/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtDataVis3D module. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "q3dbars.h" #include "q3dbars_p.h" #include "camerahelper_p.h" #include "qdataitem_p.h" #include "qdatarow_p.h" #include "qdataset_p.h" #include "shaderhelper_p.h" #include "objecthelper_p.h" #include "utils_p.h" #include #include #include #include #include #include #include QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE #define USE_HAX0R_SELECTION // keep this defined until the "real" method works const float zComp = 10.0f; // Compensation for z position; move all objects to positive z, as shader can't handle negative values correctly const QVector3D defaultLightPos = QVector3D(0.0f, 3.0f, zComp); Q3DBars::Q3DBars() : d_ptr(new Q3DBarsPrivate(this)) { } Q3DBars::~Q3DBars() { } void Q3DBars::initialize() { // Initialize shaders if (!d_ptr->m_uniformColor) { d_ptr->initShaders(QStringLiteral(":/shaders/vertex") , QStringLiteral(":/shaders/fragmentColorOnY")); } else { d_ptr->initShaders(QStringLiteral(":/shaders/vertex") , QStringLiteral(":/shaders/fragment")); } d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertex") , QStringLiteral(":/shaders/fragment")); d_ptr->initSelectionShader(); #ifndef USE_HAX0R_SELECTION // Init the selection buffer d_ptr->initSelectionBuffer(); #endif // Load default mesh d_ptr->loadBarMesh(); // Load background mesh d_ptr->loadBackgroundMesh(); // Set OpenGL features glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // Set initial camera position // X must be 0 for rotation to work - we can use "setCameraRotation" for setting it later CameraHelper::setDefaultCameraOrientation(QVector3D(0.0f, 0.0f, 6.0f + zComp) , QVector3D(0.0f, 0.0f, zComp) , QVector3D(0.0f, 1.0f, 0.0f)); CameraHelper::setCameraRotation(QPointF(d_ptr->m_horizontalRotation , d_ptr->m_verticalRotation)); // Set view port glViewport(0, 0, width(), height()); // Set initialized -flag d_ptr->m_isInitialized = true; } void Q3DBars::render() { if (!d_ptr->m_isInitialized) return; if (d_ptr->m_paintDevice) { QPainter painter(d_ptr->m_paintDevice); painter.setRenderHint(QPainter::HighQualityAntialiasing, true); //painter.setRenderHint(QPainter::Antialiasing, true); render(&painter); painter.end(); } else { d_ptr->m_paintDevice = getDevice(); } } void Q3DBars::render(QPainter *painter) { painter->beginNativePainting(); // Set OpenGL features glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // Do native OpenGL rendering drawScene(); painter->endNativePainting(); // If a bar is selected, display it's value // TODO: Move text printing to a helper class, so that it can be used from other vis types? QDataItem *data = d_ptr->m_selectedBar; if (data) { glDisable(GL_DEPTH_TEST); painter->save(); painter->setCompositionMode(QPainter::CompositionMode_Source); // TODO: None of the commented-out stuff works.. //painter->setBackgroundMode(Qt::OpaqueMode); //painter->setBackground(QBrush(d_ptr->m_textBackgroundColor)); //painter->setBrush(QBrush(d_ptr->m_textBackgroundColor)); //painter->setPen(d_ptr->m_textBackgroundColor); painter->setPen(Qt::black); // TODO: Use black, as nothing works QFont bgrFont = QFont(QStringLiteral("Arial"), 18); QFont valueFont = QFont(QStringLiteral("Arial"), 12); valueFont.setBold(true); painter->setFont(bgrFont); QFontMetrics valueFM(valueFont); QFontMetrics bgrFM(bgrFont); int valueStrLen = valueFM.width(data->d_ptr->valueStr()); int bgrStrLen = 0; int bgrHeight = valueFM.height() + 6; QString bgrStr = QString(); do { bgrStr.append(QStringLiteral("X")); bgrStrLen = bgrFM.width(bgrStr); } while (bgrStrLen <= valueStrLen); //int bgrLen = valueStrLen + 10; //painter->drawRoundedRect(data->position().x() - (bgrLen / 2) // , data->position().y() - 30 // , bgrLen, 30, 10.0, 10.0); // Hack solution, as drawRect doesn't work painter->drawText(data->d_ptr->position().x() - (bgrStrLen / 2) , data->d_ptr->position().y() - bgrHeight , bgrStrLen, bgrHeight , Qt::AlignCenter | Qt::AlignVCenter , bgrStr); //painter->setPen(d_ptr->m_textColor); painter->setPen(Qt::lightGray); // TODO: Use lightGray, as nothing works painter->setFont(valueFont); painter->drawText(data->d_ptr->position().x() - (valueStrLen / 2) , data->d_ptr->position().y() - bgrHeight , valueStrLen, bgrHeight , Qt::AlignCenter | Qt::AlignVCenter , data->d_ptr->valueStr()); painter->restore(); } } void Q3DBars::drawScene() { int startBar = 0; int stopBar = 0; int stepBar = 0; int startRow = 0; int stopRow = 0; int stepRow = 0; float backgroundRotation = 0; float barPos = 0; float rowPos = 0; static QVector3D selection = QVector3D(0, 0, 0); // Set clear color QVector3D clearColor = Utils::vectorFromColor(d_ptr->m_windowColor); glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); QMatrix4x4 projectionMatrix; projectionMatrix.perspective(45.0f, (float)width() / (float)height(), 0.1f, 100.0f); QMatrix4x4 viewMatrix = CameraHelper::calculateViewMatrix(d_ptr->m_mousePos , d_ptr->m_zoomLevel , width(), height()); // Calculate drawing order //qDebug() << "viewMatrix z" << viewMatrix.row(0).z(); // jos negatiivinen, käännä bar -piirtojärjestys //qDebug() << "viewMatrix x" << viewMatrix.row(0).x(); // jos negatiivinen, käännä row -piirtojärjestys // TODO: Needs more tuning unless we get depth test working correctly // TODO: If depth test gets fixed, the draw order should be reversed for best performance (ie. draw front objects first) if (viewMatrix.row(0).x() < 0) { startRow = 0; stopRow = d_ptr->m_sampleCount.y(); stepRow = 1; } else { startRow = d_ptr->m_sampleCount.y() - 1; stopRow = -1; stepRow = -1; } if (viewMatrix.row(0).z() > 0) { startBar = 0; stopBar = d_ptr->m_sampleCount.x(); stepBar = 1; } else { startBar = d_ptr->m_sampleCount.x() - 1; stopBar = -1; stepBar = -1; } // 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 (rotate light with camera, a bit above it (as set in defaultLightPos)) QVector3D lightPos = CameraHelper::calculateLightPosition(defaultLightPos); //lightPos = QVector3D(0.0f, 4.0f, zComp); // center of bars, 4.0f above - for testing // Bind selection shader d_ptr->m_selectionShader->bind(); // Draw bars to selection 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) { if (d_ptr->m_dataSet.at(row).size() < (bar + 1)) continue; QDataItem *item = d_ptr->m_dataSet.at(row).at(bar); float barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; barPos = (bar + 1) * (d_ptr->m_barSpacing.x()); rowPos = (row + 1) * (d_ptr->m_barSpacing.y()); modelMatrix.translate((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactorX , barHeight - 1.0f , (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactorZ + zComp); modelMatrix.scale(QVector3D(d_ptr->m_scaleX, barHeight, d_ptr->m_scaleZ)); MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; // add +2 to avoid black QVector3D barColor = QVector3D((float)(row + 2) / (float)(d_ptr->m_sampleCount.y() + 2) , (float)(bar + 2) / (float)(d_ptr->m_sampleCount.x() + 2) , 0.0f); d_ptr->m_selectionShader->setUniformValue(d_ptr->m_selectionShader->MVP() , MVPMatrix); d_ptr->m_selectionShader->setUniformValue(d_ptr->m_selectionShader->color() , barColor); #ifdef USE_HAX0R_SELECTION // 1st attribute buffer : vertices glEnableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->vertexBuf()); glVertexAttribPointer(d_ptr->m_selectionShader->posAtt() , 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // Index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_barObj->elementBuf()); // Draw the triangles glDrawElements(GL_TRIANGLES, d_ptr->m_barObj->indexCount() , GL_UNSIGNED_SHORT, (void*)0); // Free buffers glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDisableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); #else // TODO: fix this - doesn't work yet glBindFramebuffer(GL_FRAMEBUFFER, d_ptr->m_framebufferSelection); //glReadBuffer(GL_COLOR_ATTACHMENT0); // 1st attribute buffer : vertices glEnableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->vertexBuf()); glVertexAttribPointer(d_ptr->m_selectionShader->posAtt() , 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // Index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_barObj->elementBuf()); // Draw the triangles GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; glDrawElements(GL_TRIANGLES, d_ptr->m_barObj->indexCount() , GL_UNSIGNED_SHORT, DrawBuffers); glDisableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); // Free buffers glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //glReadBuffer(GL_NONE); glBindFramebuffer(GL_FRAMEBUFFER, 0); #endif } } glEnable(GL_DITHER); // Read color under cursor // TODO: Move into a separate function? if (d_ptr->m_mousePressed) { #ifndef USE_HAX0R_SELECTION glBindFramebuffer(GL_FRAMEBUFFER, d_ptr->m_framebufferSelection); #endif // This is the only one that works with ANGLE (ES 2.0) // Item count will be limited to 256*256*256 GLubyte pixel[4]; glReadPixels(d_ptr->m_mousePos.x(), height() - d_ptr->m_mousePos.y(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void *)pixel); // These work with desktop OpenGL // They offer a lot higher possible object count and a possibility to use object id's //GLuint pixel2[3]; //glReadPixels(d_ptr->m_mousePos.x(), height() - d_ptr->m_mousePos.y(), 1, 1, // GL_RGB, GL_UNSIGNED_INT, (void *)pixel2); //GLfloat pixel3[3]; //glReadPixels(d_ptr->m_mousePos.x(), height() - d_ptr->m_mousePos.y(), 1, 1, // GL_RGB, GL_FLOAT, (void *)pixel3); //qDebug() << "rgba" << pixel[0] << pixel[1] << pixel[2];// << pixel[3]; //qDebug() << "rgba2" << pixel2[0] << pixel2[1] << pixel2[2]; //qDebug() << "rgba3" << pixel3[0] << pixel3[1] << pixel3[2]; selection = QVector3D(pixel[0], pixel[1], pixel[2]); //qDebug() << selection; #ifndef USE_HAX0R_SELECTION glBindFramebuffer(GL_FRAMEBUFFER, 0); #endif } // Release selection shader d_ptr->m_selectionShader->release(); // Clear after selection glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Bind background shader d_ptr->m_backgroundShader->bind(); // Draw background if (d_ptr->m_backgroundObj) { QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; if (zComp != 0) modelMatrix.translate(0.0f, 0.0f, zComp); modelMatrix.scale(QVector3D(d_ptr->m_rowWidth * d_ptr->m_sceneScale , 1.0f , d_ptr->m_columnDepth * d_ptr->m_sceneScale)); modelMatrix.rotate(backgroundRotation, 0.0f, 1.0f, 0.0f); MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; QVector3D backgroundColor = Utils::vectorFromColor(d_ptr->m_backgroundColor); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->lightP() , lightPos); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->view() , viewMatrix); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->model() , modelMatrix); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->nModel() , modelMatrix.inverted().transposed()); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->MVP() , MVPMatrix); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->color() , backgroundColor); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->lightS() , d_ptr->m_lightStrength); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->ambientS() , d_ptr->m_ambientStrength); // 1st attribute buffer : vertices glEnableVertexAttribArray(d_ptr->m_backgroundShader->posAtt()); glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_backgroundObj->vertexBuf()); glVertexAttribPointer(d_ptr->m_backgroundShader->posAtt() , 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // 2nd attribute buffer : normals glEnableVertexAttribArray(d_ptr->m_backgroundShader->normalAtt()); glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_backgroundObj->normalBuf()); glVertexAttribPointer(d_ptr->m_backgroundShader->normalAtt() , 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // 3rd attribute buffer : UVs //glEnableVertexAttribArray(d_ptr->m_backgroundShader->uvAtt()); //glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_backgroundObj->uvBuf()); //glVertexAttribPointer(d_ptr->m_backgroundShader->uvAtt() // , 2, GL_FLOAT, GL_FALSE, 0, (void*)0); // Index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_backgroundObj->elementBuf()); // Draw the triangles glDrawElements(GL_TRIANGLES, d_ptr->m_backgroundObj->indexCount() , GL_UNSIGNED_SHORT, (void*)0); // Free buffers glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //glDisableVertexAttribArray(d_ptr->m_backgroundShader->uvAtt()); glDisableVertexAttribArray(d_ptr->m_backgroundShader->normalAtt()); glDisableVertexAttribArray(d_ptr->m_backgroundShader->posAtt()); } // Release background shader d_ptr->m_backgroundShader->release(); // Bind bar shader d_ptr->m_barShader->bind(); // Draw bars //int barIndex = 1; // TODO: Remove when done debugging bool barSelectionFound = false; for (int row = startRow; row != stopRow; row += stepRow) { for (int bar = startBar; bar != stopBar; bar += stepBar) { if (d_ptr->m_dataSet.at(row).size() < (bar + 1)) continue; QDataItem *item = d_ptr->m_dataSet.at(row).at(bar); float barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; if (barHeight == 0) continue; QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; barPos = (bar + 1) * (d_ptr->m_barSpacing.x()); //qDebug() << "x" << d_ptr->m_rowWidth << "-" << barPos << "=" << d_ptr->m_rowWidth - barPos; rowPos = (row + 1) * (d_ptr->m_barSpacing.y()); //qDebug() << "z" << rowPos << "-" << d_ptr->m_columnDepth << "=" << rowPos - d_ptr->m_columnDepth; modelMatrix.translate((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactorX , barHeight - 1.0f , (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactorZ + zComp); modelMatrix.scale(QVector3D(d_ptr->m_scaleX, barHeight, d_ptr->m_scaleZ)); MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; QVector3D baseColor = Utils::vectorFromColor(d_ptr->m_baseColor); QVector3D heightColor = Utils::vectorFromColor(d_ptr->m_heightColor) * barHeight; QVector3D depthColor = Utils::vectorFromColor(d_ptr->m_depthColor) * (float(row) / float(d_ptr->m_sampleCount.y())); QVector3D barColor = baseColor + heightColor + depthColor; float lightStrength = d_ptr->m_lightStrength; if (d_ptr->m_selectionMode > None) { Q3DBarsPrivate::SelectionType selectionType = d_ptr->isSelected(row, bar , selection); switch (selectionType) { case Q3DBarsPrivate::Bar: { // highlight bar by inverting the color of the bar //barColor = QVector3D(1.0f, 1.0f, 1.0f) - barColor; barColor = Utils::vectorFromColor(d_ptr->m_highlightBarColor); lightStrength = d_ptr->m_highlightLightStrength; //if (d_ptr->m_mousePressed) { // qDebug() << "selected object:" << barIndex << "( row:" << row + 1 << ", column:" << bar + 1 << ")"; // qDebug() /*<< barIndex*/ << "object position:" << modelMatrix.column(3).toVector3D(); //} // Insert data to QDataItem. We have no ownership, don't delete the previous one d_ptr->m_selectedBar = item; d_ptr->m_selectedBar->d_ptr->setPosition(d_ptr->m_mousePos); barSelectionFound = true; break; } case Q3DBarsPrivate::Row: { // Current bar is on the same row as the selected bar barColor = Utils::vectorFromColor(d_ptr->m_highlightRowColor); lightStrength = d_ptr->m_highlightLightStrength; break; } case Q3DBarsPrivate::Column: { // Current bar is on the same column as the selected bar barColor = Utils::vectorFromColor(d_ptr->m_highlightColumnColor); lightStrength = d_ptr->m_highlightLightStrength; break; } case Q3DBarsPrivate::None: { // Current bar is not selected, nor on a row or column // do nothing break; } } } //if (d_ptr->m_mousePressed) { //qDebug() << "baseColor:" << baseColor; //qDebug() << "heightColor:" << heightColor; //qDebug() << "depthColor:" << depthColor; //qDebug() << "barColor:" << barColor; //qDebug() << barIndex << "object position:" << modelMatrix.column(3).toVector3D(); //} //barIndex++; // TODO: Remove when done debugging d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightP(), lightPos); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->view(), viewMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel() , modelMatrix.inverted().transposed()); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->color(), barColor); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), lightStrength); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->ambientS() , d_ptr->m_ambientStrength); //qDebug() << "height:" << barHeight; // 1st attribute buffer : vertices glEnableVertexAttribArray(d_ptr->m_barShader->posAtt()); glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->vertexBuf()); glVertexAttribPointer(d_ptr->m_barShader->posAtt() , 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // 2nd attribute buffer : normals glEnableVertexAttribArray(d_ptr->m_barShader->normalAtt()); glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->normalBuf()); glVertexAttribPointer(d_ptr->m_barShader->normalAtt() , 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // 3rd attribute buffer : UVs //glEnableVertexAttribArray(d_ptr->m_barShader->m_uvAtt()); //glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->uvBuf()); //glVertexAttribPointer(d_ptr->m_barShader->m_uvAtt() // , 2, GL_FLOAT, GL_FALSE, 0, (void*)0); // Index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_barObj->elementBuf()); // Draw the triangles glDrawElements(GL_TRIANGLES, d_ptr->m_barObj->indexCount() , GL_UNSIGNED_SHORT, (void*)0); // Free buffers glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //glDisableVertexAttribArray(d_ptr->m_barShader->m_uvAtt()); glDisableVertexAttribArray(d_ptr->m_barShader->normalAtt()); glDisableVertexAttribArray(d_ptr->m_barShader->posAtt()); } } if (!barSelectionFound) { // We have no ownership, don't delete. Just NULL the pointer. d_ptr->m_selectedBar = NULL; } // Release bar shader d_ptr->m_barShader->release(); } void Q3DBars::mousePressEvent(QMouseEvent *event) { // TODO: for testing shaders static int shaderNo = 1; //qDebug() << "mouse button pressed" << event->button(); if (Qt::LeftButton == event->button()) { d_ptr->m_mousePressed = true; // update mouse positions to prevent jumping when releasing or repressing a button d_ptr->m_mousePos = event->pos(); } else if (Qt::RightButton == event->button()) { // reset rotations d_ptr->m_mousePos = QPoint(0, 0); } else if (Qt::MiddleButton == event->button()) { // TODO: testing shaders if (++shaderNo > 3) shaderNo = 1; switch (shaderNo) { case 1: d_ptr->initShaders(QStringLiteral(":/shaders/vertex") , QStringLiteral(":/shaders/fragment")); break; case 2: d_ptr->initShaders(QStringLiteral(":/shaders/vertex") , QStringLiteral(":/shaders/fragmentColorOnY")); break; case 3: d_ptr->initShaders(QStringLiteral(":/shaders/vertex") , QStringLiteral(":/shaders/fragmentAmbient")); break; } } CameraHelper::updateMousePos(d_ptr->m_mousePos); } void Q3DBars::mouseReleaseEvent(QMouseEvent *event) { //qDebug() << "mouse button released" << event->button(); d_ptr->m_mousePressed = false; // update mouse positions to prevent jumping when releasing or repressing a button d_ptr->m_mousePos = event->pos(); CameraHelper::updateMousePos(event->pos()); } void Q3DBars::mouseMoveEvent(QMouseEvent *event) { if (d_ptr->m_mousePressed) { //qDebug() << "mouse moved while pressed" << event->pos(); d_ptr->m_mousePos = event->pos(); } #if 0 // TODO: Testi - laske kursorin sijainti scenessä QPointF mouse3D((2.0f * event->pos().x() - width()) / height() , 1.0f - (2.0f * event->pos().y()) / height()); //qDebug() << "mouse position in scene" << mouse3D; // TODO: Testi laske focal point float focalPoint = tan(45.0f / 2.0f); // TODO: Testi - laske viewmatriisin kerroin QVector3D worldRay = QVector3D(0.0f, 0.0f, 0.0f) - QVector3D(mouse3D.x(), mouse3D.y(), -focalPoint); //qDebug() << "worldRay" << worldRay; // multiply viewmatrix with this to get something? #endif } void Q3DBars::wheelEvent(QWheelEvent *event) { if (d_ptr->m_zoomLevel > 100) { d_ptr->m_zoomLevel += event->angleDelta().y() / 12; } else if (d_ptr->m_zoomLevel > 50) { d_ptr->m_zoomLevel += event->angleDelta().y() / 60; } else { d_ptr->m_zoomLevel += event->angleDelta().y() / 120; } if (d_ptr->m_zoomLevel > 500) { d_ptr->m_zoomLevel = 500; } else if (d_ptr->m_zoomLevel < 10) { d_ptr->m_zoomLevel = 10; } } void Q3DBars::resizeEvent(QResizeEvent *event) { Q_UNUSED(event); // Set view port glViewport(0, 0, width(), height()); // If orientation changes, we need to scale again // TODO: Handle it } void Q3DBars::setBarSpecs(QPointF thickness, QPointF spacing, bool relative) { d_ptr->m_barThickness = thickness; if (relative) { d_ptr->m_barSpacing.setX((thickness.x() * 2) * (spacing.x() + 1.0f)); d_ptr->m_barSpacing.setY((thickness.y() * 2) * (spacing.y() + 1.0f)); } else { d_ptr->m_barSpacing = thickness * 2 + spacing * 2; } // Calculate here and at setting sample space d_ptr->calculateSceneScalingFactors(); } void Q3DBars::setBarType(BarStyle style, bool smooth) { if (style == Bars) { if (smooth) { d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/barSmooth"); } else { d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/bar"); } } else if (style == Pyramids) { if (smooth) { d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/pyramidSmooth"); } else { d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/pyramid"); } } else if (style == Cones) { if (smooth) { d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/coneSmooth"); } else { d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cone"); } } else if (style == Cylinders) { if (smooth) { d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cylinderSmooth"); } else { d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cylinder"); } } if (d_ptr->m_isInitialized) { // Reload mesh data d_ptr->loadBarMesh(); } } void Q3DBars::setMeshFileName(const QString &objFileName) { d_ptr->m_objFile = objFileName; } void Q3DBars::setupSampleSpace(QPoint sampleCount, const QString &labelRow , const QString &labelColumn, const QString &labelHeight) { d_ptr->m_sampleCount = sampleCount; // Initialize data set QVector row; for (int rows = 0; rows < sampleCount.y(); rows++) { for (int columns = 0; columns < sampleCount.x(); columns ++) { row.append(new QDataItem()); } d_ptr->m_dataSet.append(row); row.clear(); } // TODO: Invent "idiotproof" max scene size formula.. // This seems to work ok if spacing is not negative d_ptr->m_maxSceneSize = 2 * qSqrt(sampleCount.x() * sampleCount.y()); //qDebug() << "maxSceneSize" << d_ptr->m_maxSceneSize; // Calculate here and at setting bar specs d_ptr->calculateSceneScalingFactors(); } void Q3DBars::setCameraPreset(CameraPreset preset) { // TODO: This should be moved to CameraHelper to be directly usable by other vis types - just call directly a function there? // TODO: Move these enums to namespace level? switch (preset) { case PresetFrontLow: { qDebug("PresetFrontLow"); setCameraPosition(0.0f, 0.0f); break; } case PresetFront: { qDebug("PresetFront"); setCameraPosition(0.0f, 22.5f); break; } case PresetFrontHigh: { qDebug("PresetFrontHigh"); setCameraPosition(0.0f, 45.0f); break; } case PresetLeftLow: { qDebug("PresetLeftLow"); setCameraPosition(90.0f, 0.0f); break; } case PresetLeft: { qDebug("PresetLeft"); setCameraPosition(90.0f, 22.5f); break; } case PresetLeftHigh: { qDebug("PresetLeftHigh"); setCameraPosition(90.0f, 45.0f); break; } case PresetRightLow: { qDebug("PresetRightLow"); setCameraPosition(-90.0f, 0.0f); break; } case PresetRight: { qDebug("PresetRight"); setCameraPosition(-90.0f, 22.5f); break; } case PresetRightHigh: { qDebug("PresetRightHigh"); setCameraPosition(-90.0f, 45.0f); break; } case PresetBehindLow: { qDebug("PresetBehindLow"); setCameraPosition(180.0f, 0.0f); break; } case PresetBehind: { qDebug("PresetBehind"); setCameraPosition(180.0f, 22.5f); break; } case PresetBehindHigh: { qDebug("PresetBehindHigh"); setCameraPosition(180.0f, 45.0f); break; } case PresetIsometricLeft: { qDebug("PresetIsometricLeft"); setCameraPosition(45.0f, 22.5f); break; } case PresetIsometricLeftHigh: { qDebug("PresetIsometricLeftHigh"); setCameraPosition(45.0f, 45.0f); break; } case PresetIsometricRight: { qDebug("PresetIsometricRight"); setCameraPosition(-45.0f, 22.5f); break; } case PresetIsometricRightHigh: { qDebug("PresetIsometricRightHigh"); setCameraPosition(-45.0f, 45.0f); break; } case PresetDirectlyAbove: { qDebug("PresetDirectlyAbove"); setCameraPosition(0.0f, 90.0f); break; } case PresetDirectlyAboveCW45: { qDebug("PresetDirectlyAboveCW45"); setCameraPosition(-45.0f, 90.0f); break; } case PresetDirectlyAboveCCW45: { qDebug("PresetDirectlyAboveCCW45"); setCameraPosition(45.0f, 90.0f); break; } default: break; } } void Q3DBars::setCameraPosition(float horizontal, float vertical, int distance) { d_ptr->m_horizontalRotation = qBound(-180.0f, horizontal, 180.0f); d_ptr->m_verticalRotation = qBound(0.0f, vertical, 90.0f); d_ptr->m_zoomLevel = qBound(10, distance, 500); CameraHelper::setCameraRotation(QPointF(d_ptr->m_horizontalRotation , d_ptr->m_verticalRotation)); qDebug() << "camera rotation set to" << d_ptr->m_horizontalRotation << d_ptr->m_verticalRotation; } void Q3DBars::setTheme(ColorTheme theme) { // TODO: Get themes from a theme class? Move enum to namespace level? // TODO: Hardcoded here at first.. switch (theme) { case ThemeSystem: { // d_ptr->m_baseColor = QColor(); // d_ptr->m_heightColor = QColor(); // d_ptr->m_depthColor = QColor(); // d_ptr->m_backgroundColor = QColor(); // d_ptr->m_windowColor = QColor(); // d_ptr->m_textColor = QColor(); // d_ptr->m_textBackgroundColor = QColor(); // d_ptr->m_highlightBarColor = QColor(); // d_ptr->m_highlightRowColor = QColor(); // d_ptr->m_highlightColumnColor = QColor(); // d_ptr->m_lightStrength = QColor(); // d_ptr->m_ambientStrength = QColor(); // d_ptr->m_highlightLightStrength = QColor(); // d_ptr->m_uniformColor = QColor(); break; } case ThemeBlueCerulean: { d_ptr->m_baseColor = QColor(QRgb(0xc7e85b)); d_ptr->m_heightColor = QColor(QRgb(0xee7392)); d_ptr->m_depthColor = QColor(Qt::black); d_ptr->m_backgroundColor = QColor(QRgb(0x056189)); d_ptr->m_windowColor = QColor(QRgb(0x101a31)); d_ptr->m_textColor = QColor(QRgb(0xffffff)); d_ptr->m_textBackgroundColor = QColor(QRgb(0xd6d6d6)); d_ptr->m_highlightBarColor = QColor(Qt::blue); d_ptr->m_highlightRowColor = QColor(Qt::darkBlue); d_ptr->m_highlightColumnColor = QColor(Qt::darkBlue); d_ptr->m_lightStrength = 5.0f; d_ptr->m_ambientStrength = 0.2f; d_ptr->m_highlightLightStrength = 10.0f; d_ptr->m_uniformColor = true; qDebug("ThemeBlueCerulean"); break; } case ThemeBlueIcy: { d_ptr->m_baseColor = QRgb(0x3daeda); d_ptr->m_heightColor = QRgb(0x2fa3b4); d_ptr->m_depthColor = QColor(Qt::lightGray); d_ptr->m_backgroundColor = QColor(QRgb(0xffffff)); d_ptr->m_windowColor = QColor(QRgb(0xffffff)); d_ptr->m_textColor = QColor(QRgb(0x404044)); d_ptr->m_textBackgroundColor = QColor(QRgb(0xd6d6d6)); d_ptr->m_highlightBarColor = QColor(Qt::white); d_ptr->m_highlightRowColor = QColor(Qt::lightGray); d_ptr->m_highlightColumnColor = QColor(Qt::lightGray); d_ptr->m_lightStrength = 5.0f; d_ptr->m_ambientStrength = 0.4f; d_ptr->m_highlightLightStrength = 8.0f; d_ptr->m_uniformColor = true; qDebug("ThemeBlueIcy"); break; } case ThemeBlueNcs: { d_ptr->m_baseColor = QColor(QRgb(0x1db0da)); d_ptr->m_heightColor = QColor(QRgb(0x398ca3)); d_ptr->m_depthColor = QColor(Qt::lightGray); d_ptr->m_backgroundColor = QColor(QRgb(0xffffff)); d_ptr->m_windowColor = QColor(QRgb(0xffffff)); d_ptr->m_textColor = QColor(QRgb(0x404044)); d_ptr->m_textBackgroundColor = QColor(QRgb(0xd6d6d6)); d_ptr->m_highlightBarColor = QColor(Qt::lightGray); d_ptr->m_highlightRowColor = QColor(Qt::gray); d_ptr->m_highlightColumnColor = QColor(Qt::gray); d_ptr->m_lightStrength = 4.0f; d_ptr->m_ambientStrength = 0.2f; d_ptr->m_highlightLightStrength = 6.0f; d_ptr->m_uniformColor = true; qDebug("ThemeBlueNcs"); break; } case ThemeBrownSand: { d_ptr->m_baseColor = QColor(QRgb(0xb39b72)); d_ptr->m_heightColor = QColor(QRgb(0x494345)); d_ptr->m_depthColor = QColor(Qt::darkYellow); d_ptr->m_backgroundColor = QColor(QRgb(0xf3ece0)); d_ptr->m_windowColor = QColor(QRgb(0xf3ece0)); d_ptr->m_textColor = QColor(QRgb(0x404044)); d_ptr->m_textBackgroundColor = QColor(QRgb(0xb5b0a7)); d_ptr->m_highlightBarColor = QColor(Qt::yellow); d_ptr->m_highlightRowColor = QColor(Qt::darkYellow); d_ptr->m_highlightColumnColor = QColor(Qt::darkYellow); d_ptr->m_lightStrength = 6.0f; d_ptr->m_ambientStrength = 0.3f; d_ptr->m_highlightLightStrength = 8.0f; d_ptr->m_uniformColor = false; qDebug("ThemeBrownSand"); break; } case ThemeDark: { d_ptr->m_baseColor = QColor(QRgb(0x38ad6b)); d_ptr->m_heightColor = QColor(QRgb(0xbf593e)); d_ptr->m_depthColor = QColor(Qt::black); d_ptr->m_backgroundColor = QColor(QRgb(0x2e303a)); d_ptr->m_windowColor = QColor(QRgb(0x121218)); d_ptr->m_textColor = QColor(QRgb(0xffffff)); d_ptr->m_textBackgroundColor = QColor(QRgb(0x86878c)); d_ptr->m_highlightBarColor = QColor(Qt::gray); d_ptr->m_highlightRowColor = QColor(Qt::darkGray); d_ptr->m_highlightColumnColor = QColor(Qt::darkGray); d_ptr->m_lightStrength = 6.0f; d_ptr->m_ambientStrength = 0.2f; d_ptr->m_highlightLightStrength = 8.0f; d_ptr->m_uniformColor = false; qDebug("ThemeDark"); break; } case ThemeHighContrast: { d_ptr->m_baseColor = QColor(QRgb(0x202020)); d_ptr->m_heightColor = QColor(QRgb(0xff4a41)); d_ptr->m_depthColor = QColor(Qt::red); d_ptr->m_backgroundColor = QColor(QRgb(0xffffff)); d_ptr->m_windowColor = QColor(QRgb(0xffffff)); d_ptr->m_textColor = QColor(QRgb(0x181818)); d_ptr->m_textBackgroundColor = QColor(QRgb(0x8c8c8c)); d_ptr->m_highlightBarColor = QColor(Qt::black); d_ptr->m_highlightRowColor = QColor(Qt::white); d_ptr->m_highlightColumnColor = QColor(Qt::white); d_ptr->m_lightStrength = 5.0f; d_ptr->m_ambientStrength = 1.0f; d_ptr->m_highlightLightStrength = 10.0f; d_ptr->m_uniformColor = false; qDebug("ThemeHighContrast"); break; } case ThemeLight: { d_ptr->m_baseColor = QColor(QRgb(0x209fdf)); d_ptr->m_heightColor = QColor(QRgb(0xbf593e)); d_ptr->m_depthColor = QColor(Qt::lightGray); d_ptr->m_backgroundColor = QColor(QRgb(0xffffff)); d_ptr->m_windowColor = QColor(QRgb(0xffffff)); d_ptr->m_textColor = QColor(QRgb(0x404044)); d_ptr->m_textBackgroundColor = QColor(QRgb(0xd6d6d6)); d_ptr->m_highlightBarColor = QColor(Qt::white); d_ptr->m_highlightRowColor = QColor(Qt::lightGray); d_ptr->m_highlightColumnColor = QColor(Qt::lightGray); d_ptr->m_lightStrength = 3.0f; d_ptr->m_ambientStrength = 0.5f; d_ptr->m_highlightLightStrength = 6.0f; d_ptr->m_uniformColor = true; qDebug("ThemeLight"); break; } default: break; } // Re-initialize shaders if (!d_ptr->m_uniformColor) { d_ptr->initShaders(QStringLiteral(":/shaders/vertex") , QStringLiteral(":/shaders/fragmentColorOnY")); } else { d_ptr->initShaders(QStringLiteral(":/shaders/vertex") , QStringLiteral(":/shaders/fragment")); } } void Q3DBars::setBarColor(QColor baseColor, QColor heightColor, QColor depthColor, bool uniform) { d_ptr->m_baseColor = baseColor; d_ptr->m_heightColor = heightColor; d_ptr->m_depthColor = depthColor; //qDebug() << "colors:" << d_ptr->m_baseColor << d_ptr->m_heightColor << d_ptr->m_depthColor; if (d_ptr->m_uniformColor != uniform) { // Re-initialize shaders if (!d_ptr->m_uniformColor) { d_ptr->initShaders(QStringLiteral(":/shaders/vertex") , QStringLiteral(":/shaders/fragmentColorOnY")); } else { d_ptr->initShaders(QStringLiteral(":/shaders/vertex") , QStringLiteral(":/shaders/fragment")); } } d_ptr->m_uniformColor = uniform; } void Q3DBars::setSelectionMode(SelectionMode mode) { d_ptr->m_selectionMode = mode; } void Q3DBars::setWindowTitle(const QString &title) { setTitle(title); } void Q3DBars::addDataRow(const QVector &dataRow, const QString &labelRow , const QVector &labelsColumn) { QVector row = dataRow; // Check that the input data fits into sample space, and resize if it doesn't if (row.size() > d_ptr->m_sampleCount.x()) { row.resize(d_ptr->m_sampleCount.x()); qWarning("Data set too large for sample space"); } // Convert row of floats into sample data QVector sampleRow; for (int i = 0; i < row.size(); i++) { sampleRow.append(new QDataItem(row.at(i))); } d_ptr->findHighestValue(sampleRow); // The vector contains data (=height) for each bar, a row at a time // With each new row, the previous data row must be moved back // ie. we need as many vectors as we have rows in the sample space d_ptr->m_dataSet.prepend(sampleRow); // if the added data pushed us over sample space, remove the oldest data set if (d_ptr->m_dataSet.size() > d_ptr->m_sampleCount.y()) d_ptr->resizeDataSet(); } void Q3DBars::addDataRow(const QVector &dataRow, const QString &labelRow , const QVector &labelsColumn) { QVector row = dataRow; // Check that the input data fits into sample space, and resize if it doesn't if (row.size() > d_ptr->m_sampleCount.x()) { d_ptr->resizeDataRow(&row); qWarning("Data set too large for sample space"); } d_ptr->findHighestValue(row); // With each new row, the previous data row must be moved back // ie. we need as many vectors as we have rows in the sample space d_ptr->m_dataSet.prepend(row); // if the added data pushed us over sample space, remove the oldest data set if (d_ptr->m_dataSet.size() > d_ptr->m_sampleCount.y()) d_ptr->resizeDataSet(); } void Q3DBars::addDataRow(QDataRow *dataRow) { QDataRow *row = dataRow; // Check that the input data fits into sample space, and resize if it doesn't row->d_ptr->verifySize(d_ptr->m_sampleCount.x()); d_ptr->m_heightNormalizer = row->d_ptr->highestValue(); // With each new row, the previous data row must be moved back // ie. we need as many vectors as we have rows in the sample space d_ptr->m_dataSetTest->addRow(row); // if the added data pushed us over sample space, remove the oldest data set d_ptr->m_dataSetTest->d_ptr->verifySize(d_ptr->m_sampleCount.y()); } void Q3DBars::addDataSet(const QVector< QVector > &data, const QVector &labelsRow , const QVector &labelsColumn) { d_ptr->clearDataSet(); // Check sizes if (data.at(0).size() > d_ptr->m_sampleCount.x()) { qCritical("Too much data per row, aborting"); // TODO: Implement a function that goes through all rows and crops the column count return; } for (int i = 0; i < data.size(); i++) addDataRow(data.at(i)); if (d_ptr->m_dataSet.size() > d_ptr->m_sampleCount.y()) { qWarning("Data set too large for sample space. Cropping it to fit."); d_ptr->m_dataSet.resize(d_ptr->m_sampleCount.y()); } } void Q3DBars::addDataSet(const QVector< QVector > &data , const QVector &labelsRow , const QVector &labelsColumn) { d_ptr->clearDataSet(); // Check sizes if (data.at(0).size() > d_ptr->m_sampleCount.x()) { qCritical("Too much data per row, aborting"); // TODO: Implement a function that goes through all rows and crops the column count return; } d_ptr->m_dataSet = data; if (d_ptr->m_dataSet.size() > d_ptr->m_sampleCount.y()) { qWarning("Data set too large for sample space. Cropping it to fit."); d_ptr->resizeDataSet(); } for (int i = 0; i < d_ptr->m_dataSet.size(); i++) d_ptr->findHighestValue(d_ptr->m_dataSet.at(i)); } void Q3DBars::addDataSet(QDataSet* dataSet) { delete d_ptr->m_dataSetTest; // Check sizes dataSet->d_ptr->verifySize(d_ptr->m_sampleCount.y(), d_ptr->m_sampleCount.x()); // Take ownership of given set d_ptr->m_dataSetTest = dataSet; // Find highest value d_ptr->m_heightNormalizer = d_ptr->m_dataSetTest->d_ptr->highestValue(); } Q3DBarsPrivate::Q3DBarsPrivate(Q3DBars *q) : q_ptr(q) , m_paintDevice(0) , m_barShader(0) , m_selectionShader(0) , m_backgroundShader(0) , m_barObj(0) , m_backgroundObj(0) , m_sampleCount(QPoint(0, 0)) , m_objFile(QStringLiteral(":/defaultMeshes/bar")) , m_mousePressed(false) , m_mousePos(QPoint(0, 0)) , m_zoomLevel(100) , m_horizontalRotation(-45.0f) , m_verticalRotation(15.0f) , m_barThickness(QPointF(0.75f, 0.75f)) , m_barSpacing(m_barThickness * 3.0f) , m_dataSet(0) , m_heightNormalizer(0.0f) , m_rowWidth(0) , m_columnDepth(0) , m_maxDimension(0) , m_scaleX(0) , m_scaleZ(0) , m_scaleFactorX(0) , m_scaleFactorZ(0) , m_sceneScale(0) , m_maxSceneSize(40.0) , m_baseColor(QColor(Qt::gray)) , m_heightColor(QColor(Qt::white)) , m_depthColor(QColor(Qt::darkGray)) , m_backgroundColor(QColor(Qt::gray)) , m_windowColor(QColor(Qt::gray)) , m_textColor(QColor(Qt::white)) , m_textBackgroundColor(QColor(Qt::black)) , m_highlightBarColor(QColor(Qt::red)) , m_highlightRowColor(QColor(Qt::darkRed)) , m_highlightColumnColor(QColor(Qt::darkMagenta)) , m_lightStrength(4.0f) , m_ambientStrength(0.3f) , m_highlightLightStrength(8.0f) , m_uniformColor(true) , m_isInitialized(false) , m_selectionMode(Q3DBars::Bar) , m_selectedBar(0) , m_dataSetTest(0) { } Q3DBarsPrivate::~Q3DBarsPrivate() { qDebug() << "Destroying Q3DBarsPrivate"; clearDataSet(); delete m_barShader; delete m_selectionShader; delete m_backgroundShader; delete m_barObj; delete m_backgroundObj; #ifndef USE_HAX0R_SELECTION q_ptr->glDeleteFramebuffers(1, &m_framebufferSelection); q_ptr->glDeleteTextures(1, &m_selectionTexture); q_ptr->glDeleteTextures(1, &m_depthTexture); #endif } void Q3DBarsPrivate::findHighestValue(const QVector &row) { for (int i = 0; i < row.size(); i++) { QDataItem *item = row.at(i); float itemValue = item->d_ptr->value(); if (m_heightNormalizer < itemValue) m_heightNormalizer = itemValue; } } void Q3DBarsPrivate::resizeDataSet() { qDebug("resizeDataSet"); // QVector's resize doesn't delete data contained in it // Delete contents of rows to be removed int nbrToBeRemoved = m_dataSet.size() - m_sampleCount.y(); for (int rowCount = 0; rowCount < nbrToBeRemoved; rowCount++) { int rowToBeRemoved = m_dataSet.size() - rowCount - 1; // -1 to compensate index 0 QVector row = m_dataSet.at(rowToBeRemoved); for (int itemCount = 0; itemCount < row.size(); itemCount++) { delete row.at(itemCount); } row.clear(); } // Resize vector m_dataSet.resize(m_sampleCount.y()); } void Q3DBarsPrivate::resizeDataRow(QVector *row) { qDebug("resizeDataRow"); // QVector's resize doesn't delete data contained in it // Delete contents of items to be removed int nbrToBeRemoved = row->size() - m_sampleCount.x(); for (int itemCount = 0; itemCount < nbrToBeRemoved; itemCount++) { int itemToBeRemoved = row->size() - itemCount - 1; // -1 to compensate index 0 delete row->at(itemToBeRemoved); } // Resize vector row->resize(m_sampleCount.x()); } void Q3DBarsPrivate::clearDataSet() { qDebug("clearDataSet"); // QVector's clear doesn't delete data contained in it // Delete contents for (int rowCount = 0; rowCount < m_dataSet.size(); rowCount++) { QVector row = m_dataSet.at(rowCount); for (int itemCount = 0; itemCount < row.size(); itemCount++) { delete row.at(itemCount); } row.clear(); } // Clear vector m_dataSet.clear(); } void Q3DBarsPrivate::loadBarMesh() { if (m_barObj) delete m_barObj; m_barObj = new ObjectHelper(q_ptr, m_objFile); m_barObj->load(); } void Q3DBarsPrivate::loadBackgroundMesh() { if (m_backgroundObj) delete m_backgroundObj; m_backgroundObj = new ObjectHelper(q_ptr, QStringLiteral(":/defaultMeshes/background")); m_backgroundObj->load(); } void Q3DBarsPrivate::initShaders(const QString &vertexShader, const QString &fragmentShader) { if (m_barShader) delete m_barShader; m_barShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); m_barShader->initialize(); } void Q3DBarsPrivate::initSelectionShader() { if (m_selectionShader) delete m_selectionShader; m_selectionShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/vertexSelection") , QStringLiteral(":/shaders/fragmentSelection")); m_selectionShader->initialize(); } void Q3DBarsPrivate::initSelectionBuffer() { #if 0 // Create frame buffer object q_ptr->glGenFramebuffers(1, &m_framebufferSelection); q_ptr->glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferSelection); // Create texture object for the primitive information buffer q_ptr->glGenTextures(1, &m_selectionTexture); q_ptr->glBindTexture(GL_TEXTURE_2D, m_selectionTexture); q_ptr->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, q_ptr->width(), q_ptr->height(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); q_ptr->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_selectionTexture, 0); // Create texture object for the depth buffer q_ptr->glGenTextures(1, &m_depthTexture); q_ptr->glBindTexture(GL_TEXTURE_2D, m_depthTexture); q_ptr->glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, q_ptr->width(), q_ptr->height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); q_ptr->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); // Verify that the frame buffer is complete GLenum status = q_ptr->glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { qCritical() << "Frame buffer creation failed" << status; return; } // Restore the default framebuffer q_ptr->glBindTexture(GL_TEXTURE_2D, 0); q_ptr->glBindFramebuffer(GL_FRAMEBUFFER, 0); #endif } void Q3DBarsPrivate::initBackgroundShaders(const QString &vertexShader , const QString &fragmentShader) { if (m_backgroundShader) delete m_backgroundShader; m_backgroundShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); m_backgroundShader->initialize(); } void Q3DBarsPrivate::calculateSceneScalingFactors() { // Calculate scene scaling and translation factors m_rowWidth = ((m_sampleCount.x() + 1) * m_barSpacing.x()) / 2.0f; m_columnDepth = ((m_sampleCount.y() + 1) * m_barSpacing.y()) / 2.0f; m_maxDimension = qMax(m_rowWidth, m_columnDepth);//(m_rowWidth > m_columnDepth) ? m_rowWidth : m_columnDepth; m_scaleX = m_barThickness.x() / m_sampleCount.x() * (m_maxSceneSize / m_maxDimension); m_scaleZ = m_barThickness.y() / m_sampleCount.x() * (m_maxSceneSize / m_maxDimension); m_sceneScale = qMin(m_scaleX, m_scaleZ);//(m_scaleX < m_scaleZ) ? m_scaleX : m_scaleZ; float minThickness = qMin(m_barThickness.x(), m_barThickness.y());//(m_barThickness.x() < m_barThickness.y()) ? m_barThickness.x() : m_barThickness.y(); m_sceneScale = m_sceneScale / minThickness; m_scaleFactorX = m_sampleCount.x() * (m_maxDimension / m_maxSceneSize); m_scaleFactorZ = m_sampleCount.x() * (m_maxDimension / m_maxSceneSize); qDebug() << "m_scaleX" << m_scaleX << "m_scaleFactorX" << m_scaleFactorX; qDebug() << "m_scaleZ" << m_scaleZ << "m_scaleFactorZ" << m_scaleFactorZ; qDebug() << "m_rowWidth:" << m_rowWidth << "m_columnDepth:" << m_columnDepth << "m_maxDimension:" << m_maxDimension; qDebug() << m_rowWidth * m_sceneScale << m_columnDepth * m_sceneScale; } Q3DBarsPrivate::SelectionType Q3DBarsPrivate::isSelected(int row, int bar, const QVector3D &selection) { SelectionType isSelectedType = None; if (selection == Utils::vectorFromColor(m_windowColor)) return isSelectedType; // skip window QVector3D current = QVector3D((GLubyte)(((float)(row + 2) / (float)(m_sampleCount.y() + 2)) * 255 + 0.49) // add 0.49 to fix rounding , (GLubyte)(((float)(bar + 2) / (float)(m_sampleCount.x() + 2)) * 255 + 0.49) // add 0.49 to fix rounding , 0); //if (m_mousePressed) // qDebug() << "selected:" << selection << "current:" << current; if (current == selection) { isSelectedType = Bar; } else if (current.y() == selection.y() && (m_selectionMode == Q3DBars::BarAndColumn || m_selectionMode == Q3DBars::BarRowAndColumn)) { isSelectedType = Column; } else if (current.x() == selection.x() && (m_selectionMode == Q3DBars::BarAndRow || m_selectionMode == Q3DBars::BarRowAndColumn)) { isSelectedType = Row; } return isSelectedType; } QTCOMMERCIALDATAVIS3D_END_NAMESPACE