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-rw-r--r--src/datavisualization/utils/surfaceobject.cpp87
1 files changed, 84 insertions, 3 deletions
diff --git a/src/datavisualization/utils/surfaceobject.cpp b/src/datavisualization/utils/surfaceobject.cpp
index a98f2f2a..f8dae6f4 100644
--- a/src/datavisualization/utils/surfaceobject.cpp
+++ b/src/datavisualization/utils/surfaceobject.cpp
@@ -31,8 +31,8 @@ SurfaceObject::SurfaceObject(Surface3DRenderer *renderer)
m_axisCacheX(renderer->m_axisCacheX),
m_axisCacheY(renderer->m_axisCacheY),
m_axisCacheZ(renderer->m_axisCacheZ),
- m_renderer(renderer)
-
+ m_renderer(renderer),
+ m_returnTextureBuffer(false)
{
m_indicesType = GL_UNSIGNED_INT;
initializeOpenGLFunctions();
@@ -41,12 +41,15 @@ SurfaceObject::SurfaceObject(Surface3DRenderer *renderer)
glGenBuffers(1, &m_uvbuffer);
glGenBuffers(1, &m_elementbuffer);
glGenBuffers(1, &m_gridElementbuffer);
+ glGenBuffers(1, &m_uvTextureBuffer);
}
SurfaceObject::~SurfaceObject()
{
- if (QOpenGLContext::currentContext())
+ if (QOpenGLContext::currentContext()) {
glDeleteBuffers(1, &m_gridElementbuffer);
+ glDeleteBuffers(1, &m_uvTextureBuffer);
+ }
}
void SurfaceObject::setUpSmoothData(const QSurfaceDataArray &dataArray, const QRect &space,
@@ -135,6 +138,37 @@ void SurfaceObject::setUpSmoothData(const QSurfaceDataArray &dataArray, const QR
createBuffers(m_vertices, uvs, m_normals, 0, changeGeometry);
}
+void SurfaceObject::smoothUVs(const QSurfaceDataArray &dataArray,
+ const QSurfaceDataArray &modelArray)
+{
+ int columns = dataArray.at(0)->size();
+ int rows = dataArray.size();
+ float xRangeNormalizer = dataArray.at(0)->at(columns - 1).x() - dataArray.at(0)->at(0).x();
+ float zRangeNormalizer = dataArray.at(rows - 1)->at(0).z() - dataArray.at(0)->at(0).z();
+ float xMin = dataArray.at(0)->at(0).x();
+ float zMin = dataArray.at(0)->at(0).z();
+
+ QVector<QVector2D> uvs;
+ uvs.resize(m_rows * m_columns);
+ int index = 0;
+ for (int i = 0; i < m_rows; i++) {
+ float y = (modelArray.at(i)->at(0).z() - zMin) / zRangeNormalizer;
+ const QSurfaceDataRow &p = *modelArray.at(i);
+ for (int j = 0; j < m_columns; j++) {
+ float x = (p.at(j).x() - xMin) / xRangeNormalizer;
+ uvs[index] = QVector2D(x, y);
+ index++;
+ }
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, m_uvTextureBuffer);
+ glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(QVector2D),
+ &uvs.at(0), GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ m_returnTextureBuffer = true;
+}
+
void SurfaceObject::updateSmoothRow(const QSurfaceDataArray &dataArray, int rowIndex, bool polar)
{
// Update vertices
@@ -426,6 +460,42 @@ void SurfaceObject::setUpData(const QSurfaceDataArray &dataArray, const QRect &s
delete[] indices;
}
+void SurfaceObject::coarseUVs(const QSurfaceDataArray &dataArray,
+ const QSurfaceDataArray &modelArray)
+{
+ int columns = dataArray.at(0)->size();
+ int rows = dataArray.size();
+ float xRangeNormalizer = dataArray.at(0)->at(columns - 1).x() - dataArray.at(0)->at(0).x();
+ float zRangeNormalizer = dataArray.at(rows - 1)->at(0).z() - dataArray.at(0)->at(0).z();
+ float xMin = dataArray.at(0)->at(0).x();
+ float zMin = dataArray.at(0)->at(0).z();
+
+ QVector<QVector2D> uvs;
+ uvs.resize(m_rows * m_columns * 2);
+ int index = 0;
+ int colLimit = m_columns - 1;
+ for (int i = 0; i < m_rows; i++) {
+ float y = (modelArray.at(i)->at(0).z() - zMin) / zRangeNormalizer;
+ const QSurfaceDataRow &p = *modelArray.at(i);
+ for (int j = 0; j < m_columns; j++) {
+ float x = (p.at(j).x() - xMin) / xRangeNormalizer;
+ uvs[index] = QVector2D(x, y);
+ index++;
+ if (j > 0 && j < colLimit) {
+ uvs[index] = uvs[index - 1];
+ index++;
+ }
+ }
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, m_uvTextureBuffer);
+ glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(QVector2D),
+ &uvs.at(0), GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ m_returnTextureBuffer = true;
+}
+
void SurfaceObject::updateCoarseRow(const QSurfaceDataArray &dataArray, int rowIndex, bool polar)
{
int colLimit = m_columns - 1;
@@ -684,6 +754,17 @@ GLuint SurfaceObject::gridElementBuf()
return m_gridElementbuffer;
}
+GLuint SurfaceObject::uvBuf()
+{
+ if (!m_meshDataLoaded)
+ qFatal("No loaded object");
+
+ if (m_returnTextureBuffer)
+ return m_uvTextureBuffer;
+ else
+ return m_uvbuffer;
+}
+
GLuint SurfaceObject::gridIndexCount()
{
return m_gridIndexCount;