/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt Data Visualization module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:GPL$ ** 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // // W A R N I N G // ------------- // // This file is not part of the QtDataVisualization API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. #ifndef CUSTOMRENDERITEM_P_H #define CUSTOMRENDERITEM_P_H #include "abstractrenderitem_p.h" #include "objecthelper_p.h" #include #include #include QT_BEGIN_NAMESPACE_DATAVISUALIZATION class QCustom3DItem; class Abstract3DRenderer; class CustomRenderItem : public AbstractRenderItem { public: CustomRenderItem(); virtual ~CustomRenderItem(); inline void setTexture(GLuint texture) { m_texture = texture; } inline GLuint texture() const { return m_texture; } void setMesh(const QString &meshFile); inline ObjectHelper *mesh() const { return m_object; } inline void setScaling(const QVector3D &scaling) { m_scaling = scaling; } inline const QVector3D &scaling() const { return m_scaling; } inline void setOrigScaling(const QVector3D &scaling) { m_origScaling = scaling; } inline const QVector3D &origScaling() const { return m_origScaling; } inline void setPosition(const QVector3D &position) { m_position = position; } inline const QVector3D &position() const { return m_position; } inline void setOrigPosition(const QVector3D &position) { m_origPosition = position; } inline const QVector3D &origPosition() const { return m_origPosition; } inline void setPositionAbsolute(bool absolute) { m_positionAbsolute = absolute; } inline bool isPositionAbsolute() const { return m_positionAbsolute; } inline void setScalingAbsolute(bool absolute) { m_scalingAbsolute = absolute; } inline bool isScalingAbsolute() const { return m_scalingAbsolute; } inline void setBlendNeeded(bool blend) { m_needBlend = blend; } inline bool isBlendNeeded() const { return m_needBlend; } inline void setVisible(bool visible) { m_visible = visible; } inline bool isVisible() const { return m_visible; } inline void setItemPointer(QCustom3DItem *item) { m_item = item; } inline QCustom3DItem *itemPointer() const { return m_item; } inline void setValid(bool valid) { m_valid = valid; } inline bool isValid() const { return m_valid; } inline void setIndex(int index) { m_index = index; } inline int index() const { return m_index; } inline void setShadowCasting(bool shadowCasting) { m_shadowCasting = shadowCasting; } inline bool isShadowCasting() const { return m_shadowCasting; } inline void setFacingCamera(bool facing) { m_isFacingCamera = facing; } inline bool isFacingCamera() const { return m_isFacingCamera; } inline void setRenderer(Abstract3DRenderer *renderer) { m_renderer = renderer; } inline void setLabelItem(bool isLabel) { m_labelItem = isLabel; } inline bool isLabel() const { return m_labelItem; } // Volume specific inline void setTextureWidth(int width) { m_textureWidth = width; setSliceIndexX(m_sliceIndexX); } inline int textureWidth() const { return m_textureWidth; } inline void setTextureHeight(int height) { m_textureHeight = height; setSliceIndexY(m_sliceIndexY); } inline int textureHeight() const { return m_textureHeight; } inline void setTextureDepth(int depth) { m_textureDepth = depth; setSliceIndexZ(m_sliceIndexZ); } inline int textureDepth() const { return m_textureDepth; } inline int textureSize() const { return m_textureWidth * m_textureHeight * m_textureDepth; } inline void setColorTable(const QVector &colors) { m_colorTable = colors; } void setColorTable(const QVector &colors); inline const QVector &colorTable() const { return m_colorTable; } inline void setVolume(bool volume) { m_isVolume = volume; } inline bool isVolume() const { return m_isVolume; } inline void setTextureFormat(QImage::Format format) { m_textureFormat = format; } inline QImage::Format textureFormat() const { return m_textureFormat; } inline void setSliceIndexX(int index) { m_sliceIndexX = index; m_sliceFractions.setX((float(index) + 0.5f) / float(m_textureWidth) * 2.0 - 1.0); } inline void setSliceIndexY(int index) { m_sliceIndexY = index; m_sliceFractions.setY((float(index) + 0.5f) / float(m_textureHeight) * 2.0 - 1.0); } inline void setSliceIndexZ(int index) { m_sliceIndexZ = index; m_sliceFractions.setZ((float(index) + 0.5f) / float(m_textureDepth) * 2.0 - 1.0); } inline const QVector3D &sliceFractions() const { return m_sliceFractions; } inline int sliceIndexX() const { return m_sliceIndexX; } inline int sliceIndexY() const { return m_sliceIndexY; } inline int sliceIndexZ() const { return m_sliceIndexZ; } inline void setAlphaMultiplier(float mult) { m_alphaMultiplier = mult; } inline float alphaMultiplier() const { return m_alphaMultiplier; } inline void setPreserveOpacity(bool enable) { m_preserveOpacity = enable; } inline bool preserveOpacity() const { return m_preserveOpacity; } inline void setUseHighDefShader(bool enable) { m_useHighDefShader = enable; } inline bool useHighDefShader() const {return m_useHighDefShader; } void setMinBounds(const QVector3D &bounds); inline const QVector3D &minBounds() const { return m_minBounds; } void setMaxBounds(const QVector3D &bounds); inline const QVector3D &maxBounds() const { return m_maxBounds; } inline const QVector3D &minBoundsNormal() const { return m_minBoundsNormal; } inline const QVector3D &maxBoundsNormal() const { return m_maxBoundsNormal; } inline void setDrawSlices(bool enable) { m_drawSlices = enable; } inline bool drawSlices() const {return m_drawSlices; } inline void setDrawSliceFrames(bool enable) { m_drawSliceFrames = enable; } inline bool drawSliceFrames() const {return m_drawSliceFrames; } void setSliceFrameColor(const QColor &color); inline const QVector4D &sliceFrameColor() const { return m_sliceFrameColor; } inline void setSliceFrameWidths(const QVector3D &widths) { m_sliceFrameWidths = widths * 2.0f; } inline const QVector3D &sliceFrameWidths() const { return m_sliceFrameWidths; } inline void setSliceFrameGaps(const QVector3D &gaps) { m_sliceFrameGaps = gaps * 2.0f; } inline const QVector3D &sliceFrameGaps() const { return m_sliceFrameGaps; } inline void setSliceFrameThicknesses(const QVector3D &thicknesses) { m_sliceFrameThicknesses = thicknesses; } inline const QVector3D &sliceFrameThicknesses() const { return m_sliceFrameThicknesses; } private: Q_DISABLE_COPY(CustomRenderItem) GLuint m_texture; QVector3D m_scaling; QVector3D m_origScaling; QVector3D m_position; QVector3D m_origPosition; bool m_positionAbsolute; bool m_scalingAbsolute; ObjectHelper *m_object; // shared reference bool m_needBlend; bool m_visible; bool m_valid; int m_index; bool m_shadowCasting; bool m_isFacingCamera; QCustom3DItem *m_item; Abstract3DRenderer *m_renderer; bool m_labelItem; // Volume specific int m_textureWidth; int m_textureHeight; int m_textureDepth; QVector m_colorTable; bool m_isVolume; QImage::Format m_textureFormat; int m_sliceIndexX; int m_sliceIndexY; int m_sliceIndexZ; QVector3D m_sliceFractions; float m_alphaMultiplier; bool m_preserveOpacity; bool m_useHighDefShader; QVector3D m_minBounds; QVector3D m_maxBounds; QVector3D m_minBoundsNormal; QVector3D m_maxBoundsNormal; bool m_drawSlices; bool m_drawSliceFrames; QVector4D m_sliceFrameColor; QVector3D m_sliceFrameWidths; QVector3D m_sliceFrameGaps; QVector3D m_sliceFrameThicknesses; }; typedef QHash CustomRenderItemArray; QT_END_NAMESPACE_DATAVISUALIZATION #endif