 0) OBJ File: 'pyramid.blend'
+# www.blender.org
+o Cone_Cone.001
+v 1.000000 -1.000000 -0.999999
+v 0.999999 -1.000000 1.000000
+v -1.000000 -1.000000 0.999999
+v 0.000000 1.000000 0.000000
+v -0.999999 -1.000000 -1.000000
+vt 0.999900 0.000100
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+vn 0.894427 0.447213 0.000000
+vn 0.000000 0.447214 -0.894427
+vn -0.000000 0.447214 0.894427
+s off
+f 3/1/1 4/2/1 5/3/1
+f 1/4/2 4/2/2 2/5/2
+f 5/3/3 4/2/3 1/4/3
+f 2/5/4 4/2/4 3/1/4
diff --git a/src/datavisualization/engine/meshes/pyramidSmooth.obj b/src/datavisualization/engine/meshes/pyramidSmooth.obj
new file mode 100644
index 00000000..b11c8750
--- /dev/null
+++ b/src/datavisualization/engine/meshes/pyramidSmooth.obj
@@ -0,0 +1,23 @@
+# Blender v2.66 (sub 0) OBJ File: 'pyramid.blend'
+# www.blender.org
+o Cone_Cone.001
+v 1.000000 -1.000000 -0.999999
+v 0.999999 -1.000000 1.000000
+v -1.000000 -1.000000 0.999999
+v 0.000000 1.000000 0.000000
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+vn 0.577349 0.577349 -0.577349
+vn 0.577349 0.577349 0.577349
+s 1
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+f 5/3/3 4/2/2 1/4/4
+f 2/5/5 4/2/2 3/1/1
diff --git a/src/datavisualization/engine/meshes/scatterdot.obj b/src/datavisualization/engine/meshes/scatterdot.obj
new file mode 100644
index 00000000..d994a80f
--- /dev/null
+++ b/src/datavisualization/engine/meshes/scatterdot.obj
@@ -0,0 +1,28 @@
+# Blender v2.66 (sub 0) OBJ File: 'scatterdot.blend'
+# www.blender.org
+o Cone
+v 0.000000 -0.500000 -1.000000
+v 0.866025 -0.500000 0.500000
+v 0.000000 0.500000 0.000000
+v -0.866025 -0.500000 0.500000
+vt 0.999727 0.000000
+vt 1.000000 0.492691
+vt 0.522886 0.369782
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+vt 1.000000 0.615600
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+vn 0.000000 0.999969 0.000000
+vn 0.000000 -0.273293 -0.961913
+vn 0.833033 -0.273293 0.480941
+s 1
+f 4/1/1 3/2/2 1/3/3
+f 1/4/3 3/5/2 2/6/4
+f 2/7/4 3/8/2 4/9/1
+f 1/10/3 2/11/4 4/12/1
diff --git a/src/datavisualization/engine/meshes/scatterdotFlat.obj b/src/datavisualization/engine/meshes/scatterdotFlat.obj
new file mode 100644
index 00000000..4052738d
--- /dev/null
+++ b/src/datavisualization/engine/meshes/scatterdotFlat.obj
@@ -0,0 +1,28 @@
+# Blender v2.66 (sub 0) OBJ File: 'scatterdot.blend'
+# www.blender.org
+o Cone
+v 0.000000 -0.500000 -1.000000
+v 0.866025 -0.500000 0.500000
+v 0.000000 0.500000 0.000000
+v -0.866025 -0.500000 0.500000
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+vn 0.774597 0.447214 -0.447214
+vn -0.000000 0.447214 0.894427
+vn 0.000000 -1.000000 -0.000000
+s off
+f 4/1/1 3/2/1 1/3/1
+f 1/4/2 3/5/2 2/6/2
+f 2/7/3 3/8/3 4/9/3
+f 1/10/4 2/11/4 4/12/4
diff --git a/src/datavisualization/engine/meshes/sphere.obj b/src/datavisualization/engine/meshes/sphere.obj
new file mode 100644
index 00000000..671a7bcc
--- /dev/null
+++ b/src/datavisualization/engine/meshes/sphere.obj
@@ -0,0 +1,1301 @@
+# Blender v2.66 (sub 0) OBJ File: 'sphere.blend'
+# www.blender.org
+o Sphere
+v -0.195090 0.980785 0.000000
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diff --git a/src/datavisualization/engine/meshes/sphereSmooth.obj b/src/datavisualization/engine/meshes/sphereSmooth.obj
new file mode 100644
index 00000000..3c5b1299
--- /dev/null
+++ b/src/datavisualization/engine/meshes/sphereSmooth.obj
@@ -0,0 +1,1232 @@
+# Blender v2.66 (sub 0) OBJ File: 'sphere.blend'
+# www.blender.org
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+f 189/203/189 204/218/204 205/222/208
+f 183/204/190 198/219/205 199/223/209
+f 209/215/201 225/236/222 226/224/210
+f 203/216/202 219/237/223 220/225/211
+f 197/226/212 213/245/231 214/227/213
+f 210/217/203 226/224/210 227/228/214
+f 204/218/204 220/225/211 221/229/215
+f 198/219/205 214/227/213 215/230/216
+f 205/222/208 221/229/215 222/231/217
+f 199/223/209 215/230/216 216/232/218
+f 206/209/195 222/231/217 223/233/219
+f 200/210/196 216/232/218 217/234/220
+f 224/238/224 208/213/199 223/233/219
+f 201/212/198 217/234/220 218/235/221
+f 208/213/199 224/238/224 225/236/222
+f 202/214/200 218/235/221 219/237/223
+f 223/233/219 238/252/238 239/239/225
+f 217/234/220 232/253/239 233/240/226
+f 224/238/224 239/239/225 240/241/227
+f 218/235/221 233/240/226 234/242/228
+f 225/236/222 240/241/227 241/243/229
+f 219/237/223 234/242/228 235/244/230
+f 213/245/231 228/261/242 229/246/232
+f 226/224/210 241/243/229 242/247/233
+f 220/225/211 235/244/230 236/248/234
+f 214/227/213 229/246/232 230/249/235
+f 221/229/215 236/248/234 237/250/236
+f 215/230/216 230/249/235 231/251/237
+f 222/231/217 237/250/236 238/252/238
+f 216/232/218 231/251/237 232/253/239
+f 236/248/234 9/17/16 10/21/20
+f 230/249/235 3/19/18 4/23/22
+f 11/25/24 238/252/238 10/21/20
+f 231/251/237 4/23/22 5/27/26
+f 12/2/2 239/239/225 11/25/24
+f 232/253/239 5/27/26 6/5/5
+f 239/239/225 12/2/2 13/1/1
+f 233/240/226 6/5/5 7/4/4
+f 240/241/227 13/1/1 14/263/7
+f 234/242/228 7/4/4 8/10/9
+f 228/261/242 1/13/12 2/12/11
+f 241/243/229 14/263/7 15/264/14
+f 235/244/230 8/10/9 9/17/16
+f 229/246/232 2/12/11 3/19/18
diff --git a/src/datavisualization/engine/q3dbars.cpp b/src/datavisualization/engine/q3dbars.cpp
new file mode 100644
index 00000000..e6832d87
--- /dev/null
+++ b/src/datavisualization/engine/q3dbars.cpp
@@ -0,0 +1,600 @@
+/****************************************************************************
+**
+** 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 "q3dbars.h"
+#include "q3dbars_p.h"
+#include "bars3dcontroller_p.h"
+#include "q3dvalueaxis.h"
+#include "q3dcategoryaxis.h"
+#include "qbardataproxy.h"
+
+#include <QMouseEvent>
+
+#include <QDebug>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+/*!
+ * \class Q3DBars
+ * \inmodule QtDataVisualization
+ * \brief The Q3DBars class provides methods for rendering 3D bar graphs.
+ * \since 1.0.0
+ *
+ * This class enables developers to render bar graphs in 3D and to view them by rotating the scene
+ * freely. Rotation is done by holding down the right mouse button and moving the mouse. Zooming
+ * is done by mouse wheel. Selection, if enabled, is done by left mouse button. The scene can be
+ * reset to default camera view by clicking mouse wheel. In touch devices rotation is done
+ * by tap-and-move, selection by tap-and-hold and zoom by pinch.
+ *
+ * Methods are provided for changing bar types, themes, bar selection modes and so on. See the
+ * methods for more detailed descriptions.
+ *
+ * \section1 How to construct a minimal Q3DBars chart
+ *
+ * After constructing Q3DBars, you should set data window using setDataWindow(). It is not
+ * mandatory, as data window has default value of 10 x 10. For the example, let's set the data
+ * window to 5 rows and 5 columns:
+ *
+ * \snippet doc_src_q3dbars_construction.cpp 0
+ *
+ * Now Q3DBars is ready to receive data to be rendered. Add one row of 5 qreals into the data
+ * set:
+ *
+ * \snippet doc_src_q3dbars_construction.cpp 1
+ *
+ * \note We set the sample space to 5 x 5, but we are inserting only one row of data. This is ok,
+ * the rest of the rows will just be blank.
+ *
+ * Finally you will need to set it visible:
+ *
+ * \snippet doc_src_q3dbars_construction.cpp 2
+ *
+ * The complete code needed to create and display this chart is:
+ *
+ * \snippet doc_src_q3dbars_construction.cpp 3
+ *
+ * And this is what those few lines of code produce:
+ *
+ * \image q3dbars-minimal.png
+ *
+ * The scene can be rotated, zoomed into, and a bar can be selected to view it's value,
+ * but no other interaction is included in this minimal code example. You can learn more by
+ * familiarizing yourself with the examples provided, like the \l{Rainfall Example} or
+ * the \l{Widget Example}.
+ *
+ * If no axes are explicitly set to Q3DBars, temporary default axes with no labels are created.
+ * These default axes can be modified via axis accessors, but as soon any axis is explicitly
+ * set for the orientation, the default axis for that orientation is destroyed.
+ *
+ * Data proxies work similarly: If no data proxy is explicitly set, Q3DBars creates a default
+ * proxy. If any other proxy is set as active data proxy later, the default proxy and all data
+ * added to it is destroyed.
+ *
+ * \sa Q3DScatter, Q3DSurface, {Qt Data Visualization 3D C++ Classes}
+ */
+
+/*!
+ * Constructs a new 3D bar window.
+ */
+Q3DBars::Q3DBars()
+ : d_ptr(new Q3DBarsPrivate(this, geometry()))
+{
+ d_ptr->m_shared->initializeOpenGL();
+ QObject::connect(d_ptr->m_shared, &Bars3DController::selectedBarPosChanged, this,
+ &Q3DBars::selectedBarPosChanged);
+ QObject::connect(d_ptr->m_shared, &Abstract3DController::needRender, this,
+ &Q3DWindow::renderLater);
+}
+
+/*!
+ * Destroys the 3D bar window.
+ */
+Q3DBars::~Q3DBars()
+{
+}
+
+/*!
+ * \internal
+ */
+void Q3DBars::render()
+{
+ d_ptr->m_shared->synchDataToRenderer();
+ d_ptr->m_shared->render();
+}
+
+#if defined(Q_OS_ANDROID)
+/*!
+ * \internal
+ */
+void Q3DBars::mouseDoubleClickEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mouseDoubleClickEvent(event);
+}
+
+/*!
+ * \internal
+ */
+void Q3DBars::touchEvent(QTouchEvent *event)
+{
+ d_ptr->m_shared->touchEvent(event);
+}
+#endif
+
+/*!
+ * \internal
+ */
+void Q3DBars::mousePressEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mousePressEvent(event, event->pos());
+}
+
+/*!
+ * \internal
+ */
+void Q3DBars::mouseReleaseEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mouseReleaseEvent(event, event->pos());
+}
+
+/*!
+ * \internal
+ */
+void Q3DBars::mouseMoveEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mouseMoveEvent(event, event->pos());
+}
+
+/*!
+ * \internal
+ */
+void Q3DBars::wheelEvent(QWheelEvent *event)
+{
+ d_ptr->m_shared->wheelEvent(event);
+}
+
+/*!
+ * \internal
+ */
+void Q3DBars::resizeEvent(QResizeEvent *event)
+{
+ Q_UNUSED(event);
+ d_ptr->m_shared->setSize(width(), height());
+}
+
+/*!
+ * Sets window \a width.
+ */
+void Q3DBars::setWidth(const int width)
+{
+ d_ptr->m_shared->setWidth(width);
+ QWindow::setWidth(width);
+}
+
+/*!
+ * Sets window \a height.
+ */
+void Q3DBars::setHeight(const int height)
+{
+ d_ptr->m_shared->setHeight(height);
+ QWindow::setHeight(height);
+}
+
+/*!
+ * Sets bar specifications. Bar \a thicknessRatio specifies the ratio of a bar thickness between x
+ * and z axes. For example, setting the ratio to 2.0 means bars are twice as wide in x dimension
+ * as they are in z dimension. Bar \a spacing sets the spacing between bars in x and z axes.
+ * \a relative -flag is used to indicate if spacing is meant to be absolute or relative to bar
+ * thickness. If it is true, value of 0.0 means the bars are side-to-side and for example 1.0 means
+ * there is one thickness in between the bars. It is \c true by default.
+ */
+void Q3DBars::setBarSpecs(qreal thicknessRatio, const QSizeF &spacing, bool relative)
+{
+ d_ptr->m_shared->setBarSpecs(GLfloat(thicknessRatio), spacing, relative);
+}
+
+/*!
+ * Sets the bar \a style to one of the values in \c QDataVis::MeshStyle. It is preset to
+ * \c QDataVis::Bars by default. A \a smooth flag can be used to set shading to smooth.
+ * It is \c false by default.
+ *
+ * \sa setMeshFileName()
+ */
+void Q3DBars::setBarType(QDataVis::MeshStyle style, bool smooth)
+{
+ d_ptr->m_shared->setBarType(style, smooth);
+}
+
+/*!
+ * Set up data window to \a samplesRow rows and \a samplesColumn columns. Both are preset to \c 10
+ * by default.
+ */
+void Q3DBars::setDataWindow(int samplesRow, int samplesColumn)
+{
+ d_ptr->m_shared->setDataWindow(samplesRow, samplesColumn);
+}
+
+/*!
+ * \return size of the sample space in QSize.
+ */
+QSize Q3DBars::dataWindow() const
+{
+ return QSize(d_ptr->m_shared->rowCount(), d_ptr->m_shared->columnCount());
+}
+
+/*!
+ * Moves camera to a \a preset position. The position can be one of \c QDataVis::CameraPreset.
+ */
+void Q3DBars::setCameraPreset(QDataVis::CameraPreset preset)
+{
+ d_ptr->m_shared->setCameraPreset(preset);
+}
+
+/*!
+ * Move camera to a wanted position based on \a horizontal and \a vertical angles. Angles are limited
+ * to -180...180 in horizontal direction and either -90...90 or 0...90 in vertical, depending
+ * on data values. Negative vertical angles are allowed only if there are negative bar values.
+ * \a distance is adjustable between 10 and 500, being \c 100 by default.
+ */
+void Q3DBars::setCameraPosition(qreal horizontal, qreal vertical, int distance)
+{
+ d_ptr->m_shared->setCameraPosition(GLfloat(horizontal), GLfloat(vertical), GLint(distance));
+}
+
+/*!
+ * Sets a predefined \a theme from \c QDataVis::ColorTheme. It is preset to \c QDataVis::ThemeSystem by
+ * default. Theme affects bar colors, label colors, text color, background color, window color and
+ * grid color. Lighting is also adjusted by themes.
+ *
+ * \sa setBarColor()
+ */
+void Q3DBars::setTheme(QDataVis::ColorTheme theme)
+{
+ d_ptr->m_shared->setColorTheme(theme);
+}
+
+/*!
+ * Set bar color using your own colors. \a baseColor sets the base color of a bar. If all other
+ * colors are black, this sets the final color of the bar if uniform is set to false.
+ * \a heightColor is added to the bar based on its height. The higher the bar, the more prominent
+ * this color becomes. Setting this black keeps the color unchanged regardless of height.
+ * \a depthColor becomes more prominent the further away from the first row the bar is.
+ * Setting this black keeps bars the same color regardless of "depth" in the set. \a uniform -flag
+ * is used to define if color needs to be uniform throughout bar's length, or will the colors be
+ * applied by height. It is \c true by default.
+ *
+ * Calling this method overrides colors from theme.
+ *
+ * \sa setTheme()
+ *
+ * \warning This method is subject to change.
+ */
+void Q3DBars::setBarColor(const QColor &baseColor, const QColor &heightColor,
+ const QColor &depthColor, bool uniform)
+{
+ d_ptr->m_shared->setObjectColor(baseColor, heightColor, depthColor, uniform);
+}
+
+/*!
+ * \property Q3DBars::selectionMode
+ *
+ * Sets bar selection \a mode to one of \c QDataVis::SelectionMode. It is preset to
+ * \c QDataVis::ModeItem by default.
+ */
+void Q3DBars::setSelectionMode(QDataVis::SelectionMode mode)
+{
+ d_ptr->m_shared->setSelectionMode(mode);
+}
+
+QDataVis::SelectionMode Q3DBars::selectionMode() const
+{
+ return d_ptr->m_shared->selectionMode();
+}
+
+/*!
+ * Override bar type with a mesh object located in \a objFileName.
+ * \note Object needs to be in Wavefront obj format and include vertices, normals and UVs.
+ * It also needs to be in triangles.
+ *
+ * \sa setBarType()
+ */
+void Q3DBars::setMeshFileName(const QString &objFileName)
+{
+ d_ptr->m_shared->setMeshFileName(objFileName);
+}
+
+/*!
+ * \property Q3DBars::font
+ *
+ * Sets the \a font for labels. It is preset to \c Arial by default.
+ */
+void Q3DBars::setFont(const QFont &font)
+{
+ d_ptr->m_shared->setFont(font);
+}
+
+QFont Q3DBars::font() const
+{
+ return d_ptr->m_shared->font();
+}
+
+/*!
+ * \property Q3DBars::labelTransparency
+ *
+ * Sets label \a transparency to one of \c QDataVis::LabelTransparency. It is preset to
+ * \c QDataVis::TransparencyFromTheme by default.
+ */
+void Q3DBars::setLabelTransparency(QDataVis::LabelTransparency transparency)
+{
+ d_ptr->m_shared->setLabelTransparency(transparency);
+}
+
+QDataVis::LabelTransparency Q3DBars::labelTransparency() const
+{
+ return d_ptr->m_shared->labelTransparency();
+}
+
+/*!
+ * \property Q3DBars::gridVisible
+ *
+ * Sets grid visibility to \a visible. It is preset to \c true by default.
+ */
+void Q3DBars::setGridVisible(bool visible)
+{
+ d_ptr->m_shared->setGridEnabled(visible);
+}
+
+bool Q3DBars::isGridVisible() const
+{
+ return d_ptr->m_shared->gridEnabled();
+}
+
+/*!
+ * \property Q3DBars::backgroundVisible
+ *
+ * Sets background visibility to \a visible. It is preset to \c true by default.
+ */
+void Q3DBars::setBackgroundVisible(bool visible)
+{
+ d_ptr->m_shared->setBackgroundEnabled(visible);
+}
+
+bool Q3DBars::isBackgroundVisible() const
+{
+ return d_ptr->m_shared->backgroundEnabled();
+}
+
+/*!
+ * \property Q3DBars::selectedBarPos
+ *
+ * Selects a bar in a \a position. Only one bar can be selected at a time.
+ * To clear selection, specify an illegal \a position, e.g. (-1, -1).
+ */
+void Q3DBars::setSelectedBarPos(const QPoint &position)
+{
+ d_ptr->m_shared->setSelectedBarPos(position);
+}
+
+QPoint Q3DBars::selectedBarPos() const
+{
+ return d_ptr->m_shared->selectedBarPos();
+}
+
+/*!
+ * \property Q3DBars::shadowQuality
+ *
+ * Sets shadow \a quality to one of \c QDataVis::ShadowQuality. It is preset to
+ * \c QDataVis::ShadowMedium by default.
+ *
+ * \note If setting QDataVis::ShadowQuality of a certain level fails, a level is lowered
+ * until it is successful and shadowQualityChanged signal is emitted for each time the change is
+ * done.
+ */
+void Q3DBars::setShadowQuality(QDataVis::ShadowQuality quality)
+{
+ d_ptr->m_shared->setShadowQuality(quality);
+}
+
+QDataVis::ShadowQuality Q3DBars::shadowQuality() const
+{
+ return d_ptr->m_shared->shadowQuality();
+}
+
+/*!
+ * Sets a user-defined row \a axis. Implicitly calls addAxis() to transfer ownership of
+ * the \a axis to this graph.
+ *
+ * If the \a axis is null, a temporary default axis with no labels is created.
+ * This temporary axis is destroyed if another \a axis is explicitly set to same orientation.
+ *
+ * \sa addAxis(), releaseAxis()
+ */
+void Q3DBars::setRowAxis(Q3DCategoryAxis *axis)
+{
+ d_ptr->m_shared->setAxisX(axis);
+}
+
+/*!
+ * \return category axis for rows.
+ */
+Q3DCategoryAxis *Q3DBars::rowAxis() const
+{
+ return static_cast<Q3DCategoryAxis *>(d_ptr->m_shared->axisX());
+}
+
+/*!
+ * Sets a user-defined column \a axis. Implicitly calls addAxis() to transfer ownership of
+ * the \a axis to this graph.
+ *
+ * If the \a axis is null, a temporary default axis with no labels is created.
+ * This temporary axis is destroyed if another \a axis is explicitly set to same orientation.
+ *
+ * \sa addAxis(), releaseAxis()
+ */
+void Q3DBars::setColumnAxis(Q3DCategoryAxis *axis)
+{
+ d_ptr->m_shared->setAxisZ(axis);
+}
+
+/*!
+ * \return category axis for columns.
+ */
+Q3DCategoryAxis *Q3DBars::columnAxis() const
+{
+ return static_cast<Q3DCategoryAxis *>(d_ptr->m_shared->axisZ());
+}
+
+/*!
+ * Sets a user-defined value \a axis (the Y-axis). Implicitly calls addAxis() to transfer ownership
+ * of the \a axis to this graph.
+ *
+ * If the \a axis is null, a temporary default axis with no labels and automatically adjusting
+ * range is created.
+ * This temporary axis is destroyed if another \a axis is explicitly set to same orientation.
+ *
+ * \sa addAxis(), releaseAxis()
+ */
+void Q3DBars::setValueAxis(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->setAxisY(axis);
+}
+
+/*!
+ * \return used value axis (Y-axis).
+ */
+Q3DValueAxis *Q3DBars::valueAxis() const
+{
+ return static_cast<Q3DValueAxis *>(d_ptr->m_shared->axisY());
+}
+
+/*!
+ * Adds \a axis to the graph. The axes added via addAxis are not yet taken to use,
+ * addAxis is simply used to give the ownership of the \a axis to the graph.
+ * The \a axis must not be null or added to another graph.
+ *
+ * \sa releaseAxis(), setValueAxis(), setRowAxis(), setColumnAxis()
+ */
+void Q3DBars::addAxis(Q3DAbstractAxis *axis)
+{
+ d_ptr->m_shared->addAxis(axis);
+}
+
+/*!
+ * Releases the ownership of the \a axis back to the caller, if it is added to this graph.
+ * If the released \a axis is in use, a new default axis will be created and set active.
+ *
+ * If the default axis is released and added back later, it behaves as any other axis would.
+ *
+ * \sa addAxis(), setValueAxis(), setRowAxis(), setColumnAxis()
+ */
+void Q3DBars::releaseAxis(Q3DAbstractAxis *axis)
+{
+ d_ptr->m_shared->releaseAxis(axis);
+}
+
+/*!
+ * \return list of all added axes.
+ *
+ * \sa addAxis()
+ */
+QList<Q3DAbstractAxis *> Q3DBars::axes() const
+{
+ return d_ptr->m_shared->axes();
+}
+
+/*!
+ * Sets the active data \a proxy. Implicitly calls addDataProxy() to transfer ownership of
+ * the \a proxy to this graph.
+ *
+ * If the \a proxy is null, a temporary default proxy is created and activated.
+ * This temporary proxy is destroyed if another \a proxy is explicitly set active via this method.
+ *
+ * \sa addDataProxy(), releaseDataProxy()
+ */
+void Q3DBars::setActiveDataProxy(QBarDataProxy *proxy)
+{
+ d_ptr->m_shared->setActiveDataProxy(proxy);
+}
+
+/*!
+ * \return active data proxy.
+ */
+QBarDataProxy *Q3DBars::activeDataProxy() const
+{
+ return static_cast<QBarDataProxy *>(d_ptr->m_shared->activeDataProxy());
+}
+
+/*!
+ * Adds data \a proxy to the graph. The proxies added via addDataProxy are not yet taken to use,
+ * addDataProxy is simply used to give the ownership of the data \a proxy to the graph.
+ * The \a proxy must not be null or added to another graph.
+ *
+ * \sa releaseDataProxy(), setActiveDataProxy()
+ */
+void Q3DBars::addDataProxy(QBarDataProxy *proxy)
+{
+ d_ptr->m_shared->addDataProxy(proxy);
+}
+
+/*!
+ * Releases the ownership of the data \a proxy back to the caller, if it is added to this graph.
+ * If the released \a proxy is in use, a new empty default proxy is created and taken to use.
+ *
+ * If the default \a proxy is released and added back later, it behaves as any other proxy would.
+ *
+ * \sa addDataProxy(), setActiveDataProxy()
+ */
+void Q3DBars::releaseDataProxy(QBarDataProxy *proxy)
+{
+ d_ptr->m_shared->releaseDataProxy(proxy);
+}
+
+/*!
+ * \return list of all added data proxies.
+ *
+ * \sa addDataProxy()
+ */
+QList<QBarDataProxy *> Q3DBars::dataProxies() const
+{
+ QList<QBarDataProxy *> retList;
+ QList<QAbstractDataProxy *> abstractList = d_ptr->m_shared->dataProxies();
+ foreach (QAbstractDataProxy *proxy, abstractList)
+ retList.append(static_cast<QBarDataProxy *>(proxy));
+
+ return retList;
+}
+
+Q3DBarsPrivate::Q3DBarsPrivate(Q3DBars *q, QRect rect)
+ : q_ptr(q),
+ m_shared(new Bars3DController(rect))
+{
+ QObject::connect(m_shared, &Abstract3DController::shadowQualityChanged, this,
+ &Q3DBarsPrivate::handleShadowQualityUpdate);
+}
+
+Q3DBarsPrivate::~Q3DBarsPrivate()
+{
+ qDebug() << "Destroying Q3DBarsPrivate";
+ delete m_shared;
+}
+
+void Q3DBarsPrivate::handleShadowQualityUpdate(QDataVis::ShadowQuality quality)
+{
+ emit q_ptr->shadowQualityChanged(quality);
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/q3dbars.h b/src/datavisualization/engine/q3dbars.h
new file mode 100644
index 00000000..92772799
--- /dev/null
+++ b/src/datavisualization/engine/q3dbars.h
@@ -0,0 +1,137 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+#ifndef Q3DBARS_H
+#define Q3DBARS_H
+
+#include <QtDataVisualization/qdatavisualizationenums.h>
+#include <QtDataVisualization/q3dwindow.h>
+#include <QFont>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DBarsPrivate;
+class Q3DAbstractAxis;
+class Q3DCategoryAxis;
+class Q3DValueAxis;
+class QBarDataProxy;
+
+class QT_DATAVISUALIZATION_EXPORT Q3DBars : public Q3DWindow
+{
+ Q_OBJECT
+ Q_PROPERTY(QtDataVisualization::QDataVis::SelectionMode selectionMode READ selectionMode WRITE setSelectionMode)
+ Q_PROPERTY(QtDataVisualization::QDataVis::LabelTransparency labelTransparency READ labelTransparency WRITE setLabelTransparency)
+ Q_PROPERTY(QtDataVisualization::QDataVis::ShadowQuality shadowQuality READ shadowQuality WRITE setShadowQuality NOTIFY shadowQualityChanged)
+ Q_PROPERTY(QFont font READ font WRITE setFont)
+ Q_PROPERTY(bool gridVisible READ isGridVisible WRITE setGridVisible)
+ Q_PROPERTY(bool backgroundVisible READ isBackgroundVisible WRITE setBackgroundVisible)
+ Q_PROPERTY(QPoint selectedBarPos READ selectedBarPos WRITE setSelectedBarPos NOTIFY selectedBarPosChanged)
+ Q_ENUMS(QtDataVisualization::QDataVis::SelectionMode)
+ Q_ENUMS(QtDataVisualization::QDataVis::ShadowQuality)
+ Q_ENUMS(QtDataVisualization::QDataVis::LabelTransparency)
+
+public:
+ explicit Q3DBars();
+ ~Q3DBars();
+
+ void setBarSpecs(qreal thicknessRatio = 1.0,
+ const QSizeF &spacing = QSizeF(1.0, 1.0),
+ bool relative = true);
+
+ void setBarType(QDataVis::MeshStyle style, bool smooth = false);
+
+ // TODO: This defines the data window, needs additional parameters startRow, startColumn
+ void setDataWindow(int samplesRow, int samplesColumn);
+ QSize dataWindow() const; // TODO: Return QRect once data window properly implemented?
+
+ void setCameraPreset(QDataVis::CameraPreset preset);
+
+ void setCameraPosition(qreal horizontal, qreal vertical, int distance = 100);
+
+ void setTheme(QDataVis::ColorTheme theme);
+
+ void setBarColor(const QColor &baseColor, const QColor &heightColor, const QColor &depthColor,
+ bool uniform = true);
+
+ void setMeshFileName(const QString &objFileName);
+
+ void setSelectionMode(QDataVis::SelectionMode mode);
+ QDataVis::SelectionMode selectionMode() const;
+
+ void setFont(const QFont &font);
+ QFont font() const;
+
+ void setLabelTransparency(QDataVis::LabelTransparency transparency);
+ QDataVis::LabelTransparency labelTransparency() const;
+
+ void setGridVisible(bool visible);
+ bool isGridVisible() const;
+
+ void setWidth(const int width);
+ void setHeight(const int height);
+
+ void setBackgroundVisible(bool visible);
+ bool isBackgroundVisible() const;
+
+ void setSelectedBarPos(const QPoint &position);
+ QPoint selectedBarPos() const;
+
+ void setShadowQuality(QDataVis::ShadowQuality quality);
+ QDataVis::ShadowQuality shadowQuality() const;
+
+ void setRowAxis(Q3DCategoryAxis *axis);
+ Q3DCategoryAxis *rowAxis() const;
+ void setColumnAxis(Q3DCategoryAxis *axis);
+ Q3DCategoryAxis *columnAxis() const;
+ void setValueAxis(Q3DValueAxis *axis);
+ Q3DValueAxis *valueAxis() const;
+ void addAxis(Q3DAbstractAxis *axis);
+ void releaseAxis(Q3DAbstractAxis *axis);
+ QList<Q3DAbstractAxis *> axes() const;
+
+ void setActiveDataProxy(QBarDataProxy *proxy);
+ QBarDataProxy *activeDataProxy() const;
+ void addDataProxy(QBarDataProxy *proxy);
+ void releaseDataProxy(QBarDataProxy *proxy);
+ QList<QBarDataProxy *> dataProxies() const;
+
+signals:
+ void shadowQualityChanged(QDataVis::ShadowQuality quality);
+ void selectedBarPosChanged(QPoint position);
+
+protected:
+ void render();
+
+#if defined(Q_OS_ANDROID)
+ void mouseDoubleClickEvent(QMouseEvent *event);
+ void touchEvent(QTouchEvent *event);
+#endif
+ void mousePressEvent(QMouseEvent *event);
+ void mouseReleaseEvent(QMouseEvent *event);
+ void mouseMoveEvent(QMouseEvent *event);
+ void wheelEvent(QWheelEvent *event);
+ void resizeEvent(QResizeEvent *event);
+
+private:
+ QScopedPointer<Q3DBarsPrivate> d_ptr;
+ Q_DISABLE_COPY(Q3DBars)
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/q3dbars_p.h b/src/datavisualization/engine/q3dbars_p.h
new file mode 100644
index 00000000..653db606
--- /dev/null
+++ b/src/datavisualization/engine/q3dbars_p.h
@@ -0,0 +1,54 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DBARS_p_H
+#define Q3DBARS_p_H
+
+#include "bars3dcontroller_p.h"
+#include "qdatavisualizationenums.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DBars;
+
+class Q3DBarsPrivate : public QObject
+{
+public:
+ Q3DBarsPrivate(Q3DBars *q, QRect rect);
+ ~Q3DBarsPrivate();
+
+ // Used to detect when shadow quality changes autonomously due to e.g. resizing.
+ void handleShadowQualityUpdate(QDataVis::ShadowQuality quality);
+
+ Q3DBars *q_ptr;
+ Bars3DController *m_shared;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/q3dbox.cpp b/src/datavisualization/engine/q3dbox.cpp
new file mode 100644
index 00000000..0ce7f9a7
--- /dev/null
+++ b/src/datavisualization/engine/q3dbox.cpp
@@ -0,0 +1,480 @@
+/****************************************************************************
+**
+** 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 "datavisualizationglobal_p.h"
+#include "q3dbox.h"
+#include <QtGui/QMatrix4x4>
+#include <QtCore/QList>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+/*!
+ \class Q3DBox
+ \brief The Q3DBox class represents an axis-aligned box in 3D space.
+
+ Q3DBox can be used to represent the bounding box of objects in a 3D
+ scene so that they can be easily culled if they are out of view.
+
+ The sides of the box are always aligned with the x, y, and z axes of
+ the world co-ordinate system. Transforming a box with transformed()
+ will result in the smallest axis-aligned bounding box that contains
+ the transformed box.
+
+ Boxes may be null, finite, or infinite. A null box does not occupy
+ any space and does not intersect with any other box. A finite
+ box consists of a minimum() and maximum() extent in 3D space.
+ An infinite box encompasses all points in 3D space.
+
+ The extents of a finite box are also included within the box.
+ A box with minimum() and maximum() set to the same value
+ contains a single point.
+*/
+
+/*!
+ \fn Q3DBox::Q3DBox()
+
+ Constructs a null box in 3D space.
+
+ \sa isNull()
+*/
+
+/*!
+ \fn Q3DBox::Q3DBox(const QVector3D& corner1, const QVector3D& corner2)
+
+ Constructs a finite box in 3D space from \a corner1 to \a corner2.
+ The minimum() and maximum() co-ordinates of the new box are set
+ to the minimum and maximum x, y, and z values from \a corner1 and
+ \a corner2. The \a corner1 and \a corner2 values can be any two
+ opposite corners that define the box.
+
+ \sa isFinite(), minimum(), maximum()
+*/
+
+/*!
+ \fn bool Q3DBox::isNull() const
+
+ Returns true if this box is null; false otherwise.
+
+ \sa isFinite(), isInfinite(), setToNull()
+*/
+
+/*!
+ \fn bool Q3DBox::isFinite() const
+
+ Returns true if this box is finite in size; false otherwise.
+
+ \sa isNull(), isInfinite(), setExtents()
+*/
+
+/*!
+ \fn bool Q3DBox::isInfinite() const
+
+ Returns true if this box is infinite in size; false otherwise.
+
+ \sa isNull(), isFinite(), setToInfinite()
+*/
+
+/*!
+ \fn QVector3D Q3DBox::minimum() const
+
+ Returns the minimum corner of this box.
+
+ \sa maximum(), setExtents()
+*/
+
+/*!
+ \fn QVector3D Q3DBox::maximum() const
+
+ Returns the maximum corner of this box.
+
+ \sa minimum(), setExtents()
+*/
+
+/*!
+ \fn void Q3DBox::setExtents(const QVector3D& corner1, const QVector3D& corner2)
+
+ Sets the extents of this box to a finite region from \a corner1 to
+ \a corner2. The minimum() and maximum() co-ordinates of the box are
+ set to the minimum and maximum x, y, and z values from \a corner1 and
+ \a corner2. The \a corner1 and \a corner2 values can be any two
+ opposite corners that define the box.
+
+ \sa minimum(), maximum()
+*/
+
+/*!
+ \fn void Q3DBox::setToNull()
+
+ Sets this box to null.
+
+ \sa isNull()
+*/
+
+/*!
+ \fn void Q3DBox::setToInfinite()
+
+ Sets this box to be infinite in size.
+
+ \sa isInfinite()
+*/
+
+/*!
+ \fn QVector3D Q3DBox::size() const
+
+ Returns the finite size of this box. If this box is null or
+ infinite, the returned value will be zero.
+
+ \sa center(), isNull(), isInfinite()
+*/
+
+/*!
+ \fn QVector3D Q3DBox::center() const
+
+ Returns the finite center of this box. If this box is null
+ or infinite, the returned value will be zero.
+
+ \sa size(), isNull(), isInfinite()
+*/
+
+/*!
+ \fn bool Q3DBox::contains(const QVector3D& point) const
+
+ Returns true if this box contains \a point; false otherwise.
+ Null boxes do not contain any points and infinite boxes contain
+ all points.
+
+ Containment is not a strict test: the point is contained if it
+ lies on one of the faces of the box.
+
+ \sa intersects()
+*/
+
+/*!
+ \fn bool Q3DBox::contains(const Q3DBox& box) const
+
+ Returns true if this box completely contains \a box. If this box
+ is null, then it will not contain \a box. If this box is infinite,
+ and \a box is not null, then \a box will be contained within this box.
+ If \a box is infinite, then this box must also be infinite to contain it.
+
+ \sa intersects()
+*/
+
+/*!
+ Returns true if \a box intersects this box; false otherwise.
+
+ \sa intersect(), intersected(), contains()
+*/
+bool Q3DBox::intersects(const Q3DBox& box) const
+{
+ if (boxtype == Null)
+ return false;
+ else if (boxtype == Infinite)
+ return box.boxtype != Null;
+ else if (box.boxtype == Null)
+ return false;
+ else if (box.boxtype == Infinite)
+ return true;
+
+ if (maxcorner.x() < box.mincorner.x())
+ return false;
+ if (mincorner.x() > box.maxcorner.x())
+ return false;
+
+ if (maxcorner.y() < box.mincorner.y())
+ return false;
+ if (mincorner.y() > box.maxcorner.y())
+ return false;
+
+ if (maxcorner.z() < box.mincorner.z())
+ return false;
+ if (mincorner.z() > box.maxcorner.z())
+ return false;
+
+ return true;
+}
+
+/*!
+ Intersects this box with \a box.
+
+ \sa intersected(), intersects(), unite()
+*/
+void Q3DBox::intersect(const Q3DBox& box)
+{
+ // Handle the simple cases first.
+ if (boxtype == Null) {
+ // Null intersected with anything is null.
+ return;
+ } else if (boxtype == Infinite) {
+ // Infinity intersected with a box is that box.
+ *this = box;
+ return;
+ } else if (box.boxtype == Null) {
+ // Anything intersected with null is null.
+ setToNull();
+ return;
+ } else if (box.boxtype == Infinite) {
+ // Box intersected with infinity is the box.
+ return;
+ }
+
+ // Intersect two finite boxes.
+ QVector3D min1 = mincorner;
+ QVector3D max1 = maxcorner;
+ QVector3D min2 = box.mincorner;
+ QVector3D max2 = box.maxcorner;
+ if (min2.x() > min1.x())
+ min1.setX(min2.x());
+ if (min2.y() > min1.y())
+ min1.setY(min2.y());
+ if (min2.z() > min1.z())
+ min1.setZ(min2.z());
+ if (max2.x() < max1.x())
+ max1.setX(max2.x());
+ if (max2.y() < max1.y())
+ max1.setY(max2.y());
+ if (max2.z() < max1.z())
+ max1.setZ(max2.z());
+ if (min1.x() > max1.x() || min1.y() > max1.y() || min1.z() > max1.z()) {
+ setToNull();
+ } else {
+ mincorner = min1;
+ maxcorner = max1;
+ }
+}
+
+/*!
+ Returns a new box which is the intersection of this box with \a box.
+
+ \sa intersect(), intersects(), united()
+*/
+Q3DBox Q3DBox::intersected(const Q3DBox& box) const
+{
+ Q3DBox result(*this);
+ result.intersect(box);
+ return result;
+}
+
+/*!
+ Unites this box with \a point by expanding it to encompass \a point.
+ If \a point is already contained within this box, then this box
+ will be unchanged.
+
+ \sa united(), intersect()
+*/
+void Q3DBox::unite(const QVector3D& point)
+{
+ if (boxtype == Finite) {
+ if (point.x() < mincorner.x())
+ mincorner.setX(point.x());
+ else if (point.x() > maxcorner.x())
+ maxcorner.setX(point.x());
+ if (point.y() < mincorner.y())
+ mincorner.setY(point.y());
+ else if (point.y() > maxcorner.y())
+ maxcorner.setY(point.y());
+ if (point.z() < mincorner.z())
+ mincorner.setZ(point.z());
+ else if (point.z() > maxcorner.z())
+ maxcorner.setZ(point.z());
+ } else if (boxtype == Null) {
+ boxtype = Finite;
+ mincorner = point;
+ maxcorner = point;
+ }
+}
+
+/*!
+ Unites this box with \a box by expanding this box to encompass the
+ region defined by \a box. If \a box is already contained within
+ this box, then this box will be unchanged.
+
+ \sa united(), intersect()
+*/
+void Q3DBox::unite(const Q3DBox& box)
+{
+ if (box.boxtype == Finite) {
+ unite(box.minimum());
+ unite(box.maximum());
+ } else if (box.boxtype == Infinite) {
+ setToInfinite();
+ }
+}
+
+/*!
+ Returns a new box which unites this box with \a point. The returned
+ value will be the smallest box that contains both this box and \a point.
+
+ \sa unite(), intersected()
+*/
+Q3DBox Q3DBox::united(const QVector3D& point) const
+{
+ if (boxtype == Finite) {
+ Q3DBox result(*this);
+ result.unite(point);
+ return result;
+ } else if (boxtype == Null) {
+ return Q3DBox(point, point);
+ } else {
+ return *this;
+ }
+}
+
+/*!
+ Returns a new box which unites this box with \a box. The returned value
+ will be the smallest box that contains both this box and \a box.
+
+ \sa unite(), intersected()
+*/
+Q3DBox Q3DBox::united(const Q3DBox& box) const
+{
+ if (boxtype == Finite) {
+ Q3DBox result(*this);
+ result.unite(box);
+ return result;
+ } else if (boxtype == Null) {
+ return box;
+ } else {
+ return *this;
+ }
+}
+
+/*!
+ Transforms this box according to \a matrix. Each of the 8 box
+ corners are transformed and then a new box that encompasses all
+ of the transformed corner values is created.
+
+ \sa transformed()
+*/
+void Q3DBox::transform(const QMatrix4x4& matrix)
+{
+ *this = transformed(matrix);
+}
+
+/*!
+ Returns this box transformed by \a matrix. Each of the 8 box
+ corners are transformed and then a new box that encompasses all
+ of the transformed corner values is returned.
+
+ \sa transform()
+*/
+Q3DBox Q3DBox::transformed(const QMatrix4x4& matrix) const
+{
+ if (boxtype != Finite)
+ return *this;
+ Q3DBox result;
+ result.unite(matrix * mincorner);
+ result.unite(matrix * QVector3D(mincorner.x(), mincorner.y(), maxcorner.z()));
+ result.unite(matrix * QVector3D(mincorner.x(), maxcorner.y(), maxcorner.z()));
+ result.unite(matrix * QVector3D(mincorner.x(), maxcorner.y(), mincorner.z()));
+ result.unite(matrix * QVector3D(maxcorner.x(), mincorner.y(), mincorner.z()));
+ result.unite(matrix * QVector3D(maxcorner.x(), maxcorner.y(), mincorner.z()));
+ result.unite(matrix * QVector3D(maxcorner.x(), mincorner.y(), maxcorner.z()));
+ result.unite(matrix * maxcorner);
+ return result;
+}
+
+/*!
+ \fn bool Q3DBox::operator==(const Q3DBox& box) const
+
+ Returns true if this box is identical to \a box.
+*/
+
+/*!
+ \fn bool Q3DBox::operator!=(const Q3DBox& box) const
+
+ Returns true if this box is not identical to \a box.
+*/
+
+/*!
+ \fn bool qFuzzyCompare(const Q3DBox& box1, const Q3DBox& box2)
+ \relates Q3DBox
+
+ Returns true if \a box1 and \a box2 are almost equal; false otherwise.
+*/
+
+#ifndef QT_NO_DEBUG_STREAM
+
+QDebug operator<<(QDebug dbg, const Q3DBox &box)
+{
+ if (box.isFinite()) {
+ dbg.nospace() << "Q3DBox(("
+ << box.minimum().x() << ", " << box.minimum().y() << ", "
+ << box.minimum().z() << ") - ("
+ << box.maximum().x() << ", " << box.maximum().y() << ", "
+ << box.maximum().z() << "))";
+ return dbg.space();
+ } else if (box.isNull()) {
+ dbg << "Q3DBox(null)";
+ return dbg;
+ } else {
+ dbg << "Q3DBox(infinite)";
+ return dbg;
+ }
+}
+
+#endif
+
+#ifndef QT_NO_DATASTREAM
+
+/*!
+ \relates Q3DBox
+
+ Writes the given \a box to the given \a stream and returns a
+ reference to the stream.
+*/
+QDataStream &operator<<(QDataStream &stream, const Q3DBox &box)
+{
+ if (box.isNull()) {
+ stream << int(0);
+ } else if (box.isInfinite()) {
+ stream << int(2);
+ } else {
+ stream << int(1);
+ stream << box.minimum();
+ stream << box.maximum();
+ }
+ return stream;
+}
+
+/*!
+ \relates Q3DBox
+
+ Reads a 3D box from the given \a stream into the given \a box
+ and returns a reference to the stream.
+*/
+QDataStream &operator>>(QDataStream &stream, Q3DBox &box)
+{
+ int type;
+ stream >> type;
+ if (type == 1) {
+ QVector3D minimum, maximum;
+ stream >> minimum;
+ stream >> maximum;
+ box = Q3DBox(minimum, maximum);
+ } else if (type == 2) {
+ box.setToInfinite();
+ } else {
+ box.setToNull();
+ }
+ return stream;
+}
+
+#endif // QT_NO_DATASTREAM
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/q3dbox.h b/src/datavisualization/engine/q3dbox.h
new file mode 100644
index 00000000..72d97219
--- /dev/null
+++ b/src/datavisualization/engine/q3dbox.h
@@ -0,0 +1,184 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+#ifndef Q3DBOX_H
+#define Q3DBOX_H
+
+#include "datavisualizationglobal_p.h"
+
+class QMatrix4x4;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class QT_DATAVISUALIZATION_EXPORT Q3DBox
+{
+public:
+ Q3DBox();
+ Q3DBox(const QVector3D& corner1, const QVector3D& corner2);
+
+ bool isNull() const;
+ bool isFinite() const;
+ bool isInfinite() const;
+
+ QVector3D minimum() const;
+ QVector3D maximum() const;
+ void setExtents(const QVector3D& corner1, const QVector3D& corner2);
+
+ void setToNull();
+ void setToInfinite();
+
+ QVector3D size() const;
+ QVector3D center() const;
+
+ bool contains(const QVector3D& point) const;
+ bool contains(const Q3DBox& box) const;
+
+ bool intersects(const Q3DBox& box) const;
+ void intersect(const Q3DBox& box);
+ Q3DBox intersected(const Q3DBox& box) const;
+
+ void unite(const QVector3D& point);
+ void unite(const Q3DBox& box);
+
+ Q3DBox united(const QVector3D& point) const;
+ Q3DBox united(const Q3DBox& box) const;
+
+ void transform(const QMatrix4x4& matrix);
+ Q3DBox transformed(const QMatrix4x4& matrix) const;
+
+ bool operator==(const Q3DBox& box) const;
+ bool operator!=(const Q3DBox& box) const;
+
+ friend bool qFuzzyCompare(const Q3DBox& box1, const Q3DBox& box2);
+
+private:
+ enum Type
+ {
+ Null,
+ Finite,
+ Infinite
+ };
+
+ Q3DBox::Type boxtype;
+ QVector3D mincorner, maxcorner;
+};
+
+inline Q3DBox::Q3DBox() : boxtype(Null), mincorner(0, 0, 0), maxcorner(0, 0, 0) {}
+
+inline Q3DBox::Q3DBox(const QVector3D& corner1, const QVector3D& corner2)
+ : boxtype(Finite),
+ mincorner(qMin(corner1.x(), corner2.x()),
+ qMin(corner1.y(), corner2.y()),
+ qMin(corner1.z(), corner2.z())),
+ maxcorner(qMax(corner1.x(), corner2.x()),
+ qMax(corner1.y(), corner2.y()),
+ qMax(corner1.z(), corner2.z())) {}
+
+inline bool Q3DBox::isNull() const { return (boxtype == Null); }
+inline bool Q3DBox::isFinite() const { return (boxtype == Finite); }
+inline bool Q3DBox::isInfinite() const { return (boxtype == Infinite); }
+
+inline QVector3D Q3DBox::minimum() const { return mincorner; }
+inline QVector3D Q3DBox::maximum() const { return maxcorner; }
+
+inline void Q3DBox::setExtents(const QVector3D& corner1, const QVector3D& corner2)
+{
+ boxtype = Finite;
+ mincorner = QVector3D(qMin(corner1.x(), corner2.x()),
+ qMin(corner1.y(), corner2.y()),
+ qMin(corner1.z(), corner2.z()));
+ maxcorner = QVector3D(qMax(corner1.x(), corner2.x()),
+ qMax(corner1.y(), corner2.y()),
+ qMax(corner1.z(), corner2.z()));
+}
+
+inline void Q3DBox::setToNull()
+{
+ boxtype = Null;
+ mincorner = QVector3D(0, 0, 0);
+ maxcorner = QVector3D(0, 0, 0);
+}
+
+inline void Q3DBox::setToInfinite()
+{
+ boxtype = Infinite;
+ mincorner = QVector3D(0, 0, 0);
+ maxcorner = QVector3D(0, 0, 0);
+}
+
+inline QVector3D Q3DBox::size() const { return maxcorner - mincorner; }
+inline QVector3D Q3DBox::center() const { return (mincorner + maxcorner) * 0.5f; }
+
+inline bool Q3DBox::contains(const QVector3D& point) const
+{
+ if (boxtype == Finite) {
+ return (point.x() >= mincorner.x() && point.x() <= maxcorner.x() &&
+ point.y() >= mincorner.y() && point.y() <= maxcorner.y() &&
+ point.z() >= mincorner.z() && point.z() <= maxcorner.z());
+ } else if (boxtype == Infinite) {
+ return true;
+ } else {
+ return false;
+ }
+}
+
+inline bool Q3DBox::contains(const Q3DBox& box) const
+{
+ if (box.boxtype == Finite)
+ return contains(box.mincorner) && contains(box.maxcorner);
+ else if (box.boxtype == Infinite)
+ return (boxtype == Infinite);
+ else
+ return false;
+}
+
+inline bool Q3DBox::operator==(const Q3DBox& box) const
+{
+ return (boxtype == box.boxtype &&
+ mincorner == box.mincorner &&
+ maxcorner == box.maxcorner);
+}
+
+inline bool Q3DBox::operator!=(const Q3DBox& box) const
+{
+ return (boxtype != box.boxtype ||
+ mincorner != box.mincorner ||
+ maxcorner != box.maxcorner);
+}
+
+inline bool qFuzzyCompare(const Q3DBox& box1, const Q3DBox& box2)
+{
+ return box1.boxtype == box2.boxtype &&
+ qFuzzyCompare(box1.mincorner, box2.mincorner) &&
+ qFuzzyCompare(box1.maxcorner, box2.maxcorner);
+}
+
+#ifndef QT_NO_DEBUG_STREAM
+QT_DATAVISUALIZATION_EXPORT QDebug operator<<(QDebug dbg, const Q3DBox &box);
+#endif
+
+#ifndef QT_NO_DATASTREAM
+QT_DATAVISUALIZATION_EXPORT QDataStream &operator<<(QDataStream &stream, const Q3DBox &box);
+QT_DATAVISUALIZATION_EXPORT QDataStream &operator>>(QDataStream &stream, Q3DBox &box);
+#endif
+
+//Q_DECLARE_METATYPE(Q3DBox)
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/q3dcamera.cpp b/src/datavisualization/engine/q3dcamera.cpp
new file mode 100644
index 00000000..906cd466
--- /dev/null
+++ b/src/datavisualization/engine/q3dcamera.cpp
@@ -0,0 +1,295 @@
+/****************************************************************************
+**
+** 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 "q3dcamera.h"
+#include "q3dcamera_p.h"
+#include "q3dscene.h"
+#include "q3dbox.h"
+#include "q3dobject.h"
+
+#include <qmath.h>
+#include <QVector3D>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Q3DCamera::Q3DCamera(QObject *parent) :
+ Q3DObject(parent),
+ d_ptr(new Q3DCameraPrivate(this))
+{
+}
+
+Q3DCamera::~Q3DCamera()
+{
+}
+
+void Q3DCamera::copyValuesFrom(const Q3DCamera &source)
+{
+ Q3DObject::copyValuesFrom(source);
+
+ d_ptr->m_target.setX(source.d_ptr->m_target.x());
+ d_ptr->m_target.setY(source.d_ptr->m_target.y());
+ d_ptr->m_target.setZ(source.d_ptr->m_target.z());
+
+ d_ptr->m_up.setX(source.d_ptr->m_up.x());
+ d_ptr->m_up.setY(source.d_ptr->m_up.y());
+ d_ptr->m_up.setZ(source.d_ptr->m_up.z());
+
+ float *values = new float[16];
+ source.d_ptr->m_viewMatrix.copyDataTo(values);
+ d_ptr->m_viewMatrix = QMatrix4x4(values);
+ delete values;
+
+ d_ptr->m_xRotation = source.d_ptr->m_xRotation;
+ d_ptr->m_yRotation = source.d_ptr->m_yRotation;
+
+ d_ptr->m_zoomLevel = source.d_ptr->m_zoomLevel;
+ d_ptr->m_activePreset = source.d_ptr->m_activePreset;
+}
+
+void Q3DCamera::setRotations(const QPointF &rotation)
+{
+ setRotationsPrivate(rotation);
+ d_ptr->m_activePreset = QDataVis::NoPreset;
+}
+
+void Q3DCamera::setDefaultOrientation(const QVector3D &defaultPosition,
+ const QVector3D &defaultTarget,
+ const QVector3D &defaultUp)
+{
+ Q3DObject::setPosition(defaultPosition);
+ d_ptr->m_target = defaultTarget;
+ d_ptr->m_up = defaultUp;
+}
+
+QPointF Q3DCamera::rotations() const
+{
+ QPointF rotations(d_ptr->m_xRotation, d_ptr->m_yRotation);
+ return rotations;
+}
+
+void Q3DCamera::setViewMatrix(const QMatrix4x4 &viewMatrix)
+{
+ d_ptr->m_viewMatrix = viewMatrix;
+}
+
+QMatrix4x4 Q3DCamera::viewMatrix() const
+{
+ return d_ptr->m_viewMatrix;
+}
+
+void Q3DCamera::updateViewMatrix(GLfloat zoomAdjustment)
+{
+ bool showUnder = parentScene()->isUnderSideCameraEnabled();
+ int zoom = zoomLevel() * zoomAdjustment;
+ QMatrix4x4 viewMatrix;
+ GLfloat lowerLimit = 0.0f;
+ if (showUnder)
+ lowerLimit = -90.0f;
+
+ // Reset at 360 in x and limit to 0...90 in y
+ if (qAbs(d_ptr->m_xRotation) >= 360.0f)
+ d_ptr->m_xRotation = 0.0f;
+ if (d_ptr->m_yRotation >= 90.0f)
+ d_ptr->m_yRotation = 90.0f;
+ else if (d_ptr->m_yRotation <= lowerLimit)
+ d_ptr->m_yRotation = lowerLimit;
+
+ // Apply to view matrix
+ viewMatrix.lookAt(position(), d_ptr->m_target, d_ptr->m_up);
+ // Compensate for translation (if d_ptr->m_target is off origin)
+ viewMatrix.translate(d_ptr->m_target.x(), d_ptr->m_target.y(), d_ptr->m_target.z());
+ // Apply rotations
+ // Handle x and z rotation when y -angle is other than 0
+ viewMatrix.rotate(d_ptr->m_xRotation, 0, qCos(qDegreesToRadians(d_ptr->m_yRotation)),
+ qSin(qDegreesToRadians(d_ptr->m_yRotation)));
+ // y rotation is always "clean"
+ viewMatrix.rotate(d_ptr->m_yRotation, 1.0f, 0.0f, 0.0f);
+ // handle zoom by scaling
+ viewMatrix.scale((GLfloat)zoom / 100.0f);
+ // Compensate for translation (if d_ptr->m_target is off origin)
+ viewMatrix.translate(-d_ptr->m_target.x(), -d_ptr->m_target.y(), -d_ptr->m_target.z());
+
+ setViewMatrix(viewMatrix);
+}
+
+QDataVis::CameraPreset Q3DCamera::cameraPreset()
+{
+ return d_ptr->m_activePreset;
+}
+
+void Q3DCamera::setCameraPreset(QDataVis::CameraPreset preset)
+{
+ switch (preset) {
+ case QDataVis::PresetFrontLow: {
+ Q3DCamera::setRotationsPrivate(QPointF(0.0f, 0.0f));
+ break;
+ }
+ case QDataVis::PresetFront: {
+ Q3DCamera::setRotationsPrivate(QPointF(0.0f, 22.5f));
+ break;
+ }
+ case QDataVis::PresetFrontHigh: {
+ Q3DCamera::setRotationsPrivate(QPointF(0.0f, 45.0f));
+ break;
+ }
+ case QDataVis::PresetLeftLow: {
+ Q3DCamera::setRotationsPrivate(QPointF(90.0f, 0.0f));
+ break;
+ }
+ case QDataVis::PresetLeft: {
+ Q3DCamera::setRotationsPrivate(QPointF(90.0f, 22.5f));
+ break;
+ }
+ case QDataVis::PresetLeftHigh: {
+ Q3DCamera::setRotationsPrivate(QPointF(90.0f, 45.0f));
+ break;
+ }
+ case QDataVis::PresetRightLow: {
+ Q3DCamera::setRotationsPrivate(QPointF(-90.0f, 0.0f));
+ break;
+ }
+ case QDataVis::PresetRight: {
+ Q3DCamera::setRotationsPrivate(QPointF(-90.0f, 22.5f));
+ break;
+ }
+ case QDataVis::PresetRightHigh: {
+ Q3DCamera::setRotationsPrivate(QPointF(-90.0f, 45.0f));
+ break;
+ }
+ case QDataVis::PresetBehindLow: {
+ Q3DCamera::setRotationsPrivate(QPointF(180.0f, 0.0f));
+ break;
+ }
+ case QDataVis::PresetBehind: {
+ Q3DCamera::setRotationsPrivate(QPointF(180.0f, 22.5f));
+ break;
+ }
+ case QDataVis::PresetBehindHigh: {
+ Q3DCamera::setRotationsPrivate(QPointF(180.0f, 45.0f));
+ break;
+ }
+ case QDataVis::PresetIsometricLeft: {
+ Q3DCamera::setRotationsPrivate(QPointF(45.0f, 22.5f));
+ break;
+ }
+ case QDataVis::PresetIsometricLeftHigh: {
+ Q3DCamera::setRotationsPrivate(QPointF(45.0f, 45.0f));
+ break;
+ }
+ case QDataVis::PresetIsometricRight: {
+ Q3DCamera::setRotationsPrivate(QPointF(-45.0f, 22.5f));
+ break;
+ }
+ case QDataVis::PresetIsometricRightHigh: {
+ Q3DCamera::setRotationsPrivate(QPointF(-45.0f, 45.0f));
+ break;
+ }
+ case QDataVis::PresetDirectlyAbove: {
+ Q3DCamera::setRotationsPrivate(QPointF(0.0f, 90.0f));
+ break;
+ }
+ case QDataVis::PresetDirectlyAboveCW45: {
+ Q3DCamera::setRotationsPrivate(QPointF(-45.0f, 90.0f));
+ break;
+ }
+ case QDataVis::PresetDirectlyAboveCCW45: {
+ Q3DCamera::setRotationsPrivate(QPointF(45.0f, 90.0f));
+ break;
+ }
+ case QDataVis::PresetFrontBelow: {
+ Q3DCamera::setRotationsPrivate(QPointF(0.0f, -45.0f));
+ break;
+ }
+ case QDataVis::PresetLeftBelow: {
+ Q3DCamera::setRotationsPrivate(QPointF(90.0f, -45.0f));
+ break;
+ }
+ case QDataVis::PresetRightBelow: {
+ Q3DCamera::setRotationsPrivate(QPointF(-90.0f, -45.0f));
+ break;
+ }
+ case QDataVis::PresetBehindBelow: {
+ Q3DCamera::setRotationsPrivate(QPointF(180.0f, -45.0f));
+ break;
+ }
+ case QDataVis::PresetDirectlyBelow: {
+ Q3DCamera::setRotationsPrivate(QPointF(0.0f, -90.0f));
+ break;
+ }
+ default:
+ preset = QDataVis::NoPreset;
+ break;
+ }
+
+ d_ptr->m_activePreset = preset;
+}
+
+void Q3DCamera::setRotationsPrivate(const QPointF &rotation)
+{
+ d_ptr->m_xRotation = rotation.x();
+ d_ptr->m_yRotation = rotation.y();
+}
+
+void Q3DCamera::setZoomLevel(int zoomLevel)
+{
+ d_ptr->m_zoomLevel = zoomLevel;
+}
+
+int Q3DCamera::zoomLevel()
+{
+ return d_ptr->m_zoomLevel;
+}
+
+QVector3D Q3DCamera::calculatePositionRelativeToCamera(const QVector3D &relativePosition,
+ GLfloat fixedRotation,
+ GLfloat distanceModifier) const
+{
+ // Move the position with camera
+ GLfloat radiusFactor = relativePosition.z() * (1.5f + distanceModifier);
+ GLfloat xAngle;
+ GLfloat yAngle;
+ if (!fixedRotation) {
+ xAngle = qDegreesToRadians(d_ptr->m_xRotation);
+ yAngle = qDegreesToRadians(d_ptr->m_yRotation);
+ } else {
+ xAngle = qDegreesToRadians(fixedRotation);
+ yAngle = 0;
+ }
+ GLfloat radius = (radiusFactor + relativePosition.y()); // set radius to match the highest height of the position
+ GLfloat zPos = radius * qCos(xAngle) * qCos(yAngle);
+ GLfloat xPos = radius * qSin(xAngle) * qCos(yAngle);
+ GLfloat yPos = (radiusFactor + relativePosition.y()) * qSin(yAngle);
+ // Keep in the set position in relation to camera
+ return QVector3D(-xPos + relativePosition.x(),
+ yPos + relativePosition.y(),
+ zPos + relativePosition.z());
+}
+
+
+Q3DCameraPrivate::Q3DCameraPrivate(Q3DCamera *q) :
+ q_ptr(q),
+ m_zoomLevel(100)
+{
+}
+
+
+Q3DCameraPrivate::~Q3DCameraPrivate()
+{
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/q3dcamera.h b/src/datavisualization/engine/q3dcamera.h
new file mode 100644
index 00000000..ed09c3e1
--- /dev/null
+++ b/src/datavisualization/engine/q3dcamera.h
@@ -0,0 +1,87 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+#ifndef Q3DCAMERA_H
+#define Q3DCAMERA_H
+
+#include <QObject>
+#include <QMatrix4x4>
+
+#include "datavisualizationglobal_p.h"
+#include "q3dbars.h"
+#include "q3dobject.h"
+
+class QVector3D;
+class QPoint;
+class QPointF;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DCameraPrivate;
+
+class QT_DATAVISUALIZATION_EXPORT Q3DCamera : public Q3DObject
+{
+ Q_OBJECT
+ Q_PROPERTY(QPointF rotations READ rotations WRITE setRotations)
+ Q_PROPERTY(QMatrix4x4 viewMatrix READ viewMatrix WRITE setViewMatrix)
+ Q_PROPERTY(QtDataVisualization::QDataVis::CameraPreset cameraPreset READ cameraPreset WRITE setCameraPreset)
+ Q_PROPERTY(int zoomLevel READ zoomLevel WRITE setZoomLevel)
+
+
+public:
+ Q3DCamera(QObject *parent = 0);
+ virtual ~Q3DCamera();
+
+ void copyValuesFrom(const Q3DCamera &source);
+
+ // Set camera rotation in degrees
+ virtual void setRotations(const QPointF &rotation);
+ // Get camera rotations
+ virtual QPointF rotations() const;
+
+ virtual void setViewMatrix(const QMatrix4x4 &viewMatrix);
+ virtual QMatrix4x4 viewMatrix() const;
+
+ // Set default camera orientation. Position's x and y should be 0.
+ virtual void setDefaultOrientation(const QVector3D &defaultPosition,
+ const QVector3D &defaultTarget,
+ const QVector3D &defaultUp);
+
+ // Calculate view matrix based on zoomadjustment, current rotation and current zoom level
+ virtual void updateViewMatrix(GLfloat zoomAdjustment);
+
+ virtual void setCameraPreset(QDataVis::CameraPreset preset);
+ virtual QDataVis::CameraPreset cameraPreset();
+
+ virtual void setZoomLevel(int zoomLevel);
+ virtual int zoomLevel();
+
+ virtual QVector3D calculatePositionRelativeToCamera(const QVector3D &relativePosition,
+ GLfloat fixedRotation,
+ GLfloat distanceModifier) const;
+
+private:
+ void setRotationsPrivate(const QPointF &rotation);
+ QScopedPointer<Q3DCameraPrivate> d_ptr;
+
+ Q_DISABLE_COPY(Q3DCamera)
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // Q3DCAMERA_H
diff --git a/src/datavisualization/engine/q3dcamera_p.h b/src/datavisualization/engine/q3dcamera_p.h
new file mode 100644
index 00000000..75805d09
--- /dev/null
+++ b/src/datavisualization/engine/q3dcamera_p.h
@@ -0,0 +1,61 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DCAMERA_P_H
+#define Q3DCAMERA_P_H
+
+#include "datavisualizationglobal_p.h"
+#include "q3dbars.h"
+#include <QObject>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DCamera;
+
+class Q3DCameraPrivate
+{
+public:
+ Q3DCameraPrivate(Q3DCamera *q);
+ ~Q3DCameraPrivate();
+
+public:
+ Q3DCamera *q_ptr;
+ QVector3D m_target;
+ QVector3D m_up;
+
+ QMatrix4x4 m_viewMatrix;
+
+ GLfloat m_xRotation;
+ GLfloat m_yRotation;
+ int m_zoomLevel;
+ QDataVis::CameraPreset m_activePreset;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // Q3DCAMERA_P_H
diff --git a/src/datavisualization/engine/q3dlight.cpp b/src/datavisualization/engine/q3dlight.cpp
new file mode 100644
index 00000000..80debb83
--- /dev/null
+++ b/src/datavisualization/engine/q3dlight.cpp
@@ -0,0 +1,49 @@
+/****************************************************************************
+**
+** 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 "q3dlight.h"
+#include "q3dscene.h"
+#include "q3dlight_p.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Q3DLight::Q3DLight(QObject *parent) :
+ Q3DObject(parent),
+ d_ptr(new Q3DLightPrivate(this))
+{
+}
+
+void Q3DLight::copyValuesFrom(const Q3DLight &source)
+{
+ Q3DObject::copyValuesFrom(source);
+}
+
+Q3DLight::~Q3DLight()
+{
+}
+
+Q3DLightPrivate::Q3DLightPrivate(Q3DLight *q) :
+ q_ptr(q)
+{
+}
+
+Q3DLightPrivate::~Q3DLightPrivate()
+{
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/q3dlight.h b/src/datavisualization/engine/q3dlight.h
new file mode 100644
index 00000000..1a7ef739
--- /dev/null
+++ b/src/datavisualization/engine/q3dlight.h
@@ -0,0 +1,50 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+#ifndef Q3DLIGHT_H
+#define Q3DLIGHT_H
+
+#include <QObject>
+
+#include "datavisualizationglobal_p.h"
+#include "q3dobject.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DLightPrivate;
+class Q3DScene;
+
+class QT_DATAVISUALIZATION_EXPORT Q3DLight : public Q3DObject
+{
+ Q_OBJECT
+
+public:
+ Q3DLight(QObject *parent = 0);
+ virtual ~Q3DLight();
+
+ void copyValuesFrom(const Q3DLight &source);
+
+private:
+ QScopedPointer<Q3DLightPrivate> d_ptr;
+
+ Q_DISABLE_COPY(Q3DLight)
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // Q3DLIGHT_H
diff --git a/src/datavisualization/engine/q3dlight_p.h b/src/datavisualization/engine/q3dlight_p.h
new file mode 100644
index 00000000..d0d28052
--- /dev/null
+++ b/src/datavisualization/engine/q3dlight_p.h
@@ -0,0 +1,57 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DLIGHT_P_H
+#define Q3DLIGHT_P_H
+
+#include "datavisualizationglobal_p.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DScene;
+class Q3DLight;
+
+class Q3DLightPrivate
+{
+public:
+ Q3DLightPrivate(Q3DLight *q);
+ ~Q3DLightPrivate();
+
+public:
+ Q3DLight *q_ptr;
+
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // Q3DLIGHT_P_H
+
+
+
+
+
diff --git a/src/datavisualization/engine/q3dobject.cpp b/src/datavisualization/engine/q3dobject.cpp
new file mode 100644
index 00000000..cd609ae6
--- /dev/null
+++ b/src/datavisualization/engine/q3dobject.cpp
@@ -0,0 +1,73 @@
+/****************************************************************************
+**
+** 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 "q3dobject.h"
+#include "q3dobject_p.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Q3DObject::Q3DObject(QObject *parent) :
+ QObject(parent),
+ d_ptr(new Q3DObjectPrivate(this))
+{
+}
+
+Q3DObject::~Q3DObject()
+{
+}
+
+void Q3DObject::copyValuesFrom(const Q3DObject &source)
+{
+ d_ptr->m_position.setX(source.d_ptr->m_position.x());
+ d_ptr->m_position.setY(source.d_ptr->m_position.y());
+ d_ptr->m_position.setZ(source.d_ptr->m_position.z());
+}
+
+void Q3DObject::setParentScene(Q3DScene *parentScene)
+{
+ d_ptr->m_parentScene = parentScene;
+}
+
+Q3DScene *Q3DObject::parentScene()
+{
+ return d_ptr->m_parentScene;
+}
+
+void Q3DObject::setPosition(const QVector3D &position)
+{
+ d_ptr->m_position = position;
+}
+
+QVector3D Q3DObject::position() const
+{
+ return d_ptr->m_position;
+}
+
+
+Q3DObjectPrivate::Q3DObjectPrivate(Q3DObject *q) :
+ q_ptr(q),
+ m_parentScene(0)
+{
+}
+
+Q3DObjectPrivate::~Q3DObjectPrivate()
+{
+
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/q3dobject.h b/src/datavisualization/engine/q3dobject.h
new file mode 100644
index 00000000..85bb3858
--- /dev/null
+++ b/src/datavisualization/engine/q3dobject.h
@@ -0,0 +1,54 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+#ifndef Q3DOBJECT_H
+#define Q3DOBJECT_H
+
+#include <QObject>
+#include "datavisualizationglobal_p.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DScene;
+class Q3DObjectPrivate;
+
+class Q3DObject : public QObject
+{
+ Q_OBJECT
+
+public:
+ Q3DObject(QObject *parent = 0);
+ virtual ~Q3DObject();
+
+ void copyValuesFrom(const Q3DObject &source);
+
+ virtual void setParentScene(Q3DScene *parentScene);
+ virtual Q3DScene *parentScene();
+
+ virtual void setPosition(const QVector3D &position);
+ virtual QVector3D position() const;
+
+private:
+ QScopedPointer<Q3DObjectPrivate> d_ptr;
+
+ Q_DISABLE_COPY(Q3DObject)
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // Q3DOBJECT_H
diff --git a/src/datavisualization/engine/q3dobject_p.h b/src/datavisualization/engine/q3dobject_p.h
new file mode 100644
index 00000000..d1064731
--- /dev/null
+++ b/src/datavisualization/engine/q3dobject_p.h
@@ -0,0 +1,53 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DOBJECT_P_H
+#define Q3DOBJECT_P_H
+
+#include "datavisualizationglobal_p.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DObject;
+class Q3DScene;
+
+class Q3DObjectPrivate
+{
+public:
+ Q3DObjectPrivate(Q3DObject *q);
+ ~Q3DObjectPrivate();
+
+public:
+ Q3DObject *q_ptr;
+ Q3DScene *m_parentScene;
+ QVector3D m_position;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // Q3DOBJECT_P_H
diff --git a/src/datavisualization/engine/q3dscatter.cpp b/src/datavisualization/engine/q3dscatter.cpp
new file mode 100644
index 00000000..b9e74a22
--- /dev/null
+++ b/src/datavisualization/engine/q3dscatter.cpp
@@ -0,0 +1,575 @@
+/****************************************************************************
+**
+** 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 "q3dscatter.h"
+#include "q3dscatter_p.h"
+#include "scatter3dcontroller_p.h"
+#include "q3dvalueaxis.h"
+#include "qscatterdataproxy.h"
+
+#include <QMouseEvent>
+
+#include <QDebug>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+/*!
+ * \class Q3DScatter
+ * \inmodule QtDataVisualization
+ * \brief The Q3DScatter class provides methods for rendering 3D scatter graphs.
+ * \since 1.0.0
+ *
+ * This class enables developers to render scatter graphs in 3D and to view them by rotating the scene
+ * freely. Rotation is done by holding down the right mouse button and moving the mouse. Zooming
+ * is done by mouse wheel. Selection, if enabled, is done by left mouse button. The scene can be
+ * reset to default camera view by clicking mouse wheel. In touch devices rotation is done
+ * by tap-and-move, selection by tap-and-hold and zoom by pinch.
+ *
+ * Methods are provided for changing item styles, themes, item selection modes and so on. See the
+ * methods for more detailed descriptions.
+ *
+ * \section1 How to construct a minimal Q3DScatter chart
+ *
+ * First, construct Q3DScatter:
+ *
+ * \snippet doc_src_q3dscatter_construction.cpp 0
+ *
+ * Now Q3DScatter is ready to receive data to be rendered. Add one set of 3 QVector3D items:
+ *
+ * \snippet doc_src_q3dscatter_construction.cpp 1
+ *
+ * Finally you will need to set it visible:
+ *
+ * \snippet doc_src_q3dscatter_construction.cpp 2
+ *
+ * The complete code needed to create and display this chart is:
+ *
+ * \snippet doc_src_q3dscatter_construction.cpp 3
+ *
+ * And this is what those few lines of code produce:
+ *
+ * \image q3dscatter-minimal.png
+ *
+ * The scene can be rotated and zoomed into, but no other interaction is included in this minimal
+ * code example. You can learn more by familiarizing yourself with the examples provided, like
+ * the \l{Scatter Chart Example}.
+ *
+ * If no axes are explicitly set to Q3DScatter, temporary default axes with no labels are created.
+ * These default axes can be modified via axis accessors, but as soon any axis is explicitly
+ * set for the orientation, the default axis for that orientation is destroyed.
+ *
+ * Data proxies work similarly: If no data proxy is explicitly set, Q3DScatter creates a default
+ * proxy. If any other proxy is set as active data proxy later, the default proxy and all data
+ * added to it is destroyed.
+ *
+ * \sa Q3DBars, Q3DSurface, {Qt Data Visualization 3D C++ Classes}
+ */
+
+/*!
+ * Constructs a new 3D scatter window.
+ */
+Q3DScatter::Q3DScatter()
+ : d_ptr(new Q3DScatterPrivate(this, geometry()))
+{
+ d_ptr->m_shared->initializeOpenGL();
+ QObject::connect(d_ptr->m_shared, &Scatter3DController::selectedItemIndexChanged, this,
+ &Q3DScatter::selectedItemIndexChanged);
+ QObject::connect(d_ptr->m_shared, &Abstract3DController::needRender, this,
+ &Q3DWindow::renderLater);
+}
+
+/*!
+ * Destroys the 3D scatter window.
+ */
+Q3DScatter::~Q3DScatter()
+{
+}
+
+/*!
+ * \internal
+ */
+void Q3DScatter::render()
+{
+ d_ptr->m_shared->synchDataToRenderer();
+ d_ptr->m_shared->render();
+}
+
+#if defined(Q_OS_ANDROID)
+/*!
+ * \internal
+ */
+void Q3DScatter::mouseDoubleClickEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mouseDoubleClickEvent(event);
+}
+
+/*!
+ * \internal
+ */
+void Q3DScatter::touchEvent(QTouchEvent *event)
+{
+ d_ptr->m_shared->touchEvent(event);
+}
+#endif
+
+/*!
+ * \internal
+ */
+void Q3DScatter::mousePressEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mousePressEvent(event, event->pos());
+}
+
+/*!
+ * \internal
+ */
+void Q3DScatter::mouseReleaseEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mouseReleaseEvent(event, event->pos());
+}
+
+/*!
+ * \internal
+ */
+void Q3DScatter::mouseMoveEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mouseMoveEvent(event, event->pos());
+}
+
+/*!
+ * \internal
+ */
+void Q3DScatter::wheelEvent(QWheelEvent *event)
+{
+ d_ptr->m_shared->wheelEvent(event);
+}
+
+/*!
+ * \internal
+ */
+void Q3DScatter::resizeEvent(QResizeEvent *event)
+{
+ Q_UNUSED(event);
+ d_ptr->m_shared->setSize(width(), height());
+}
+
+/*!
+ * Sets window \a width.
+ */
+void Q3DScatter::setWidth(const int width)
+{
+ d_ptr->m_shared->setWidth(width);
+ QWindow::setWidth(width);
+}
+
+/*!
+ * Sets window \a height.
+ */
+void Q3DScatter::setHeight(const int height)
+{
+ d_ptr->m_shared->setHeight(height);
+ QWindow::setHeight(height);
+}
+
+/*!
+ * Sets the item \a style to one of the values in \c QDataVis::MeshStyle. It is preset to
+ * \c QDataVis::Spheres by default. A \a smooth flag can be used to set shading to smooth.
+ * It is \c false by default.
+ *
+ * \sa setMeshFileName()
+ */
+void Q3DScatter::setObjectType(QDataVis::MeshStyle style, bool smooth)
+{
+ d_ptr->m_shared->setObjectType(style, smooth);
+}
+
+/*!
+ * Moves camera to a \a preset position. The position can be one of \c QDataVis::CameraPreset.
+ */
+void Q3DScatter::setCameraPreset(QDataVis::CameraPreset preset)
+{
+ d_ptr->m_shared->setCameraPreset(preset);
+}
+
+/*!
+ * Move camera to a wanted position based on \a horizontal and \a vertical angles. Angles are limited
+ * to -180...180 in horizontal direction and -90...90 in vertical. \a distance is adjustable
+ * between 10 and 500, being \c 100 by default.
+ */
+void Q3DScatter::setCameraPosition(qreal horizontal, qreal vertical, int distance)
+{
+ d_ptr->m_shared->setCameraPosition(GLfloat(horizontal), GLfloat(vertical), GLint(distance));
+}
+
+/*!
+ * Sets a predefined \a theme from \c QDataVis::ColorTheme. It is preset to \c QDataVis::ThemeSystem by
+ * default. Theme affects bar colors, label colors, text color, background color, window color and
+ * grid color. Lighting is also adjusted by themes.
+ *
+ * \sa setObjectColor()
+ */
+void Q3DScatter::setTheme(QDataVis::ColorTheme theme)
+{
+ d_ptr->m_shared->setColorTheme(theme);
+}
+
+/*!
+ * Set item color using your own colors. \a baseColor sets the base color of a item. If all other
+ * colors are black, this sets the final color of the item if uniform is set to false.
+ * \a heightColor is added to the item based on its height. The higher the item, the more prominent
+ * this color becomes. Setting this black keeps the color unchanged regardless of height.
+ * \a depthColor becomes more prominent the further away from the first row the item is.
+ * Setting this black keeps items the same color regardless of "depth" in the set. \a uniform -flag
+ * is used to define if color needs to be uniform throughout item's length, or will the colors be
+ * applied by height. It is \c true by default.
+ *
+ * Calling this method overrides colors from theme.
+ *
+ * \sa setTheme()
+ *
+ * \warning This method is subject to change.
+ */
+void Q3DScatter::setObjectColor(const QColor &baseColor, const QColor &heightColor,
+ const QColor &depthColor, bool uniform)
+{
+ d_ptr->m_shared->setObjectColor(baseColor, heightColor, depthColor, uniform);
+}
+
+/*!
+ * \property Q3DScatter::selectionMode
+ *
+ * Sets item selection \a mode to one of \c QDataVis::SelectionMode. It is preset to
+ * \c QDataVis::ModeItem by default.
+ */
+void Q3DScatter::setSelectionMode(QDataVis::SelectionMode mode)
+{
+ d_ptr->m_shared->setSelectionMode(mode);
+}
+
+QDataVis::SelectionMode Q3DScatter::selectionMode() const
+{
+ return d_ptr->m_shared->selectionMode();
+}
+
+/*!
+ * Override item type with a mesh object located in \a objFileName.
+ * \note Object needs to be in Wavefront obj format and include vertices, normals and UVs.
+ * It also needs to be in triangles.
+ *
+ * \sa setObjectType()
+ */
+void Q3DScatter::setMeshFileName(const QString &objFileName)
+{
+ d_ptr->m_shared->setMeshFileName(objFileName);
+}
+
+/*!
+ * \property Q3DScatter::font
+ *
+ * Sets the \a font for labels. It is preset to \c Arial by default.
+ */
+void Q3DScatter::setFont(const QFont &font)
+{
+ d_ptr->m_shared->setFont(font);
+}
+
+QFont Q3DScatter::font() const
+{
+ return d_ptr->m_shared->font();
+}
+
+/*!
+ * \property Q3DScatter::labelTransparency
+ *
+ * Sets label \a transparency to one of \c QDataVis::LabelTransparency. It is preset to
+ * \c QDataVis::TransparencyFromTheme by default.
+ */
+void Q3DScatter::setLabelTransparency(QDataVis::LabelTransparency transparency)
+{
+ d_ptr->m_shared->setLabelTransparency(transparency);
+}
+
+QDataVis::LabelTransparency Q3DScatter::labelTransparency() const
+{
+ return d_ptr->m_shared->labelTransparency();
+}
+
+/*!
+ * \property Q3DScatter::gridVisible
+ *
+ * Sets grid visibility to \a visible. It is preset to \c true by default.
+ */
+void Q3DScatter::setGridVisible(bool visible)
+{
+ d_ptr->m_shared->setGridEnabled(visible);
+}
+
+bool Q3DScatter::isGridVisible() const
+{
+ return d_ptr->m_shared->gridEnabled();
+}
+
+/*!
+ * \property Q3DScatter::backgroundVisible
+ *
+ * Sets background visibility to \a visible. It is preset to \c true by default.
+ */
+void Q3DScatter::setBackgroundVisible(bool visible)
+{
+ d_ptr->m_shared->setBackgroundEnabled(visible);
+}
+
+bool Q3DScatter::isBackgroundVisible() const
+{
+ return d_ptr->m_shared->backgroundEnabled();
+}
+
+/*!
+ * \property Q3DScatter::selectedItemIndex
+ *
+ * Selects an item in the \a index. Only one item can be selected at a time.
+ * To clear selection, specify an illegal \a index, e.g. -1.
+ */
+void Q3DScatter::setSelectedItemIndex(int index)
+{
+ d_ptr->m_shared->setSelectedItemIndex(index);
+}
+
+int Q3DScatter::selectedItemIndex() const
+{
+ return d_ptr->m_shared->selectedItemIndex();
+}
+
+/*!
+ * \property Q3DScatter::shadowQuality
+ *
+ * Sets shadow \a quality to one of \c QDataVis::ShadowQuality. It is preset to
+ * \c QDataVis::ShadowMedium by default.
+ *
+ * \note If setting QDataVis::ShadowQuality of a certain level fails, a level is lowered
+ * until it is successful and shadowQualityChanged signal is emitted for each time the change is
+ * done.
+ */
+void Q3DScatter::setShadowQuality(QDataVis::ShadowQuality quality)
+{
+ return d_ptr->m_shared->setShadowQuality(quality);
+}
+
+QDataVis::ShadowQuality Q3DScatter::shadowQuality() const
+{
+ return d_ptr->m_shared->shadowQuality();
+}
+
+/*!
+ * Sets a user-defined X-axis. Implicitly calls addAxis() to transfer ownership
+ * of the \a axis to this graph.
+ *
+ * If the \a axis is null, a temporary default axis with no labels and automatically adjusting
+ * range is created.
+ * This temporary axis is destroyed if another \a axis is explicitly set to same orientation.
+ *
+ * \sa addAxis(), releaseAxis()
+ */
+void Q3DScatter::setAxisX(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->setAxisX(axis);
+}
+
+/*!
+ * \return used X-axis.
+ */
+Q3DValueAxis *Q3DScatter::axisX() const
+{
+ return static_cast<Q3DValueAxis *>(d_ptr->m_shared->axisX());
+}
+
+/*!
+ * Sets a user-defined Y-axis. Implicitly calls addAxis() to transfer ownership
+ * of the \a axis to this graph.
+ *
+ * If the \a axis is null, a temporary default axis with no labels and automatically adjusting
+ * range is created.
+ * This temporary axis is destroyed if another \a axis is explicitly set to same orientation.
+ *
+ * \sa addAxis(), releaseAxis()
+ */
+void Q3DScatter::setAxisY(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->setAxisY(axis);
+}
+
+/*!
+ * \return used Y-axis.
+ */
+Q3DValueAxis *Q3DScatter::axisY() const
+{
+ return static_cast<Q3DValueAxis *>(d_ptr->m_shared->axisY());
+}
+
+/*!
+ * Sets a user-defined Z-axis. Implicitly calls addAxis() to transfer ownership
+ * of the \a axis to this graph.
+ *
+ * If the \a axis is null, a temporary default axis with no labels and automatically adjusting
+ * range is created.
+ * This temporary axis is destroyed if another \a axis is explicitly set to same orientation.
+ *
+ * \sa addAxis(), releaseAxis()
+ */
+void Q3DScatter::setAxisZ(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->setAxisZ(axis);
+}
+
+/*!
+ * \return used Z-axis.
+ */
+Q3DValueAxis *Q3DScatter::axisZ() const
+{
+ return static_cast<Q3DValueAxis *>(d_ptr->m_shared->axisZ());
+}
+
+/*!
+ * Adds \a axis to the graph. The axes added via addAxis are not yet taken to use,
+ * addAxis is simply used to give the ownership of the \a axis to the graph.
+ * The \a axis must not be null or added to another graph.
+ *
+ * \sa releaseAxis(), setAxisX(), setAxisY(), setAxisZ()
+ */
+void Q3DScatter::addAxis(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->addAxis(axis);
+}
+
+/*!
+ * Releases the ownership of the \a axis back to the caller, if it is added to this graph.
+ * If the released \a axis is in use, a new default axis will be created and set active.
+ *
+ * If the default axis is released and added back later, it behaves as any other axis would.
+ *
+ * \sa addAxis(), setAxisX(), setAxisY(), setAxisZ()
+ */
+void Q3DScatter::releaseAxis(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->releaseAxis(axis);
+}
+
+/*!
+ * \return list of all added axes.
+ *
+ * \sa addAxis()
+ */
+QList<Q3DValueAxis *> Q3DScatter::axes() const
+{
+ QList<Q3DAbstractAxis *> abstractAxes = d_ptr->m_shared->axes();
+ QList<Q3DValueAxis *> retList;
+ foreach (Q3DAbstractAxis *axis, abstractAxes)
+ retList.append(static_cast<Q3DValueAxis *>(axis));
+
+ return retList;
+}
+
+/*!
+ * Sets the active data \a proxy. Implicitly calls addDataProxy() to transfer ownership of
+ * the \a proxy to this graph.
+ *
+ * If the \a proxy is null, a temporary default proxy is created and activated.
+ * This temporary proxy is destroyed if another \a proxy is explicitly set active via this method.
+ *
+ * \sa addDataProxy(), releaseDataProxy()
+ */
+void Q3DScatter::setActiveDataProxy(QScatterDataProxy *proxy)
+{
+ d_ptr->m_shared->setActiveDataProxy(proxy);
+}
+
+/*!
+ * \return active data proxy.
+ */
+QScatterDataProxy *Q3DScatter::activeDataProxy() const
+{
+ return static_cast<QScatterDataProxy *>(d_ptr->m_shared->activeDataProxy());
+}
+
+/*!
+ * Adds data \a proxy to the graph. The proxies added via addDataProxy are not yet taken to use,
+ * addDataProxy is simply used to give the ownership of the data \a proxy to the graph.
+ * The \a proxy must not be null or added to another graph.
+ *
+ * \sa releaseDataProxy(), setActiveDataProxy()
+ */
+void Q3DScatter::addDataProxy(QScatterDataProxy *proxy)
+{
+ d_ptr->m_shared->addDataProxy(proxy);
+}
+
+/*!
+ * Releases the ownership of the data \a proxy back to the caller, if it is added to this graph.
+ * If the released \a proxy is in use, a new empty default proxy is created and taken to use.
+ *
+ * If the default \a proxy is released and added back later, it behaves as any other proxy would.
+ *
+ * \sa addDataProxy(), setActiveDataProxy()
+ */
+void Q3DScatter::releaseDataProxy(QScatterDataProxy *proxy)
+{
+ d_ptr->m_shared->releaseDataProxy(proxy);
+}
+
+/*!
+ * \return list of all added data proxies.
+ *
+ * \sa addDataProxy()
+ */
+QList<QScatterDataProxy *> Q3DScatter::dataProxies() const
+{
+ QList<QScatterDataProxy *> retList;
+ QList<QAbstractDataProxy *> abstractList = d_ptr->m_shared->dataProxies();
+ foreach (QAbstractDataProxy *proxy, abstractList)
+ retList.append(static_cast<QScatterDataProxy *>(proxy));
+
+ return retList;
+}
+
+/*!
+ * \fn void Q3DScatter::shadowQualityChanged(QDataVis::ShadowQuality quality)
+ *
+ * This signal is emitted when shadow \a quality changes.
+ */
+
+Q3DScatterPrivate::Q3DScatterPrivate(Q3DScatter *q, QRect rect)
+ : q_ptr(q),
+ m_shared(new Scatter3DController(rect))
+{
+ QObject::connect(m_shared, &Abstract3DController::shadowQualityChanged, this,
+ &Q3DScatterPrivate::handleShadowQualityUpdate);
+}
+
+Q3DScatterPrivate::~Q3DScatterPrivate()
+{
+ qDebug() << "Destroying Q3DScatterPrivate";
+ delete m_shared;
+}
+
+void Q3DScatterPrivate::handleShadowQualityUpdate(QDataVis::ShadowQuality quality)
+{
+ emit q_ptr->shadowQualityChanged(quality);
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
diff --git a/src/datavisualization/engine/q3dscatter.h b/src/datavisualization/engine/q3dscatter.h
new file mode 100644
index 00000000..4c65b83d
--- /dev/null
+++ b/src/datavisualization/engine/q3dscatter.h
@@ -0,0 +1,129 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+#ifndef Q3DSCATTER_H
+#define Q3DSCATTER_H
+
+#include <QtDataVisualization/qdatavisualizationenums.h>
+#include <QtDataVisualization/q3dwindow.h>
+#include <QFont>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DScatterPrivate;
+class LabelItem;
+class Q3DValueAxis;
+class Q3DCategoryAxis;
+class QScatterDataProxy;
+
+class QT_DATAVISUALIZATION_EXPORT Q3DScatter : public Q3DWindow
+{
+ Q_OBJECT
+ Q_PROPERTY(QtDataVisualization::QDataVis::SelectionMode selectionMode READ selectionMode WRITE setSelectionMode)
+ Q_PROPERTY(QtDataVisualization::QDataVis::LabelTransparency labelTransparency READ labelTransparency WRITE setLabelTransparency)
+ Q_PROPERTY(QtDataVisualization::QDataVis::ShadowQuality shadowQuality READ shadowQuality WRITE setShadowQuality)
+ Q_PROPERTY(QFont font READ font WRITE setFont)
+ Q_PROPERTY(bool gridVisible READ isGridVisible WRITE setGridVisible)
+ Q_PROPERTY(bool backgroundVisible READ isBackgroundVisible WRITE setBackgroundVisible)
+ Q_PROPERTY(int selectedItemIndex READ selectedItemIndex WRITE setSelectedItemIndex NOTIFY selectedItemIndexChanged)
+ Q_ENUMS(QtDataVisualization::QDataVis::SelectionMode)
+ Q_ENUMS(QtDataVisualization::QDataVis::ShadowQuality)
+ Q_ENUMS(QtDataVisualization::QDataVis::LabelTransparency)
+
+public:
+ explicit Q3DScatter();
+ ~Q3DScatter();
+
+ void setObjectType(QDataVis::MeshStyle style, bool smooth = false);
+
+ void setCameraPreset(QDataVis::CameraPreset preset);
+
+ void setCameraPosition(qreal horizontal, qreal vertical, int distance = 100);
+
+ void setTheme(QDataVis::ColorTheme theme);
+
+ void setObjectColor(const QColor &baseColor, const QColor &heightColor,
+ const QColor &depthColor, bool uniform = true);
+
+ void setMeshFileName(const QString &objFileName);
+
+ void setSelectionMode(QDataVis::SelectionMode mode);
+ QDataVis::SelectionMode selectionMode() const;
+
+ void setFont(const QFont &font);
+ QFont font() const;
+
+ void setLabelTransparency(QDataVis::LabelTransparency transparency);
+ QDataVis::LabelTransparency labelTransparency() const;
+
+ void setGridVisible(bool visible);
+ bool isGridVisible() const;
+
+ void setWidth(const int width);
+ void setHeight(const int height);
+
+ void setBackgroundVisible(bool visible);
+ bool isBackgroundVisible() const;
+
+ void setSelectedItemIndex(int index);
+ int selectedItemIndex() const;
+
+ void setShadowQuality(QDataVis::ShadowQuality quality);
+ QDataVis::ShadowQuality shadowQuality() const;
+
+ void setAxisX(Q3DValueAxis *axis);
+ Q3DValueAxis *axisX() const;
+ void setAxisY(Q3DValueAxis *axis);
+ Q3DValueAxis *axisY() const;
+ void setAxisZ(Q3DValueAxis *axis);
+ Q3DValueAxis *axisZ() const;
+ void addAxis(Q3DValueAxis *axis);
+ void releaseAxis(Q3DValueAxis *axis);
+ QList<Q3DValueAxis *> axes() const;
+
+ void setActiveDataProxy(QScatterDataProxy *proxy);
+ QScatterDataProxy *activeDataProxy() const;
+ void addDataProxy(QScatterDataProxy *proxy);
+ void releaseDataProxy(QScatterDataProxy *proxy);
+ QList<QScatterDataProxy *> dataProxies() const;
+
+signals:
+ void shadowQualityChanged(QDataVis::ShadowQuality quality);
+ void selectedItemIndexChanged(int index);
+
+protected:
+ void render();
+
+#if defined(Q_OS_ANDROID)
+ void mouseDoubleClickEvent(QMouseEvent *event);
+ void touchEvent(QTouchEvent *event);
+#endif
+ void mousePressEvent(QMouseEvent *event);
+ void mouseReleaseEvent(QMouseEvent *event);
+ void mouseMoveEvent(QMouseEvent *event);
+ void wheelEvent(QWheelEvent *event);
+ void resizeEvent(QResizeEvent *event);
+
+private:
+ QScopedPointer<Q3DScatterPrivate> d_ptr;
+ Q_DISABLE_COPY(Q3DScatter)
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/q3dscatter_p.h b/src/datavisualization/engine/q3dscatter_p.h
new file mode 100644
index 00000000..775344d0
--- /dev/null
+++ b/src/datavisualization/engine/q3dscatter_p.h
@@ -0,0 +1,54 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DSCATTER_p_H
+#define Q3DSCATTER_p_H
+
+#include "scatter3dcontroller_p.h"
+#include "qdatavisualizationenums.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DScatter;
+
+class Q3DScatterPrivate : public QObject
+{
+public:
+ Q3DScatterPrivate(Q3DScatter *q, QRect rect);
+ ~Q3DScatterPrivate();
+
+ // Used to detect when shadow quality changes autonomously due to e.g. resizing.
+ void handleShadowQualityUpdate(QDataVis::ShadowQuality quality);
+
+ Q3DScatter *q_ptr;
+ Scatter3DController *m_shared;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/q3dscene.cpp b/src/datavisualization/engine/q3dscene.cpp
new file mode 100644
index 00000000..49c08bbc
--- /dev/null
+++ b/src/datavisualization/engine/q3dscene.cpp
@@ -0,0 +1,199 @@
+/****************************************************************************
+**
+** 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 <qmath.h>
+
+#include "datavisualizationglobal_p.h"
+
+#include "q3dscene.h"
+#include "q3dscene_p.h"
+#include "q3dcamera.h"
+#include "q3dlight.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Q3DScene::Q3DScene(QObject *parent) :
+ d_ptr(new Q3DScenePrivate(this))
+{
+}
+
+Q3DScene *Q3DScene::clone(QObject *parent)
+{
+ Q3DScene *cloneScene = new Q3DScene(parent);
+ cloneScene->setViewport(viewport());
+ cloneScene->setMainViewport(mainViewport());
+ cloneScene->setSliceViewport(sliceViewport());
+
+ if (d_ptr->m_camera) {
+ Q3DCamera *cloneCamera = new Q3DCamera();
+ cloneCamera->copyValuesFrom(*d_ptr->m_camera);
+ cloneScene->setCamera(cloneCamera);
+ }
+
+ if (d_ptr->m_light) {
+ Q3DLight *cloneLight = new Q3DLight();
+ cloneLight->copyValuesFrom(*d_ptr->m_light);
+ cloneScene->setLight(cloneLight);
+ }
+
+ cloneScene->setSlicingActivated(isSlicingActivated());
+ cloneScene->setUnderSideCameraEnabled(isUnderSideCameraEnabled());
+
+ return cloneScene;
+}
+
+Q3DScene::~Q3DScene()
+{
+}
+
+QRect Q3DScene::viewport() const
+{
+ return d_ptr->m_viewport;
+}
+
+void Q3DScene::setViewport(const QRect &viewport)
+{
+ d_ptr->m_viewport = viewport;
+ d_ptr->m_viewport.setX(0);
+ d_ptr->m_viewport.setY(0);
+}
+
+void Q3DScene::setViewportSize(int width, int height)
+{
+ d_ptr->m_viewport.setWidth(width);
+ d_ptr->m_viewport.setHeight(height);
+}
+
+QRect Q3DScene::mainViewport() const
+{
+ return d_ptr->m_mainViewport;
+}
+
+void Q3DScene::setMainViewport(const QRect &mainViewPort)
+{
+ d_ptr->m_mainViewport = mainViewPort;
+}
+
+bool Q3DScene::isInputInsideMainView(const QPoint &point)
+{
+ int x = point.x();
+ int y = point.y();
+ int areaMinX = d_ptr->m_mainViewport.x();
+ int areaMaxX = d_ptr->m_mainViewport.x() + d_ptr->m_mainViewport.width();
+ int areaMaxY = d_ptr->m_viewport.height() - d_ptr->m_mainViewport.y();
+ int areaMinY = d_ptr->m_viewport.height() - (d_ptr->m_mainViewport.y() + d_ptr->m_mainViewport.height());
+
+ return ( x > areaMinX && x < areaMaxX && y > areaMinY && y < areaMaxY );
+}
+
+bool Q3DScene::isInputInsideSliceView(const QPoint &point)
+{
+ int x = point.x();
+ int y = point.y();
+ int areaMinX = d_ptr->m_sliceViewport.x();
+ int areaMaxX = d_ptr->m_sliceViewport.x() + d_ptr->m_sliceViewport.width();
+ int areaMaxY = d_ptr->m_viewport.height() - d_ptr->m_sliceViewport.y();
+ int areaMinY = d_ptr->m_viewport.height() - (d_ptr->m_sliceViewport.y() + d_ptr->m_sliceViewport.height());
+
+ return ( x > areaMinX && x < areaMaxX && y > areaMinY && y < areaMaxY );
+}
+
+QRect Q3DScene::sliceViewport() const
+{
+ return d_ptr->m_sliceViewport;
+}
+
+void Q3DScene::setSliceViewport(const QRect &sliceViewPort)
+{
+ d_ptr->m_sliceViewport = sliceViewPort;
+}
+
+// TODO: Refactor the current way of building the scene...
+// The scene should have clear ownership of camera, light and other future building blocks of the scene.
+
+Q3DCamera *Q3DScene::camera() const
+{
+ return d_ptr->m_camera;
+}
+
+void Q3DScene::setCamera(Q3DCamera *camera)
+{
+ if (d_ptr->m_camera)
+ d_ptr->m_camera->setParentScene(0);
+
+ d_ptr->m_camera = camera;
+ d_ptr->m_camera->setParentScene(this);
+}
+
+Q3DLight *Q3DScene::light() const
+{
+ return d_ptr->m_light;
+}
+
+void Q3DScene::setLight(Q3DLight *light)
+{
+ if (d_ptr->m_light)
+ d_ptr->m_light->setParentScene(0);
+
+ d_ptr->m_light = light;
+ d_ptr->m_light->setParentScene(this);
+}
+
+bool Q3DScene::isUnderSideCameraEnabled() const
+{
+ return d_ptr->m_isUnderSideCameraEnabled;
+}
+
+void Q3DScene::setUnderSideCameraEnabled(bool isEnabled)
+{
+ d_ptr->m_isUnderSideCameraEnabled = isEnabled;
+}
+
+bool Q3DScene::isSlicingActivated() const
+{
+ return d_ptr->m_isSlicingActivated;
+}
+
+void Q3DScene::setSlicingActivated(bool isSlicing)
+{
+ if (isSlicing != d_ptr->m_isSlicingActivated)
+ d_ptr->m_isSlicingActivated = isSlicing;
+}
+
+void Q3DScene::setLightPositionRelativeToCamera(const QVector3D &relativePosition, GLfloat fixedRotation, GLfloat distanceModifier)
+{
+ d_ptr->m_light->setPosition(d_ptr->m_camera->calculatePositionRelativeToCamera(relativePosition, fixedRotation, distanceModifier));
+}
+
+
+Q3DScenePrivate::Q3DScenePrivate(Q3DScene *q) :
+ q_ptr(q),
+ m_camera(0),
+ m_light(0),
+ m_isUnderSideCameraEnabled(false),
+ m_isSlicingActivated(false)
+{
+}
+
+Q3DScenePrivate::~Q3DScenePrivate()
+{
+ delete m_camera;
+ delete m_light;
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/q3dscene.h b/src/datavisualization/engine/q3dscene.h
new file mode 100644
index 00000000..352a3b82
--- /dev/null
+++ b/src/datavisualization/engine/q3dscene.h
@@ -0,0 +1,83 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+#ifndef Q3DSCENE_H
+#define Q3DSCENE_H
+
+#include <QObject>
+
+#include "datavisualizationglobal_p.h"
+#include "q3dscene_p.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DCamera;
+class Q3DBox;
+class Q3DLight;
+
+// Note: Scene doesn't take ownership of any of the objects given as parameter. Upon destruction of the scene it will call setParentScene(0) on it's child objects.
+
+class QT_DATAVISUALIZATION_EXPORT Q3DScene : public QObject
+{
+ Q_OBJECT
+
+public:
+ Q3DScene(QObject *parent = 0);
+ ~Q3DScene();
+
+ Q3DScene *clone(QObject *parent = 0);
+
+ QRect viewport() const;
+ void setViewport(const QRect &viewport);
+ void setViewportSize(int width, int height);
+
+ QRect mainViewport() const;
+ void setMainViewport(const QRect &mainViewport);
+ bool isInputInsideMainView(const QPoint &point);
+
+ QRect sliceViewport() const;
+ void setSliceViewport(const QRect &sliceViewport);
+ bool isInputInsideSliceView(const QPoint &point);
+
+ Q3DCamera *camera() const;
+ void setCamera(Q3DCamera *camera);
+
+ Q3DLight *light() const;
+ void setLight(Q3DLight *light);
+
+ bool isUnderSideCameraEnabled() const;
+ void setUnderSideCameraEnabled(bool isEnabled);
+
+ void setSlicingActivated(bool isSlicing);
+ bool isSlicingActivated() const;
+
+ // Calcluate light position based on rotation.
+ // Call after calling calculateViewMatrix to get up-to-date position
+ void setLightPositionRelativeToCamera(const QVector3D &relativePosition,
+ GLfloat fixedRotation = 0.0f,
+ GLfloat distanceModifier = 0.0f);
+
+private:
+ QScopedPointer<Q3DScenePrivate> d_ptr;
+
+ Q_DISABLE_COPY(Q3DScene)
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // Q3DSCENE_H
diff --git a/src/datavisualization/engine/q3dscene_p.h b/src/datavisualization/engine/q3dscene_p.h
new file mode 100644
index 00000000..86386a75
--- /dev/null
+++ b/src/datavisualization/engine/q3dscene_p.h
@@ -0,0 +1,60 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DSCENE_P_H
+#define Q3DSCENE_P_H
+
+#include <QRect>
+
+#include "datavisualizationglobal_p.h"
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DCamera;
+class Q3DLight;
+class Q3DScene;
+
+class Q3DScenePrivate
+{
+public:
+ Q3DScenePrivate(Q3DScene *q);
+ ~Q3DScenePrivate();
+
+ Q3DScene *q_ptr;
+ QRect m_viewport;
+ QRect m_mainViewport;
+ QRect m_sliceViewport;
+ Q3DCamera *m_camera;
+ Q3DLight *m_light;
+ bool m_isUnderSideCameraEnabled;
+ bool m_isSlicingActivated;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // Q3DSCENE_P_H
diff --git a/src/datavisualization/engine/q3dsurface.cpp b/src/datavisualization/engine/q3dsurface.cpp
new file mode 100644
index 00000000..0dfc4c93
--- /dev/null
+++ b/src/datavisualization/engine/q3dsurface.cpp
@@ -0,0 +1,321 @@
+/****************************************************************************
+**
+** 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 "q3dsurface.h"
+#include "q3dsurface_p.h"
+#include "q3dvalueaxis.h"
+#include "qsurfacedataproxy.h"
+
+#include <QMouseEvent>
+
+#include <QDebug>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Q3DSurface::Q3DSurface()
+ : d_ptr(new Q3DSurfacePrivate(this, geometry()))
+{
+ d_ptr->m_shared->initializeOpenGL();
+ QObject::connect(d_ptr->m_shared, &Abstract3DController::needRender, this,
+ &Q3DWindow::renderLater);
+}
+
+Q3DSurface::~Q3DSurface()
+{
+}
+
+void Q3DSurface::render()
+{
+ d_ptr->m_shared->synchDataToRenderer();
+ d_ptr->m_shared->render();
+}
+
+#if defined(Q_OS_ANDROID)
+void Q3DSurface::mouseDoubleClickEvent(QMouseEvent *event)
+{
+ Q_UNUSED(event)
+}
+void Q3DSurface::touchEvent(QTouchEvent *event)
+{
+ Q_UNUSED(event)
+}
+#endif
+
+void Q3DSurface::mousePressEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mousePressEvent(event, event->pos());
+}
+
+void Q3DSurface::mouseReleaseEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mouseReleaseEvent(event, event->pos());
+}
+
+void Q3DSurface::mouseMoveEvent(QMouseEvent *event)
+{
+ d_ptr->m_shared->mouseMoveEvent(event, event->pos());
+}
+
+void Q3DSurface::wheelEvent(QWheelEvent *event)
+{
+ Q_UNUSED(event)
+}
+
+void Q3DSurface::resizeEvent(QResizeEvent *event)
+{
+ Q_UNUSED(event);
+ d_ptr->m_shared->setWidth(width());
+ d_ptr->m_shared->setHeight(height());
+}
+
+/*!
+ * \property Q3DSurface::gridVisible
+ *
+ * \a visible Flag to enable or disable grid. \c true by default.
+ *
+ * Sets grid drawing on or off.
+ */
+void Q3DSurface::setGridVisible(bool visible)
+{
+ d_ptr->m_shared->setGridEnabled(visible);
+}
+
+bool Q3DSurface::isGridVisible() const
+{
+ return d_ptr->m_shared->gridEnabled();
+}
+
+/*!
+ * \property Q3DSurface::backgroundVisible
+ *
+ * \a visible Flag to enable or disable background. \c true by default.
+ *
+ * Sets backround rendering on or off.
+ */
+void Q3DSurface::setBackgroundVisible(bool visible)
+{
+ d_ptr->m_shared->setBackgroundEnabled(visible);
+}
+
+bool Q3DSurface::isBackgroundVisible() const
+{
+ return d_ptr->m_shared->backgroundEnabled();
+}
+
+void Q3DSurface::setSmoothSurface(bool enable)
+{
+ d_ptr->m_shared->setSmoothSurface(enable);
+}
+
+bool Q3DSurface::smoothSurface() const
+{
+ return d_ptr->m_shared->smoothSurface();
+}
+
+void Q3DSurface::setSurfaceGrid(bool enable)
+{
+ d_ptr->m_shared->setSurfaceGrid(enable);
+}
+
+bool Q3DSurface::surfaceGrid() const
+{
+ return d_ptr->m_shared->surfaceGrid();
+}
+
+void Q3DSurface::setWidth(const int width)
+{
+ d_ptr->m_shared->setWidth(width);
+ QWindow::setWidth(width);
+}
+
+void Q3DSurface::setHeight(const int height)
+{
+ d_ptr->m_shared->setHeight(height);
+ QWindow::setHeight(height);
+}
+
+/*!
+ TODO: REMOVE
+ */
+void Q3DSurface::setSegmentCount(int segmentCount, qreal step, qreal minimum)
+{
+ d_ptr->m_shared->setSegmentCount(GLint(segmentCount), GLfloat(step), GLfloat(minimum));
+}
+
+/*!
+ * Sets a user-defined X-axis. Implicitly calls addAxis() to transfer ownership
+ * of the \a axis to this graph.
+ *
+ * If the \a axis is null, a temporary default axis with no labels and automatically adjusting
+ * range is created.
+ * This temporary axis is destroyed if another \a axis is explicitly set to same orientation.
+ *
+ * \sa addAxis(), releaseAxis()
+ */
+void Q3DSurface::setAxisX(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->setAxisX(axis);
+}
+
+/*!
+ * \return used X-axis.
+ */
+Q3DValueAxis *Q3DSurface::axisX() const
+{
+ return static_cast<Q3DValueAxis *>(d_ptr->m_shared->axisX());
+}
+
+/*!
+ * Sets a user-defined Y-axis. Implicitly calls addAxis() to transfer ownership
+ * of the \a axis to this graph.
+ *
+ * If the \a axis is null, a temporary default axis with no labels and automatically adjusting
+ * range is created.
+ * This temporary axis is destroyed if another \a axis is explicitly set to same orientation.
+ *
+ * \sa addAxis(), releaseAxis()
+ */
+void Q3DSurface::setAxisY(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->setAxisY(axis);
+}
+
+/*!
+ * \return used Y-axis.
+ */
+Q3DValueAxis *Q3DSurface::axisY() const
+{
+ return static_cast<Q3DValueAxis *>(d_ptr->m_shared->axisY());
+}
+
+/*!
+ * Sets a user-defined Z-axis. Implicitly calls addAxis() to transfer ownership
+ * of the \a axis to this graph.
+ *
+ * If the \a axis is null, a temporary default axis with no labels and automatically adjusting
+ * range is created.
+ * This temporary axis is destroyed if another \a axis is explicitly set to same orientation.
+ *
+ * \sa addAxis(), releaseAxis()
+ */
+void Q3DSurface::setAxisZ(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->setAxisZ(axis);
+}
+
+/*!
+ * \return used Z-axis.
+ */
+Q3DValueAxis *Q3DSurface::axisZ() const
+{
+ return static_cast<Q3DValueAxis *>(d_ptr->m_shared->axisZ());
+}
+
+/*!
+ * Adds \a axis to the graph. The axes added via addAxis are not yet taken to use,
+ * addAxis is simply used to give the ownership of the \a axis to the graph.
+ * The \a axis must not be null or added to another graph.
+ *
+ * \sa releaseAxis(), setAxisX(), setAxisY(), setAxisZ()
+ */
+void Q3DSurface::addAxis(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->addAxis(axis);
+}
+
+/*!
+ * Releases the ownership of the \a axis back to the caller, if it is added to this graph.
+ * If the released \a axis is in use, a new default axis will be created and set active.
+ *
+ * If the default axis is released and added back later, it behaves as any other axis would.
+ *
+ * \sa addAxis(), setAxisX(), setAxisY(), setAxisZ()
+ */
+void Q3DSurface::releaseAxis(Q3DValueAxis *axis)
+{
+ d_ptr->m_shared->releaseAxis(axis);
+}
+
+/*!
+ * \return list of all added axes.
+ *
+ * \sa addAxis()
+ */
+QList<Q3DValueAxis *> Q3DSurface::axes() const
+{
+ QList<Q3DAbstractAxis *> abstractAxes = d_ptr->m_shared->axes();
+ QList<Q3DValueAxis *> retList;
+ foreach (Q3DAbstractAxis *axis, abstractAxes)
+ retList.append(static_cast<Q3DValueAxis *>(axis));
+
+ return retList;
+}
+
+void Q3DSurface::setActiveDataProxy(QSurfaceDataProxy *proxy)
+{
+ d_ptr->m_shared->setActiveDataProxy(proxy);
+}
+
+/*!
+ * \return active data proxy.
+ */
+QSurfaceDataProxy *Q3DSurface::activeDataProxy() const
+{
+ return static_cast<QSurfaceDataProxy *>(d_ptr->m_shared->activeDataProxy());
+}
+
+void Q3DSurface::addDataProxy(QSurfaceDataProxy *proxy)
+{
+ d_ptr->m_shared->addDataProxy(proxy);
+}
+
+void Q3DSurface::releaseDataProxy(QSurfaceDataProxy *proxy)
+{
+ d_ptr->m_shared->releaseDataProxy(proxy);
+}
+
+QList<QSurfaceDataProxy *> Q3DSurface::dataProxies() const
+{
+ QList<QSurfaceDataProxy *> retList;
+ QList<QAbstractDataProxy *> abstractList = d_ptr->m_shared->dataProxies();
+ foreach (QAbstractDataProxy *proxy, abstractList)
+ retList.append(static_cast<QSurfaceDataProxy *>(proxy));
+
+ return retList;
+}
+
+
+void Q3DSurface::setGradientColorAt(qreal pos, const QColor &color)
+{
+ d_ptr->m_shared->setGradientColorAt(pos, color);
+}
+
+/////////////////// PRIVATE ///////////////////////////////////
+
+Q3DSurfacePrivate::Q3DSurfacePrivate(Q3DSurface *q, QRect rect)
+ : q_ptr(q),
+ m_shared(new Surface3DController(rect))
+{
+}
+
+Q3DSurfacePrivate::~Q3DSurfacePrivate()
+{
+ delete m_shared;
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/q3dsurface.h b/src/datavisualization/engine/q3dsurface.h
new file mode 100644
index 00000000..5a458b67
--- /dev/null
+++ b/src/datavisualization/engine/q3dsurface.h
@@ -0,0 +1,106 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+#ifndef Q3DSURFACE_H
+#define Q3DSURFACE_H
+
+#include <QtDataVisualization/qdatavisualizationenums.h>
+#include <QtDataVisualization/q3dwindow.h>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DSurfacePrivate;
+class Q3DValueAxis;
+class QSurfaceDataProxy;
+
+class QT_DATAVISUALIZATION_EXPORT Q3DSurface : public Q3DWindow
+{
+ Q_OBJECT
+ Q_PROPERTY(bool gridVisible READ isGridVisible WRITE setGridVisible)
+ Q_PROPERTY(bool backgroundVisible READ isBackgroundVisible WRITE setBackgroundVisible)
+ Q_PROPERTY(bool smoothSurface READ smoothSurface WRITE setSmoothSurface)
+ Q_PROPERTY(bool surfaceGrid READ surfaceGrid WRITE setSurfaceGrid)
+
+public:
+ explicit Q3DSurface();
+ ~Q3DSurface();
+
+ // Enable or disable background grid
+ void setGridVisible(bool visible);
+ bool isGridVisible() const;
+
+ // Enable or disable background mesh
+ void setBackgroundVisible(bool visible);
+ bool isBackgroundVisible() const;
+
+ // Enable or disable the smoothes of the surface
+ void setSmoothSurface(bool enable);
+ bool smoothSurface() const;
+
+ // Enable or disable the grid on the surface
+ void setSurfaceGrid(bool enable);
+ bool surfaceGrid() const;
+
+ void setGradientColorAt(qreal pos, const QColor &color);
+
+ // Axes
+ void setAxisX(Q3DValueAxis *axis);
+ Q3DValueAxis *axisX() const;
+ void setAxisY(Q3DValueAxis *axis);
+ Q3DValueAxis *axisY() const;
+ void setAxisZ(Q3DValueAxis *axis);
+ Q3DValueAxis *axisZ() const;
+ void addAxis(Q3DValueAxis *axis);
+ void releaseAxis(Q3DValueAxis *axis);
+ QList<Q3DValueAxis *> axes() const;
+
+ void setActiveDataProxy(QSurfaceDataProxy *proxy);
+ QSurfaceDataProxy *activeDataProxy() const;
+ void addDataProxy(QSurfaceDataProxy *proxy);
+ void releaseDataProxy(QSurfaceDataProxy *proxy);
+ QList<QSurfaceDataProxy *> dataProxies() const;
+
+ // TODO: Remove when axes handling in use
+ void setSegmentCount(int segmentCount, qreal step, qreal minimum = 0.0f);
+
+ // TODO: Do these need to be public? Where are they called from?
+ // Size
+ void setWidth(const int width);
+ void setHeight(const int height);
+
+protected:
+ void render();
+
+#if defined(Q_OS_ANDROID)
+ void mouseDoubleClickEvent(QMouseEvent *event);
+ void touchEvent(QTouchEvent *event);
+#endif
+ void mousePressEvent(QMouseEvent *event);
+ void mouseReleaseEvent(QMouseEvent *event);
+ void mouseMoveEvent(QMouseEvent *event);
+ void wheelEvent(QWheelEvent *event);
+ void resizeEvent(QResizeEvent *event);
+
+private:
+ QScopedPointer<Q3DSurfacePrivate> d_ptr;
+ Q_DISABLE_COPY(Q3DSurface)
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // Q3DSURFACE_H
diff --git a/src/datavisualization/engine/q3dsurface_p.h b/src/datavisualization/engine/q3dsurface_p.h
new file mode 100644
index 00000000..7c70d08c
--- /dev/null
+++ b/src/datavisualization/engine/q3dsurface_p.h
@@ -0,0 +1,53 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DSURFACE_P_H
+#define Q3DSURFACE_P_H
+
+#include "surface3dcontroller_p.h"
+#include "qdatavisualizationenums.h"
+
+#include <QList>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DSurface;
+
+class Q3DSurfacePrivate : public QObject
+{
+public:
+ Q3DSurfacePrivate(Q3DSurface *q, QRect rect);
+ ~Q3DSurfacePrivate();
+
+ Q3DSurface *q_ptr;
+ Surface3DController *m_shared;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // Q3DSURFACE_P_H
diff --git a/src/datavisualization/engine/q3dwindow.cpp b/src/datavisualization/engine/q3dwindow.cpp
new file mode 100644
index 00000000..4bd40b04
--- /dev/null
+++ b/src/datavisualization/engine/q3dwindow.cpp
@@ -0,0 +1,164 @@
+/****************************************************************************
+**
+** 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 "q3dwindow.h"
+#include "q3dwindow_p.h"
+
+#include <QGuiApplication>
+
+#include <QOpenGLContext>
+#include <QOpenGLPaintDevice>
+#include <QPainter>
+
+#include <QDebug>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+/*!
+ * \class Q3DWindow
+ * \inmodule QtDataVisualization
+ * \brief The Q3DWindow class provides a window and render loop.
+ * \since 1.0.0
+ *
+ * This class creates a QWindow and provides render loop for visualization types inheriting it.
+ * \warning This class is not intended to be used directly by developers.
+ *
+ * \sa Q3DBars, Q3DScatter, Q3DSurface, {Qt Data Visualization 3D C++ Classes}
+ */
+
+/*!
+ * Constructs Q3DWindow with \a parent. It creates a QWindow and an OpenGL context. It also sets
+ * surface format and initializes OpenGL functions for use.
+ */
+Q3DWindow::Q3DWindow(QWindow *parent)
+ : QWindow(parent),
+ d_ptr(new Q3DWindowPrivate(this))
+{
+ setSurfaceType(QWindow::OpenGLSurface);
+ QSurfaceFormat surfaceFormat;
+ surfaceFormat.setDepthBufferSize(16);
+#if !defined(QT_OPENGL_ES_2)
+ surfaceFormat.setSamples(8);
+ surfaceFormat.setRenderableType(QSurfaceFormat::OpenGL);
+#else
+ surfaceFormat.setRenderableType(QSurfaceFormat::OpenGLES);
+#endif
+ surfaceFormat.setSwapBehavior(QSurfaceFormat::DoubleBuffer);
+ setFormat(surfaceFormat);
+
+ create();
+
+ d_ptr->m_context->setFormat(requestedFormat());
+ d_ptr->m_context->create();
+ d_ptr->m_context->makeCurrent(this);
+
+ qDebug() << "initializeOpenGLFunctions()";
+ initializeOpenGLFunctions();
+
+ const GLubyte *version = glGetString(GL_VERSION);
+ qDebug() << "OpenGL version:" << (const char *)version;
+ version = glGetString(GL_SHADING_LANGUAGE_VERSION);
+ qDebug() << "GLSL version:" << (const char *)version;
+#if !defined(QT_OPENGL_ES_2)
+ // If we have real OpenGL, GLSL version must be 1.2 or over. Quit if not.
+ QStringList splitversionstr = QString::fromLatin1((const char *)version).split(QChar::fromLatin1(' '));
+ if (splitversionstr[0].toFloat() < 1.2)
+ qFatal("GLSL version must be 1.20 or higher. Try installing latest display drivers.");
+#endif
+ renderLater();
+}
+
+/*!
+ * Destroys Q3DWindow.
+ */
+Q3DWindow::~Q3DWindow()
+{
+}
+
+/*!
+ * \internal
+ */
+void Q3DWindow::render()
+{
+}
+
+/*!
+ * \internal
+ */
+void Q3DWindow::renderLater()
+{
+ if (!d_ptr->m_updatePending) {
+ d_ptr->m_updatePending = true;
+ QCoreApplication::postEvent(this, new QEvent(QEvent::UpdateRequest));
+ }
+}
+
+/*!
+ * \internal
+ */
+bool Q3DWindow::event(QEvent *event)
+{
+ switch (event->type()) {
+ case QEvent::UpdateRequest:
+ renderNow();
+ return true;
+ default:
+ return QWindow::event(event);
+ }
+}
+
+/*!
+ * \internal
+ */
+void Q3DWindow::exposeEvent(QExposeEvent *event)
+{
+ Q_UNUSED(event);
+
+ if (isExposed())
+ renderNow();
+}
+
+/*!
+ * \internal
+ */
+void Q3DWindow::renderNow()
+{
+ if (!isExposed())
+ return;
+
+ d_ptr->m_updatePending = false;
+
+ d_ptr->m_context->makeCurrent(this);
+
+ render();
+
+ d_ptr->m_context->swapBuffers(this);
+}
+
+Q3DWindowPrivate::Q3DWindowPrivate(Q3DWindow *q)
+ : q_ptr(q),
+ m_updatePending(false),
+ m_context(new QOpenGLContext(q))
+{
+}
+
+Q3DWindowPrivate::~Q3DWindowPrivate()
+{
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/q3dwindow.h b/src/datavisualization/engine/q3dwindow.h
new file mode 100644
index 00000000..4a76c677
--- /dev/null
+++ b/src/datavisualization/engine/q3dwindow.h
@@ -0,0 +1,61 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+#ifndef Q3DWINDOW_H
+#define Q3DWINDOW_H
+
+#include <QtDataVisualization/qdatavisualizationenums.h>
+
+#include <QWindow>
+#include <QOpenGLFunctions>
+
+class QPainter;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DWindowPrivate;
+
+class QT_DATAVISUALIZATION_EXPORT Q3DWindow : public QWindow, protected QOpenGLFunctions
+{
+ Q_OBJECT
+
+public:
+ explicit Q3DWindow(QWindow *parent = 0);
+ ~Q3DWindow();
+
+protected slots:
+ void renderLater();
+ void renderNow();
+
+protected:
+ virtual void render();
+
+ bool event(QEvent *event);
+ void exposeEvent(QExposeEvent *event);
+
+private:
+ QScopedPointer<Q3DWindowPrivate> d_ptr;
+
+ friend class Q3DBars;
+ friend class Q3DScatter;
+ friend class Q3DSurface;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/q3dwindow_p.h b/src/datavisualization/engine/q3dwindow_p.h
new file mode 100644
index 00000000..b5ec9e6f
--- /dev/null
+++ b/src/datavisualization/engine/q3dwindow_p.h
@@ -0,0 +1,57 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DWINDOW_p_H
+#define Q3DWINDOW_p_H
+
+#include "datavisualizationglobal_p.h"
+
+class QOpenGLContext;
+class QOpenGLPaintDevice;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Q3DWindow;
+
+class Q3DWindowPrivate
+{
+public:
+ Q3DWindowPrivate(Q3DWindow *q);
+ ~Q3DWindowPrivate();
+
+public:
+ Q3DWindow *q_ptr;
+
+ bool m_updatePending;
+
+ QOpenGLContext *m_context;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/scatter3dcontroller.cpp b/src/datavisualization/engine/scatter3dcontroller.cpp
new file mode 100644
index 00000000..af494e71
--- /dev/null
+++ b/src/datavisualization/engine/scatter3dcontroller.cpp
@@ -0,0 +1,269 @@
+/****************************************************************************
+**
+** 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 "scatter3dcontroller_p.h"
+#include "scatter3drenderer_p.h"
+#include "camerahelper_p.h"
+#include "q3dabstractaxis_p.h"
+#include "q3dvalueaxis_p.h"
+#include "qscatterdataproxy_p.h"
+
+#include <QMatrix4x4>
+#include <QMouseEvent>
+#include <qmath.h>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Scatter3DController::Scatter3DController(QRect boundRect)
+ : Abstract3DController(boundRect),
+ m_renderer(0),
+ m_selectedItemIndex(noSelectionIndex())
+{
+ // Default object type; specific to scatter
+ setObjectType(QDataVis::Spheres, false);
+
+ setActiveDataProxy(new QScatterDataProxy);
+
+ // Setting a null axis creates a new default axis according to orientation and chart type.
+ // Note: These cannot be set in Abstract3DController constructor, as they will call virtual
+ // functions implemented by subclasses.
+ setAxisX(0);
+ setAxisY(0);
+ setAxisZ(0);
+}
+
+Scatter3DController::~Scatter3DController()
+{
+}
+
+void Scatter3DController::initializeOpenGL()
+{
+ // Initialization is called multiple times when Qt Quick components are used
+ if (isInitialized())
+ return;
+
+ m_renderer = new Scatter3DRenderer(this);
+ setRenderer(m_renderer);
+ synchDataToRenderer();
+
+ QObject::connect(m_renderer, &Scatter3DRenderer::selectedItemIndexChanged, this,
+ &Scatter3DController::handleSelectedItemIndexChanged, Qt::QueuedConnection);
+ emitNeedRender();
+}
+
+void Scatter3DController::synchDataToRenderer()
+{
+ Abstract3DController::synchDataToRenderer();
+
+ if (!isInitialized())
+ return;
+
+ // Notify changes to renderer
+ if (m_changeTracker.slicingActiveChanged) {
+ // TODO: Add notification.
+ m_changeTracker.slicingActiveChanged = false;
+ }
+
+ if (m_changeTracker.selectedItemIndexChanged) {
+ m_renderer->updateSelectedItemIndex(m_selectedItemIndex);
+ m_changeTracker.selectedItemIndexChanged = false;
+ }
+
+ if (m_isDataDirty) {
+ m_renderer->updateDataModel(static_cast<QScatterDataProxy *>(m_data));
+ m_isDataDirty = false;
+ }
+}
+
+
+void Scatter3DController::setActiveDataProxy(QAbstractDataProxy *proxy)
+{
+ // Setting null proxy indicates default proxy
+ if (!proxy) {
+ proxy = new QScatterDataProxy;
+ proxy->d_ptr->setDefaultProxy(true);
+ }
+
+ Q_ASSERT(proxy->type() == QAbstractDataProxy::DataTypeScatter);
+
+ Abstract3DController::setActiveDataProxy(proxy);
+
+ QScatterDataProxy *scatterDataProxy = static_cast<QScatterDataProxy *>(m_data);
+
+ QObject::connect(scatterDataProxy, &QScatterDataProxy::arrayReset,
+ this, &Scatter3DController::handleArrayReset);
+ QObject::connect(scatterDataProxy, &QScatterDataProxy::itemsAdded,
+ this, &Scatter3DController::handleItemsAdded);
+ QObject::connect(scatterDataProxy, &QScatterDataProxy::itemsChanged,
+ this, &Scatter3DController::handleItemsChanged);
+ QObject::connect(scatterDataProxy, &QScatterDataProxy::itemsRemoved,
+ this, &Scatter3DController::handleItemsRemoved);
+ QObject::connect(scatterDataProxy, &QScatterDataProxy::itemsInserted,
+ this, &Scatter3DController::handleItemsInserted);
+
+ adjustValueAxisRange();
+ setSelectedItemIndex(noSelectionIndex());
+}
+
+void Scatter3DController::handleArrayReset()
+{
+ setSlicingActive(false);
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+ setSelectedItemIndex(noSelectionIndex());
+ emitNeedRender();
+}
+
+void Scatter3DController::handleItemsAdded(int startIndex, int count)
+{
+ Q_UNUSED(startIndex)
+ Q_UNUSED(count)
+ // TODO should dirty only affected values?
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+ emitNeedRender();
+}
+
+void Scatter3DController::handleItemsChanged(int startIndex, int count)
+{
+ Q_UNUSED(startIndex)
+ Q_UNUSED(count)
+ // TODO should dirty only affected values?
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+ emitNeedRender();
+}
+
+void Scatter3DController::handleItemsRemoved(int startIndex, int count)
+{
+ Q_UNUSED(startIndex)
+ Q_UNUSED(count)
+ // TODO should dirty only affected values?
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+ if (startIndex >= static_cast<QScatterDataProxy *>(m_data)->itemCount())
+ setSelectedItemIndex(noSelectionIndex());
+ emitNeedRender();
+}
+
+void Scatter3DController::handleItemsInserted(int startIndex, int count)
+{
+ Q_UNUSED(startIndex)
+ Q_UNUSED(count)
+ // TODO should dirty only affected values?
+ adjustValueAxisRange();
+ m_isDataDirty = true;
+ emitNeedRender();
+}
+
+void Scatter3DController::handleSelectedItemIndexChanged(int index)
+{
+ if (index != m_selectedItemIndex) {
+ m_selectedItemIndex = index;
+ emit selectedItemIndexChanged(index);
+ emitNeedRender();
+ }
+}
+
+void Scatter3DController::handleAxisAutoAdjustRangeChangedInOrientation(
+ Q3DAbstractAxis::AxisOrientation orientation, bool autoAdjust)
+{
+ Q_UNUSED(orientation)
+ Q_UNUSED(autoAdjust)
+ adjustValueAxisRange();
+}
+
+void Scatter3DController::setObjectType(QDataVis::MeshStyle style, bool smooth)
+{
+ QString objFile;
+ if (style == QDataVis::Spheres) {
+ if (smooth)
+ objFile = QStringLiteral(":/defaultMeshes/sphereSmooth");
+ else
+ objFile = QStringLiteral(":/defaultMeshes/sphere");
+ } else {
+ if (smooth)
+ objFile = QStringLiteral(":/defaultMeshes/dotSmooth");
+ else
+ objFile = QStringLiteral(":/defaultMeshes/dot");
+ }
+ Abstract3DController::setMeshFileName(objFile);
+}
+
+void Scatter3DController::setSelectionMode(QDataVis::SelectionMode mode)
+{
+ if (mode > QDataVis::ModeItem) {
+ qWarning("Unsupported selection mode.");
+ return;
+ }
+ // Disable zoom if selection mode changes
+ setSlicingActive(false);
+ Abstract3DController::setSelectionMode(mode);
+}
+
+void Scatter3DController::setSelectedItemIndex(int index)
+{
+ // TODO If items not within axis ranges are culled from drawing, should they be
+ // TODO unselectable as well?
+ if (index < 0 || index >= static_cast<QScatterDataProxy *>(m_data)->itemCount())
+ index = noSelectionIndex();
+
+ if (index != m_selectedItemIndex) {
+ m_selectedItemIndex = index;
+ m_changeTracker.selectedItemIndexChanged = true;
+ emit selectedItemIndexChanged(index);
+ emitNeedRender();
+ }
+}
+
+int Scatter3DController::selectedItemIndex() const
+{
+ return m_selectedItemIndex;
+}
+
+void Scatter3DController::adjustValueAxisRange()
+{
+ if (m_data) {
+ QVector3D limits = static_cast<QScatterDataProxy *>(m_data)->dptr()->limitValues();
+ Q3DValueAxis *valueAxis = static_cast<Q3DValueAxis *>(m_axisX);
+ if (valueAxis && valueAxis->isAutoAdjustRange()) {
+ if (limits.x() > 0)
+ valueAxis->dptr()->setRange(-limits.x(), limits.x());
+ else
+ valueAxis->dptr()->setRange(-1.0, 1.0); // Only zero value values in data set, set range to default.
+ }
+
+ valueAxis = static_cast<Q3DValueAxis *>(m_axisY);
+ if (valueAxis && valueAxis->isAutoAdjustRange()) {
+ if (limits.y() > 0)
+ valueAxis->dptr()->setRange(-limits.y(), limits.y());
+ else
+ valueAxis->dptr()->setRange(-1.0, 1.0); // Only zero value values in data set, set range to default.
+ }
+
+ valueAxis = static_cast<Q3DValueAxis *>(m_axisZ);
+ if (valueAxis && valueAxis->isAutoAdjustRange()) {
+ if (limits.z() > 0)
+ valueAxis->dptr()->setRange(-limits.z(), limits.z());
+ else
+ valueAxis->dptr()->setRange(-1.0, 1.0); // Only zero value values in data set, set range to default.
+ }
+ }
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/scatter3dcontroller_p.h b/src/datavisualization/engine/scatter3dcontroller_p.h
new file mode 100644
index 00000000..63735aca
--- /dev/null
+++ b/src/datavisualization/engine/scatter3dcontroller_p.h
@@ -0,0 +1,106 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DSCATTERCONTROLLER_p_H
+#define Q3DSCATTERCONTROLLER_p_H
+
+#include "datavisualizationglobal_p.h"
+#include "abstract3dcontroller_p.h"
+
+//#define DISPLAY_RENDER_SPEED
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Scatter3DRenderer;
+class QScatterDataProxy;
+
+struct Scatter3DChangeBitField {
+ bool slicingActiveChanged : 1;
+ bool selectedItemIndexChanged : 1;
+
+ Scatter3DChangeBitField() :
+ slicingActiveChanged(true),
+ selectedItemIndexChanged(true)
+ {
+ }
+};
+
+class QT_DATAVISUALIZATION_EXPORT Scatter3DController : public Abstract3DController
+{
+ Q_OBJECT
+
+private:
+ Scatter3DChangeBitField m_changeTracker;
+
+ // Rendering
+ Scatter3DRenderer *m_renderer;
+ int m_selectedItemIndex;
+
+public:
+ explicit Scatter3DController(QRect rect);
+ ~Scatter3DController();
+
+ void initializeOpenGL();
+
+ // Object type
+ void setObjectType(QDataVis::MeshStyle style, bool smooth = false);
+
+ // Change selection mode
+ void setSelectionMode(QDataVis::SelectionMode mode);
+
+ void setSelectedItemIndex(int index);
+ int selectedItemIndex() const;
+ static inline int noSelectionIndex() { return -1; }
+
+ virtual void setActiveDataProxy(QAbstractDataProxy *proxy);
+
+ void synchDataToRenderer();
+
+ virtual void handleAxisAutoAdjustRangeChangedInOrientation(Q3DAbstractAxis::AxisOrientation orientation, bool autoAdjust);
+
+public slots:
+ void handleArrayReset();
+ void handleItemsAdded(int startIndex, int count);
+ void handleItemsChanged(int startIndex, int count);
+ void handleItemsRemoved(int startIndex, int count);
+ void handleItemsInserted(int startIndex, int count);
+ void handleSelectedItemIndexChanged(int index);
+
+signals:
+ void selectedItemIndexChanged(int index);
+
+private:
+ void adjustValueAxisRange();
+
+ Q_DISABLE_COPY(Scatter3DController)
+};
+
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
new file mode 100644
index 00000000..a8c68fb1
--- /dev/null
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -0,0 +1,1608 @@
+/****************************************************************************
+**
+** 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 "scatter3drenderer_p.h"
+#include "scatter3dcontroller_p.h"
+#include "q3dcamera.h"
+#include "shaderhelper_p.h"
+#include "objecthelper_p.h"
+#include "texturehelper_p.h"
+#include "utils_p.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
+
+//#define USE_UNIFORM_SCALING // Scale x and z uniformly, or based on autoscaled values
+
+const GLfloat aspectRatio = 2.0f; // Forced ratio of x and z to y. Dynamic will make it look odd.
+const GLfloat labelMargin = 0.05f;
+// TODO: Make margin modifiable?
+const GLfloat backgroundMargin = 1.1f; // Margin for background (1.1f = make it 10% larger to avoid items being drawn inside background)
+const GLfloat gridLineWidth = 0.005f;
+static QVector3D selectionSkipColor = QVector3D(255, 255, 255); // Selection texture's background color
+
+Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller)
+ : Abstract3DRenderer(controller),
+ m_controller(controller),
+ m_selectedItem(0),
+ m_xFlipped(false),
+ m_zFlipped(false),
+ m_yFlipped(false),
+ m_updateLabels(false),
+ m_dotShader(0),
+ m_depthShader(0),
+ m_selectionShader(0),
+ m_backgroundShader(0),
+ m_labelShader(0),
+ m_dotObj(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_scaleFactor(0),
+ m_selection(selectionSkipColor),
+ m_previousSelection(selectionSkipColor),
+ m_areaSize(QSizeF(0.0, 0.0)),
+ m_dotSizeScale(1.0f),
+ m_hasHeightAdjustmentChanged(true)
+{
+ initializeOpenGLFunctions();
+ initializeOpenGL();
+}
+
+Scatter3DRenderer::~Scatter3DRenderer()
+{
+ 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);
+ delete m_dotShader;
+ delete m_depthShader;
+ delete m_selectionShader;
+ delete m_backgroundShader;
+ delete m_labelShader;
+ delete m_dotObj;
+ delete m_backgroundObj;
+ delete m_gridLineObj;
+ delete m_labelObj;
+}
+
+void Scatter3DRenderer::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_mainViewPort.x(), m_mainViewPort.y(),
+ m_mainViewPort.width(), m_mainViewPort.height());
+
+ // Load background mesh (we need to be initialized first)
+ loadBackgroundMesh();
+}
+
+void Scatter3DRenderer::updateDataModel(QScatterDataProxy *dataProxy)
+{
+ int actualDataSize = 0;
+ const QScatterDataArray &dataArray = *dataProxy->array();
+ calculateSceneScalingFactors();
+ int dataSize = dataArray.size();
+ m_renderItemArray.resize(dataSize);
+ for (int i = 0; i < dataSize ; i++) {
+ QVector3D dotPos = dataArray.at(i).position();
+ if ((dotPos.x() >= m_axisCacheX.min() && dotPos.x() <= m_axisCacheX.max())
+ && (dotPos.y() >= m_axisCacheY.min() && dotPos.y() <= m_axisCacheY.max())
+ && (dotPos.z() >= m_axisCacheZ.min() && dotPos.z() <= m_axisCacheZ.max())) {
+ m_renderItemArray[actualDataSize].setPosition(dotPos);
+ calculateTranslation(m_renderItemArray[actualDataSize]);
+ actualDataSize++;
+ }
+ }
+ m_renderItemArray.resize(actualDataSize);
+ m_dotSizeScale = (GLfloat)qBound(0.01, (2.0 / qSqrt((qreal)actualDataSize)), 0.1);
+ m_selectedItem = 0;
+
+ Abstract3DRenderer::updateDataModel(dataProxy);
+}
+
+void Scatter3DRenderer::updateScene(Q3DScene *scene)
+{
+ // TODO: Move these to more suitable place e.g. controller should be controlling the viewports.
+ scene->setMainViewport(m_mainViewPort);
+ scene->setUnderSideCameraEnabled(true);
+
+ if (m_hasHeightAdjustmentChanged) {
+ // Set initial m_cachedScene->camera() position. Also update if height adjustment has changed.
+ scene->camera()->setDefaultOrientation(QVector3D(0.0f, 0.0f, 6.0f + zComp),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+ m_hasHeightAdjustmentChanged = false;
+ }
+
+ scene->camera()->updateViewMatrix(m_autoScaleAdjustment);
+ // Set light position (rotate light with m_cachedScene->camera(), a bit above it (as set in defaultLightPos))
+ scene->setLightPositionRelativeToCamera(defaultLightPos);
+
+ Abstract3DRenderer::updateScene(scene);
+}
+
+void Scatter3DRenderer::render(GLuint defaultFboHandle)
+{
+ // Handle GL state setup for FBO buffers and clearing of the render surface
+ Abstract3DRenderer::render(defaultFboHandle);
+
+ // Draw dots scene
+ drawScene(defaultFboHandle);
+}
+
+void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
+{
+ GLfloat backgroundRotation = 0;
+
+ // 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);
+
+ // Calculate view matrix
+ QMatrix4x4 viewMatrix = m_cachedScene->camera()->viewMatrix();
+
+ // Calculate label flipping
+ if (viewMatrix.row(0).x() > 0)
+ m_zFlipped = false;
+ else
+ m_zFlipped = true;
+ if (viewMatrix.row(0).z() <= 0)
+ m_xFlipped = false;
+ else
+ 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
+ if (!m_zFlipped && !m_xFlipped)
+ backgroundRotation = 270.0f;
+ else if (!m_zFlipped && m_xFlipped)
+ backgroundRotation = 180.0f;
+ else if (m_zFlipped && m_xFlipped)
+ backgroundRotation = 90.0f;
+ else if (m_zFlipped && !m_xFlipped)
+ backgroundRotation = 0.0f;
+
+ // Get light position from the scene
+ QVector3D lightPos = m_cachedScene->light()->position();
+
+ // Map adjustment direction to model matrix scaling
+ // TODO: Let's use these for testing the autoscaling of dots based on their number
+ GLfloat heightMultiplier = m_dotSizeScale; //1.0f;
+ GLfloat widthMultiplier = m_dotSizeScale; //1.0f;
+ GLfloat depthMultiplier = m_dotSizeScale; //1.0f;
+ GLfloat heightScaler = 0.0f;
+ GLfloat widthScaler = 0.0f;
+ GLfloat depthScaler = 0.0f;
+
+ // Introduce regardless of shadow quality to simplify logic
+ QMatrix4x4 depthViewMatrix;
+ QMatrix4x4 depthProjectionMatrix;
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ // Render scene into a depth texture for using with shadow mapping
+ // Bind depth shader
+ m_depthShader->bind();
+
+ // Set viewport for depth map rendering. Must match texture size. Larger values give smoother shadows.
+ glViewport(m_mainViewPort.x(), m_mainViewPort.y(),
+ m_mainViewPort.width() * m_shadowQualityMultiplier,
+ m_mainViewPort.height() * m_shadowQualityMultiplier);
+
+ // Enable drawing to framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ // Set front face culling to reduce self-shadowing issues
+ glCullFace(GL_FRONT);
+
+ // Get the depth view matrix
+ // It may be possible to hack lightPos here if we want to make some tweaks to shadow
+ QVector3D depthLightPos = m_cachedScene->camera()->calculatePositionRelativeToCamera(
+ defaultLightPos, 0.0f, 1.0f / m_autoScaleAdjustment);
+ depthViewMatrix.lookAt(depthLightPos, QVector3D(0.0f, 0.0f, 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
+ //depthProjectionMatrix.ortho(-aspectRatio * 2.0f, aspectRatio * 2.0f,
+ // -m_heightNormalizer * 2.0f, m_heightNormalizer * 2.0f,
+ // 0.0f, 100.0f);
+ GLfloat testAspectRatio = (GLfloat)m_mainViewPort.width() / (GLfloat)m_mainViewPort.height();
+ depthProjectionMatrix.ortho(-testAspectRatio * 2.0f, testAspectRatio * 2.0f,
+ -m_heightNormalizer * 2.0f, m_heightNormalizer * 2.0f,
+ 0.0f, 100.0f);
+#endif
+ // Draw dots to depth buffer
+ for (int dot = 0; dot < m_renderItemArray.size(); dot++) {
+ const ScatterRenderItem &item = m_renderItemArray.at(dot);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ modelMatrix.translate(item.translation().x(),
+ item.translation().y(),
+ item.translation().z());
+ modelMatrix.scale(QVector3D(widthMultiplier + widthScaler,
+ heightMultiplier + heightScaler,
+ depthMultiplier + depthScaler));
+ //modelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler,
+ // heightMultiplier * item.size() + heightScaler,
+ // depthMultiplier * item.size() + depthScaler));
+
+ MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ m_depthShader->setUniformValue(m_depthShader->MVP(), MVPMatrix);
+
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(m_depthShader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, m_dotObj->vertexBuf());
+ glVertexAttribPointer(m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
+
+ // Index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_dotObj->elementBuf());
+
+ // Draw the triangles
+ glDrawElements(GL_TRIANGLES, m_dotObj->indexCount(), GL_UNSIGNED_SHORT, (void *)0);
+
+ // Free buffers
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glDisableVertexAttribArray(m_depthShader->posAtt());
+ }
+
+ // Disable drawing to framebuffer (= enable drawing to screen)
+ glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
+
+ // Reset culling to normal
+ glCullFace(GL_BACK);
+
+ // Release depth shader
+ m_depthShader->release();
+
+ // Revert to original viewport
+ glViewport(m_mainViewPort.x(), m_mainViewPort.y(),
+ m_mainViewPort.width(), m_mainViewPort.height());
+
+#if 0 // Use this if you want to see what is being drawn to the framebuffer
+ // You'll also have to comment out GL_COMPARE_R_TO_TEXTURE -line in texturehelper (if using it)
+ m_labelShader->bind();
+ glEnable(GL_TEXTURE_2D);
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 viewmatrix;
+ viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.5f + zComp),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+ modelMatrix.translate(0.0, 0.0, zComp);
+ QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix;
+ m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
+ m_drawer->drawObject(m_labelShader, m_labelObj,
+ m_depthTexture);
+ glDisable(GL_TEXTURE_2D);
+ m_labelShader->release();
+#endif
+ }
+#endif
+
+ // Skip selection mode drawing if we have no selection mode
+ if (m_cachedSelectionMode > QDataVis::ModeNone) {
+ // Bind selection shader
+ m_selectionShader->bind();
+
+ // Draw dots to selection buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, m_selectionFrameBuffer);
+ glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used
+ glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Set clear color to white (= skipColor)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer
+ glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled
+
+ int arraySize = m_renderItemArray.size();
+ if (arraySize > 0xfffffe) // Max possible different selection colors, 0xffffff being skipColor
+ qFatal("Too many objects");
+
+ for (int dot = 0; dot < arraySize; dot++) {
+ const ScatterRenderItem &item = m_renderItemArray.at(dot);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ modelMatrix.translate(item.translation().x(),
+ item.translation().y(),
+ item.translation().z());
+ modelMatrix.scale(QVector3D(widthMultiplier + widthScaler,
+ heightMultiplier + heightScaler,
+ depthMultiplier + depthScaler));
+ //modelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler,
+ // heightMultiplier * item.size() + heightScaler,
+ // depthMultiplier * item.size() + depthScaler));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+
+ QVector3D dotColor = indexToSelectionColor(dot);
+ dotColor /= 255.0f;
+
+ m_selectionShader->setUniformValue(m_selectionShader->MVP(), MVPMatrix);
+ m_selectionShader->setUniformValue(m_selectionShader->color(), dotColor);
+
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(m_selectionShader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, m_dotObj->vertexBuf());
+ glVertexAttribPointer(m_selectionShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
+
+ // Index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_dotObj->elementBuf());
+
+ // Draw the triangles
+ glDrawElements(GL_TRIANGLES, m_dotObj->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
+ 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
+ }
+
+ // Bind dot shader
+ m_dotShader->bind();
+
+ // Enable texture
+ glEnable(GL_TEXTURE_2D);
+
+ // Draw dots
+ bool dotSelectionFound = false;
+ int selectedIndex;
+ if (m_selection == selectionSkipColor) {
+ selectedIndex = Scatter3DController::noSelectionIndex();
+ } else {
+ selectedIndex = int(m_selection.x())
+ + (int(m_selection.y()) << 8)
+ + (int(m_selection.z()) << 16);
+ }
+
+ if (m_selection != m_previousSelection) {
+ emit selectedItemIndexChanged(selectedIndex);
+ m_previousSelection = m_selection;
+ }
+
+ ScatterRenderItem *selectedItem(0);
+
+ for (int dot = 0; dot < m_renderItemArray.size(); dot++) {
+ ScatterRenderItem &item = m_renderItemArray[dot];
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(item.translation().x(),
+ item.translation().y(),
+ item.translation().z());
+ modelMatrix.scale(QVector3D(widthMultiplier + widthScaler,
+ heightMultiplier + heightScaler,
+ depthMultiplier + depthScaler));
+ //modelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler,
+ // heightMultiplier * item.size() + heightScaler,
+ // depthMultiplier * item.size() + depthScaler));
+ itModelMatrix.scale(QVector3D(widthMultiplier + widthScaler,
+ heightMultiplier + heightScaler,
+ depthMultiplier + depthScaler));
+ //itModelMatrix.scale(QVector3D(widthMultiplier * item.size() + widthScaler,
+ // heightMultiplier * item.size() + heightScaler,
+ // depthMultiplier * item.size() + depthScaler));
+
+#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.translation().y();
+
+ QVector3D dotColor = baseColor + heightColor;
+#else
+ QVector3D dotColor = Utils::vectorFromColor(m_cachedTheme.m_baseColor);
+#endif
+
+ GLfloat lightStrength = m_cachedTheme.m_lightStrength;
+ if (m_cachedSelectionMode > QDataVis::ModeNone && (selectedIndex == dot)) {
+ dotColor = Utils::vectorFromColor(m_cachedTheme.m_highlightBarColor);
+ lightStrength = m_cachedTheme.m_highlightLightStrength;
+ // Insert data to ScatterRenderItem. We have no ownership, don't delete the previous one
+ selectedItem = &item;
+ dotSelectionFound = true;
+ }
+
+ // Set shader bindings
+ m_dotShader->setUniformValue(m_dotShader->lightP(), lightPos);
+ m_dotShader->setUniformValue(m_dotShader->view(), viewMatrix);
+ m_dotShader->setUniformValue(m_dotShader->model(), modelMatrix);
+ m_dotShader->setUniformValue(m_dotShader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_dotShader->setUniformValue(m_dotShader->MVP(), MVPMatrix);
+ m_dotShader->setUniformValue(m_dotShader->color(), dotColor);
+ m_dotShader->setUniformValue(m_dotShader->ambientS(), m_cachedTheme.m_ambientStrength);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ // Set shadow shader bindings
+ m_dotShader->setUniformValue(m_dotShader->shadowQ(), m_shadowQualityToShader);
+ m_dotShader->setUniformValue(m_dotShader->depth(), depthMVPMatrix);
+ m_dotShader->setUniformValue(m_dotShader->lightS(), lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_dotShader, m_dotObj, 0, m_depthTexture);
+ } else
+#endif
+ {
+ // Set shadowless shader bindings
+ m_dotShader->setUniformValue(m_dotShader->lightS(), lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_dotShader, m_dotObj);
+ }
+ }
+
+ // Release dot shader
+ m_dotShader->release();
+
+ // Bind background shader
+ m_backgroundShader->bind();
+
+ glCullFace(GL_BACK);
+
+ // Draw background
+ if (m_cachedIsBackgroundEnabled && m_backgroundObj) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(0.0f, 0.0f, zComp);
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ modelMatrix.scale(
+ QVector3D(
+ (aspectRatio * backgroundMargin * m_areaSize.width()) / m_scaleFactor,
+ backgroundMargin,
+ (aspectRatio * backgroundMargin * m_areaSize.height()) / m_scaleFactor));
+#else // ..and this if we want uniform scaling based on largest dimension
+ modelMatrix.scale(QVector3D((aspectRatio * backgroundMargin),
+ backgroundMargin,
+ (aspectRatio * backgroundMargin)));
+#endif
+ // We can copy modelMatrix to itModelMatrix as it has not been translated
+ itModelMatrix = modelMatrix;
+ // If we're viewing from below, background object must be flipped
+ if (m_yFlipped) {
+ modelMatrix.rotate(180.0f, 1.0, 0.0, 0.0);
+ modelMatrix.rotate(270.0f - backgroundRotation, 0.0f, 1.0f, 0.0f);
+ } else {
+ modelMatrix.rotate(backgroundRotation, 0.0f, 1.0f, 0.0f);
+ }
+
+#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);
+
+ // Draw grid lines
+#ifdef USE_UNIFORM_SCALING
+ AxisRenderCache *axisCacheMax;
+ if (m_axisCacheZ.max() > m_axisCacheX.max())
+ axisCacheMax = &m_axisCacheZ;
+ else
+ axisCacheMax = &m_axisCacheX;
+#endif
+
+ if (m_cachedIsGridEnabled && m_heightNormalizer) {
+ ShaderHelper *lineShader = m_backgroundShader;
+ // Bind line shader
+ lineShader->bind();
+
+ // 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);
+
+ // Rows (= Z)
+ if (m_axisCacheZ.segmentCount() > 0) {
+ // Floor lines
+#ifndef USE_UNIFORM_SCALING
+ GLfloat lineStep = aspectRatio * m_axisCacheZ.subSegmentStep();
+ GLfloat linePos = -aspectRatio * m_axisCacheZ.min(); // Start line
+ int lastSegment = m_axisCacheZ.subSegmentCount() * m_axisCacheZ.segmentCount();
+#else
+ GLfloat lineStep = aspectRatio * axisCacheMax->subSegmentStep();
+ GLfloat linePos = -aspectRatio * m_scaleFactor; // Start line
+ int lastSegment = axisCacheMax->subSegmentCount() * axisCacheMax->segmentCount();
+#endif
+
+ for (int segment = 0; segment <= lastSegment; segment++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ if (m_yFlipped)
+ modelMatrix.translate(0.0f, backgroundMargin, linePos / m_scaleFactor + zComp);
+ else
+ modelMatrix.translate(0.0f, -backgroundMargin, linePos / m_scaleFactor + zComp);
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ modelMatrix.scale(
+ QVector3D(
+ (aspectRatio * backgroundMargin * m_areaSize.width()) / m_scaleFactor,
+ gridLineWidth, gridLineWidth));
+ itModelMatrix.scale(
+ QVector3D(
+ (aspectRatio * backgroundMargin * m_areaSize.width()) / m_scaleFactor,
+ gridLineWidth, gridLineWidth));
+#else // ..and this if we want uniform scaling based on largest dimension
+ modelMatrix.scale(QVector3D((aspectRatio * backgroundMargin),
+ gridLineWidth, gridLineWidth));
+ itModelMatrix.scale(QVector3D(aspectRatio * backgroundMargin,
+ gridLineWidth, gridLineWidth));
+#endif
+
+ // 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);
+ }
+ linePos -= lineStep;
+ }
+
+ // Side wall lines
+#ifndef USE_UNIFORM_SCALING
+ GLfloat lineXTrans = (aspectRatio * backgroundMargin * m_areaSize.width())
+ / m_scaleFactor;
+ linePos = -aspectRatio * m_axisCacheZ.min(); // Start line
+#else
+ GLfloat lineXTrans = aspectRatio * backgroundMargin;
+ linePos = -aspectRatio * m_scaleFactor; // Start line
+#endif
+ if (!m_xFlipped)
+ lineXTrans = -lineXTrans;
+
+ for (int segment = 0; segment <= lastSegment; segment++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(lineXTrans, 0.0f, linePos / m_scaleFactor + zComp);
+ modelMatrix.scale(QVector3D(gridLineWidth, backgroundMargin, gridLineWidth));
+ itModelMatrix.scale(QVector3D(gridLineWidth, backgroundMargin, 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);
+ }
+ linePos -= lineStep;
+ }
+ }
+
+ // Columns (= X)
+ if (m_axisCacheX.segmentCount() > 0) {
+ // Floor lines
+#ifndef USE_UNIFORM_SCALING
+ GLfloat lineStep = aspectRatio * m_axisCacheX.subSegmentStep();
+ GLfloat linePos = aspectRatio * m_axisCacheX.min();
+ int lastSegment = m_axisCacheX.subSegmentCount() * m_axisCacheX.segmentCount();
+#else
+ GLfloat lineStep = aspectRatio * axisCacheMax->subSegmentStep();
+ GLfloat linePos = -aspectRatio * m_scaleFactor;
+ int lastSegment = axisCacheMax->subSegmentCount() * axisCacheMax->segmentCount();
+#endif
+
+ for (int segment = 0; segment <= lastSegment; segment++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ if (m_yFlipped)
+ modelMatrix.translate(linePos / m_scaleFactor, backgroundMargin, zComp);
+ else
+ modelMatrix.translate(linePos / m_scaleFactor, -backgroundMargin, zComp);
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ modelMatrix.scale(
+ QVector3D(
+ gridLineWidth, gridLineWidth,
+ (aspectRatio * backgroundMargin * m_areaSize.height()) / m_scaleFactor));
+ itModelMatrix.scale(
+ QVector3D(
+ gridLineWidth, gridLineWidth,
+ (aspectRatio * backgroundMargin * m_areaSize.height()) / m_scaleFactor));
+#else // ..and this if we want uniform scaling based on largest dimension
+ modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ aspectRatio * backgroundMargin));
+ itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ aspectRatio * backgroundMargin));
+#endif
+
+ // 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);
+ }
+ linePos += lineStep;
+ }
+
+ // Back wall lines
+#ifndef USE_UNIFORM_SCALING
+ GLfloat lineZTrans = (aspectRatio * backgroundMargin * m_areaSize.height())
+ / m_scaleFactor;
+ linePos = aspectRatio * m_axisCacheX.min();
+#else
+ GLfloat lineZTrans = aspectRatio * backgroundMargin;
+ linePos = -aspectRatio * m_scaleFactor;
+#endif
+ if (!m_zFlipped)
+ lineZTrans = -lineZTrans;
+
+ for (int segment = 0; segment <= lastSegment; segment++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(linePos / m_scaleFactor, 0.0f, lineZTrans + zComp);
+ modelMatrix.scale(QVector3D(gridLineWidth, backgroundMargin, gridLineWidth));
+ itModelMatrix.scale(QVector3D(gridLineWidth, backgroundMargin, 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);
+ }
+ linePos += lineStep;
+ }
+ }
+
+ // Horizontal wall lines
+ if (m_axisCacheY.segmentCount() > 0) {
+ // Back wall
+ GLfloat lineStep = m_axisCacheY.subSegmentStep();
+ GLfloat linePos = m_axisCacheY.min();
+ int lastSegment = m_axisCacheY.subSegmentCount() * m_axisCacheY.segmentCount();
+
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ GLfloat lineZTrans = (aspectRatio * backgroundMargin * m_areaSize.height())
+ / m_scaleFactor;
+#else // ..and this if we want uniform scaling based on largest dimension
+ GLfloat lineZTrans = aspectRatio * backgroundMargin;
+#endif
+ if (!m_zFlipped)
+ lineZTrans = -lineZTrans;
+
+ for (int segment = 0; segment <= lastSegment; segment++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(0.0f, linePos / m_heightNormalizer, lineZTrans + zComp);
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ modelMatrix.scale(
+ QVector3D(
+ (aspectRatio * backgroundMargin * m_areaSize.width() / m_scaleFactor),
+ gridLineWidth, gridLineWidth));
+ itModelMatrix.scale(
+ QVector3D(
+ (aspectRatio * backgroundMargin * m_areaSize.width() / m_scaleFactor),
+ gridLineWidth, gridLineWidth));
+#else // ..and this if we want uniform scaling based on largest dimension
+ modelMatrix.scale(QVector3D((aspectRatio * backgroundMargin),
+ gridLineWidth, gridLineWidth));
+ itModelMatrix.scale(QVector3D(aspectRatio * backgroundMargin,
+ gridLineWidth, gridLineWidth));
+#endif
+
+ 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);
+ }
+ linePos += lineStep;
+ }
+
+ // Side wall
+ linePos = m_axisCacheY.min();
+ lastSegment = m_axisCacheY.subSegmentCount() * m_axisCacheY.segmentCount();
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ GLfloat lineXTrans = (aspectRatio * backgroundMargin * m_areaSize.width())
+ / m_scaleFactor;
+#else // ..and this if we want uniform scaling based on largest dimension
+ GLfloat lineXTrans = aspectRatio * backgroundMargin;
+#endif
+ if (!m_xFlipped)
+ lineXTrans = -lineXTrans;
+
+ for (int segment = 0; segment <= lastSegment; segment++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(lineXTrans, linePos / m_heightNormalizer, zComp);
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ modelMatrix.scale(
+ QVector3D(
+ gridLineWidth, gridLineWidth,
+ (aspectRatio * backgroundMargin * m_areaSize.height()) / m_scaleFactor));
+ itModelMatrix.scale(
+ QVector3D(
+ gridLineWidth, gridLineWidth,
+ (aspectRatio * backgroundMargin * m_areaSize.height()) / m_scaleFactor));
+
+#else // ..and this if we want uniform scaling based on largest dimension
+ modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ (aspectRatio * backgroundMargin)));
+ itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth,
+ aspectRatio * backgroundMargin));
+
+#endif
+ 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);
+ }
+ linePos += lineStep;
+ }
+ }
+
+ // Release line shader
+ lineShader->release();
+ }
+
+ // Draw axis labels
+ // TODO: Calculations done temporarily here. Should be done when calculating lines to avoid
+ // extra for -loops?
+ // 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);
+ }
+
+ // Z Labels
+ if (m_axisCacheZ.segmentCount() > 0) {
+#ifndef USE_UNIFORM_SCALING
+ GLfloat posStep = aspectRatio * m_axisCacheZ.segmentStep();
+ GLfloat labelPos = -aspectRatio * m_axisCacheZ.min();
+ int lastSegment = m_axisCacheZ.segmentCount();
+#else
+ GLfloat posStep = aspectRatio * axisCacheMax->segmentStep();
+ GLfloat labelPos = aspectRatio * m_scaleFactor;
+ int lastSegment = axisCacheMax->segmentCount();
+#endif
+ int labelNbr = 0;
+ for (int segment = 0; segment <= lastSegment; segment++) {
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ if (m_axisCacheZ.labelItems().size() > labelNbr) {
+ GLfloat labelXTrans = (aspectRatio * backgroundMargin * m_areaSize.width())
+ / m_scaleFactor + labelMargin;
+#else // ..and this if we want uniform scaling based on largest dimension
+ if (axisCacheMax->labelItems().size() > labelNbr) {
+ GLfloat labelXTrans = aspectRatio * backgroundMargin + labelMargin;
+#endif
+ GLfloat labelYTrans = -backgroundMargin;
+ 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) {
+ labelXTrans = -labelXTrans;
+ alignment = Qt::AlignLeft;
+ }
+ if (m_yFlipped) {
+ rotLabelZ += 180.0f;
+ rotLabelY += 180.0f;
+ labelYTrans = -labelYTrans;
+ }
+ QVector3D labelTrans = QVector3D(labelXTrans,
+ labelYTrans,
+ labelPos / m_scaleFactor + zComp);
+
+
+ // Draw the label here
+ m_dummyRenderItem.setTranslation(labelTrans);
+#ifndef USE_UNIFORM_SCALING
+ const LabelItem &axisLabelItem = *m_axisCacheZ.labelItems().at(labelNbr);
+#else
+ const LabelItem &axisLabelItem = *axisCacheMax->labelItems().at(labelNbr);
+#endif
+
+ m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, m_cachedScene->camera(), true, true, Drawer::LabelMid,
+ alignment);
+ }
+ labelNbr++;
+ labelPos -= posStep;
+ }
+ }
+ // X Labels
+ if (m_axisCacheX.segmentCount() > 0) {
+#ifndef USE_UNIFORM_SCALING
+ GLfloat posStep = aspectRatio * m_axisCacheX.segmentStep();
+ GLfloat labelPos = aspectRatio * m_axisCacheX.min();
+ int lastSegment = m_axisCacheX.segmentCount();
+#else
+ GLfloat posStep = aspectRatio * axisCacheMax->segmentStep();
+ GLfloat labelPos = -aspectRatio * m_scaleFactor;
+ int lastSegment = axisCacheMax->segmentCount();
+#endif
+ int labelNbr = 0;
+ for (int segment = 0; segment <= lastSegment; segment++) {
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ if (m_axisCacheX.labelItems().size() > labelNbr) {
+ GLfloat labelZTrans = (aspectRatio * backgroundMargin * m_areaSize.height())
+ / m_scaleFactor + labelMargin;
+#else // ..and this if we want uniform scaling based on largest dimension
+ if (axisCacheMax->labelItems().size() > labelNbr) {
+ GLfloat labelZTrans = aspectRatio * backgroundMargin + labelMargin;
+#endif
+ GLfloat labelYTrans = -backgroundMargin;
+ 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) {
+ labelZTrans = -labelZTrans;
+ alignment = Qt::AlignRight;
+ }
+ if (m_yFlipped) {
+ rotLabelZ += 180.0f;
+ rotLabelY += 180.0f;
+ labelYTrans = -labelYTrans;
+ }
+ QVector3D labelTrans = QVector3D(labelPos / m_scaleFactor,
+ labelYTrans,
+ labelZTrans + zComp);
+
+ // Draw the label here
+ m_dummyRenderItem.setTranslation(labelTrans);
+#ifndef USE_UNIFORM_SCALING
+ const LabelItem &axisLabelItem = *m_axisCacheX.labelItems().at(labelNbr);
+#else
+ const LabelItem &axisLabelItem = *axisCacheMax->labelItems().at(labelNbr);
+#endif
+
+ m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, m_cachedScene->camera(), true, true, Drawer::LabelMid,
+ alignment);
+ }
+ labelNbr++;
+ labelPos += posStep;
+ }
+ }
+ // Y Labels
+ if (m_axisCacheY.segmentCount() > 0) {
+ GLfloat posStep = m_axisCacheY.segmentStep();
+ GLfloat labelPos = m_axisCacheY.min();
+ int labelNbr = 0;
+ for (int segment = 0; segment <= m_axisCacheY.segmentCount(); segment++) {
+ if (m_axisCacheY.labelItems().size() > labelNbr) {
+#ifndef USE_UNIFORM_SCALING // Use this if we want to use autoscaling for x and z
+ GLfloat labelXTrans = (aspectRatio * backgroundMargin * m_areaSize.width())
+ / m_scaleFactor;
+ GLfloat labelZTrans = (aspectRatio * backgroundMargin * m_areaSize.height())
+ / m_scaleFactor;
+#else // ..and this if we want uniform scaling based on largest dimension
+ GLfloat labelXTrans = aspectRatio * backgroundMargin;
+ GLfloat labelZTrans = labelXTrans;
+#endif
+ GLfloat labelMarginXTrans = labelMargin;
+ GLfloat labelMarginZTrans = labelMargin;
+ GLfloat labelYTrans = labelPos / m_heightNormalizer;
+ 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);
+
+ // Draw the label here
+ m_dummyRenderItem.setTranslation(labelTrans);
+ m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, 0.0f, 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);
+
+ // Draw the label here
+ m_dummyRenderItem.setTranslation(labelTrans);
+ m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, m_cachedScene->camera(), true, true, Drawer::LabelMid,
+ alignment);
+ }
+ labelNbr++;
+ labelPos += posStep;
+ }
+ }
+
+ // Handle selection clearing and selection label drawing
+ if (!dotSelectionFound) {
+ // We have no ownership, don't delete. Just NULL the pointer.
+ m_selectedItem = NULL;
+ } else {
+ glDisable(GL_DEPTH_TEST);
+ // Draw the selection label
+ LabelItem &labelItem = selectedItem->selectionLabelItem();
+ if (m_selectedItem != selectedItem || m_updateLabels
+ || !labelItem.textureId()) {
+ QString labelText = selectedItem->selectionLabel();
+ if (labelText.isNull()) {
+ static const QString xTitleTag(QStringLiteral("@xTitle"));
+ static const QString yTitleTag(QStringLiteral("@yTitle"));
+ static const QString zTitleTag(QStringLiteral("@zTitle"));
+ static const QString xLabelTag(QStringLiteral("@xLabel"));
+ static const QString yLabelTag(QStringLiteral("@yLabel"));
+ static const QString zLabelTag(QStringLiteral("@zLabel"));
+
+ labelText = itemLabelFormat();
+
+ labelText.replace(xTitleTag, m_axisCacheX.title());
+ labelText.replace(yTitleTag, m_axisCacheY.title());
+ labelText.replace(zTitleTag, m_axisCacheZ.title());
+
+ if (labelText.contains(xLabelTag)) {
+ QString labelFormat = m_axisCacheX.labelFormat();
+ if (labelFormat.isEmpty())
+ labelFormat = Utils::defaultLabelFormat();
+ QString valueLabelText = generateValueLabel(labelFormat,
+ selectedItem->position().x());
+ labelText.replace(xLabelTag, valueLabelText);
+ }
+ if (labelText.contains(yLabelTag)) {
+ QString labelFormat = m_axisCacheY.labelFormat();
+ if (labelFormat.isEmpty())
+ labelFormat = Utils::defaultLabelFormat();
+ QString valueLabelText = generateValueLabel(labelFormat,
+ selectedItem->position().y());
+ labelText.replace(yLabelTag, valueLabelText);
+ }
+ if (labelText.contains(zLabelTag)) {
+ QString labelFormat = m_axisCacheZ.labelFormat();
+ if (labelFormat.isEmpty())
+ labelFormat = Utils::defaultLabelFormat();
+ QString valueLabelText = generateValueLabel(labelFormat,
+ selectedItem->position().z());
+ labelText.replace(zLabelTag, valueLabelText);
+ }
+
+ selectedItem->setSelectionLabel(labelText);
+ }
+ m_drawer->generateLabelItem(labelItem, labelText);
+ m_selectedItem = selectedItem;
+ }
+
+ m_drawer->drawLabel(*selectedItem, labelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 0.0f, 0.0f), 0,
+ m_cachedSelectionMode, m_labelShader,
+ m_labelObj, m_cachedScene->camera(), true, false, Drawer::LabelMid);
+
+ // 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 Scatter3DRenderer::updateSelectedItemIndex(int index)
+{
+ if (index == Scatter3DController::noSelectionIndex())
+ m_selection = selectionSkipColor;
+ else
+ m_selection = indexToSelectionColor(index);
+}
+
+void Scatter3DRenderer::handleResize()
+{
+ if (m_cachedBoundingRect.width() == 0 || m_cachedBoundingRect.height() == 0)
+ return;
+
+ // Set view port
+ m_mainViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height());
+
+ Abstract3DRenderer::handleResize();
+}
+
+void Scatter3DRenderer::updateBackgroundEnabled(bool enable)
+{
+ if (enable != m_cachedIsBackgroundEnabled) {
+ Abstract3DRenderer::updateBackgroundEnabled(enable);
+ loadMeshFile(); // Load changed dot type
+ }
+}
+
+void Scatter3DRenderer::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 Scatter3DRenderer::loadMeshFile()
+{
+ QString objectFileName = m_cachedObjFile;
+ if (m_dotObj)
+ delete m_dotObj;
+ m_dotObj = new ObjectHelper(objectFileName);
+ m_dotObj->load();
+}
+
+void Scatter3DRenderer::loadBackgroundMesh()
+{
+ if (m_backgroundObj)
+ delete m_backgroundObj;
+ m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/background"));
+ m_backgroundObj->load();
+}
+
+void Scatter3DRenderer::loadGridLineMesh()
+{
+ if (m_gridLineObj)
+ delete m_gridLineObj;
+ m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar"));
+ m_gridLineObj->load();
+}
+
+void Scatter3DRenderer::loadLabelMesh()
+{
+ if (m_labelObj)
+ delete m_labelObj;
+ m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label"));
+ m_labelObj->load();
+}
+
+void Scatter3DRenderer::updateTextures()
+{
+ // Drawer has changed; this flag needs to be checked when checking if we need to update labels
+ m_updateLabels = true;
+}
+
+void Scatter3DRenderer::updateAxisRange(Q3DAbstractAxis::AxisOrientation orientation,
+ qreal min, qreal max)
+{
+ Abstract3DRenderer::updateAxisRange(orientation, min, max);
+}
+
+void Scatter3DRenderer::calculateTranslation(ScatterRenderItem &item)
+{
+ // Origin should be in the center of scene, ie. both positive and negative values are drawn
+ // above background
+
+ // We need to normalize translations
+ GLfloat xTrans = (aspectRatio * item.position().x()) / m_scaleFactor;
+ GLfloat zTrans = -(aspectRatio * item.position().z()) / m_scaleFactor;
+ GLfloat yTrans = item.position().y() / m_heightNormalizer;
+ item.setTranslation(QVector3D(xTrans, yTrans, zTrans + zComp));
+ //qDebug() << item.translation();
+}
+
+void Scatter3DRenderer::calculateSceneScalingFactors()
+{
+ m_heightNormalizer = (GLfloat)qMax(qAbs(m_axisCacheY.max()), qAbs(m_axisCacheY.min()));
+ m_areaSize.setHeight(qMax(qAbs(m_axisCacheZ.max()), qAbs(m_axisCacheZ.min())));
+ m_areaSize.setWidth(qMax(qAbs(m_axisCacheX.max()), qAbs(m_axisCacheX.min())));
+ m_scaleFactor = qMax(m_areaSize.width(), m_areaSize.height());
+ //qDebug() << m_heightNormalizer << m_areaSize << m_scaleFactor << m_axisCacheY.max() << m_axisCacheX.max() << m_axisCacheZ.max();
+}
+
+QRect Scatter3DRenderer::mainViewPort()
+{
+ return m_mainViewPort;
+}
+
+void Scatter3DRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader)
+{
+ if (m_dotShader)
+ delete m_dotShader;
+ m_dotShader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_dotShader->initialize();
+}
+
+void Scatter3DRenderer::initSelectionShader()
+{
+ if (m_selectionShader)
+ delete m_selectionShader;
+ m_selectionShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSelection"),
+ QStringLiteral(":/shaders/fragmentSelection"));
+ m_selectionShader->initialize();
+}
+
+void Scatter3DRenderer::initSelectionBuffer()
+{
+ 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 Scatter3DRenderer::initDepthShader()
+{
+ if (m_depthShader)
+ delete m_depthShader;
+ m_depthShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexDepth"),
+ QStringLiteral(":/shaders/fragmentDepth"));
+ m_depthShader->initialize();
+}
+
+void Scatter3DRenderer::updateDepthBuffer()
+{
+ 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 Scatter3DRenderer::initBackgroundShaders(const QString &vertexShader,
+ const QString &fragmentShader)
+{
+ if (m_backgroundShader)
+ delete m_backgroundShader;
+ m_backgroundShader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_backgroundShader->initialize();
+}
+
+void Scatter3DRenderer::initLabelShaders(const QString &vertexShader, const QString &fragmentShader)
+{
+ if (m_labelShader)
+ delete m_labelShader;
+ m_labelShader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_labelShader->initialize();
+}
+
+QVector3D Scatter3DRenderer::indexToSelectionColor(GLint index)
+{
+ GLubyte dotIdxRed = index & 0xff;
+ GLubyte dotIdxGreen = (index & 0xff00) >> 8;
+ GLubyte dotIdxBlue = (index & 0xff0000) >> 16;
+
+ return QVector3D(dotIdxRed, dotIdxGreen, dotIdxBlue);
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/scatter3drenderer_p.h b/src/datavisualization/engine/scatter3drenderer_p.h
new file mode 100644
index 00000000..f444f891
--- /dev/null
+++ b/src/datavisualization/engine/scatter3drenderer_p.h
@@ -0,0 +1,155 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef Q3DSCATTERRENDERER_P_H
+#define Q3DSCATTERRENDERER_P_H
+
+#include "datavisualizationglobal_p.h"
+#include "scatter3dcontroller_p.h"
+#include "abstract3drenderer_p.h"
+#include "qscatterdataproxy.h"
+#include "scatterrenderitem_p.h"
+
+class QPoint;
+class QSizeF;
+class QOpenGLShaderProgram;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class ShaderHelper;
+class ObjectHelper;
+class LabelItem;
+class Q3DScene;
+class QAbstractAxisPrivate;
+
+class QT_DATAVISUALIZATION_EXPORT Scatter3DRenderer : public Abstract3DRenderer
+{
+ Q_OBJECT
+
+private:
+ // TODO: Filter to the set of attributes to be moved to the model object.
+ // * All GL rendering only related attribs should be moved out of this public set.
+ // * All attribs that are modifiable from QML need to e in this set.
+
+ Scatter3DController *m_controller;
+
+ // Internal state
+ ScatterRenderItem *m_selectedItem; // points to renderitem array
+ bool m_xFlipped;
+ bool m_zFlipped;
+ bool m_yFlipped;
+ QRect m_mainViewPort;
+ bool m_updateLabels;
+ ShaderHelper *m_dotShader;
+ ShaderHelper *m_depthShader;
+ ShaderHelper *m_selectionShader;
+ ShaderHelper *m_backgroundShader;
+ ShaderHelper *m_labelShader;
+ ObjectHelper *m_dotObj;
+ ObjectHelper *m_backgroundObj;
+ ObjectHelper *m_gridLineObj;
+ ObjectHelper *m_labelObj;
+ GLuint m_bgrTexture;
+ GLuint m_depthTexture;
+ GLuint m_selectionTexture;
+ GLuint m_depthFrameBuffer;
+ GLuint m_selectionFrameBuffer;
+ GLuint m_selectionDepthBuffer;
+ GLfloat m_shadowQualityToShader;
+ GLint m_shadowQualityMultiplier;
+ GLfloat m_heightNormalizer;
+ GLfloat m_scaleFactor;
+ QVector3D m_selection;
+ QVector3D m_previousSelection;
+ QSizeF m_areaSize;
+ GLfloat m_dotSizeScale;
+
+ bool m_hasHeightAdjustmentChanged;
+ ScatterRenderItem m_dummyRenderItem;
+
+ ScatterRenderItemArray m_renderItemArray;
+
+public:
+ explicit Scatter3DRenderer(Scatter3DController *controller);
+ ~Scatter3DRenderer();
+
+ void updateDataModel(QScatterDataProxy *dataProxy);
+ void updateScene(Q3DScene *scene);
+ void render(GLuint defaultFboHandle);
+
+ QRect mainViewPort();
+
+protected:
+ virtual void initializeOpenGL();
+ virtual void loadMeshFile();
+
+private:
+ virtual void initShaders(const QString &vertexShader, const QString &fragmentShader);
+ virtual void updateShadowQuality(QDataVis::ShadowQuality quality);
+ virtual void updateTextures();
+
+ void drawScene(GLuint defaultFboHandle);
+ void handleResize();
+
+ void loadBackgroundMesh();
+ void loadGridLineMesh();
+ void loadLabelMesh();
+ void initSelectionShader();
+ void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initLabelShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initSelectionBuffer();
+#if !defined(QT_OPENGL_ES_2)
+ void initDepthShader();
+ void updateDepthBuffer();
+#endif
+ void calculateTranslation(ScatterRenderItem &item);
+ void calculateSceneScalingFactors();
+
+ Q_DISABLE_COPY(Scatter3DRenderer)
+
+ friend class ScatterRenderItem;
+
+public slots:
+ void updateBackgroundEnabled(bool enable);
+
+ // Overloaded from abstract renderer
+ virtual void updateAxisRange(Q3DAbstractAxis::AxisOrientation orientation, qreal min, qreal max);
+
+ void updateSelectedItemIndex(int index);
+
+signals:
+ void selectionUpdated(QVector3D selection);
+ void selectedItemIndexChanged(int index);
+
+private:
+ QVector3D indexToSelectionColor(GLint index);
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif
diff --git a/src/datavisualization/engine/selectionpointer.cpp b/src/datavisualization/engine/selectionpointer.cpp
new file mode 100644
index 00000000..dc50aef0
--- /dev/null
+++ b/src/datavisualization/engine/selectionpointer.cpp
@@ -0,0 +1,271 @@
+/****************************************************************************
+**
+** 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 "selectionpointer_p.h"
+#include "surface3dcontroller_p.h"
+#include "shaderhelper_p.h"
+#include "objecthelper_p.h"
+#include "texturehelper_p.h"
+#include "q3dcamera.h"
+#include "drawer_p.h"
+#include "utils_p.h"
+#include "q3dlight.h"
+
+#include <QImage>
+#include <QMatrix4x4>
+
+#include <QDebug>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+SelectionPointer::SelectionPointer(Surface3DController *controller)
+ : QObject(controller),
+ m_controller(controller),
+ m_labelShader(0),
+ m_pointShader(0),
+ m_labelObj(0),
+ m_pointObj(0),
+ m_textureHelper(0),
+ m_isInitialized(false),
+ m_cachedScene(0),
+ m_font(QFont(QStringLiteral("Arial"))),
+ m_labelTransparency(QDataVis::TransparencyFromTheme),
+ m_drawer(new Drawer(m_cachedTheme, m_font, m_labelTransparency))
+{
+ initializeOpenGL();
+}
+
+SelectionPointer::~SelectionPointer()
+{
+ delete m_labelShader;
+ delete m_pointShader;
+ delete m_labelObj;
+ delete m_pointObj;
+ delete m_textureHelper;
+ delete m_drawer;
+ delete m_cachedScene;
+}
+
+void SelectionPointer::initializeOpenGL()
+{
+ if (m_isInitialized)
+ return;
+
+ initializeOpenGLFunctions();
+
+ m_textureHelper = new TextureHelper();
+ m_drawer->initializeOpenGL();
+
+ initShaders();
+
+ loadLabelMesh();
+ loadPointMesh();
+
+ updateTheme(m_controller->theme());
+
+ // Set initialized -flag
+ m_isInitialized = true;
+}
+
+void SelectionPointer::updateScene(Q3DScene *scene)
+{
+ // Make a copy of the scene.
+ delete m_cachedScene;
+ m_cachedScene = scene->clone();
+}
+
+void SelectionPointer::render(GLuint defaultFboHandle)
+{
+ Q_UNUSED(defaultFboHandle)
+
+ Q3DCamera *camera = m_cachedScene->camera();
+ QSize textureSize = m_labelItem.size();
+
+ QMatrix4x4 itModelMatrix;
+
+ // Calculate view matrix
+ //TODO: m_autoScaleAdjustment
+ camera->updateViewMatrix(1.0f);
+ QMatrix4x4 viewMatrix = camera->viewMatrix();
+
+ itModelMatrix.scale(m_scale);
+
+ // Calculate scale factor to get uniform font size
+ GLfloat scaledFontSize = 0.05f + m_font.pointSizeF() / 500.0f;
+ GLfloat scaleFactor = scaledFontSize / (GLfloat)textureSize.height();
+
+ // Set up projection matrix
+ QMatrix4x4 projectionMatrix;
+ projectionMatrix.perspective(45.0f, (GLfloat)m_mainViewPort.width()
+ / (GLfloat)m_mainViewPort.height(), 0.1f, 100.0f);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ // Position the pointer ball
+ modelMatrix.translate(m_position * m_scale + QVector3D(0.0f, 0.0f, zComp));
+
+ // Scale the point with fixed values (at this point)
+ modelMatrix.scale(QVector3D(0.05f, 0.05f, 0.05f));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+
+ // Enable texturing
+ glEnable(GL_TEXTURE_2D);
+
+ QVector3D lightPos = m_cachedScene->light()->position();
+
+ //
+ // Draw the point
+ //
+ m_pointShader->bind();
+ m_pointShader->setUniformValue(m_pointShader->lightP(), lightPos);
+ m_pointShader->setUniformValue(m_pointShader->view(), viewMatrix);
+ m_pointShader->setUniformValue(m_pointShader->model(), modelMatrix);
+ m_pointShader->setUniformValue(m_pointShader->nModel(), itModelMatrix.inverted().transposed());
+ m_pointShader->setUniformValue(m_pointShader->color(), QVector3D(1.0f, 0.0f, 0.0f));
+ m_pointShader->setUniformValue(m_pointShader->MVP(), MVPMatrix);
+ m_pointShader->setUniformValue(m_pointShader->ambientS(), m_cachedTheme.m_ambientStrength);
+ m_pointShader->setUniformValue(m_pointShader->lightS(), m_cachedTheme.m_lightStrength * 2.0f);
+
+ m_drawer->drawObject(m_pointShader, m_pointObj);
+
+ m_pointShader->release();
+
+ //
+ // Draw the label
+ //
+ if (m_labelItem.textureId()) {
+ QMatrix4x4 modelMatrixLabel;
+
+ // Position label
+ QVector3D labelAlign(0.0f, 1.0f * scaledFontSize + 0.05f, 0.0f);
+ modelMatrixLabel.translate(m_position * m_scale + labelAlign + QVector3D(0.0f, 0.0f, zComp));
+
+ // Position the label towards the camera
+ QPointF camRotations = camera->rotations();
+ modelMatrixLabel.rotate(-camRotations.x(), 0.0f, 1.0f, 0.0f);
+ modelMatrixLabel.rotate(-camRotations.y(), 1.0f, 0.0f, 0.0f);
+
+ // Scale label based on text size
+ modelMatrixLabel.scale(QVector3D((GLfloat)textureSize.width() * scaleFactor,
+ scaledFontSize,
+ 0.0f));
+
+ // Make label to be always on top
+ glDisable(GL_DEPTH_TEST);
+
+ // Make label transparent
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ m_labelShader->bind();
+
+ // Set shader bindings
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrixLabel;
+ m_labelShader->setUniformValue(m_labelShader->MVP(), MVPMatrix);
+
+ // Draw the object
+ m_drawer->drawObject(m_labelShader, m_labelObj, m_labelItem.textureId());
+
+ m_labelShader->release();
+
+ // Disable textures
+ glDisable(GL_TEXTURE_2D);
+
+ // Disable transparency
+ glDisable(GL_BLEND);
+
+ // Depth test back to normal
+ glEnable(GL_DEPTH_TEST);
+ }
+}
+
+void SelectionPointer::setPosition(QVector3D position)
+{
+ m_position = position;
+}
+
+void SelectionPointer::setScaling(QVector3D scaling)
+{
+ m_scale = scaling;
+}
+
+void SelectionPointer::setLabel(QString label)
+{
+ m_labelItem.clear();
+
+ // Print label into a QImage
+ QImage image = Utils::printTextToImage(m_font,
+ label,
+ m_cachedTheme.m_textBackgroundColor,
+ m_cachedTheme.m_textColor,
+ m_labelTransparency);
+ //label.save("C:\\Users\\misalmel\\Work\\gerrit\\qtdatavisualization_2\\notification.png");
+
+ // Set label size
+ m_labelItem.setSize(image.size());
+ // Insert text texture into label (also deletes the old texture)
+ m_labelItem.setTextureId(m_textureHelper->create2DTexture(image, true, true));
+}
+
+void SelectionPointer::updateTheme(Theme theme)
+{
+ m_cachedTheme.setFromTheme(theme);
+}
+
+void SelectionPointer::updateBoundingRect(QRect rect)
+{
+ m_mainViewPort = rect;
+}
+
+void SelectionPointer::initShaders()
+{
+ // The shader for printing the text label
+ if (m_labelShader)
+ delete m_labelShader;
+ m_labelShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexLabel"),
+ QStringLiteral(":/shaders/fragmentLabel"));
+ m_labelShader->initialize();
+
+ // The shader for the small point ball
+ if (m_pointShader)
+ delete m_pointShader;
+ m_pointShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertex"),
+ QStringLiteral(":/shaders/fragment"));
+ m_pointShader->initialize();
+
+}
+
+void SelectionPointer::loadLabelMesh()
+{
+ if (m_labelObj)
+ delete m_labelObj;
+ m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label"));
+ m_labelObj->load();
+}
+
+void SelectionPointer::loadPointMesh()
+{
+ if (m_pointObj)
+ delete m_pointObj;
+ m_pointObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/sphere"));
+ m_pointObj->load();
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/selectionpointer_p.h b/src/datavisualization/engine/selectionpointer_p.h
new file mode 100644
index 00000000..67867232
--- /dev/null
+++ b/src/datavisualization/engine/selectionpointer_p.h
@@ -0,0 +1,97 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef NOTIFICATIONLABEL_P_H
+#define NOTIFICATIONLABEL_P_H
+
+#include <QtCore/QObject>
+#include <QtGui/QOpenGLFunctions>
+#include <QtGui/QFont>
+#include <QWindow>
+#include <QVector3D>
+
+#include "q3dscene.h"
+#include "datavisualizationglobal_p.h"
+#include "surface3dcontroller_p.h"
+
+class QOpenGLShaderProgram;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class ShaderHelper;
+class ObjectHelper;
+class SurfaceObject;
+class TextureHelper;
+class Theme;
+class Drawer;
+class Q3DCamera;
+
+class QT_DATAVISUALIZATION_EXPORT SelectionPointer : public QObject, protected QOpenGLFunctions
+{
+ Q_OBJECT
+
+public:
+ explicit SelectionPointer(Surface3DController *controller);
+ ~SelectionPointer();
+
+ void initializeOpenGL();
+ void render(GLuint defaultFboHandle = 0);
+ void setPosition(QVector3D position);
+ void setScaling(QVector3D scaling);
+ void setLabel(QString label);
+ void updateTheme(Theme theme);
+ void updateBoundingRect(QRect rect);
+ void updateScene(Q3DScene *scene);
+
+private:
+ void initShaders();
+ void loadLabelMesh();
+ void loadPointMesh();
+
+private:
+ Surface3DController *m_controller;
+ ShaderHelper *m_labelShader;
+ ShaderHelper *m_pointShader;
+ ObjectHelper *m_labelObj;
+ ObjectHelper *m_pointObj;
+ TextureHelper *m_textureHelper;
+ bool m_isInitialized;
+ QFont m_font;
+ Theme m_cachedTheme;
+ QDataVis::LabelTransparency m_labelTransparency;
+ LabelItem m_labelItem;
+ Drawer *m_drawer;
+ QRect m_mainViewPort;
+ QVector3D m_position;
+ QVector3D m_scale;
+ Q3DScene *m_cachedScene;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // NOTIFICATIONLABEL_P_H
diff --git a/src/datavisualization/engine/shaders/ambient.frag b/src/datavisualization/engine/shaders/ambient.frag
new file mode 100644
index 00000000..88f850f3
--- /dev/null
+++ b/src/datavisualization/engine/shaders/ambient.frag
@@ -0,0 +1,32 @@
+#version 120
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+void main() {
+ highp vec3 lightColor = vec3(1.0, 1.0, 1.0);
+ highp float lightPower = 10.0;
+ highp vec3 materialAmbientColor = vec3(0.5, 0.5, 0.5) * color_mdl;
+ highp vec3 materialSpecularColor = vec3(0.3, 0.3, 0.3) * color_mdl;
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5) / (distance * distance);
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavisualization/engine/shaders/colorOnY.frag b/src/datavisualization/engine/shaders/colorOnY.frag
new file mode 100644
index 00000000..61a210c9
--- /dev/null
+++ b/src/datavisualization/engine/shaders/colorOnY.frag
@@ -0,0 +1,36 @@
+#version 120
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec2 coords_mdl;
+
+void main() {
+ highp float heightMod = coords_mdl.y + (1.0 - ambientStrength);
+ highp vec3 materialDiffuseColor = heightMod * color_mdl;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 5) / distance;
+ gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0);
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavisualization/engine/shaders/colorOnY_ES2.frag b/src/datavisualization/engine/shaders/colorOnY_ES2.frag
new file mode 100644
index 00000000..78c778d3
--- /dev/null
+++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag
@@ -0,0 +1,37 @@
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec2 coords_mdl;
+
+void main() {
+ highp float heightMod = coords_mdl.y + (1.0 - ambientStrength);
+ highp vec3 materialDiffuseColor = heightMod * color_mdl;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = dot(n, l);
+ if (cosTheta < 0.0) cosTheta = 0.0;
+ else if (cosTheta > 1.0) cosTheta = 1.0;
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = dot(E, R);
+ if (cosAlpha < 0.0) cosAlpha = 0.0;
+ else if (cosAlpha > 1.0) cosAlpha = 1.0;
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavisualization/engine/shaders/default.frag b/src/datavisualization/engine/shaders/default.frag
new file mode 100644
index 00000000..fba1ce4a
--- /dev/null
+++ b/src/datavisualization/engine/shaders/default.frag
@@ -0,0 +1,36 @@
+#version 120
+
+varying highp vec2 UV;
+varying highp vec2 coords_mdl;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+
+void main() {
+ highp vec3 materialDiffuseColor = color_mdl.rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 5) / distance;
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavisualization/engine/shaders/default.vert b/src/datavisualization/engine/shaders/default.vert
new file mode 100644
index 00000000..14f77773
--- /dev/null
+++ b/src/datavisualization/engine/shaders/default.vert
@@ -0,0 +1,28 @@
+#version 120
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld;
+
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec2 coords_mdl;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ coords_mdl = vertexPosition_mdl.xy;
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+}
diff --git a/src/datavisualization/engine/shaders/default_ES2.frag b/src/datavisualization/engine/shaders/default_ES2.frag
new file mode 100644
index 00000000..7d6214b2
--- /dev/null
+++ b/src/datavisualization/engine/shaders/default_ES2.frag
@@ -0,0 +1,38 @@
+varying highp vec2 UV;
+varying highp vec2 coords_mdl;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+
+void main() {
+ highp vec3 materialDiffuseColor = color_mdl.rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = dot(n, l);
+ if (cosTheta < 0.0) cosTheta = 0.0;
+ else if (cosTheta > 1.0) cosTheta = 1.0;
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = dot(E, R);
+ if (cosAlpha < 0.0) cosAlpha = 0.0;
+ else if (cosAlpha > 1.0) cosAlpha = 1.0;
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavisualization/engine/shaders/default_ES2.vert b/src/datavisualization/engine/shaders/default_ES2.vert
new file mode 100644
index 00000000..efb40862
--- /dev/null
+++ b/src/datavisualization/engine/shaders/default_ES2.vert
@@ -0,0 +1,26 @@
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld;
+
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec2 coords_mdl;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ coords_mdl = vertexPosition_mdl.xy;
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+}
diff --git a/src/datavisualization/engine/shaders/depth.frag b/src/datavisualization/engine/shaders/depth.frag
new file mode 100644
index 00000000..5cfd4b10
--- /dev/null
+++ b/src/datavisualization/engine/shaders/depth.frag
@@ -0,0 +1,3 @@
+void main() {
+ gl_FragDepth = gl_FragCoord.z;
+}
diff --git a/src/datavisualization/engine/shaders/depth.vert b/src/datavisualization/engine/shaders/depth.vert
new file mode 100644
index 00000000..9fe5a193
--- /dev/null
+++ b/src/datavisualization/engine/shaders/depth.vert
@@ -0,0 +1,8 @@
+uniform highp mat4 MVP;
+
+attribute highp vec3 vertexPosition_mdl;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+}
+
diff --git a/src/datavisualization/engine/shaders/label.frag b/src/datavisualization/engine/shaders/label.frag
new file mode 100644
index 00000000..86021410
--- /dev/null
+++ b/src/datavisualization/engine/shaders/label.frag
@@ -0,0 +1,8 @@
+uniform sampler2D textureSampler;
+
+varying highp vec2 UV;
+
+void main() {
+ gl_FragColor = texture2D(textureSampler, UV);
+}
+
diff --git a/src/datavisualization/engine/shaders/label.vert b/src/datavisualization/engine/shaders/label.vert
new file mode 100644
index 00000000..b4debe53
--- /dev/null
+++ b/src/datavisualization/engine/shaders/label.vert
@@ -0,0 +1,11 @@
+uniform highp mat4 MVP;
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+
+varying highp vec2 UV;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ UV = vertexUV;
+}
diff --git a/src/datavisualization/engine/shaders/selection.frag b/src/datavisualization/engine/shaders/selection.frag
new file mode 100644
index 00000000..099c87a1
--- /dev/null
+++ b/src/datavisualization/engine/shaders/selection.frag
@@ -0,0 +1,7 @@
+uniform highp vec3 color_mdl;
+
+void main() {
+ gl_FragColor.rgb = color_mdl;
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavisualization/engine/shaders/selection.vert b/src/datavisualization/engine/shaders/selection.vert
new file mode 100644
index 00000000..64d17e15
--- /dev/null
+++ b/src/datavisualization/engine/shaders/selection.vert
@@ -0,0 +1,7 @@
+uniform highp mat4 MVP;
+
+attribute highp vec3 vertexPosition_mdl;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+}
diff --git a/src/datavisualization/engine/shaders/shadow.frag b/src/datavisualization/engine/shaders/shadow.frag
new file mode 100644
index 00000000..5309b5bb
--- /dev/null
+++ b/src/datavisualization/engine/shaders/shadow.frag
@@ -0,0 +1,82 @@
+#version 120
+
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp float shadowQuality;
+uniform highp sampler2D textureSampler;
+uniform highp sampler2DShadow shadowMap;
+
+varying highp vec4 shadowCoord;
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
+/*float random(vec3 seed, int i) {
+ vec4 seed4 = vec4(seed, i);
+ float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
+ return fract(sin(dot_product) * 43758.5453);
+}*/
+
+void main() {
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(0.2, 0.2, 0.2);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ highp float bias = 0.005 * tan(acos(cosTheta));
+ bias = clamp(bias, 0.0, 0.01);
+
+ vec4 shadCoords = shadowCoord;
+ shadCoords.z -= bias;
+ // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1)
+ // direct method; needs large shadow texture to look good
+ //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25;
+ // poisson disk sampling; smoothes edges
+ highp float visibility = 0.6;
+ for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
+ shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality;
+ visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ // stratified poisson; produces noise but hides pixel edges well
+ /*for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ int index = int(16.0 * random(gl_FragCoord.xyy, i));
+ shadCoordsPD.xy += poissonDisk[index] / 150.0;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ */
+
+ gl_FragColor.rgb =
+ visibility * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.a = texture2D(textureSampler, UV).a;
+}
diff --git a/src/datavisualization/engine/shaders/shadow.vert b/src/datavisualization/engine/shaders/shadow.vert
new file mode 100644
index 00000000..e29a8a30
--- /dev/null
+++ b/src/datavisualization/engine/shaders/shadow.vert
@@ -0,0 +1,37 @@
+#version 120
+
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp mat4 depthMVP;
+uniform highp vec3 lightPosition_wrld;
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec3 vertexNormal_mdl;
+attribute highp vec2 vertexUV;
+
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec4 shadowCoord;
+varying highp vec2 coords_mdl;
+
+const highp mat4 bias = mat4(0.5, 0.0, 0.0, 0.0,
+ 0.0, 0.5, 0.0, 0.0,
+ 0.0, 0.0, 0.5, 0.0,
+ 0.5, 0.5, 0.5, 1.0);
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ coords_mdl = vertexPosition_mdl.xy;
+ shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0);
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ lightDirection_cmr = (V * vec4(lightPosition_wrld, 0.0)).xyz;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ UV = vertexUV;
+}
diff --git a/src/datavisualization/engine/shaders/shadowNoTex.frag b/src/datavisualization/engine/shaders/shadowNoTex.frag
new file mode 100644
index 00000000..0252ba49
--- /dev/null
+++ b/src/datavisualization/engine/shaders/shadowNoTex.frag
@@ -0,0 +1,98 @@
+#version 120
+
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp float shadowQuality;
+uniform highp vec3 color_mdl;
+uniform highp sampler2DShadow shadowMap;
+
+varying highp vec4 shadowCoord;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
+/*highp vec2 poissonDisk[16] = vec2[16](vec2(-0.25, -0.25),
+ vec2(0.25, -0.25),
+ vec2(-0.25, 0.25),
+ vec2(0.25, 0.25),
+ vec2(-0.5, -0.5),
+ vec2(0.5, -0.5),
+ vec2(-0.5, 0.5),
+ vec2(0.5, 0.5),
+ vec2(-0.75, -0.75),
+ vec2(0.75, -0.75),
+ vec2(-0.75, 0.75),
+ vec2(0.75, 0.75),
+ vec2(-1.0, -1.0),
+ vec2(1.0, -1.0),
+ vec2(-1.0, 1.0),
+ vec2(1.0, 1.0));*/
+
+/*float random(vec3 seed, int i) {
+ vec4 seed4 = vec4(seed, i);
+ float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
+ return fract(sin(dot_product) * 43758.5453);
+}*/
+
+void main() {
+ highp vec3 materialDiffuseColor = color_mdl.rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ highp float bias = 0.005 * tan(acos(cosTheta));
+ bias = clamp(bias, 0.0, 0.01);
+
+ vec4 shadCoords = shadowCoord;
+ shadCoords.z -= bias;
+ // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1)
+ // direct method; needs large shadow texture to look good
+ //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25;
+ // poisson disk sampling; smoothes edges
+ highp float visibility = 0.6;
+ for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
+ shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality;
+ visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ // stratified poisson; produces noise but hides pixel edges well
+ /*for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ int index = int(16.0 * random(gl_FragCoord.xyy, i));
+ shadCoordsPD.xy += poissonDisk[index] / 150.0;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ */
+
+ gl_FragColor.rgb =
+ visibility * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.a = 1.0;
+}
diff --git a/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag
new file mode 100644
index 00000000..515bf271
--- /dev/null
+++ b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag
@@ -0,0 +1,82 @@
+#version 120
+
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp float shadowQuality;
+uniform highp vec3 color_mdl;
+uniform highp sampler2DShadow shadowMap;
+
+varying highp vec4 shadowCoord;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec2 coords_mdl;
+
+highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
+/*float random(vec3 seed, int i) {
+ vec4 seed4 = vec4(seed, i);
+ float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
+ return fract(sin(dot_product) * 43758.5453);
+}*/
+
+void main() {
+ highp float heightMod = coords_mdl.y + (1.0 - ambientStrength);
+ highp vec3 materialDiffuseColor = heightMod * color_mdl;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ highp float bias = 0.005 * tan(acos(cosTheta));
+ bias = clamp(bias, 0.0, 0.01);
+
+ vec4 shadCoords = shadowCoord;
+ shadCoords.z -= bias;
+ // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1)
+ // direct method; needs large shadow texture to look good
+ //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25;
+ // poisson disk sampling; smoothes edges
+ highp float visibility = 0.6;
+ for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
+ shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality;
+ visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ /*for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ int index = int(16.0 * random(gl_FragCoord.xyy, i));
+ shadCoordsPD.xy += poissonDisk[index] / 150.0;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }*/
+
+ gl_FragColor.rgb =
+ visibility * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0);
+ gl_FragColor.a = 1.0;
+}
diff --git a/src/datavisualization/engine/shaders/surface.frag b/src/datavisualization/engine/shaders/surface.frag
new file mode 100644
index 00000000..9fe7f45b
--- /dev/null
+++ b/src/datavisualization/engine/shaders/surface.frag
@@ -0,0 +1,39 @@
+#version 120
+
+varying highp vec2 UV;
+varying highp vec3 coords_mdl;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform sampler2D textureSampler;
+uniform highp vec3 lightPosition_wrld;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+
+void main() {
+ highp vec2 gradientUV = vec2(0.5, (coords_mdl.y + 1.0) / 2.0);
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+// gl_FragColor.rgb = materialDiffuseColor;
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
+ gl_FragColor.a = 1.0;
+// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+}
+
diff --git a/src/datavisualization/engine/shaders/surface.vert b/src/datavisualization/engine/shaders/surface.vert
new file mode 100644
index 00000000..cbfb7569
--- /dev/null
+++ b/src/datavisualization/engine/shaders/surface.vert
@@ -0,0 +1,30 @@
+#version 120
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld;
+
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec3 coords_mdl;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ coords_mdl = vertexPosition_mdl;
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ UV = vertexUV;
+}
diff --git a/src/datavisualization/engine/shaders/surfaceFlat.frag b/src/datavisualization/engine/shaders/surfaceFlat.frag
new file mode 100644
index 00000000..eb398582
--- /dev/null
+++ b/src/datavisualization/engine/shaders/surfaceFlat.frag
@@ -0,0 +1,38 @@
+#version 150
+
+varying highp vec2 UV;
+varying highp vec3 coords_mdl;
+varying highp vec3 position_wrld;
+flat in highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform sampler2D textureSampler;
+uniform highp vec3 lightPosition_wrld;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+
+void main() {
+ highp vec2 gradientUV = vec2(0.5, (coords_mdl.y + 1.0) / 2.0);
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+// gl_FragColor.rgb = materialDiffuseColor;
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
+ gl_FragColor.a = 1.0;
+}
+
diff --git a/src/datavisualization/engine/shaders/surfaceFlat.vert b/src/datavisualization/engine/shaders/surfaceFlat.vert
new file mode 100644
index 00000000..24c9b9a3
--- /dev/null
+++ b/src/datavisualization/engine/shaders/surfaceFlat.vert
@@ -0,0 +1,30 @@
+#version 150
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld;
+
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+flat out highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec3 coords_mdl;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ coords_mdl = vertexPosition_mdl;
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ UV = vertexUV;
+}
diff --git a/src/datavisualization/engine/shaders/surfaceGrid.frag b/src/datavisualization/engine/shaders/surfaceGrid.frag
new file mode 100644
index 00000000..20b923fb
--- /dev/null
+++ b/src/datavisualization/engine/shaders/surfaceGrid.frag
@@ -0,0 +1,16 @@
+varying highp vec2 UV;
+varying highp vec2 coords_mdl;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+
+void main() {
+ gl_FragColor.rgb = color_mdl;
+}
+
diff --git a/src/datavisualization/engine/shaders/surfaceGrid.vert b/src/datavisualization/engine/shaders/surfaceGrid.vert
new file mode 100644
index 00000000..efb40862
--- /dev/null
+++ b/src/datavisualization/engine/shaders/surfaceGrid.vert
@@ -0,0 +1,26 @@
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld;
+
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+varying highp vec2 coords_mdl;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ coords_mdl = vertexPosition_mdl.xy;
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+}
diff --git a/src/datavisualization/engine/shaders/texture.frag b/src/datavisualization/engine/shaders/texture.frag
new file mode 100644
index 00000000..a6d7b2eb
--- /dev/null
+++ b/src/datavisualization/engine/shaders/texture.frag
@@ -0,0 +1,35 @@
+#version 120
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform sampler2D textureSampler;
+
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+void main() {
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
+ gl_FragColor.a = texture2D(textureSampler, UV).a;
+}
+
diff --git a/src/datavisualization/engine/shaders/texture.vert b/src/datavisualization/engine/shaders/texture.vert
new file mode 100644
index 00000000..01f922e0
--- /dev/null
+++ b/src/datavisualization/engine/shaders/texture.vert
@@ -0,0 +1,26 @@
+uniform highp mat4 MVP;
+uniform highp mat4 V;
+uniform highp mat4 M;
+uniform highp mat4 itM;
+uniform highp vec3 lightPosition_wrld;
+
+attribute highp vec3 vertexPosition_mdl;
+attribute highp vec2 vertexUV;
+attribute highp vec3 vertexNormal_mdl;
+
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+void main() {
+ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
+ position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
+ vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
+ normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ UV = vertexUV;
+}
diff --git a/src/datavisualization/engine/shaders/texture_ES2.frag b/src/datavisualization/engine/shaders/texture_ES2.frag
new file mode 100644
index 00000000..58097ba5
--- /dev/null
+++ b/src/datavisualization/engine/shaders/texture_ES2.frag
@@ -0,0 +1,37 @@
+uniform highp vec3 lightPosition_wrld;
+uniform highp vec3 color_mdl;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform sampler2D textureSampler;
+
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+void main() {
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
+ highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = dot(n, l);
+ if (cosTheta < 0.0) cosTheta = 0.0;
+ else if (cosTheta > 1.0) cosTheta = 1.0;
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = dot(E, R);
+ if (cosAlpha < 0.0) cosAlpha = 0.0;
+ else if (cosAlpha > 1.0) cosAlpha = 1.0;
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
+ gl_FragColor.a = texture2D(textureSampler, UV).a;
+}
+
diff --git a/src/datavisualization/engine/surface3dcontroller.cpp b/src/datavisualization/engine/surface3dcontroller.cpp
new file mode 100644
index 00000000..327e02a2
--- /dev/null
+++ b/src/datavisualization/engine/surface3dcontroller.cpp
@@ -0,0 +1,161 @@
+/****************************************************************************
+**
+** 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 "surface3dcontroller_p.h"
+#include "surface3drenderer_p.h"
+#include "camerahelper_p.h"
+#include "q3dabstractaxis_p.h"
+#include "q3dvalueaxis_p.h"
+#include "q3dcategoryaxis.h"
+#include "qsurfacedataproxy_p.h"
+
+#include <QMatrix4x4>
+#include <QMouseEvent>
+
+#include <QDebug>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Surface3DController::Surface3DController(QRect rect)
+ : Abstract3DController(rect),
+ m_renderer(0),
+ m_smoothSurface(false),
+ m_surfaceGrid(true)
+{
+ setActiveDataProxy(0);
+
+ // Setting a null axis creates a new default axis according to orientation and chart type.
+ // Note: These cannot be set in Abstract3DController constructor, as they will call virtual
+ // functions implemented by subclasses.
+ setAxisX(0);
+ setAxisY(0);
+ setAxisZ(0);
+ QObject::connect(m_activeInputHandler, &QAbstract3DInputHandler::selectionAtPoint,
+ this, &Surface3DController::handleSelectionAtPoint);
+}
+
+Surface3DController::~Surface3DController()
+{
+}
+
+void Surface3DController::initializeOpenGL()
+{
+ // Initialization is called multiple times when Qt Quick components are used
+ if (isInitialized())
+ return;
+
+ m_renderer = new Surface3DRenderer(this);
+ setRenderer(m_renderer);
+ synchDataToRenderer();
+ emitNeedRender();
+}
+
+void Surface3DController::synchDataToRenderer()
+{
+ Abstract3DController::synchDataToRenderer();
+
+ if (!isInitialized())
+ return;
+
+ // Notify changes to renderer
+ if (m_isDataDirty) {
+ m_renderer->updateDataModel(static_cast<QSurfaceDataProxy *>(m_data));
+ m_isDataDirty = false;
+ }
+}
+
+void Surface3DController::handleAxisAutoAdjustRangeChangedInOrientation(Q3DAbstractAxis::AxisOrientation orientation, bool autoAdjust)
+{
+ Q_UNUSED(orientation)
+ Q_UNUSED(autoAdjust)
+
+ // TODO: Implement!
+}
+
+void Surface3DController::setSmoothSurface(bool enable)
+{
+ m_smoothSurface = enable;
+ emit smoothStatusChanged(m_smoothSurface);
+ emitNeedRender();
+}
+
+bool Surface3DController::smoothSurface()
+{
+ return m_smoothSurface;
+}
+
+void Surface3DController::setSurfaceGrid(bool enable)
+{
+ m_surfaceGrid = enable;
+ emit surfaceGridChanged(m_surfaceGrid);
+ emitNeedRender();
+}
+
+bool Surface3DController::surfaceGrid()
+{
+ return m_surfaceGrid;
+}
+
+void Surface3DController::setActiveDataProxy(QAbstractDataProxy *proxy)
+{
+ // Setting null proxy indicates default proxy
+ if (!proxy) {
+ proxy = new QSurfaceDataProxy;
+ proxy->d_ptr->setDefaultProxy(true);
+ }
+
+ Q_ASSERT(proxy->type() == QAbstractDataProxy::DataTypeSurface);
+
+ Abstract3DController::setActiveDataProxy(proxy);
+
+ QSurfaceDataProxy *surfaceDataProxy = static_cast<QSurfaceDataProxy *>(m_data);
+
+ // TODO connections and handler for proxy changes
+ QObject::connect(surfaceDataProxy, &QSurfaceDataProxy::arrayReset,
+ this, &Surface3DController::handleArrayReset);
+}
+
+void Surface3DController::handleArrayReset()
+{
+ m_isDataDirty = true;
+ emitNeedRender();
+}
+
+void Surface3DController::setSegmentCount(GLint segmentCount, GLfloat step, GLfloat minimum)
+{
+ m_segmentCount = segmentCount;
+ m_segmentStep = step;
+ m_segmentMinimum = minimum;
+
+ emit segmentCountChanged(m_segmentCount, m_segmentStep, m_segmentMinimum);
+ emitNeedRender();
+}
+
+void Surface3DController::setGradientColorAt(qreal pos, const QColor &color)
+{
+ Theme t = theme();
+ t.m_surfaceGradient.setColorAt(pos, color);
+ emitNeedRender();
+}
+
+void Surface3DController::handleSelectionAtPoint(const QPoint &point)
+{
+ emit leftMousePressed(point);
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/surface3dcontroller_p.h b/src/datavisualization/engine/surface3dcontroller_p.h
new file mode 100644
index 00000000..eb8f4329
--- /dev/null
+++ b/src/datavisualization/engine/surface3dcontroller_p.h
@@ -0,0 +1,102 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef SURFACE3DCONTROLLER_P_H
+#define SURFACE3DCONTROLLER_P_H
+
+#include "abstract3dcontroller_p.h"
+#include "datavisualizationglobal_p.h"
+
+#include <QLinearGradient>
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Surface3DRenderer;
+
+class QT_DATAVISUALIZATION_EXPORT Surface3DController : public Abstract3DController
+{
+ Q_OBJECT
+
+private:
+ Surface3DRenderer *m_renderer;
+ QList<qreal> m_series; // TODO: TEMP
+ int m_dataWidth;
+ int m_dataDepth;
+ bool m_smoothSurface;
+ bool m_surfaceGrid;
+
+ GLint m_segmentCount;
+ GLfloat m_segmentStep;
+ GLfloat m_segmentMinimum;
+
+public:
+ explicit Surface3DController(QRect rect);
+ ~Surface3DController();
+
+ void initializeOpenGL();
+ virtual void synchDataToRenderer();
+
+ // Enable or disable the smoothes of the surface
+ void setSmoothSurface(bool enable);
+ bool smoothSurface();
+
+ // Enable or disable the grid on the surface
+ void setSurfaceGrid(bool enable);
+ bool surfaceGrid();
+
+ void setGradientColorAt(qreal pos, const QColor &color);
+
+ // Set segment count and step. Note; segmentCount * step should be the maximum possible value of data
+ // set. Minimum is the absolute minimum possible value a bar can have. This is especially
+ // important to set if values can be negative.
+ void setSegmentCount(GLint segmentCount, GLfloat step, GLfloat minimum = 0.0f);
+
+ //TODO: Temp solution
+ void setData(QList<qreal> series, int width, int depth);
+
+ virtual void setActiveDataProxy(QAbstractDataProxy *proxy);
+
+ virtual void handleAxisAutoAdjustRangeChangedInOrientation(Q3DAbstractAxis::AxisOrientation orientation, bool autoAdjust);
+ void handleSelectionAtPoint(const QPoint &point);
+
+public slots:
+ void handleArrayReset();
+
+signals:
+ void smoothStatusChanged(bool enable);
+ void surfaceGridChanged(bool enable);
+ void segmentCountChanged(GLint segmentCount, GLfloat step, GLfloat minimum);
+ void leftMousePressed(const QPoint &point); // My temp solution
+
+private:
+ Q_DISABLE_COPY(Surface3DController)
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // SURFACE3DCONTROLLER_P_H
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
new file mode 100644
index 00000000..f39a0228
--- /dev/null
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -0,0 +1,1256 @@
+/****************************************************************************
+**
+** 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 "surface3dcontroller_p.h"
+#include "surface3drenderer_p.h"
+#include "q3dcamera.h"
+#include "shaderhelper_p.h"
+#include "objecthelper_p.h"
+#include "surfaceobject_p.h"
+#include "texturehelper_p.h"
+#include "selectionpointer_p.h"
+#include "theme_p.h"
+#include "utils_p.h"
+#include "drawer_p.h"
+#include "q3dlight.h"
+
+#include <QMatrix4x4>
+#include <QMouseEvent>
+#include <qmath.h>
+
+#include <QLinearGradient>
+#include <QPainter>
+
+#include <QDebug>
+
+static const int ID_TO_RGBA_MASK = 0xff;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+const GLfloat backgroundMargin = 1.1f; // Margin for background (1.1f = make it 10% larger to avoid items being drawn inside background)
+const GLfloat labelMargin = 0.05f;
+const GLfloat backgroundBottom = 1.0f;
+const GLfloat gridLineWidth = 0.005f;
+const GLfloat coordSpace = 2.0f; // From -1.0 to 1.0
+
+Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
+ : Abstract3DRenderer(controller),
+ m_controller(controller),
+ m_labelTransparency(QDataVis::TransparencyFromTheme),
+ m_font(QFont(QStringLiteral("Arial"))),
+ m_isGridEnabled(true),
+ m_shadowQuality(QDataVis::ShadowLow),
+ m_segmentYCount(0),
+ m_segmentYStep(0.0f),
+ m_shader(0),
+ m_backgroundShader(0),
+ m_surfaceShader(0),
+ m_surfaceGridShader(0),
+ m_selectionShader(0),
+ m_labelShader(0),
+ m_heightNormalizer(0.0f),
+ m_scaleFactor(0.0f),
+ m_scaleX(0.0f),
+ m_scaleZ(0.0f),
+ m_backgroundObj(0),
+ m_gridLineObj(0),
+ m_labelObj(0),
+ m_surfaceObj(0),
+ m_depthTexture(0),
+ m_depthFrameBuffer(0),
+ m_selectionFrameBuffer(0),
+ m_selectionDepthBuffer(0),
+ m_gradientTexture(0),
+ m_selectionTexture(0),
+ m_selectionResultTexture(0),
+ m_shadowQualityToShader(33.3f),
+ m_querySelection(false),
+ m_selectionPointer(0),
+ m_selectionActive(false),
+ m_xFlipped(false),
+ m_zFlipped(false),
+ m_yFlipped(false),
+ m_sampleSpace(QRect(0, 0, 0, 0))
+{
+ // Listen to changes in the controller
+ QObject::connect(m_controller, &Surface3DController::smoothStatusChanged, this,
+ &Surface3DRenderer::updateSmoothStatus);
+ QObject::connect(m_controller, &Surface3DController::surfaceGridChanged, this,
+ &Surface3DRenderer::updateSurfaceGridStatus);
+ QObject::connect(m_controller, &Surface3DController::leftMousePressed, this,
+ &Surface3DRenderer::requestSelectionAtPoint); // TODO: Possible temp
+
+ m_cachedSmoothSurface = m_controller->smoothSurface();
+ updateSurfaceGridStatus(m_controller->surfaceGrid());
+
+ initializeOpenGLFunctions();
+ initializeOpenGL();
+}
+
+Surface3DRenderer::~Surface3DRenderer()
+{
+ m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer);
+ m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
+ m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer);
+
+ m_textureHelper->deleteTexture(&m_depthTexture);
+ m_textureHelper->deleteTexture(&m_gradientTexture);
+ m_textureHelper->deleteTexture(&m_selectionTexture);
+ m_textureHelper->deleteTexture(&m_selectionResultTexture);
+
+ delete m_shader;
+ delete m_backgroundShader;
+ delete m_selectionShader;
+ delete m_surfaceShader;
+ delete m_surfaceGridShader;
+ delete m_labelShader;
+
+ delete m_backgroundObj;
+ delete m_surfaceObj;
+ delete m_gridLineObj;
+ delete m_labelObj;
+
+ if (m_selectionPointer)
+ delete m_selectionPointer;
+}
+
+void Surface3DRenderer::initializeOpenGL()
+{
+ Abstract3DRenderer::initializeOpenGL();
+
+ // Initialize shaders
+ handleShadowQualityChange();
+
+ initSurfaceShaders();
+
+ initLabelShaders(QStringLiteral(":/shaders/vertexLabel"),
+ QStringLiteral(":/shaders/fragmentLabel"));
+
+ // Init selection shader
+ initSelectionShaders();
+
+ // Load grid line mesh
+ loadGridLineMesh();
+
+ // 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();
+
+ // Load background mesh (we need to be initialized first)
+ loadBackgroundMesh();
+
+ updateSurfaceGradient();
+}
+
+void Surface3DRenderer::updateDataModel(QSurfaceDataProxy *dataProxy)
+{
+ // Make a copy of data array.
+ for (int i = 0; i < m_dataArray.size(); i++)
+ delete m_dataArray.at(i);
+ m_dataArray.clear();
+
+ const QSurfaceDataArray *array = dataProxy->array();
+
+ m_dataArray.reserve(array->size());
+ for (int i = 0; i < array->size(); i++) {
+ QSurfaceDataRow *newRow = new QSurfaceDataRow(*array->at(i));
+ m_dataArray << newRow;
+ }
+
+ if (m_dataArray.size() > 0) {
+ if (!m_surfaceObj)
+ loadSurfaceObj();
+
+ QRect sampleSpace(0, 0, m_dataArray.at(0)->size(), m_dataArray.size());
+
+ bool dimensionChanged = false;
+ if (m_sampleSpace != sampleSpace) {
+ dimensionChanged = true;
+ m_sampleSpace = sampleSpace;
+ }
+
+ // TODO: Setting height bigger than biggest value on data works nicely, but smaller
+ // creates odd scaling. That's not going to be trivial to clip 'peaks' off
+ m_heightNormalizer = (GLfloat)qMax(qAbs(m_axisCacheY.max()), qAbs(m_axisCacheY.min()));
+
+ if (m_cachedSmoothSurface)
+ m_surfaceObj->setUpSmoothData(m_dataArray, m_sampleSpace, m_heightNormalizer, dimensionChanged);
+ else
+ m_surfaceObj->setUpData(m_dataArray, m_sampleSpace, m_heightNormalizer, dimensionChanged);
+
+ if (dimensionChanged)
+ updateSelectionTexture();
+ }
+
+ calculateSceneScalingFactors();
+
+ Abstract3DRenderer::updateDataModel(dataProxy);
+}
+
+void Surface3DRenderer::updateScene(Q3DScene *scene)
+{
+ // TODO: Move these to more suitable place e.g. controller should be controlling the viewports.
+ scene->setMainViewport(m_mainViewPort);
+ scene->setUnderSideCameraEnabled(m_hasNegativeValues);
+
+ // TODO: bars have m_hasHeightAdjustmentChanged, which is always true!
+ // Set initial camera position
+ // X must be 0 for rotation to work - we can use "setCameraRotation" for setting it later
+ scene->camera()->setDefaultOrientation(QVector3D(0.0f, 0.0f, 6.0f + zComp),
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f));
+
+ // TODO: m_autoScaleAdjustment
+ scene->camera()->updateViewMatrix(1.0f);
+ scene->setLightPositionRelativeToCamera(defaultLightPos);
+
+ Abstract3DRenderer::updateScene(scene);
+}
+
+void Surface3DRenderer::render(GLuint defaultFboHandle)
+{
+ m_cachedScene->setUnderSideCameraEnabled(m_hasNegativeValues);
+ Q3DCamera *camera = m_cachedScene->camera();
+ if (defaultFboHandle) {
+ glDepthMask(true);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ }
+
+ QVector3D clearColor = Utils::vectorFromColor(m_cachedTheme.m_windowColor);
+ glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ drawScene(defaultFboHandle);
+
+ // If selection pointer is active, pass the render request for it also
+ if (m_selectionPointer && m_selectionActive)
+ m_selectionPointer->render(defaultFboHandle);
+}
+
+void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
+{
+ Q3DCamera *camera = m_cachedScene->camera();
+ GLfloat backgroundRotation = 0;
+
+ // 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);
+
+ // Calculate view matrix TODO: m_autoScaleAdjustment
+ camera->updateViewMatrix(1.0f);
+ QMatrix4x4 viewMatrix = camera->viewMatrix();
+
+ // Calculate flipping indicators
+ if (viewMatrix.row(0).x() > 0)
+ m_zFlipped = false;
+ else
+ m_zFlipped = true;
+ if (viewMatrix.row(0).z() <= 0)
+ m_xFlipped = false;
+ else
+ m_xFlipped = true;
+
+ // 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;
+
+ // TODO: add 0.0f, 1.0f / m_autoScaleAdjustment
+ QVector3D lightPos = m_cachedScene->light()->position();
+
+ QMatrix4x4 depthViewMatrix;
+ QMatrix4x4 depthProjectionMatrix;
+ depthProjectionMatrix = projectionMatrix; // TODO
+ depthViewMatrix.lookAt(lightPos, QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(0.0f, 1.0f, 0.0f)); // TODO: Move
+
+ // Enable texturing
+ glEnable(GL_TEXTURE_2D);
+
+ //
+ // Do the surface drawing
+ //
+
+ if (m_querySelection && m_surfaceObj) {
+ m_selectionShader->bind();
+ glBindFramebuffer(GL_FRAMEBUFFER, m_selectionFrameBuffer);
+ glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used
+ glClearColor(0, 0, 0, 0);
+ 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
+
+ glDisable(GL_CULL_FACE);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+
+ modelMatrix.translate(0.0f, 0.0f, zComp);
+ modelMatrix.scale(QVector3D(m_scaleX, 1.0f, m_scaleZ));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+
+ m_selectionShader->setUniformValue(m_selectionShader->MVP(), MVPMatrix);
+
+ // Activate texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, m_selectionTexture);
+ m_selectionShader->setUniformValue(m_selectionShader->texture(), 0);
+
+ // 1st attribute buffer : vertices
+ glEnableVertexAttribArray(m_selectionShader->posAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, m_surfaceObj->vertexBuf());
+ glVertexAttribPointer(m_selectionShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
+
+ // 3rd attribute buffer : UVs
+ glEnableVertexAttribArray(m_selectionShader->uvAtt());
+ glBindBuffer(GL_ARRAY_BUFFER, m_surfaceObj->uvBuf());
+ glVertexAttribPointer(m_selectionShader->uvAtt(), 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
+
+ // Index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_surfaceObj->elementBuf());
+
+ // Draw the triangles
+ glDrawElements(GL_TRIANGLES, m_surfaceObj->indexCount(), m_surfaceObj->indicesType(), (void *)0);
+ //m_drawer->drawObject(m_selectionShader, m_surfaceObj, m_selectionTexture, 0);
+
+ // Free buffers
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glDisableVertexAttribArray(m_selectionShader->uvAtt());
+ glDisableVertexAttribArray(m_selectionShader->posAtt());
+
+ 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,
+ GL_RGBA, GL_UNSIGNED_BYTE, (void *)pixel);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, defaultFboHandle);
+
+ // Release selection shader
+ 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;
+ }
+ }
+
+ if (m_surfaceObj) {
+ m_surfaceShader->bind();
+ // m_selectionShader->bind(); // IFDEF print selection
+
+ // For surface we can see climpses from underneath
+ glDisable(GL_CULL_FACE);
+
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(0.0f, 0.0f, zComp);
+ modelMatrix.scale(QVector3D(m_scaleX, 1.0f, m_scaleZ));
+ itModelMatrix.scale(QVector3D(m_scaleX, 1.0f, m_scaleZ));
+
+#ifdef SHOW_DEPTH_TEXTURE_SCENE
+ MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+#else
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+#endif
+ // TODO Check the usage?
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set shader bindings
+ m_surfaceShader->setUniformValue(m_surfaceShader->lightP(), lightPos);
+ m_surfaceShader->setUniformValue(m_surfaceShader->view(), viewMatrix);
+ m_surfaceShader->setUniformValue(m_surfaceShader->model(), modelMatrix);
+ m_surfaceShader->setUniformValue(m_surfaceShader->nModel(), itModelMatrix.inverted().transposed());
+ m_surfaceShader->setUniformValue(m_surfaceShader->MVP(), MVPMatrix);
+ //m_selectionShader->setUniformValue(m_selectionShader->MVP(), MVPMatrix); // IFDEF print selection
+ m_surfaceShader->setUniformValue(m_surfaceShader->ambientS(), m_cachedTheme.m_ambientStrength);
+
+ //IF QT_OPENGL_ES_2 TODO
+ // Shadow quality etc.
+ //m_backgroundShader->setUniformValue(m_backgroundShader->shadowQ(), m_shadowQualityToShader);
+ //m_backgroundShader->setUniformValue(m_backgroundShader->depth(), depthMVPMatrix);
+ m_surfaceShader->setUniformValue(m_surfaceShader->lightS(),
+ m_cachedTheme.m_lightStrength * 2.0f);
+
+ m_drawer->drawObject(m_surfaceShader, m_surfaceObj, m_gradientTexture, m_depthTexture);
+ //m_drawer->drawObject(m_selectionShader, m_surfaceObj, m_selectionTexture, 0); // IFDEF print selection
+
+ m_surfaceShader->release();
+ //m_selectionShader->release(); // IFDEF print selection
+
+ if (m_cachedSurfaceGridOn) {
+ // Draw the grid over the surface
+ glPolygonOffset(1.0f, 1.0f);
+ glEnable(GL_POLYGON_OFFSET_FILL);
+
+ m_surfaceGridShader->bind();
+
+ QVector3D gridColor = Utils::vectorFromColor(QColor(Qt::white));
+ // Set shader bindings
+ m_surfaceGridShader->setUniformValue(m_surfaceGridShader->view(), viewMatrix);
+ m_surfaceGridShader->setUniformValue(m_surfaceGridShader->model(), modelMatrix);
+ m_surfaceGridShader->setUniformValue(m_surfaceGridShader->nModel(), itModelMatrix.inverted().transposed());
+ m_surfaceGridShader->setUniformValue(m_surfaceGridShader->MVP(), MVPMatrix);
+ m_surfaceGridShader->setUniformValue(m_surfaceGridShader->color(), gridColor);
+ //m_surfaceGridShader->setUniformValue(m_surfaceGridShader->ambientS(), m_theme->m_ambientStrength);
+ m_drawer->drawSurfaceGrid(m_surfaceGridShader, m_surfaceObj);
+
+ m_surfaceGridShader->release();
+
+ glPolygonOffset(0.0f, 0.0f);
+ glDisable(GL_POLYGON_OFFSET_FILL);
+ }
+ }
+
+ // 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, 0.0f, zComp);
+ modelMatrix.scale(QVector3D(m_scaleX * backgroundMargin, 1.0f, m_scaleZ * backgroundMargin));
+ modelMatrix.rotate(backgroundRotation, 0.0f, 1.0f, 0.0f);
+ itModelMatrix.scale(QVector3D(m_scaleX * backgroundMargin, 1.0f, m_scaleZ * backgroundMargin));
+
+#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 * 2.0f);
+
+#if !defined(QT_OPENGL_ES_2)
+ if (m_shadowQuality > QDataVis::ShadowNone) {
+ // Set shadow shader bindings
+ m_backgroundShader->setUniformValue(m_backgroundShader->shadowQ(),
+ m_shadowQualityToShader);
+ m_backgroundShader->setUniformValue(m_backgroundShader->depth(), depthMVPMatrix);
+ m_backgroundShader->setUniformValue(m_backgroundShader->lightS(),
+ m_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_surfaceObj /*&& m_heightNormalizer*/) {
+ // Bind shader
+ m_shader->bind();
+
+ // Set unchanging shader bindings
+ QVector3D color = Utils::vectorFromColor(m_cachedTheme.m_gridLine);
+ m_shader->setUniformValue(m_shader->lightP(), lightPos);
+ m_shader->setUniformValue(m_shader->view(), viewMatrix);
+ m_shader->setUniformValue(m_shader->color(), color);
+ m_shader->setUniformValue(m_shader->ambientS(), m_cachedTheme.m_ambientStrength);
+
+ GLfloat yPos = -backgroundBottom;
+ if (m_yFlipped)
+ yPos = backgroundBottom;
+
+ if (m_axisCacheZ.segmentCount() > 0) {
+ GLfloat lineStep = 2.0f / (m_axisCacheZ.segmentCount());
+ GLfloat linePos = -1.0;
+
+ for (int segment = 0; segment <= m_axisCacheZ.segmentCount(); segment++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(0.0f, yPos, linePos * m_scaleZ + zComp);
+
+ modelMatrix.scale(QVector3D(m_scaleX * backgroundMargin, gridLineWidth, gridLineWidth));
+ itModelMatrix.scale(QVector3D(m_scaleX * backgroundMargin, gridLineWidth, gridLineWidth));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ m_shader->setUniformValue(m_shader->model(), modelMatrix);
+ m_shader->setUniformValue(m_shader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_shader->setUniformValue(m_shader->MVP(), MVPMatrix);
+
+ #if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ // Set shadow shader bindings
+ m_shader->setUniformValue(m_shader->shadowQ(), m_shadowQualityToShader);
+ m_shader->setUniformValue(m_shader->depth(), depthMVPMatrix);
+ m_shader->setUniformValue(m_shader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_shader, m_gridLineObj, 0, m_depthTexture);
+ } else
+ #endif
+ {
+ // Set shadowless shader bindings
+ m_shader->setUniformValue(m_shader->lightS(),
+ m_cachedTheme.m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_shader, m_gridLineObj);
+ }
+
+ linePos += lineStep;
+ }
+ }
+
+ // Floor lines: columns (= X)
+ if (m_axisCacheX.segmentCount() > 0) {
+ GLfloat lineStep = 2.0f / (m_axisCacheX.segmentCount());
+ GLfloat linePos = -1.0;
+
+ for (int segment = 0; segment <= m_axisCacheX.segmentCount(); segment++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(linePos * m_scaleX, yPos, zComp);
+
+ modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth, m_scaleZ * backgroundMargin));
+ itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth, m_scaleZ * backgroundMargin));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ m_shader->setUniformValue(m_shader->model(), modelMatrix);
+ m_shader->setUniformValue(m_shader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_shader->setUniformValue(m_shader->MVP(), MVPMatrix);
+
+ #if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ // Set shadow shader bindings
+ m_shader->setUniformValue(m_shader->shadowQ(), m_shadowQualityToShader);
+ m_shader->setUniformValue(m_shader->depth(), depthMVPMatrix);
+ m_shader->setUniformValue(m_shader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_shader, m_gridLineObj, 0, m_depthTexture);
+ } else
+ #endif
+ {
+ // Set shadowless shader bindings
+ m_shader->setUniformValue(m_shader->lightS(),
+ m_cachedTheme.m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_shader, m_gridLineObj);
+ }
+
+ linePos += lineStep;
+ }
+ }
+
+ // Wall lines: back wall
+ if (m_axisCacheY.segmentCount() > 0) {
+ GLfloat lineStep = 2.0f / (m_axisCacheY.segmentCount());
+ GLfloat linePos = -1.0;
+ GLfloat zPos = -backgroundMargin;
+
+ if (m_zFlipped)
+ zPos = backgroundMargin;
+
+ for (int segment = 0; segment <= m_axisCacheY.segmentCount(); segment++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(0.0f, linePos, zPos * m_scaleZ + zComp);
+
+ modelMatrix.scale(QVector3D(m_scaleX * backgroundMargin, gridLineWidth, gridLineWidth));
+ itModelMatrix.scale(QVector3D(m_scaleX * backgroundMargin, gridLineWidth, gridLineWidth));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ m_shader->setUniformValue(m_shader->model(), modelMatrix);
+ m_shader->setUniformValue(m_shader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_shader->setUniformValue(m_shader->MVP(), MVPMatrix);
+
+ #if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ // Set shadow shader bindings
+ m_shader->setUniformValue(m_shader->shadowQ(), m_shadowQualityToShader);
+ m_shader->setUniformValue(m_shader->depth(), depthMVPMatrix);
+ m_shader->setUniformValue(m_shader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_shader, m_gridLineObj, 0, m_depthTexture);
+ } else
+ #endif
+ {
+ // Set shadowless shader bindings
+ m_shader->setUniformValue(m_shader->lightS(),
+ m_cachedTheme.m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_shader, m_gridLineObj);
+ }
+
+ linePos += lineStep;
+ }
+
+ // Wall lines: side wall
+ linePos = -1.0;
+ GLfloat xPos = -backgroundMargin;
+
+ if (m_xFlipped)
+ xPos = backgroundMargin;
+
+ for (int segment = 0; segment <= m_axisCacheY.segmentCount(); segment++) {
+ QMatrix4x4 modelMatrix;
+ QMatrix4x4 MVPMatrix;
+ QMatrix4x4 depthMVPMatrix;
+ QMatrix4x4 itModelMatrix;
+
+ modelMatrix.translate(xPos * m_scaleX, linePos, 0.0f + zComp);
+
+ modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth, m_scaleZ * backgroundMargin));
+ itModelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth, m_scaleZ * backgroundMargin));
+
+ MVPMatrix = projectionMatrix * viewMatrix * modelMatrix;
+ depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix;
+
+ // Set the rest of the shader bindings
+ m_shader->setUniformValue(m_shader->model(), modelMatrix);
+ m_shader->setUniformValue(m_shader->nModel(),
+ itModelMatrix.inverted().transposed());
+ m_shader->setUniformValue(m_shader->MVP(), MVPMatrix);
+
+ #if !defined(QT_OPENGL_ES_2)
+ if (m_cachedShadowQuality > QDataVis::ShadowNone) {
+ // Set shadow shader bindings
+ m_shader->setUniformValue(m_shader->shadowQ(), m_shadowQualityToShader);
+ m_shader->setUniformValue(m_shader->depth(), depthMVPMatrix);
+ m_shader->setUniformValue(m_shader->lightS(),
+ m_cachedTheme.m_lightStrength / 10.0f);
+
+ // Draw the object
+ m_drawer->drawObject(m_shader, m_gridLineObj, 0, m_depthTexture);
+ } else
+ #endif
+ {
+ // Set shadowless shader bindings
+ m_shader->setUniformValue(m_shader->lightS(),
+ m_cachedTheme.m_lightStrength);
+
+ // Draw the object
+ m_drawer->drawObject(m_shader, m_gridLineObj);
+ }
+
+ linePos += lineStep;
+ }
+ }
+ }
+
+ // Draw axis labels
+ m_labelShader->bind();
+ glEnable(GL_TEXTURE_2D);
+
+ if (m_cachedLabelTransparency > QDataVis::TransparencyNone) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ // Z Labels
+ if (m_axisCacheZ.segmentCount() > 0 && m_surfaceObj) {
+ GLfloat posStep = coordSpace / (m_axisCacheZ.segmentCount());
+ GLfloat labelPos = 1.0;
+
+ for (int segment = 0; segment <= m_axisCacheZ.segmentCount(); segment++) {
+ GLfloat labelXTrans = backgroundMargin * m_scaleX + labelMargin;
+ GLfloat labelYTrans = -backgroundBottom;
+ GLfloat rotLabelX = -90.0f;
+ GLfloat rotLabelY = 0.0f;
+ GLfloat rotLabelZ = 0.0f;
+ Qt::AlignmentFlag alignment = Qt::AlignRight;
+
+ if (m_xFlipped) {
+ labelXTrans = -labelXTrans;
+ alignment = Qt::AlignLeft;
+ }
+ if (m_yFlipped) {
+ rotLabelZ += 180.0f;
+ rotLabelY += 180.0f;
+ labelYTrans = -labelYTrans;
+ }
+ QVector3D labelTrans = QVector3D(labelXTrans, labelYTrans, labelPos * m_scaleZ + zComp);
+
+ // Draw the label here
+ m_dummyRenderItem.setTranslation(labelTrans);
+ const LabelItem &axisLabelItem = *m_axisCacheZ.labelItems().at(segment);
+
+ m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, camera, true, true, Drawer::LabelMid,
+ alignment);
+
+ labelPos -= posStep;
+ }
+ }
+
+ // X Labels
+ if (m_axisCacheX.segmentCount() > 0 && m_surfaceObj) {
+ GLfloat posStep = coordSpace / (m_axisCacheX.segmentCount());
+ GLfloat labelPos = -1.0;
+
+ for (int segment = 0; segment <= m_axisCacheX.segmentCount(); segment++) {
+ GLfloat labelYTrans = -backgroundBottom;
+ GLfloat labelZTrans = backgroundMargin * m_scaleZ + 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) {
+ labelZTrans = -labelZTrans;
+ alignment = Qt::AlignRight;
+ }
+ if (m_yFlipped) {
+ rotLabelZ += 180.0f;
+ rotLabelY += 180.0f;
+ labelYTrans = -labelYTrans;
+ }
+ QVector3D labelTrans = QVector3D(labelPos * m_scaleX,
+ labelYTrans,
+ labelZTrans + zComp);
+
+ // Draw the label here
+ m_dummyRenderItem.setTranslation(labelTrans);
+ const LabelItem &axisLabelItem = *m_axisCacheX.labelItems().at(segment);
+
+ m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, camera, true, true, Drawer::LabelMid,
+ alignment);
+
+ labelPos += posStep;
+ }
+ }
+
+ // Y Labels
+ if (m_axisCacheY.segmentCount() > 0 && m_surfaceObj) {
+ GLfloat posStep = coordSpace / (m_axisCacheY.segmentCount());
+ GLfloat labelPos = -1.0;
+
+ for (int segment = 0; segment <= m_axisCacheY.segmentCount(); segment++) {
+ GLfloat labelXTrans = backgroundMargin * m_scaleX;
+ GLfloat labelZTrans = backgroundMargin * m_scaleZ;
+ GLfloat labelMarginXTrans = labelMargin;
+ GLfloat labelMarginZTrans = labelMargin;
+ 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;
+ }
+
+ QVector3D labelTrans = QVector3D(labelXTrans,
+ labelPos,
+ labelZTrans + labelMarginZTrans + zComp);
+
+ // Draw the label here
+ m_dummyRenderItem.setTranslation(labelTrans);
+ const LabelItem &axisLabelItem = *m_axisCacheY.labelItems().at(segment);
+
+ m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, 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,
+ labelPos,
+ -labelZTrans + zComp);
+
+ // Draw the label here
+ m_dummyRenderItem.setTranslation(labelTrans);
+ m_drawer->drawLabel(m_dummyRenderItem, axisLabelItem, viewMatrix, projectionMatrix,
+ QVector3D(0.0f, 0.0f, zComp),
+ QVector3D(rotLabelX, rotLabelY, rotLabelZ),
+ 0, m_cachedSelectionMode,
+ m_labelShader, m_labelObj, camera, true, true, Drawer::LabelMid,
+ alignment);
+
+ labelPos += posStep;
+ }
+ }
+
+ glDisable(GL_TEXTURE_2D);
+ if (m_cachedLabelTransparency > QDataVis::TransparencyNone)
+ glDisable(GL_BLEND);
+
+ // Release label shader
+ m_labelShader->release();
+
+}
+
+void Surface3DRenderer::updateSurfaceGradient()
+{
+ QImage image(QSize(4, 100), QImage::Format_RGB32);
+ QPainter pmp(&image);
+ pmp.setBrush(QBrush(m_cachedTheme.m_surfaceGradient));
+ pmp.setPen(Qt::NoPen);
+ pmp.drawRect(0, 0, 4, 100);
+
+ if (m_gradientTexture) {
+ m_textureHelper->deleteTexture(&m_gradientTexture);
+ m_gradientTexture = 0;
+ }
+
+ 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()
+{
+ // Create the selection ID image. Each grid corner gets 2x2 pixel area of
+ // ID color so that each vertex (data point) has 4x4 pixel area of ID color
+ // TODO: power of two thing for ES
+ int idImageWidth = (m_sampleSpace.width() - 1) * 4;
+ int idImageHeight = (m_sampleSpace.height() - 1) * 4;
+ int stride = idImageWidth * 4 * sizeof(uchar); // 4 = number of color components (rgba)
+
+ uchar *bits = new uchar[idImageWidth * idImageHeight * 4 * sizeof(uchar)];
+ uint id = 1;
+ for (int i = 0; i < idImageHeight; i += 4) {
+ for (int j = 0; j < idImageWidth; j += 4) {
+ int p = (i * idImageWidth + j) * 4;
+ uchar r, g, b, a;
+ idToRGBA(id, &r, &g, &b, &a);
+ fillIdCorner(&bits[p], r, g, b, a, stride);
+
+ idToRGBA(id + 1, &r, &g, &b, &a);
+ fillIdCorner(&bits[p + 8], r, g, b, a, stride);
+
+ idToRGBA(id + m_sampleSpace.width(), &r, &g, &b, &a);
+ fillIdCorner(&bits[p + 2 * stride], r, g, b, a, stride);
+
+ idToRGBA(id + m_sampleSpace.width() + 1, &r, &g, &b, &a);
+ fillIdCorner(&bits[p + 2 * stride + 8], r, g, b, a, stride);
+
+ id++;
+ }
+ 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);
+ m_selectionTexture = 0;
+ }
+
+ // Move the ID image (bits) to the texture
+ m_selectionTexture = m_textureHelper->create2DTexture(bits, idImageWidth, idImageHeight);
+
+ // Release the temp bits allocation
+ delete[] bits;
+}
+
+void Surface3DRenderer::initSelectionBuffer()
+{
+ // Create the result selection texture and buffers
+ if (m_selectionResultTexture) {
+ m_textureHelper->deleteTexture(&m_selectionResultTexture);
+ m_selectionResultTexture = 0;
+ }
+
+ m_selectionResultTexture = m_textureHelper->createSelectionTexture(m_mainViewPort.size(),
+ m_selectionFrameBuffer,
+ m_selectionDepthBuffer);
+}
+
+void Surface3DRenderer::fillIdCorner(uchar *p, uchar r, uchar g, uchar b, uchar a, int stride)
+{
+ p[0] = r;
+ p[1] = g;
+ p[2] = b;
+ p[3] = a;
+ p[4] = r;
+ p[5] = g;
+ p[6] = b;
+ p[7] = a;
+ p[stride + 0] = r;
+ p[stride + 1] = g;
+ p[stride + 2] = b;
+ p[stride + 3] = a;
+ p[stride + 4] = r;
+ p[stride + 5] = g;
+ p[stride + 6] = b;
+ p[stride + 7] = a;
+}
+
+void Surface3DRenderer::idToRGBA(uint id, uchar *r, uchar *g, uchar *b, uchar *a)
+{
+ *r = id & ID_TO_RGBA_MASK;
+ *g = (id >> 8) & ID_TO_RGBA_MASK;
+ *b = (id >> 16) & ID_TO_RGBA_MASK;
+ *a = (id >> 24) & ID_TO_RGBA_MASK;
+}
+
+void Surface3DRenderer::updateTextures()
+{
+ qDebug() << __FUNCTION__ << "NEED TO DO SOMETHING";
+ // Drawer has changed; this flag needs to be checked when checking if we need to update labels
+ //m_updateLabels = true;
+}
+
+void Surface3DRenderer::calculateSceneScalingFactors()
+{
+ // Calculate scene scaling and translation factors
+ m_scaleFactor = qMax(m_sampleSpace.width(), m_sampleSpace.height());
+ m_scaleX = (coordSpace * m_sampleSpace.width()) / m_scaleFactor;
+ m_scaleZ = (coordSpace * m_sampleSpace.height()) / m_scaleFactor;
+}
+
+void Surface3DRenderer::updateSmoothStatus(bool enable)
+{
+ m_cachedSmoothSurface = enable;
+
+ if (!m_surfaceObj)
+ return;
+
+ if (m_cachedSmoothSurface)
+ m_surfaceObj->setUpSmoothData(m_dataArray, m_sampleSpace, m_heightNormalizer, true);
+ else
+ m_surfaceObj->setUpData(m_dataArray, m_sampleSpace, m_heightNormalizer, true);
+
+ initSurfaceShaders();
+}
+
+void Surface3DRenderer::updateSurfaceGridStatus(bool enable)
+{
+ m_cachedSurfaceGridOn = enable;
+}
+
+void Surface3DRenderer::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 Surface3DRenderer::loadSurfaceObj()
+{
+ if (m_surfaceObj)
+ delete m_surfaceObj;
+ m_surfaceObj = new SurfaceObject();
+ //m_surfaceObj->setUpData();
+}
+
+void Surface3DRenderer::loadGridLineMesh()
+{
+ if (m_gridLineObj)
+ delete m_gridLineObj;
+ m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar"));
+ m_gridLineObj->load();
+}
+
+void Surface3DRenderer::handleResize()
+{
+ if (m_cachedBoundingRect.width() == 0 || m_cachedBoundingRect.height() == 0)
+ return;
+
+ m_mainViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height());
+
+ if (m_selectionPointer)
+ m_selectionPointer->updateBoundingRect(m_mainViewPort);
+
+ Abstract3DRenderer::handleResize();
+}
+
+#if !defined(QT_OPENGL_ES_2)
+void Surface3DRenderer::updateDepthBuffer()
+{
+ if (m_depthTexture) {
+ m_textureHelper->deleteTexture(&m_depthTexture);
+ m_depthTexture = 0;
+ }
+
+ // TODO: bars uses some m_cachedShadowQuality
+ if (m_shadowQuality > QDataVis::ShadowNone && !m_mainViewPort.size().isEmpty()) {
+ m_depthTexture = m_textureHelper->createDepthTexture(m_mainViewPort.size(),
+ m_depthFrameBuffer,
+ m_shadowQuality);
+ if (!m_depthTexture) {
+ qDebug() << "Failed to create m_depthTexture";
+ // switch (m_shadowQuality) {
+ // case ShadowHigh:
+ // qWarning("Creating high quality shadows failed. Changing to medium quality.");
+ // (void)setShadowQuality(ShadowMedium);
+ // break;
+ // case ShadowMedium:
+ // qWarning("Creating medium quality shadows failed. Changing to low quality.");
+ // (void)setShadowQuality(ShadowLow);
+ // break;
+ // case ShadowLow:
+ // qWarning("Creating low quality shadows failed. Switching shadows off.");
+ // (void)setShadowQuality(ShadowNone);
+ // break;
+ // default:
+ // // You'll never get here
+ // break;
+ // }
+ }
+ }
+}
+#endif
+
+void Surface3DRenderer::surfacePointSelected(int id)
+{
+ int column = (id - 1) % m_sampleSpace.width();
+ int row = (id - 1) / m_sampleSpace.width();
+ qreal value = m_dataArray.at(row)->at(column);
+
+ if (!m_selectionPointer)
+ m_selectionPointer = new SelectionPointer(m_controller);
+
+ m_selectionPointer->setPosition(normalize(float(column), value, float(row)));
+ m_selectionPointer->setScaling(QVector3D(m_scaleX, 1.0f, m_scaleZ));
+ m_selectionPointer->setLabel(QString::number(value));
+ m_selectionPointer->updateBoundingRect(m_mainViewPort);
+
+ //Put the selection pointer flag active
+ m_selectionActive = true;
+}
+
+QVector3D Surface3DRenderer::normalize(float x, float y, float z)
+{
+ float resX = x / ((float(m_sampleSpace.width()) - 1.0f) / 2.0f) - 1.0f;
+ float resY = y / (m_heightNormalizer / 2.0f) - 1.0f;
+ float resZ = z / ((float(m_sampleSpace.height()) - 1.0f) / -2.0f) + 1.0f;
+
+ return QVector3D(resX, resY, resZ);
+}
+
+void Surface3DRenderer::surfacePointCleared()
+{
+ if (m_selectionPointer) {
+ delete m_selectionPointer;
+ m_selectionPointer = 0;
+ m_selectionActive = false;
+ }
+}
+
+void Surface3DRenderer::loadMeshFile()
+{
+ qDebug() << __FUNCTION__ << "should we do something";
+}
+
+void Surface3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality)
+{
+ Q_UNUSED(quality)
+ qDebug() << __FUNCTION__ << "NEED TO DO SOMETHING";
+}
+
+void Surface3DRenderer::loadLabelMesh()
+{
+ if (m_labelObj)
+ delete m_labelObj;
+ m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label"));
+ m_labelObj->load();
+}
+
+void Surface3DRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader)
+{
+ if (m_shader)
+ delete m_shader;
+ m_shader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_shader->initialize();
+}
+
+void Surface3DRenderer::initBackgroundShaders(const QString &vertexShader,
+ const QString &fragmentShader)
+{
+ if (m_backgroundShader)
+ delete m_backgroundShader;
+ m_backgroundShader = new ShaderHelper(this, vertexShader, fragmentShader);
+ m_backgroundShader->initialize();
+}
+
+void Surface3DRenderer::initSelectionShaders()
+{
+ if (m_selectionShader)
+ delete m_selectionShader;
+ m_selectionShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexLabel"),
+ QStringLiteral(":/shaders/fragmentLabel"));
+ m_selectionShader->initialize();
+}
+
+void Surface3DRenderer::initSurfaceShaders()
+{
+ if (m_surfaceShader)
+ delete m_surfaceShader;
+ if (m_cachedSmoothSurface) {
+ m_surfaceShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSurface"),
+ QStringLiteral(":/shaders/fragmentSurface"));
+ } else {
+ m_surfaceShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSurfaceFlat"),
+ QStringLiteral(":/shaders/fragmentSurfaceFlat"));
+ }
+ m_surfaceShader->initialize();
+
+ if (m_surfaceGridShader)
+ delete m_surfaceGridShader;
+ m_surfaceGridShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSurfaceGrid"),
+ QStringLiteral(":/shaders/fragmentSurfaceGrid"));
+ m_surfaceGridShader->initialize();
+}
+
+void Surface3DRenderer::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
diff --git a/src/datavisualization/engine/surface3drenderer_p.h b/src/datavisualization/engine/surface3drenderer_p.h
new file mode 100644
index 00000000..23e9fbb1
--- /dev/null
+++ b/src/datavisualization/engine/surface3drenderer_p.h
@@ -0,0 +1,164 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef SURFACE3DRENDERER_P_H
+#define SURFACE3DRENDERER_P_H
+
+#include <QtCore/QSize>
+#include <QtCore/QObject>
+#include <QtGui/QOpenGLFunctions>
+#include <QtGui/QFont>
+#include <QLinearGradient>
+#include <QWindow>
+
+#include "datavisualizationglobal_p.h"
+#include "surface3dcontroller_p.h"
+#include "abstract3drenderer_p.h"
+#include "scatterrenderitem_p.h"
+#include "qsurfacedataproxy.h"
+
+class QOpenGLShaderProgram;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class ShaderHelper;
+class ObjectHelper;
+class SurfaceObject;
+class TextureHelper;
+class Theme;
+class Drawer;
+class Q3DScene;
+class SelectionPointer;
+
+class QT_DATAVISUALIZATION_EXPORT Surface3DRenderer : public Abstract3DRenderer
+{
+ Q_OBJECT
+
+public:
+ Surface3DController *m_controller;
+
+ // Visual parameters
+ QRect m_boundingRect;
+ Theme m_cachedTheme;
+ QDataVis::LabelTransparency m_labelTransparency;
+ QFont m_font;
+ bool m_isGridEnabled;
+ QDataVis::ShadowQuality m_shadowQuality;
+
+private:
+ // Data parameters
+ QList<qreal> m_series; // TODO: TEMP
+ GLint m_segmentYCount;
+ GLfloat m_segmentYStep;
+
+ // Internal attributes purely related to how the scene is drawn with GL.
+ QRect m_mainViewPort;
+ ShaderHelper *m_shader;
+ ShaderHelper *m_backgroundShader;
+ ShaderHelper *m_surfaceShader;
+ ShaderHelper *m_surfaceGridShader;
+ ShaderHelper *m_selectionShader;
+ ShaderHelper *m_labelShader;
+ GLfloat m_heightNormalizer;
+ GLfloat m_scaleFactor;
+ GLfloat m_scaleX;
+ GLfloat m_scaleZ;
+ ObjectHelper *m_backgroundObj;
+ ObjectHelper *m_gridLineObj;
+ ObjectHelper *m_labelObj;
+ SurfaceObject *m_surfaceObj;
+ GLuint m_depthTexture;
+ GLuint m_depthFrameBuffer;
+ GLuint m_selectionFrameBuffer;
+ GLuint m_selectionDepthBuffer;
+ GLuint m_gradientTexture;
+ GLuint m_selectionTexture;
+ GLuint m_selectionResultTexture;
+ GLfloat m_shadowQualityToShader;
+ bool m_querySelection;
+ bool m_cachedSmoothSurface;
+ bool m_cachedSurfaceGridOn;
+ SelectionPointer *m_selectionPointer;
+ bool m_selectionActive;
+ bool m_xFlipped;
+ bool m_zFlipped;
+ bool m_yFlipped;
+ ScatterRenderItem m_dummyRenderItem; // Let's use scatter for dummy for now
+ QSurfaceDataArray m_dataArray;
+ QRect m_sampleSpace;
+
+public:
+ explicit Surface3DRenderer(Surface3DController *controller);
+ ~Surface3DRenderer();
+
+ void updateDataModel(QSurfaceDataProxy *dataProxy);
+ void updateScene(Q3DScene *scene);
+ void render(GLuint defaultFboHandle = 0);
+
+protected:
+ void initializeOpenGL();
+ virtual void loadMeshFile();
+
+public slots:
+ void updateSmoothStatus(bool enable);
+ void updateSurfaceGridStatus(bool enable);
+ void updateSurfaceGradient();
+ virtual void requestSelectionAtPoint(const QPoint &point);
+
+private:
+ virtual void updateShadowQuality(QDataVis::ShadowQuality quality);
+ virtual void updateTextures();
+ virtual void initShaders(const QString &vertexShader, const QString &fragmentShader);
+ void loadBackgroundMesh();
+ void loadGridLineMesh();
+ void loadLabelMesh();
+ void loadSurfaceObj();
+ void drawScene(GLuint defaultFboHandle);
+ void handleResize();
+ void calculateSceneScalingFactors();
+ void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initLabelShaders(const QString &vertexShader, const QString &fragmentShader);
+ void initSelectionShaders();
+ void initSurfaceShaders();
+ void initSelectionBuffer();
+ void updateSelectionTexture();
+ void idToRGBA(uint id, uchar *r, uchar *g, uchar *b, uchar *a);
+ void fillIdCorner(uchar *p, uchar r, uchar g, uchar b, uchar a, int stride);
+ void surfacePointSelected(int id);
+ void surfacePointCleared();
+ QVector3D normalize(float x, float y, float z);
+#if !defined(QT_OPENGL_ES_2)
+ void updateDepthBuffer();
+#endif
+
+ Q_DISABLE_COPY(Surface3DRenderer)
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif // SURFACE3DRENDERER_P_H
diff --git a/src/datavisualization/engine/theme.cpp b/src/datavisualization/engine/theme.cpp
new file mode 100644
index 00000000..a4404a34
--- /dev/null
+++ b/src/datavisualization/engine/theme.cpp
@@ -0,0 +1,324 @@
+/****************************************************************************
+**
+** 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 "theme_p.h"
+
+#ifdef Q_OS_WIN
+#include <windows.h>
+#include <stdio.h>
+#endif
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+Theme::Theme()
+ : m_baseColor(QColor(Qt::gray)),
+ m_heightColor(QColor(Qt::black)),
+ m_depthColor(QColor(Qt::black)),
+ m_backgroundColor(QColor(Qt::gray)),
+ m_windowColor(QColor(Qt::gray)),
+ m_textColor(QColor(Qt::white)),
+ m_textBackgroundColor(QColor(0x00, 0x00, 0x00, 0xa0)),
+ m_gridLine(QColor(Qt::black)),
+ m_highlightBarColor(QColor(Qt::red)),
+ m_highlightRowColor(QColor(Qt::darkRed)),
+ m_highlightColumnColor(QColor(Qt::darkMagenta)),
+ m_surfaceGradient(QLinearGradient(1, 100, 0, 0)),
+ m_lightStrength(4.0f),
+ m_ambientStrength(0.3f),
+ m_highlightLightStrength(8.0f),
+ m_uniformColor(true)
+{
+ // Default values for surface gradient
+ m_surfaceGradient.setColorAt(0.0, Qt::green);
+ m_surfaceGradient.setColorAt(0.5, Qt::yellow);
+ m_surfaceGradient.setColorAt(1.0, Qt::red);
+}
+
+Theme::~Theme()
+{
+}
+
+QDataVis::ColorTheme Theme::colorTheme()
+{
+ return m_colorTheme;
+}
+
+void Theme::useColorTheme(QDataVis::ColorTheme colorTheme)
+{
+ m_colorTheme = colorTheme;
+ switch (colorTheme) {
+ case QDataVis::ThemeSystem: {
+#ifdef Q_OS_WIN
+ DWORD colorHighlight;
+ colorHighlight = GetSysColor(COLOR_HIGHLIGHT);
+ m_baseColor = QColor(GetRValue(colorHighlight),
+ GetGValue(colorHighlight),
+ GetBValue(colorHighlight));
+ DWORD colorWindowFrame;
+ colorWindowFrame = GetSysColor(COLOR_WINDOWFRAME);
+ m_heightColor = QColor(GetRValue(colorWindowFrame),
+ GetGValue(colorWindowFrame),
+ GetBValue(colorWindowFrame));
+ m_depthColor = QColor(Qt::black);
+ DWORD colorWindow;
+ colorWindow = GetSysColor(COLOR_WINDOW);
+ m_backgroundColor = QColor(GetRValue(colorWindow),
+ GetGValue(colorWindow),
+ GetBValue(colorWindow));
+ m_windowColor = QColor(GetRValue(colorWindow),
+ GetGValue(colorWindow),
+ GetBValue(colorWindow));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0xa0);
+ m_gridLine = QColor(QRgb(0xe2e2e2));
+ m_highlightBarColor = QColor(QRgb(0xe2e2e2));
+ m_highlightRowColor = QColor(QRgb(0xf2f2f2));
+ m_highlightColumnColor = QColor(QRgb(0xf2f2f2));
+ m_lightStrength = 4.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+#elif defined(Q_OS_LINUX)
+ m_baseColor = QColor(QRgb(0x60a6e6));
+ m_heightColor = QColor(QRgb(0xfc5751));
+ m_depthColor = QColor(QRgb(0x92ca66));
+ m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0xa0);
+ m_gridLine = QColor(QRgb(0xe2e2e2));
+ m_highlightBarColor = QColor(QRgb(0xeba85f));
+ m_highlightRowColor = QColor(QRgb(0xfc5751));
+ m_highlightColumnColor = QColor(QRgb(0xfc5751));
+ m_lightStrength = 4.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+#elif defined(Q_OS_MAC)
+ m_baseColor = QColor(QRgb(0x60a6e6));
+ m_heightColor = QColor(QRgb(0xfc5751));
+ m_depthColor = QColor(QRgb(0x92ca66));
+ m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0xa0);
+ m_gridLine = QColor(QRgb(0xe2e2e2));
+ m_highlightBarColor = QColor(QRgb(0xeba85f));
+ m_highlightRowColor = QColor(QRgb(0xfc5751));
+ m_highlightColumnColor = QColor(QRgb(0xfc5751));
+ m_lightStrength = 4.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+#else
+ m_baseColor = QColor(QRgb(0x60a6e6));
+ m_heightColor = QColor(QRgb(0xfc5751));
+ m_depthColor = QColor(QRgb(0x92ca66));
+ m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0xa0);
+ m_gridLine = QColor(QRgb(0xe2e2e2));
+ m_highlightBarColor = QColor(QRgb(0xeba85f));
+ m_highlightRowColor = QColor(QRgb(0xfc5751));
+ m_highlightColumnColor = QColor(QRgb(0xfc5751));
+ m_lightStrength = 4.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+#endif
+ //qDebug("ThemeSystem");
+ break;
+ }
+ case QDataVis::ThemeBlueCerulean: {
+ m_baseColor = QColor(QRgb(0xc7e85b));
+ m_heightColor = QColor(QRgb(0xee7392));
+ m_depthColor = QColor(QRgb(0x1cb54f));
+ m_backgroundColor = QColor(QRgb(0x056189));
+ m_windowColor = QColor(QRgb(0x101a31));
+ m_textColor = QColor(QRgb(0xffffff));
+ m_textBackgroundColor = QColor(0x05, 0x61, 0x89, 0xa0);
+ m_gridLine = QColor(QRgb(0xee7392));
+ //m_gridLine = QColor(QRgb(0x84a2b0));
+ m_highlightBarColor = QColor(QRgb(0x5cbf9b));
+ m_highlightRowColor = QColor(QRgb(0x009fbf));
+ m_highlightColumnColor = QColor(QRgb(0x009fbf));
+ m_lightStrength = 5.0f;
+ m_ambientStrength = 0.2f;
+ m_highlightLightStrength = 10.0f;
+ m_uniformColor = true;
+ //qDebug("ThemeBlueCerulean");
+ break;
+ }
+ case QDataVis::ThemeBlueIcy: {
+ m_baseColor = QRgb(0x3daeda);
+ m_heightColor = QRgb(0x2fa3b4);
+ m_depthColor = QColor(QRgb(0x2685bf));
+ m_backgroundColor = QColor(QRgb(0x2fa3b4));
+ //m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0x26, 0x85, 0xbf, 0xa0);
+ //m_textBackgroundColor = QColor(0xff, 0xff, 0xff, 0x80);
+ m_gridLine = QColor(QRgb(0x2685bf));
+ //m_gridLine = QColor(QRgb(0xe2e2e2));
+ m_highlightBarColor = QColor(QRgb(0x0c2673));
+ m_highlightRowColor = QColor(QRgb(0x5f3dba));
+ m_highlightColumnColor = QColor(QRgb(0x5f3dba));
+ m_lightStrength = 5.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 8.0f;
+ m_uniformColor = true;
+ //qDebug("ThemeBlueIcy");
+ break;
+ }
+ case QDataVis::ThemeBlueNcs: {
+ m_baseColor = QColor(QRgb(0x1db0da));
+ m_heightColor = QColor(QRgb(0x398ca3));
+ m_depthColor = QColor(QRgb(0x1341a6));
+ m_backgroundColor = QColor(QRgb(0x398ca3));
+ //m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0x1d, 0xb0, 0xda, 0xa0);
+ //m_textBackgroundColor = QColor(0xff, 0xff, 0xff, 0x80);
+ m_gridLine = QColor(QRgb(0x1341a6));
+ //m_gridLine = QColor(QRgb(0xe2e2e2));
+ m_highlightBarColor = QColor(QRgb(0x88d41e));
+ m_highlightRowColor = QColor(QRgb(0xff8e1a));
+ m_highlightColumnColor = QColor(QRgb(0xff8e1a));
+ m_lightStrength = 4.0f;
+ m_ambientStrength = 0.2f;
+ m_highlightLightStrength = 6.0f;
+ m_uniformColor = true;
+ //qDebug("ThemeBlueNcs");
+ break;
+ }
+ case QDataVis::ThemeBrownSand: {
+ m_baseColor = QColor(QRgb(0xb39b72));
+ m_heightColor = QColor(QRgb(0x494345));
+ m_depthColor = QColor(QRgb(0xb3b376));
+ m_backgroundColor = QColor(QRgb(0x494345));
+ //m_backgroundColor = QColor(QRgb(0xf3ece0));
+ m_windowColor = QColor(QRgb(0xf3ece0));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xb5, 0xb0, 0xa7, 0xa0);
+ m_gridLine = QColor(QRgb(0xb3b376));
+ //m_gridLine = QColor(QRgb(0xd4cec3));
+ m_highlightBarColor = QColor(QRgb(0xc35660));
+ m_highlightRowColor = QColor(QRgb(0x536780));
+ m_highlightColumnColor = QColor(QRgb(0x536780));
+ m_lightStrength = 6.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 8.0f;
+ m_uniformColor = false;
+ //qDebug("ThemeBrownSand");
+ break;
+ }
+ case QDataVis::ThemeDark: {
+ m_baseColor = QColor(QRgb(0x38ad6b)); // charts: series color 1
+ m_heightColor = QColor(QRgb(0xbf593e)); // charts: series color 5
+ m_depthColor = QColor(QRgb(0x3c84a7)); // charts: series color 2
+ m_backgroundColor = QColor(QRgb(0x2e303a)); // charts: background color 1
+ m_windowColor = QColor(QRgb(0x121218)); // charts: background color 2
+ m_textColor = QColor(QRgb(0xffffff)); // charts: label color
+ m_textBackgroundColor = QColor(0x86, 0x87, 0x8c, 0xa0); // charts: axis line pen OR background color 2
+ m_gridLine = QColor(QRgb(0xbf593e)); // charts: grid line color
+ //m_gridLine = QColor(QRgb(0x86878c)); // charts: grid line color
+ m_highlightBarColor = QColor(QRgb(0xeb8817)); // charts: series color 3
+ m_highlightRowColor = QColor(QRgb(0x7b7f8c)); // charts: series color 4
+ m_highlightColumnColor = QColor(QRgb(0x7b7f8c)); // charts: series color 4
+ m_lightStrength = 6.0f;
+ m_ambientStrength = 0.2f;
+ m_highlightLightStrength = 8.0f;
+ m_uniformColor = false;
+ //qDebug("ThemeDark");
+ break;
+ }
+ case QDataVis::ThemeHighContrast: {
+ m_baseColor = QColor(QRgb(0xff4a41));
+ m_heightColor = QColor(QRgb(0x202020));
+ m_depthColor = QColor(QRgb(0x596a74));
+ m_backgroundColor = QColor(QRgb(0x596a74));
+ //m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0x000000));
+ m_textColor = QColor(QRgb(0xffffff));
+ m_textBackgroundColor = QColor(0x20, 0x20, 0x20, 0xa0);
+ //m_textColor = QColor(QRgb(0x181818));
+ //m_textBackgroundColor = QColor(0xff, 0xff, 0xff, 0xa0);
+ m_gridLine = QColor(QRgb(0xffab03));
+ //m_gridLine = QColor(QRgb(0x8c8c8c));
+ m_highlightBarColor = QColor(QRgb(0xffab03));
+ m_highlightRowColor = QColor(QRgb(0x038e9b));
+ m_highlightColumnColor = QColor(QRgb(0x038e9b));
+ m_lightStrength = 8.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 10.0f;
+ m_uniformColor = false;
+ //qDebug("ThemeHighContrast");
+ break;
+ }
+ case QDataVis::ThemeLight: {
+ m_baseColor = QColor(QRgb(0x209fdf));
+ m_heightColor = QColor(QRgb(0xbf593e));
+ m_depthColor = QColor(QRgb(0x99ca53));
+ m_backgroundColor = QColor(QRgb(0x99ca53));
+ //m_backgroundColor = QColor(QRgb(0xffffff));
+ m_windowColor = QColor(QRgb(0xffffff));
+ m_textColor = QColor(QRgb(0x404044));
+ m_textBackgroundColor = QColor(0xf6, 0xa6, 0x25, 0xa0);
+ //m_textBackgroundColor = QColor(0xd6, 0xd6, 0xd6, 0xa0);
+ m_gridLine = QColor(QRgb(0x99ca53));
+ //m_gridLine = QColor(QRgb(0xe2e2e2));
+ m_highlightBarColor = QColor(QRgb(0xf6a625));
+ m_highlightRowColor = QColor(QRgb(0x6d5fd5));
+ m_highlightColumnColor = QColor(QRgb(0x6d5fd5));
+ m_lightStrength = 6.0f;
+ m_ambientStrength = 0.3f;
+ m_highlightLightStrength = 7.0f;
+ m_uniformColor = true;
+ //qDebug("ThemeLight");
+ break;
+ }
+ default:
+ break;
+ }
+}
+
+void Theme::setFromTheme(Theme &theme)
+{
+ m_colorTheme = theme.m_colorTheme;
+ m_baseColor = theme.m_baseColor;
+ m_heightColor = theme.m_heightColor;
+ m_depthColor = theme.m_depthColor;
+ m_backgroundColor = theme.m_backgroundColor;
+ m_windowColor = theme.m_windowColor;
+ m_textColor = theme.m_textColor;
+ m_textBackgroundColor = theme.m_textBackgroundColor;
+ m_gridLine = theme.m_gridLine;
+ m_highlightBarColor = theme.m_highlightBarColor;
+ m_highlightRowColor = theme.m_highlightRowColor;
+ m_highlightColumnColor = theme.m_highlightColumnColor;
+ m_surfaceGradient = theme.m_surfaceGradient;
+ m_lightStrength = theme.m_lightStrength;
+ m_ambientStrength = theme.m_ambientStrength;
+ m_highlightLightStrength = theme.m_highlightLightStrength;
+ m_uniformColor = theme.m_uniformColor;
+}
+
+QT_DATAVISUALIZATION_END_NAMESPACE
diff --git a/src/datavisualization/engine/theme_p.h b/src/datavisualization/engine/theme_p.h
new file mode 100644
index 00000000..a22ca513
--- /dev/null
+++ b/src/datavisualization/engine/theme_p.h
@@ -0,0 +1,81 @@
+/****************************************************************************
+**
+** 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
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the QtDataVisualization API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+
+#ifndef THEME_P_H
+#define THEME_P_H
+
+#include "datavisualizationglobal_p.h"
+#include "q3dbars.h"
+#include <QLinearGradient>
+
+class QColor;
+
+QT_DATAVISUALIZATION_BEGIN_NAMESPACE
+
+class Theme
+{
+public:
+ explicit Theme();
+ ~Theme();
+
+ void useColorTheme(QDataVis::ColorTheme theme);
+ QDataVis::ColorTheme colorTheme();
+ void setFromTheme(Theme &theme);
+
+private:
+ friend class Abstract3DController;
+ friend class Abstract3DRenderer;
+ friend class Bars3DRenderer;
+ friend class Surface3DRenderer;
+ friend class Surface3DController;
+ friend class Scatter3DRenderer;
+ friend class SelectionPointer;
+ friend class Drawer;
+
+ QDataVis::ColorTheme m_colorTheme;
+ QColor m_baseColor;
+ QColor m_heightColor;
+ QColor m_depthColor;
+ QColor m_backgroundColor;
+ QColor m_windowColor;
+ QColor m_textColor;
+ QColor m_textBackgroundColor;
+ QColor m_gridLine;
+ QColor m_highlightBarColor;
+ QColor m_highlightRowColor;
+ QColor m_highlightColumnColor;
+ QLinearGradient m_surfaceGradient;
+ float m_lightStrength;
+ float m_ambientStrength;
+ float m_highlightLightStrength;
+ bool m_uniformColor;
+};
+
+QT_DATAVISUALIZATION_END_NAMESPACE
+
+#endif