From 36417dd3660f75c34328c3420bdd512436da86ff Mon Sep 17 00:00:00 2001 From: Miikka Heikkinen Date: Wed, 25 Jun 2014 13:00:55 +0300 Subject: Add flipHorizontalGrid property for surface 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 --- .../engine/abstract3drenderer.cpp | 22 +++++++++++++++------- 1 file changed, 15 insertions(+), 7 deletions(-) (limited to 'src/datavisualization/engine/abstract3drenderer.cpp') diff --git a/src/datavisualization/engine/abstract3drenderer.cpp b/src/datavisualization/engine/abstract3drenderer.cpp index 56a5ba60..f7cb5499 100644 --- a/src/datavisualization/engine/abstract3drenderer.cpp +++ b/src/datavisualization/engine/abstract3drenderer.cpp @@ -61,6 +61,7 @@ Abstract3DRenderer::Abstract3DRenderer(Abstract3DController *controller) m_xFlipped(false), m_yFlipped(false), m_zFlipped(false), + m_yFlippedForGrid(false), m_backgroundObj(0), m_gridLineObj(0), m_labelObj(0), @@ -665,7 +666,7 @@ void Abstract3DRenderer::drawAxisTitleX(const QVector3D &labelRotation, float offsetRotation = labelRotation.z(); float extraRotation = -90.0f; Qt::AlignmentFlag alignment = Qt::AlignTop; - if (m_yFlipped) { + if (m_yFlippedForGrid) { alignment = Qt::AlignBottom; zRotation = 180.0f; if (m_zFlipped) { @@ -745,7 +746,7 @@ void Abstract3DRenderer::drawAxisTitleZ(const QVector3D &labelRotation, float xRotation = -90.0f; float extraRotation = 90.0f; Qt::AlignmentFlag alignment = Qt::AlignTop; - if (m_yFlipped) { + if (m_yFlippedForGrid) { alignment = Qt::AlignBottom; xRotation = -xRotation; if (m_zFlipped) { @@ -1185,6 +1186,10 @@ void Abstract3DRenderer::drawRadialGrid(ShaderHelper *shader, float yFloorLinePo const QVector &subGridPositions = m_axisCacheZ.formatter()->subGridPositions(); int mainSize = gridPositions.size(); QVector3D translateVector(0.0f, yFloorLinePos, 0.0f); + QQuaternion finalRotation = m_xRightAngleRotationNeg; + if (m_yFlippedForGrid) + finalRotation *= m_xFlipRotation; + for (int i = 0; i < gridLineCount; i++) { float gridPosition = (i >= mainSize) ? subGridPositions.at(i - mainSize) : gridPositions.at(i); @@ -1200,8 +1205,8 @@ void Abstract3DRenderer::drawRadialGrid(ShaderHelper *shader, float yFloorLinePo modelMatrix.translate(translateVector); modelMatrix.scale(gridLineScaler); itModelMatrix.scale(gridLineScaler); - modelMatrix.rotate(m_xRightAngleRotationNeg); - itModelMatrix.rotate(m_xRightAngleRotationNeg); + modelMatrix.rotate(finalRotation); + itModelMatrix.rotate(finalRotation); QMatrix4x4 MVPMatrix = projectionViewMatrix * modelMatrix; shader->setUniformValue(shader->model(), modelMatrix); @@ -1229,13 +1234,16 @@ void Abstract3DRenderer::drawAngularGrid(ShaderHelper *shader, float yFloorLineP const QMatrix4x4 &projectionViewMatrix, const QMatrix4x4 &depthMatrix) { - float halfRatio(m_graphAspectRatio / 2.0f); + float halfRatio((m_graphAspectRatio + (labelMargin / 2.0f)) / 2.0f); QVector3D gridLineScaler(gridLineWidth, gridLineWidth, halfRatio); int gridLineCount = m_axisCacheX.gridLineCount(); const QVector &gridPositions = m_axisCacheX.formatter()->gridPositions(); const QVector &subGridPositions = m_axisCacheX.formatter()->subGridPositions(); int mainSize = gridPositions.size(); QVector3D translateVector(0.0f, yFloorLinePos, -halfRatio); + QQuaternion finalRotation = m_xRightAngleRotationNeg; + if (m_yFlippedForGrid) + finalRotation *= m_xFlipRotation; for (int i = 0; i < gridLineCount; i++) { QMatrix4x4 modelMatrix; QMatrix4x4 itModelMatrix; @@ -1247,8 +1255,8 @@ void Abstract3DRenderer::drawAngularGrid(ShaderHelper *shader, float yFloorLineP modelMatrix.translate(translateVector); modelMatrix.scale(gridLineScaler); itModelMatrix.scale(gridLineScaler); - modelMatrix.rotate(m_xRightAngleRotationNeg); - itModelMatrix.rotate(m_xRightAngleRotationNeg); + modelMatrix.rotate(finalRotation); + itModelMatrix.rotate(finalRotation); QMatrix4x4 MVPMatrix = projectionViewMatrix * modelMatrix; shader->setUniformValue(shader->model(), modelMatrix); -- cgit v1.2.3