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Change-Id: I409f3c95892b26ca6097dd4509109fc9978b9900
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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The volume object that would go partially outside axis ranges
is scale and repositioned so that it only renders the portion
that is inside the axis ranges.
Change-Id: I792494e437998ba6276f58fab645767276c1476d
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Proper behavior of volume objects that are shown only partially
will be added in a separate patch later.
Change-Id: I1fcd98faa6c4a7d09e3fef1645ed9816ff54654f
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: I3d5d5d006a26225a3a7ab5795fceb97630db0011
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Change-Id: Iafaac6bd2106253bec913d1d9ee8a3f40e339adf
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Task-number: QTRD-3303
Change-Id: I8f43df8f0d90997c05ffaf93e451a52baacefa63
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Since volume items typically contain transparencies, make them
draw after regular custom items, which are less likely to be
transparent.
Change-Id: Id7c48b6c77d7ed8654b72923d7dccf4158c9c088
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: I7cb3c59acef5364ff964da3e756d2db387b53308
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Low definition volume shader samples the texture at even
intervals, so it will sometimes skip texels, causing flickering.
Change-Id: Iee6cb0e8893498b89ce1a40f34701a53d100283e
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Now the volume should render with pixel perfect accuracy.
The drawback is that it is significantly slower than the old
approximate solution.
Change-Id: I4df7e9a28a27b56150c71a85a4c1fb69a215dabc
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Made gradient image same size as the texture and similar calculation
for the pixel. Result should be more coherent for all.
Task-number: QTRD-3295
Change-Id: I666dacc6f525258ccefda288e26cac480cb385cb
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: Ic44a6a28617f272540d146f02bf50b4bd84cd9c8
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Change-Id: I992da6ca5835ac41b45410d79750e9f33f551793
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: I2c51ba06c6af9193a70f4a268dfd2fbd6c6910b3
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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QImage is not a QObject, and therefore QImage::Format doesn't seem
to be a supported type for a Q_PROPERTY, either. At least this was
the case in Qt 5.2.1. In Qt 5.3.1 this worked. In any case,
worked around the issue by removing textureFormat as a property.
This shouldn't be an issue, since texture cannot meaningfully be
manipulated from QML anyway.
Also fixed some compile warnings.
Change-Id: I257c1502d3340c49c24085fb8bf2e6176d875215
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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+ some mingw & clang compilation fixes
Change-Id: Ib4cd5534d9d4e630c021f3d9901114983cdc26eb
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3287
Change-Id: I6c06b8fe025e0f1f87be00be906cab0e1f18a19f
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Change-Id: I856c4166513f6d6f7b73fd52bc46d52ab1b8fdff
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: Iea18967c3b525a8d4507a06e6541c85ed3abb470
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Also fix custom object default texture.
Change-Id: Iba9ff6afb807d9f7a4e1f58b0e5fb4bca4c9c431
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: If3acbb161b99f67d81f7af9c05ae8bcfe154e052
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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- Changing color table
- Different texture details (generation in background)
- Optional fps display
Change-Id: Iad6b50ef8541084e0142de0f9cb7ae70f841dde9
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: Ie9f135a2f3139a429a451c338e03dcf0ea6b4533
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Change-Id: Ia3a13e2cb8d7dcf744a55dcb827f5cb436a043c4
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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New subclass of QCustom3DItem, QCustom3DVolume is provided.
The documentation for the example will be done in a separate commit.
Change-Id: Idb3fdb0654c6bec7606ca012b75852a5a8412397
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Also fix custom item positioning in absolute mode as it was completely
broken in bars and z-coord was flipped in others.
Clarified Q3DObject::position property usage, namely that it is reserved
for internal use for now.
Some refactoring also done.
Task-number: QTRD-2567
Change-Id: I5da65b83a2f8ecf20f8fd054e59748278ef1a714
Reviewed-by: Titta Heikkala <titta.heikkala@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Now four times more vertices are supported.
Task-number: QTRD-3244
Change-Id: I80594f4c4f80f485d94dbc2f73892251bb20c521
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Reviewed-by: Titta Heikkala <titta.heikkala@digia.com>
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: Ia92494674bfc618d9368075dabe6ea0490e6c3d1
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Hiding angular axis title didn't cause the background margin
to reduce appropriately.
Change-Id: Icf62aaf62b978524dc4ac13c1f8561b517103c55
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Grid lines should no longer vanish into white background due to
excessive ambient light multiplier when using high ambient with no
specular. I'm still not happy with how bars slice mode colors look.
The colors seem washed out compared to main view. Also, on bars,
some specular is needed to make bars look 3D, but too much makes it
ugly.
Also fixes some misc issues in surface slice mode.
Task-number: QTRD-3237
Change-Id: I4bed3d922cbc8f5191cc01ab3396849db767cae9
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Also added properties to control rotation, zoom, and selection
individually.
Also added missing documentation about surface texture.
Task-number: QTRD-3202
Change-Id: I981edb7f336aea499440559f4a2098711200206d
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Not needed anymore. The m_noShadowTexture takes care of this.
Task-number: QTRD-3212
Change-Id: I30d8b6a9cfa7561914c4210cb7334d8ef8a4cca8
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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API for setting a texture to surface.
Task-number: QTRD-3232
Change-Id: Icd9de61882b54b9c1fc84a742e49980926ca681d
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3207
Change-Id: Ib7101aa66ed4e11b8be61975239e55f7dd9eff10
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: I5a325fa17215c486184cdce0bc26cce8d9c755da
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Common.pri was removed because it was misleadingly named.
Moved its contents to more logical places.
Change-Id: Ic400472c14f24f42c0a1d3c23786b1c05d6d2659
Reviewed-by: Titta Heikkala <titta.heikkala@digia.com>
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Since shaders needed fixing anyway for surface because of this,
also implements the support for object gradients for surface,
which was missing.
Task-number: QTRD-2666
Task-number: QTRD-3211
Change-Id: I0c5da7fdfef308a96ec0bae4750fd22035da4e82
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Value 0.0 indicates automatic scaling (the default).
Task-number: QTRD-3192
Change-Id: I5e4cc1b7a03c0ba811e2ed3916a440906429af57
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Task-number: QTRD-3184
Change-Id: Id2550a143021771341d5bfef7e08cd5868404ca5
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Also separated the vertical and horizontal background margins.
Task-number: QTRD-3184
Change-Id: I988217d4df7749585dd85b5ea8f3f50254dca6ad
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Task-number: QTRD-3184
Change-Id: I366f41b928e06931784c6ff74e9b6b8a52414e3f
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: Ia35d2b73a76372c7e92670bb2c379ebc2f387b4a
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-3184
Change-Id: Ie8e10050e58a3630eda87ec44fb342776d667ae6
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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This property indicates where radial labels of the polar chart are
drawn
Task-number: QTRD-3184
Change-Id: I1500e67da5e578b90d679876130c2d56c1d08039
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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This property allows drawind the horizontal grid and axis labels on
top of the graph rather than on the bottom. This is useful when
surface graph is used for 2D spectrograms in orthographic mode, as
otherwise the grid is covered by the surface itself. Particularly
relevant for polar plots of the same.
Task-number: QTRD-3184
Change-Id: I9dbcdbfc754e13af52d2cf31a1d9991ef4b241f7
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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- Polar property for toggling the polar mode
- Example added. Example docs will be added in another patch once all
of the functionality the example needs has been implemented.
- Only surface graph supports polar so far. Scatter to be added later.
Change-Id: I54d36f764ac1771ac88f73a5f3a2142f2309f6e8
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: Iedeaa2581c32b6d46168568fef736b234ac17e95
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-3177
Change-Id: If76ddb47034f6af452ca58f4f792a1c31771110f
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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+ Added floor reflection support in ifdefs
Change-Id: I1060aee1bc8f7a0360ad01675c36c0f1a2120f1c
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Force power-of-2 for all ES2 devices instead of just Android and iOS.
Change-Id: I6b64182f18b02153833776c82ce8378907443b85
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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