/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc ** All rights reserved. ** For any questions to Digia, please use contact form at http://qt.io ** ** This file is part of the Qt Data Visualization module. ** ** Licensees holding valid commercial license for Qt may use this file in ** accordance with the Qt License Agreement provided with the Software ** or, alternatively, in accordance with the terms contained in a written ** agreement between you and Digia. ** ** If you have questions regarding the use of this file, please use ** contact form at http://qt.io ** ****************************************************************************/ #include "qcustom3dvolume_p.h" #include "utils_p.h" QT_BEGIN_NAMESPACE_DATAVISUALIZATION /*! * \class QCustom3DVolume * \inmodule QtDataVisualization * \brief The QCustom3DVolume class is for creating volume rendered objects to be added to a graph. * \since QtDataVisualization 1.2 * * This class is for creating volume rendered objects to be added to a graph. A volume rendered * object is a box with a 3D texture. Three slice planes are supported for the volume, one along * each main axis of the volume. * * Rendering volume objects is very performance intensive, especially when the volume is largely * transparent, as the contents of the volume are ray-traced. The performance scales nearly linearly * with the amount of pixels that the volume occupies on the screen, so showing the volume in a * smaller view or limiting the zoom level of the graph are easy ways to improve performance. * Similarly, the volume texture dimensions have a large impact on performance. * If the frame rate is more important than pixel-perfect rendering of the volume contents, consider * turning the high definition shader off by setting useHighDefShader property to \c{false}. * * \note Volumetric objects are only supported with orthographic projection. * * \note Volumetric objects utilize 3D textures, which are not supported in OpenGL ES2 environments. * * \sa QAbstract3DGraph::addCustomItem(), QAbstract3DGraph::orthoProjection, useHighDefShader */ /*! * \qmltype Custom3DVolume * \inqmlmodule QtDataVisualization * \since QtDataVisualization 1.2 * \ingroup datavisualization_qml * \instantiates QCustom3DVolume * \inherits Custom3DItem * \brief The Custom3DVolume type is for creating volume rendered objects to be added to a graph. * * This class is for creating volume rendered objects to be added to a graph. A volume rendered * object is a box with a 3D texture. Three slice planes are supported for the volume, one along * each main axis of the volume. * * Rendering volume objects is very performance intensive, especially when the volume is largely * transparent, as the contents of the volume are ray-traced. The performance scales nearly linearly * with the amount of pixels that the volume occupies on the screen, so showing the volume in a * smaller view or limiting the zoom level of the graph are easy ways to improve performance. * Similarly, the volume texture dimensions have a large impact on performance. * If the frame rate is more important than pixel-perfect rendering of the volume contents, consider * turning the high definition shader off by setting useHighDefShader property to \c{false}. * * \note: Filling in the volume data would not typically be efficient or practical from pure QML, * so properties directly related to that are not fully supported from QML. * Make a hybrid QML/C++ application if you want to use volume objects with a QML UI. * * \note Volumetric objects are only supported with orthographic projection. * * \note Volumetric objects utilize 3D textures, which are not supported in OpenGL ES2 environments. * * \sa AbstractGraph3D::orthoProjection, useHighDefShader */ /*! \qmlproperty int Custom3DVolume::textureWidth * * The width of the 3D texture defining the volume content in pixels. Defaults to \c{0}. * * \note: Changing this property from QML is not supported, as the texture data cannot be resized * to match. */ /*! \qmlproperty int Custom3DVolume::textureHeight * * The height of the 3D texture defining the volume content in pixels. Defaults to \c{0}. * * \note: Changing this property from QML is not supported, as the texture data cannot be resized * to match. */ /*! \qmlproperty int Custom3DVolume::textureDepth * * The depth of the 3D texture defining the volume content in pixels. Defaults to \c{0}. * * \note: Changing this property from QML is not supported, as the texture data cannot be resized * to match. */ /*! \qmlproperty int Custom3DVolume::sliceIndexX * * The X dimension index into the texture data indicating which vertical slice to show. * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn. * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn * normally. * Defaults to \c{-1}. * * \sa QCustom3DVolume::textureData, drawSlices, drawSliceFrames */ /*! \qmlproperty int Custom3DVolume::sliceIndexY * * The Y dimension index into the texture data indicating which horizontal slice to show. * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn. * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn * normally. * Defaults to \c{-1}. * * \sa QCustom3DVolume::textureData, drawSlices, drawSliceFrames */ /*! \qmlproperty int Custom3DVolume::sliceIndexZ * * The Z dimension index into the texture data indicating which vertical slice to show. * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn. * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn * normally. * Defaults to \c{-1}. * * \sa QCustom3DVolume::textureData, drawSlices, drawSliceFrames */ /*! * \qmlproperty real Custom3DVolume::alphaMultiplier * * The alpha value of every texel of the volume texture is multiplied with this value at * the render time. This can be used to introduce uniform transparency to the volume. * If preserveOpacity is \c{true}, only texels with at least some transparency to begin with are * affected, and fully opaque texels are not affected. * The value must not be negative. * Defaults to \c{1.0}. * * \sa preserveOpacity */ /*! * \qmlproperty bool Custom3DVolume::preserveOpacity * * If this property value is \c{true}, alphaMultiplier is only applied to texels that already have * some transparency. If it is \c{false}, the multiplier is applied to the alpha value of all * texels. * Defaults to \c{true}. * * \sa alphaMultiplier */ /*! * \qmlproperty bool Custom3DVolume::useHighDefShader * * If this property value is \c{true}, a high definition shader is used to render the volume. * If it is \c{false}, a low definition shader is used. * * The high definition shader guarantees that every visible texel of the volume texture is sampled * when the volume is rendered. * The low definition shader renders only a rough approximation of the volume contents, * but at much higher frame rate. The low definition shader doesn't guarantee every texel of the * volume texture is sampled, so there may be flickering if the volume contains distinct thin * features. * * \note This value doesn't affect the level of detail when rendering the slices of the volume. * * Defaults to \c{true}. */ /*! * \qmlproperty bool Custom3DVolume::drawSlices * * If this property value is \c{true}, the slices indicated by slice index properties * will be drawn instead of the full volume. * If it is \c{false}, the full volume will always be drawn. * Defaults to \c{false}. * * \note The slices are always drawn along the item axes, so if the item is rotated, the slices are * rotated as well. * * \sa sliceIndexX, sliceIndexY, sliceIndexZ */ /*! * \qmlproperty bool Custom3DVolume::drawSliceFrames * * If this property value is \c{true}, the frames of slices indicated by slice index properties * will be drawn around the volume. * If it is \c{false}, no slice frames will be drawn. * Drawing slice frames is independent of drawing slices, so you can show the full volume and * still draw the slice frames around it. * Defaults to \c{false}. * * \sa sliceIndexX, sliceIndexY, sliceIndexZ, drawSlices */ /*! * \qmlproperty color Custom3DVolume::sliceFrameColor * * Indicates the color of the slice frame. Transparent slice frame color is not supported. * * Defaults to black. * * \sa drawSliceFrames */ /*! * \qmlproperty vector3d Custom3DVolume::sliceFrameWidths * * Indicates the widths of the slice frame. The width can be different on different dimensions, * so you can for example omit drawing the frames on certain sides of the volume by setting the * value for that dimension to zero. The values are fractions of the volume thickness in the same * dimension. The values cannot be negative. * * Defaults to \c{vector3d(0.01, 0.01, 0.01)}. * * \sa drawSliceFrames */ /*! * \qmlproperty vector3d Custom3DVolume::sliceFrameGaps * * Indicates the amount of air gap left between the volume itself and the frame in each dimension. * The gap can be different on different dimensions. The values are fractions of the volume * thickness in the same dimension. The values cannot be negative. * * Defaults to \c{vector3d(0.01, 0.01, 0.01)}. * * \sa drawSliceFrames */ /*! * \qmlproperty vector3d Custom3DVolume::sliceFrameThicknesses * * Indicates the thickness of the slice frames for each dimension. The values are fractions of * the volume thickness in the same dimension. The values cannot be negative. * * Defaults to \c{vector3d(0.01, 0.01, 0.01)}. * * \sa drawSliceFrames */ /*! * Constructs QCustom3DVolume with given \a parent. */ QCustom3DVolume::QCustom3DVolume(QObject *parent) : QCustom3DItem(new QCustom3DVolumePrivate(this), parent) { } /*! * Constructs QCustom3DVolume with given \a position, \a scaling, \a rotation, * \a textureWidth, \a textureHeight, \a textureDepth, \a textureData, \a textureFormat, * \a colorTable, and optional \a parent. * * \sa textureData, setTextureFormat(), colorTable */ QCustom3DVolume::QCustom3DVolume(const QVector3D &position, const QVector3D &scaling, const QQuaternion &rotation, int textureWidth, int textureHeight, int textureDepth, QVector *textureData, QImage::Format textureFormat, const QVector &colorTable, QObject *parent) : QCustom3DItem(new QCustom3DVolumePrivate(this, position, scaling, rotation, textureWidth, textureHeight, textureDepth, textureData, textureFormat, colorTable), parent) { } /*! * Destroys QCustom3DVolume. */ QCustom3DVolume::~QCustom3DVolume() { } /*! \property QCustom3DVolume::textureWidth * * The width of the 3D texture defining the volume content in pixels. Defaults to \c{0}. * * \note The textureData may need to be resized or recreated if this value is changed. * Defaults to \c{0}. * * \sa textureData, textureHeight, textureDepth, setTextureFormat(), textureDataWidth() */ void QCustom3DVolume::setTextureWidth(int value) { if (value >= 0) { if (dptr()->m_textureWidth != value) { dptr()->m_textureWidth = value; dptr()->m_dirtyBitsVolume.textureDimensionsDirty = true; emit textureWidthChanged(value); emit dptr()->needUpdate(); } } else { qWarning() << __FUNCTION__ << "Cannot set negative value."; } } int QCustom3DVolume::textureWidth() const { return dptrc()->m_textureWidth; } /*! \property QCustom3DVolume::textureHeight * * The height of the 3D texture defining the volume content in pixels. Defaults to \c{0}. * * \note The textureData may need to be resized or recreated if this value is changed. * Defaults to \c{0}. * * \sa textureData, textureWidth, textureDepth, setTextureFormat() */ void QCustom3DVolume::setTextureHeight(int value) { if (value >= 0) { if (dptr()->m_textureHeight != value) { dptr()->m_textureHeight = value; dptr()->m_dirtyBitsVolume.textureDimensionsDirty = true; emit textureHeightChanged(value); emit dptr()->needUpdate(); } } else { qWarning() << __FUNCTION__ << "Cannot set negative value."; } } int QCustom3DVolume::textureHeight() const { return dptrc()->m_textureHeight; } /*! \property QCustom3DVolume::textureDepth * * The depth of the 3D texture defining the volume content in pixels. Defaults to \c{0}. * * \note The textureData may need to be resized or recreated if this value is changed. * Defaults to \c{0}. * * \sa textureData, textureWidth, textureHeight, setTextureFormat() */ void QCustom3DVolume::setTextureDepth(int value) { if (value >= 0) { if (dptr()->m_textureDepth != value) { dptr()->m_textureDepth = value; dptr()->m_dirtyBitsVolume.textureDimensionsDirty = true; emit textureDepthChanged(value); emit dptr()->needUpdate(); } } else { qWarning() << __FUNCTION__ << "Cannot set negative value."; } } int QCustom3DVolume::textureDepth() const { return dptrc()->m_textureDepth; } /*! * A convenience function for setting all three texture dimensions * (\a width, \a height, and \a depth) at once. * * \sa textureData */ void QCustom3DVolume::setTextureDimensions(int width, int height, int depth) { setTextureWidth(width); setTextureHeight(height); setTextureDepth(depth); } /*! * \return the actual texture data width. When the texture format is QImage::Format_Indexed8, * this is textureWidth aligned to 32bit boundary. Otherwise this is four times textureWidth. */ int QCustom3DVolume::textureDataWidth() const { int dataWidth = dptrc()->m_textureWidth; if (dptrc()->m_textureFormat == QImage::Format_Indexed8) dataWidth += dataWidth % 4; else dataWidth *= 4; return dataWidth; } /*! \property QCustom3DVolume::sliceIndexX * * The X dimension index into the texture data indicating which vertical slice to show. * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn. * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn * normally. * Defaults to \c{-1}. * * \sa textureData, drawSlices, drawSliceFrames */ void QCustom3DVolume::setSliceIndexX(int value) { if (dptr()->m_sliceIndexX != value) { dptr()->m_sliceIndexX = value; dptr()->m_dirtyBitsVolume.slicesDirty = true; emit sliceIndexXChanged(value); emit dptr()->needUpdate(); } } int QCustom3DVolume::sliceIndexX() const { return dptrc()->m_sliceIndexX; } /*! \property QCustom3DVolume::sliceIndexY * * The Y dimension index into the texture data indicating which horizontal slice to show. * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn. * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn * normally. * Defaults to \c{-1}. * * \sa textureData, drawSlices, drawSliceFrames */ void QCustom3DVolume::setSliceIndexY(int value) { if (dptr()->m_sliceIndexY != value) { dptr()->m_sliceIndexY = value; dptr()->m_dirtyBitsVolume.slicesDirty = true; emit sliceIndexYChanged(value); emit dptr()->needUpdate(); } } int QCustom3DVolume::sliceIndexY() const { return dptrc()->m_sliceIndexY; } /*! \property QCustom3DVolume::sliceIndexZ * * The Z dimension index into the texture data indicating which vertical slice to show. * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn. * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn * normally. * Defaults to \c{-1}. * * \sa textureData, drawSlices, drawSliceFrames */ void QCustom3DVolume::setSliceIndexZ(int value) { if (dptr()->m_sliceIndexZ != value) { dptr()->m_sliceIndexZ = value; dptr()->m_dirtyBitsVolume.slicesDirty = true; emit sliceIndexZChanged(value); emit dptr()->needUpdate(); } } int QCustom3DVolume::sliceIndexZ() const { return dptrc()->m_sliceIndexZ; } /*! * A convenience function for setting all three slice indices (\a x, \a y, and \a z) at once. * * \sa textureData */ void QCustom3DVolume::setSliceIndices(int x, int y, int z) { setSliceIndexX(x); setSliceIndexY(y); setSliceIndexZ(z); } /*! \property QCustom3DVolume::colorTable * * The array containing the colors for indexed texture formats. If the texture format is not * indexed, this array is not used and can be empty. * * Defaults to \c{0}. * * \sa textureData, setTextureFormat(), QImage::colorTable() */ void QCustom3DVolume::setColorTable(const QVector &colors) { if (dptr()->m_colorTable != colors) { dptr()->m_colorTable = colors; dptr()->m_dirtyBitsVolume.colorTableDirty = true; emit colorTableChanged(); emit dptr()->needUpdate(); } } QVector QCustom3DVolume::colorTable() const { return dptrc()->m_colorTable; } /*! \property QCustom3DVolume::textureData * * The array containing the texture data in the format specified by textureFormat. * The size of this array must be at least * (\c{textureDataWidth * textureHeight * textureDepth * texture format color depth in bytes}). * * A 3D texture is defined by a stack of 2D subtextures. Each subtexture must be of identical size * (\c{textureDataWidth * textureHeight}), and the depth of the stack is defined by textureDepth * property. Each 2D texture data is identical to a QImage data with the same format, so * QImage::bits() can be used to supply the data for each subtexture. * * Ownership of the new array transfers to QCustom3DVolume instance. * If another array is set, the previous array is deleted. * If the same array is set again, it is assumed that the array contents have been changed and the * graph rendering is triggered. * * \note Each X-line of the data needs to be 32bit aligned. If the textureFormat is * QImage::Format_Indexed8 and textureWidth is not divisible by four, padding bytes need * to be added to each X-line of the \a data. You can get the padded byte count with * textureDataWidth() function. The padding bytes should indicate an fully transparent color * to avoid rendering artifacts. * * Defaults to \c{0}. * * \sa colorTable, setTextureFormat(), setSubTextureData(), textureDataWidth() */ void QCustom3DVolume::setTextureData(QVector *data) { if (dptr()->m_textureData != data) delete dptr()->m_textureData; // Even if the pointer is same as previously, consider this property changed, as the values // can be changed unbeknownst to us via the array pointer. dptr()->m_textureData = data; dptr()->m_dirtyBitsVolume.textureDataDirty = true; emit textureDataChanged(data); emit dptr()->needUpdate(); } /*! * This function creates a new texture data array from an array of \a images and sets it as * textureData for this volume object. The texture dimensions are also set according to image * and array dimensions. All of the images in the array must be the same size. If the images are not * all in QImage::Format_Indexed8 format, all texture data will be converted into * QImage::Format_ARGB32 format. If the images are in QImage::Format_Indexed8 format, the colorTable * for the entire volume will be taken from the first image. * * \return pointer to the newly created array. * * \sa textureData, textureWidth, textureHeight, textureDepth, setTextureFormat() */ QVector *QCustom3DVolume::createTextureData(const QVector &images) { int imageCount = images.size(); if (imageCount) { QImage *currentImage = images.at(0); int imageWidth = currentImage->width(); int imageHeight = currentImage->height(); QImage::Format imageFormat = currentImage->format(); bool convert = false; if (imageFormat != QImage::Format_Indexed8 && imageFormat != QImage::Format_ARGB32) { convert = true; imageFormat = QImage::Format_ARGB32; } else { for (int i = 0; i < imageCount; i++) { currentImage = images.at(i); if (imageWidth != currentImage->width() || imageHeight != currentImage->height()) { qWarning() << __FUNCTION__ << "Not all images were of the same size."; setTextureData(0); setTextureWidth(0); setTextureHeight(0); setTextureDepth(0); return 0; } if (currentImage->format() != imageFormat) { convert = true; imageFormat = QImage::Format_ARGB32; break; } } } int colorBytes = (imageFormat == QImage::Format_Indexed8) ? 1 : 4; int imageByteWidth = (imageFormat == QImage::Format_Indexed8) ? currentImage->bytesPerLine() : imageWidth; int frameSize = imageByteWidth * imageHeight * colorBytes; QVector *newTextureData = new QVector; newTextureData->resize(frameSize * imageCount); uchar *texturePtr = newTextureData->data(); QImage convertedImage; for (int i = 0; i < imageCount; i++) { currentImage = images.at(i); if (convert) { convertedImage = currentImage->convertToFormat(imageFormat); currentImage = &convertedImage; } memcpy(texturePtr, static_cast(currentImage->bits()), frameSize); texturePtr += frameSize; } if (imageFormat == QImage::Format_Indexed8) setColorTable(images.at(0)->colorTable()); setTextureData(newTextureData); setTextureFormat(imageFormat); setTextureWidth(imageWidth); setTextureHeight(imageHeight); setTextureDepth(imageCount); } else { setTextureData(0); setTextureWidth(0); setTextureHeight(0); setTextureDepth(0); } return dptr()->m_textureData; } QVector *QCustom3DVolume::textureData() const { return dptrc()->m_textureData; } /*! * This function allows setting a single 2D subtexture of the 3D texture along the specified * \a axis of the volume. * The \a index parameter specifies the subtexture to set. * The texture \a data must be in the format specified by textureFormat property and have size of * the cross-section of the volume texture along the specified axis multiplied by * the texture format color depth in bytes. * The \a data is expected to be ordered similarly to the data in images produced by renderSlice() * method along the same axis. * * \note Each X-line of the data needs to be 32bit aligned when targeting Y-axis or Z-axis. * If the textureFormat is QImage::Format_Indexed8 and textureWidth is not divisible by four, * padding bytes need to be added to each X-line of the \a data in cases it is not already * properly aligned. The padding bytes should indicate an fully transparent color to avoid * rendering artifacts. * * \sa textureData, renderSlice() */ void QCustom3DVolume::setSubTextureData(Qt::Axis axis, int index, const uchar *data) { if (data) { int lineSize = textureDataWidth(); int frameSize = lineSize * dptr()->m_textureHeight; int dataSize = dptr()->m_textureData->size(); int pixelWidth = (dptr()->m_textureFormat == QImage::Format_Indexed8) ? 1 : 4; int targetIndex; uchar *dataPtr = dptr()->m_textureData->data(); bool invalid = (index < 0); if (axis == Qt::XAxis) { targetIndex = index * pixelWidth; if (index >= dptr()->m_textureWidth || (frameSize * (dptr()->m_textureDepth - 1) + targetIndex) > dataSize) { invalid = true; } } else if (axis == Qt::YAxis) { targetIndex = (index * lineSize) + (frameSize * (dptr()->m_textureDepth - 1)); if (index >= dptr()->m_textureHeight || (targetIndex + lineSize > dataSize)) invalid = true; } else { targetIndex = index * frameSize; if (index >= dptr()->m_textureDepth || ((targetIndex + frameSize) > dataSize)) invalid = true; } if (invalid) { qWarning() << __FUNCTION__ << "Attempted to set invalid subtexture."; } else { const uchar *sourcePtr = data; uchar *targetPtr = dataPtr + targetIndex; if (axis == Qt::XAxis) { int targetWidth = dptr()->m_textureDepth; int targetHeight = dptr()->m_textureHeight; for (int i = 0; i < targetHeight; i++) { targetPtr = dataPtr + targetIndex + (lineSize * i); for (int j = 0; j < targetWidth; j++) { for (int k = 0; k < pixelWidth; k++) *targetPtr++ = *sourcePtr++; targetPtr += (frameSize - pixelWidth); } } } else if (axis == Qt::YAxis) { int targetHeight = dptr()->m_textureDepth; for (int i = 0; i < targetHeight; i++){ for (int j = 0; j < lineSize; j++) *targetPtr++ = *sourcePtr++; targetPtr -= (frameSize + lineSize); } } else { void *subTexPtr = dataPtr + targetIndex; memcpy(subTexPtr, static_cast(data), frameSize); } dptr()->m_dirtyBitsVolume.textureDataDirty = true; emit textureDataChanged(dptr()->m_textureData); emit dptr()->needUpdate(); } } else { qWarning() << __FUNCTION__ << "Tried to set null data."; } } /*! * This function allows setting a single 2D subtexture of the 3D texture along the specified * \a axis of the volume. * The \a index parameter specifies the subtexture to set. * The source \a image must be in the format specified by the textureFormat property if the * textureFormat is indexed. If the textureFormat is QImage::Format_ARGB32, the image is converted * to that format. The image must have the size of the cross-section of the volume texture along * the specified axis. The orientation of the image should correspond to the orientation of * the slice image produced by renderSlice() method along the same axis. * * \note Each X-line of the data needs to be 32bit aligned when targeting Y-axis or Z-axis. * If the textureFormat is QImage::Format_Indexed8 and textureWidth is not divisible by four, * padding bytes need to be added to each X-line of the \a image in cases it is not already * properly aligned. The padding bytes should indicate an fully transparent color to avoid * rendering artifacts. It is not guaranteed QImage will do this automatically. * * \sa textureData, renderSlice() */ void QCustom3DVolume::setSubTextureData(Qt::Axis axis, int index, const QImage &image) { int sourceWidth = image.width(); int sourceHeight = image.height(); int targetWidth; int targetHeight; if (axis == Qt::XAxis) { targetWidth = dptr()->m_textureDepth; targetHeight = dptr()->m_textureHeight; } else if (axis == Qt::YAxis) { targetWidth = dptr()->m_textureWidth; targetHeight = dptr()->m_textureDepth; } else { targetWidth = dptr()->m_textureWidth; targetHeight = dptr()->m_textureHeight; } if (sourceWidth == targetWidth && sourceHeight == targetHeight && (image.format() == dptr()->m_textureFormat || dptr()->m_textureFormat == QImage::Format_ARGB32)) { QImage convertedImage; if (dptr()->m_textureFormat == QImage::Format_ARGB32 && image.format() != QImage::Format_ARGB32) { convertedImage = image.convertToFormat(QImage::Format_ARGB32); } else { convertedImage = image; } setSubTextureData(axis, index, convertedImage.bits()); } else { qWarning() << __FUNCTION__ << "Invalid image size or format."; } } // Note: textureFormat is not a Q_PROPERTY to work around an issue in meta object system that // doesn't allow QImage::format to be a property type. Qt 5.2.1 at least has this problem. /*! * Sets the format of the textureData to \a format. Only two formats are supported currently: * QImage::Format_Indexed8 and QImage::Format_ARGB32. If an indexed format is specified, colorTable * must also be set. * Defaults to QImage::Format_ARGB32. * * \sa colorTable, textureData */ void QCustom3DVolume::setTextureFormat(QImage::Format format) { if (format == QImage::Format_ARGB32 || format == QImage::Format_Indexed8) { if (dptr()->m_textureFormat != format) { dptr()->m_textureFormat = format; dptr()->m_dirtyBitsVolume.textureFormatDirty = true; emit textureFormatChanged(format); emit dptr()->needUpdate(); } } else { qWarning() << __FUNCTION__ << "Attempted to set invalid texture format."; } } /*! * \return the format of the textureData. * * \sa setTextureFormat() */ QImage::Format QCustom3DVolume::textureFormat() const { return dptrc()->m_textureFormat; } /*! * \fn void QCustom3DVolume::textureFormatChanged(QImage::Format format) * * This signal is emitted when the textureData \a format changes. * * \sa setTextureFormat() */ /*! * \property QCustom3DVolume::alphaMultiplier * * The alpha value of every texel of the volume texture is multiplied with this value at * the render time. This can be used to introduce uniform transparency to the volume. * If preserveOpacity is \c{true}, only texels with at least some transparency to begin with are * affected, and fully opaque texels are not affected. * The value must not be negative. * Defaults to \c{1.0f}. * * \sa preserveOpacity, textureData */ void QCustom3DVolume::setAlphaMultiplier(float mult) { if (mult >= 0.0f) { if (dptr()->m_alphaMultiplier != mult) { dptr()->m_alphaMultiplier = mult; dptr()->m_dirtyBitsVolume.alphaDirty = true; emit alphaMultiplierChanged(mult); emit dptr()->needUpdate(); } } else { qWarning() << __FUNCTION__ << "Attempted to set negative multiplier."; } } float QCustom3DVolume::alphaMultiplier() const { return dptrc()->m_alphaMultiplier; } /*! * \property QCustom3DVolume::preserveOpacity * * If this property value is \c{true}, alphaMultiplier is only applied to texels that already have * some transparency. If it is \c{false}, the multiplier is applied to the alpha value of all * texels. * Defaults to \c{true}. * * \sa alphaMultiplier */ void QCustom3DVolume::setPreserveOpacity(bool enable) { if (dptr()->m_preserveOpacity != enable) { dptr()->m_preserveOpacity = enable; dptr()->m_dirtyBitsVolume.alphaDirty = true; emit preserveOpacityChanged(enable); emit dptr()->needUpdate(); } } bool QCustom3DVolume::preserveOpacity() const { return dptrc()->m_preserveOpacity; } /*! * \property QCustom3DVolume::useHighDefShader * * If this property value is \c{true}, a high definition shader is used to render the volume. * If it is \c{false}, a low definition shader is used. * * The high definition shader guarantees that every visible texel of the volume texture is sampled * when the volume is rendered. * The low definition shader renders only a rough approximation of the volume contents, * but at much higher frame rate. The low definition shader doesn't guarantee every texel of the * volume texture is sampled, so there may be flickering if the volume contains distinct thin * features. * * \note This value doesn't affect the level of detail when rendering the slices of the volume. * * Defaults to \c{true}. * * \sa renderSlice() */ void QCustom3DVolume::setUseHighDefShader(bool enable) { if (dptr()->m_useHighDefShader != enable) { dptr()->m_useHighDefShader = enable; dptr()->m_dirtyBitsVolume.shaderDirty = true; emit useHighDefShaderChanged(enable); emit dptr()->needUpdate(); } } bool QCustom3DVolume::useHighDefShader() const { return dptrc()->m_useHighDefShader; } /*! * \property QCustom3DVolume::drawSlices * * If this property value is \c{true}, the slices indicated by slice index properties * will be drawn instead of the full volume. * If it is \c{false}, the full volume will always be drawn. * Defaults to \c{false}. * * \note The slices are always drawn along the item axes, so if the item is rotated, the slices are * rotated as well. * * \sa sliceIndexX, sliceIndexY, sliceIndexZ */ void QCustom3DVolume::setDrawSlices(bool enable) { if (dptr()->m_drawSlices != enable) { dptr()->m_drawSlices = enable; dptr()->m_dirtyBitsVolume.slicesDirty = true; emit drawSlicesChanged(enable); emit dptr()->needUpdate(); } } bool QCustom3DVolume::drawSlices() const { return dptrc()->m_drawSlices; } /*! * \property QCustom3DVolume::drawSliceFrames * * If this property value is \c{true}, the frames of slices indicated by slice index properties * will be drawn around the volume. * If it is \c{false}, no slice frames will be drawn. * Drawing slice frames is independent of drawing slices, so you can show the full volume and * still draw the slice frames around it. This is useful when using renderSlice() to display the * slices outside the graph itself. * Defaults to \c{false}. * * \sa sliceIndexX, sliceIndexY, sliceIndexZ, drawSlices, renderSlice() */ void QCustom3DVolume::setDrawSliceFrames(bool enable) { if (dptr()->m_drawSliceFrames != enable) { dptr()->m_drawSliceFrames = enable; dptr()->m_dirtyBitsVolume.slicesDirty = true; emit drawSliceFramesChanged(enable); emit dptr()->needUpdate(); } } bool QCustom3DVolume::drawSliceFrames() const { return dptrc()->m_drawSliceFrames; } /*! * \property QCustom3DVolume::sliceFrameColor * * Indicates the color of the slice frame. Transparent slice frame color is not supported. * * Defaults to black. * * \sa drawSliceFrames */ void QCustom3DVolume::setSliceFrameColor(const QColor &color) { if (dptr()->m_sliceFrameColor != color) { dptr()->m_sliceFrameColor = color; dptr()->m_dirtyBitsVolume.slicesDirty = true; emit sliceFrameColorChanged(color); emit dptr()->needUpdate(); } } QColor QCustom3DVolume::sliceFrameColor() const { return dptrc()->m_sliceFrameColor; } /*! * \property QCustom3DVolume::sliceFrameWidths * * Indicates the widths of the slice frame. The width can be different on different dimensions, * so you can for example omit drawing the frames on certain sides of the volume by setting the * value for that dimension to zero. The values are fractions of the volume thickness in the same * dimension. The values cannot be negative. * * Defaults to \c{QVector3D(0.01, 0.01, 0.01)}. * * \sa drawSliceFrames */ void QCustom3DVolume::setSliceFrameWidths(const QVector3D &values) { if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) { qWarning() << __FUNCTION__ << "Attempted to set negative values."; } else if (dptr()->m_sliceFrameWidths != values) { dptr()->m_sliceFrameWidths = values; dptr()->m_dirtyBitsVolume.slicesDirty = true; emit sliceFrameWidthsChanged(values); emit dptr()->needUpdate(); } } QVector3D QCustom3DVolume::sliceFrameWidths() const { return dptrc()->m_sliceFrameWidths; } /*! * \property QCustom3DVolume::sliceFrameGaps * * Indicates the amount of air gap left between the volume itself and the frame in each dimension. * The gap can be different on different dimensions. The values are fractions of the volume * thickness in the same dimension. The values cannot be negative. * * Defaults to \c{QVector3D(0.01, 0.01, 0.01)}. * * \sa drawSliceFrames */ void QCustom3DVolume::setSliceFrameGaps(const QVector3D &values) { if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) { qWarning() << __FUNCTION__ << "Attempted to set negative values."; } else if (dptr()->m_sliceFrameGaps != values) { dptr()->m_sliceFrameGaps = values; dptr()->m_dirtyBitsVolume.slicesDirty = true; emit sliceFrameGapsChanged(values); emit dptr()->needUpdate(); } } QVector3D QCustom3DVolume::sliceFrameGaps() const { return dptrc()->m_sliceFrameGaps; } /*! * \property QCustom3DVolume::sliceFrameThicknesses * * Indicates the thickness of the slice frames for each dimension. The values are fractions of * the volume thickness in the same dimension. The values cannot be negative. * * Defaults to \c{QVector3D(0.01, 0.01, 0.01)}. * * \sa drawSliceFrames */ void QCustom3DVolume::setSliceFrameThicknesses(const QVector3D &values) { if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) { qWarning() << __FUNCTION__ << "Attempted to set negative values."; } else if (dptr()->m_sliceFrameThicknesses != values) { dptr()->m_sliceFrameThicknesses = values; dptr()->m_dirtyBitsVolume.slicesDirty = true; emit sliceFrameThicknessesChanged(values); emit dptr()->needUpdate(); } } QVector3D QCustom3DVolume::sliceFrameThicknesses() const { return dptrc()->m_sliceFrameThicknesses; } /*! * Renders the slice specified by \a index along \a axis into an image. * The texture format of this object is used. * * \return the rendered image of the slice, or a null image if invalid index is specified. * * \sa setTextureFormat() */ QImage QCustom3DVolume::renderSlice(Qt::Axis axis, int index) { return dptr()->renderSlice(axis, index); } /*! * \internal */ QCustom3DVolumePrivate *QCustom3DVolume::dptr() { return static_cast(d_ptr.data()); } /*! * \internal */ const QCustom3DVolumePrivate *QCustom3DVolume::dptrc() const { return static_cast(d_ptr.data()); } QCustom3DVolumePrivate::QCustom3DVolumePrivate(QCustom3DVolume *q) : QCustom3DItemPrivate(q), m_textureWidth(0), m_textureHeight(0), m_textureDepth(0), m_sliceIndexX(-1), m_sliceIndexY(-1), m_sliceIndexZ(-1), m_textureFormat(QImage::Format_ARGB32), m_textureData(0), m_alphaMultiplier(1.0f), m_preserveOpacity(true), m_useHighDefShader(true), m_drawSlices(false), m_drawSliceFrames(false), m_sliceFrameColor(Qt::black), m_sliceFrameWidths(QVector3D(0.01f, 0.01f, 0.01f)), m_sliceFrameGaps(QVector3D(0.01f, 0.01f, 0.01f)), m_sliceFrameThicknesses(QVector3D(0.01f, 0.01f, 0.01f)) { m_isVolumeItem = true; m_meshFile = QStringLiteral(":/defaultMeshes/barFull"); } QCustom3DVolumePrivate::QCustom3DVolumePrivate(QCustom3DVolume *q, const QVector3D &position, const QVector3D &scaling, const QQuaternion &rotation, int textureWidth, int textureHeight, int textureDepth, QVector *textureData, QImage::Format textureFormat, const QVector &colorTable) : QCustom3DItemPrivate(q, QStringLiteral(":/defaultMeshes/barFull"), position, scaling, rotation), m_textureWidth(textureWidth), m_textureHeight(textureHeight), m_textureDepth(textureDepth), m_sliceIndexX(-1), m_sliceIndexY(-1), m_sliceIndexZ(-1), m_textureFormat(textureFormat), m_colorTable(colorTable), m_textureData(textureData), m_alphaMultiplier(1.0f), m_preserveOpacity(true), m_useHighDefShader(true), m_drawSlices(false), m_drawSliceFrames(false), m_sliceFrameColor(Qt::black), m_sliceFrameWidths(QVector3D(0.01f, 0.01f, 0.01f)), m_sliceFrameGaps(QVector3D(0.01f, 0.01f, 0.01f)), m_sliceFrameThicknesses(QVector3D(0.01f, 0.01f, 0.01f)) { m_isVolumeItem = true; m_shadowCasting = false; if (m_textureWidth < 0) m_textureWidth = 0; if (m_textureHeight < 0) m_textureHeight = 0; if (m_textureDepth < 0) m_textureDepth = 0; if (m_textureFormat != QImage::Format_Indexed8) m_textureFormat = QImage::Format_ARGB32; } QCustom3DVolumePrivate::~QCustom3DVolumePrivate() { delete m_textureData; } void QCustom3DVolumePrivate::resetDirtyBits() { QCustom3DItemPrivate::resetDirtyBits(); m_dirtyBitsVolume.textureDimensionsDirty = false; m_dirtyBitsVolume.slicesDirty = false; m_dirtyBitsVolume.colorTableDirty = false; m_dirtyBitsVolume.textureDataDirty = false; m_dirtyBitsVolume.textureFormatDirty = false; m_dirtyBitsVolume.alphaDirty = false; m_dirtyBitsVolume.shaderDirty = false; } QImage QCustom3DVolumePrivate::renderSlice(Qt::Axis axis, int index) { if (index < 0) return QImage(); int x; int y; if (axis == Qt::XAxis) { if (index >= m_textureWidth) return QImage(); x = m_textureDepth; y = m_textureHeight; } else if (axis == Qt::YAxis) { if (index >= m_textureHeight) return QImage(); x = m_textureWidth; y = m_textureDepth; } else { if (index >= m_textureDepth) return QImage(); x = m_textureWidth; y = m_textureHeight; } int padding = 0; int pixelWidth = 4; int dataWidth = qptr()->textureDataWidth(); if (m_textureFormat == QImage::Format_Indexed8) { padding = x % 4; pixelWidth = 1; } QVector data((x + padding) * y * pixelWidth); int frameSize = qptr()->textureDataWidth() * m_textureHeight; int dataIndex = 0; if (axis == Qt::XAxis) { for (int i = 0; i < y; i++) { const uchar *p = m_textureData->constData() + (index * pixelWidth) + (dataWidth * i); for (int j = 0; j < x; j++) { for (int k = 0; k < pixelWidth; k++) data[dataIndex++] = *(p + k); p += frameSize; } } } else if (axis == Qt::YAxis) { for (int i = y - 1; i >= 0; i--) { const uchar *p = m_textureData->constData() + (index * dataWidth) + (frameSize * i); for (int j = 0; j < (x * pixelWidth); j++) { data[dataIndex++] = *p; p++; } } } else { for (int i = 0; i < y; i++) { const uchar *p = m_textureData->constData() + (index * frameSize) + (dataWidth * i); for (int j = 0; j < (x * pixelWidth); j++) { data[dataIndex++] = *p; p++; } } } if (m_textureFormat != QImage::Format_Indexed8 && m_alphaMultiplier != 1.0f) { for (int i = pixelWidth - 1; i < data.size(); i += pixelWidth) data[i] = static_cast(multipliedAlphaValue(data.at(i))); } QImage image(data.constData(), x, y, x * pixelWidth, m_textureFormat); image.bits(); // Call bits() to detach the new image from local data if (m_textureFormat == QImage::Format_Indexed8) { QVector colorTable = m_colorTable; if (m_alphaMultiplier != 1.0f) { for (int i = 0; i < colorTable.size(); i++) { QRgb curCol = colorTable.at(i); int alpha = multipliedAlphaValue(qAlpha(curCol)); if (alpha != qAlpha(curCol)) colorTable[i] = qRgba(qRed(curCol), qGreen(curCol), qBlue(curCol), alpha); } } image.setColorTable(colorTable); } return image; } int QCustom3DVolumePrivate::multipliedAlphaValue(int alpha) { int modifiedAlpha = alpha; if (!m_preserveOpacity || alpha != 255) { modifiedAlpha = int(m_alphaMultiplier * float(alpha)); modifiedAlpha = qMin(modifiedAlpha, 255); } return modifiedAlpha; } QCustom3DVolume *QCustom3DVolumePrivate::qptr() { return static_cast(q_ptr); } QT_END_NAMESPACE_DATAVISUALIZATION