summaryrefslogtreecommitdiffstats
path: root/src/datavisualization
diff options
context:
space:
mode:
Diffstat (limited to 'src/datavisualization')
-rw-r--r--src/datavisualization/engine/bars3drenderer.cpp84
-rw-r--r--src/datavisualization/engine/drawer.cpp10
2 files changed, 41 insertions, 53 deletions
diff --git a/src/datavisualization/engine/bars3drenderer.cpp b/src/datavisualization/engine/bars3drenderer.cpp
index 74c1a99b..32a23da5 100644
--- a/src/datavisualization/engine/bars3drenderer.cpp
+++ b/src/datavisualization/engine/bars3drenderer.cpp
@@ -43,6 +43,7 @@ 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
+const int smallerVPSize = 5;
Bars3DRenderer::Bars3DRenderer(Bars3DController *controller)
: Abstract3DRenderer(controller),
@@ -356,7 +357,6 @@ void Bars3DRenderer::drawSlicedScene(const LabelItem &xLabel,
m_cachedTheme.m_ambientStrength * 2.0f);
// Draw the object
#if defined (Q_OS_MAC)
- // Mac slice issue hack fix. TODO: Fix correctly
m_drawer->drawObject(m_barShader, m_barObj, 0, -1);
#else
m_drawer->drawObject(m_barShader, m_barObj);
@@ -481,7 +481,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
QMatrix4x4 viewMatrix = m_cachedScene->activeCamera()->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)
+ // 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;
@@ -530,7 +531,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
QMatrix4x4 depthProjectionMatrix;
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone && !m_cachedIsSlicingActivated) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
// Render scene into a depth texture for using with shadow mapping
// Enable drawing to depth framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_depthFrameBuffer);
@@ -540,7 +541,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
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(),
+ // Depth viewport must always start from 0, 0, as it is rendered into a texture, not screen
+ glViewport(0, 0,
m_mainViewPort.width() * m_shadowQualityMultiplier,
m_mainViewPort.height() * m_shadowQualityMultiplier);
@@ -688,8 +690,6 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
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,
@@ -812,7 +812,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
#if 0
QVector3D baseColor = Utils::vectorFromColor(m_cachedTheme.m_baseColor);
- QVector3D heightColor = Utils::vectorFromColor(m_cachedTheme.m_heightColor) * item.height();
+ QVector3D heightColor = Utils::vectorFromColor(m_cachedTheme.m_heightColor)
+ * item.height();
QVector3D depthColor = Utils::vectorFromColor(m_cachedTheme.m_depthColor)
* (float(row) / GLfloat(m_cachedRowCount));
@@ -902,11 +903,11 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
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);
+ m_barShader->setUniformValue(m_barShader->ambientS(),
+ m_cachedTheme.m_ambientStrength);
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowQualityNone
- && !m_cachedIsSlicingActivated) {
+ if (m_cachedShadowQuality > QDataVis::ShadowQualityNone) {
// Set shadow shader bindings
m_barShader->setUniformValue(m_barShader->shadowQ(), m_shadowQualityToShader);
m_barShader->setUniformValue(m_barShader->depth(), depthMVPMatrix);
@@ -921,12 +922,7 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
m_barShader->setUniformValue(m_barShader->lightS(), lightStrength);
// Draw the object
-#if defined (Q_OS_MAC)
- // Mac slice issue hack fix. TODO: Fix correctly
- m_drawer->drawObject(m_barShader, m_barObj, 0, -1);
-#else
m_drawer->drawObject(m_barShader, m_barObj);
-#endif
}
}
}
@@ -1286,8 +1282,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
QVector3D(0.0f, m_yAdjustment, zComp),
QVector3D(rotLabelX, rotLabelY, rotLabelZ),
0, m_cachedSelectionMode,
- m_labelShader, m_labelObj, m_cachedScene->activeCamera(), true, true, Drawer::LabelMid,
- alignment);
+ m_labelShader, m_labelObj, m_cachedScene->activeCamera(),
+ true, true, Drawer::LabelMid, alignment);
}
}
for (int column = 0; column != m_cachedColumnCount; column += 1) {
@@ -1324,8 +1320,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
QVector3D(0.0f, m_yAdjustment, zComp),
QVector3D(rotLabelX, rotLabelY, rotLabelZ),
0, m_cachedSelectionMode,
- m_labelShader, m_labelObj, m_cachedScene->activeCamera(), true, true, Drawer::LabelMid,
- alignment);
+ m_labelShader, m_labelObj, m_cachedScene->activeCamera(),
+ true, true, Drawer::LabelMid, alignment);
}
}
@@ -1373,8 +1369,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
QVector3D(0.0f, m_yAdjustment, zComp),
QVector3D(rotLabelX, rotLabelY, rotLabelZ),
0, m_cachedSelectionMode,
- m_labelShader, m_labelObj, m_cachedScene->activeCamera(), true, true, Drawer::LabelMid,
- alignment);
+ m_labelShader, m_labelObj, m_cachedScene->activeCamera(),
+ true, true, Drawer::LabelMid, alignment);
// Side wall
if (m_xFlipped)
@@ -1394,8 +1390,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
QVector3D(0.0f, m_yAdjustment, zComp),
QVector3D(rotLabelX, rotLabelY, rotLabelZ),
0, m_cachedSelectionMode,
- m_labelShader, m_labelObj, m_cachedScene->activeCamera(), true, true, Drawer::LabelMid,
- alignment);
+ m_labelShader, m_labelObj, m_cachedScene->activeCamera(),
+ true, true, Drawer::LabelMid, alignment);
}
labelNbr++;
labelPos += heightStep;
@@ -1498,9 +1494,10 @@ void Bars3DRenderer::handleResize()
// 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);
+ m_cachedBoundingRect.height()
+ - (m_cachedBoundingRect.height() / smallerVPSize),
+ m_cachedBoundingRect.width() / smallerVPSize,
+ m_cachedBoundingRect.height() / smallerVPSize);
m_sliceViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height());
} else {
m_mainViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height());
@@ -1722,14 +1719,16 @@ Bars3DController::SelectionType Bars3DRenderer::isSelected(GLint row, GLint bar)
if (current == m_selection) {
isSelectedType = Bars3DController::SelectionItem;
}
- else if (current.y() == m_selection.y() && (m_cachedSelectionMode == QDataVis::SelectionModeItemAndColumn
- || m_cachedSelectionMode == QDataVis::SelectionModeItemRowAndColumn
- || m_cachedSelectionMode == QDataVis::SelectionModeSliceColumn)) {
+ else if (current.y() == m_selection.y()
+ && (m_cachedSelectionMode == QDataVis::SelectionModeItemAndColumn
+ || m_cachedSelectionMode == QDataVis::SelectionModeItemRowAndColumn
+ || m_cachedSelectionMode == QDataVis::SelectionModeSliceColumn)) {
isSelectedType = Bars3DController::SelectionColumn;
}
- else if (current.x() == m_selection.x() && (m_cachedSelectionMode == QDataVis::SelectionModeItemAndRow
- || m_cachedSelectionMode == QDataVis::SelectionModeItemRowAndColumn
- || m_cachedSelectionMode == QDataVis::SelectionModeSliceRow)) {
+ else if (current.x() == m_selection.x()
+ && (m_cachedSelectionMode == QDataVis::SelectionModeItemAndRow
+ || m_cachedSelectionMode == QDataVis::SelectionModeItemRowAndColumn
+ || m_cachedSelectionMode == QDataVis::SelectionModeSliceRow)) {
isSelectedType = Bars3DController::SelectionRow;
}
return isSelectedType;
@@ -1742,22 +1741,20 @@ void Bars3DRenderer::updateSlicingActive(bool isSlicing)
m_cachedIsSlicingActivated = isSlicing;
if (isSlicing) {
- m_mainViewPort = QRect(0, m_cachedBoundingRect.height() - m_cachedBoundingRect.height() / 5,
- m_cachedBoundingRect.width() / 5, m_cachedBoundingRect.height() / 5);
+ m_mainViewPort = QRect(0,
+ m_cachedBoundingRect.height()
+ - (m_cachedBoundingRect.height() / smallerVPSize),
+ m_cachedBoundingRect.width() / smallerVPSize,
+ m_cachedBoundingRect.height() / smallerVPSize);
m_sliceViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height());
- if (m_depthTexture) {
- m_textureHelper->deleteTexture(&m_depthTexture);
- m_depthTexture = 0;
- }
} else {
- m_mainViewPort = QRect(0, 0, this->m_cachedBoundingRect.width(),
- this->m_cachedBoundingRect.height());
+ m_mainViewPort = QRect(0, 0, m_cachedBoundingRect.width(), m_cachedBoundingRect.height());
m_sliceViewPort = QRect(0, 0, 0, 0);
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
+ updateDepthBuffer(); // Re-init depth buffer as well
#endif
- }
}
QRect Bars3DRenderer::mainViewPort()
@@ -1807,9 +1804,6 @@ void Bars3DRenderer::initDepthShader()
void Bars3DRenderer::updateDepthBuffer()
{
- if (m_cachedIsSlicingActivated)
- return;
-
if (m_depthTexture) {
m_textureHelper->deleteTexture(&m_depthTexture);
m_depthTexture = 0;
diff --git a/src/datavisualization/engine/drawer.cpp b/src/datavisualization/engine/drawer.cpp
index 9d50186d..b3b0fe99 100644
--- a/src/datavisualization/engine/drawer.cpp
+++ b/src/datavisualization/engine/drawer.cpp
@@ -93,12 +93,6 @@ void Drawer::setStyle(QDataVis::LabelStyle style)
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);
@@ -147,8 +141,8 @@ void Drawer::drawObject(ShaderHelper *shader, AbstractObjectHelper *object, GLui
glDisableVertexAttribArray(shader->posAtt());
// Restore the GL state
- glActiveTexture(*oldActiveTex);
- glBindTexture(GL_TEXTURE_2D, *oldTexId);
+ glActiveTexture(0);
+ glBindTexture(GL_TEXTURE_2D, 0);
}
void Drawer::drawSurfaceGrid(ShaderHelper *shader, SurfaceObject *object)