// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only // // 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 Q3DBARSRENDERER_P_H #define Q3DBARSRENDERER_P_H #include "datavisualizationglobal_p.h" #include "bars3dcontroller_p.h" #include "abstract3drenderer_p.h" #include "barrenderitem_p.h" QT_BEGIN_NAMESPACE class QPoint; class QSizeF; QT_END_NAMESPACE QT_BEGIN_NAMESPACE class ShaderHelper; class LabelItem; class Q3DScene; class BarSeriesRenderCache; class Q_DATAVISUALIZATION_EXPORT Bars3DRenderer : public Abstract3DRenderer { Q_OBJECT private: // Cached state based on emitted signals from the controller QSizeF m_cachedBarThickness; QSizeF m_cachedBarSpacing; bool m_cachedIsSlicingActivated; int m_cachedRowCount; int m_cachedColumnCount; QSizeF m_cachedBarSeriesMargin; // Internal state BarRenderItem *m_selectedBar; // points to renderitem array AxisRenderCache *m_sliceCache; // not owned const LabelItem *m_sliceTitleItem; // not owned bool m_updateLabels; ShaderHelper *m_barShader; ShaderHelper *m_barGradientShader; ShaderHelper *m_depthShader; ShaderHelper *m_selectionShader; ShaderHelper *m_backgroundShader; GLuint m_bgrTexture; GLuint m_selectionTexture; GLuint m_depthFrameBuffer; GLuint m_selectionFrameBuffer; GLuint m_selectionDepthBuffer; GLfloat m_shadowQualityToShader; GLint m_shadowQualityMultiplier; GLfloat m_heightNormalizer; GLfloat m_gradientFraction; GLfloat m_backgroundAdjustment; GLfloat m_rowWidth; GLfloat m_columnDepth; GLfloat m_maxDimension; GLfloat m_scaleX; GLfloat m_scaleZ; GLfloat m_scaleFactor; GLfloat m_maxSceneSize; QPoint m_visualSelectedBarPos; QPoint m_selectedBarPos; BarSeriesRenderCache *m_selectedSeriesCache; BarRenderItem m_dummyBarRenderItem; bool m_noZeroInRange; float m_seriesScaleX; float m_seriesScaleZ; float m_seriesStep; float m_seriesStart; QPoint m_clickedPosition; bool m_keepSeriesUniform; bool m_haveUniformColorSeries; bool m_haveGradientSeries; float m_zeroPosition; float m_xScaleFactor; float m_zScaleFactor; float m_floorLevel; float m_actualFloorLevel; public: explicit Bars3DRenderer(Bars3DController *controller); ~Bars3DRenderer(); void updateData() override; void updateSeries(const QList &seriesList) override; SeriesRenderCache *createNewCache(QAbstract3DSeries *series) override; void updateRows(const QList &rows); void updateItems(const QList &items); void updateScene(Q3DScene *scene) override; void render(GLuint defaultFboHandle = 0) override; QVector3D convertPositionToTranslation(const QVector3D &position, bool isAbsolute) override; void updateAspectRatio(float ratio) override; void updateFloorLevel(float level); void updateMargin(float margin) override; protected: void contextCleanup() override; void initializeOpenGL() override; void fixCameraTarget(QVector3D &target) override; void getVisibleItemBounds(QVector3D &minBounds, QVector3D &maxBounds) override; public Q_SLOTS: void updateMultiSeriesScaling(bool uniform); void updateBarSpecs(GLfloat thicknessRatio = 1.0f, const QSizeF &spacing = QSizeF(1.0, 1.0), bool relative = true); void updateBarSeriesMargin(const QSizeF &margin); void updateSlicingActive(bool isSlicing); void updateSelectedBar(const QPoint &position, QBar3DSeries *series); inline QPoint clickedPosition() const { return m_clickedPosition; } void resetClickedStatus(); // Overloaded from abstract renderer void updateAxisRange(QAbstract3DAxis::AxisOrientation orientation, float min, float max) override; void updateAxisReversed(QAbstract3DAxis::AxisOrientation orientation, bool enable) override; private: void initShaders(const QString &vertexShader, const QString &fragmentShader) override; void initGradientShaders(const QString &vertexShader, const QString &fragmentShader) override; void updateShadowQuality(QAbstract3DGraph::ShadowQuality quality) override; void updateTextures() override; void fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh) override; void drawSlicedScene(); void drawScene(GLuint defaultFboHandle); void drawLabels(bool drawSelection, const Q3DCamera *activeCamera, const QMatrix4x4 &viewMatrix, const QMatrix4x4 &projectionMatrix); bool drawBars(BarRenderItem **selectedBar, const QMatrix4x4 &depthProjectionViewMatrix, const QMatrix4x4 &projectionViewMatrix, const QMatrix4x4 &viewMatrix, GLint startRow, GLint stopRow, GLint stepRow, GLint startBar, GLint stopBar, GLint stepBar, GLfloat reflection = 1.0f); void drawBackground(GLfloat backgroundRotation, const QMatrix4x4 &depthProjectionViewMatrix, const QMatrix4x4 &projectionViewMatrix, const QMatrix4x4 &viewMatrix, bool reflectingDraw = false, bool drawingSelectionBuffer = false); void drawGridLines(const QMatrix4x4 &depthProjectionViewMatrix, const QMatrix4x4 &projectionViewMatrix, const QMatrix4x4 &viewMatrix); void loadBackgroundMesh(); void initSelectionShader(); void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader) override; void initSelectionBuffer() override; void initDepthShader(); void updateDepthBuffer() override; void calculateSceneScalingFactors(); void calculateHeightAdjustment(); void calculateSeriesStartPosition(); Abstract3DController::SelectionType isSelected(int row, int bar, const BarSeriesRenderCache *cache); QPoint selectionColorToArrayPosition(const QVector4D &selectionColor); QBar3DSeries *selectionColorToSeries(const QVector4D &selectionColor); inline void updateRenderRow(const QBarDataRow *dataRow, BarRenderItemRow &renderRow); inline void updateRenderItem(const QBarDataItem &dataItem, BarRenderItem &renderItem); Q_DISABLE_COPY(Bars3DRenderer) }; QT_END_NAMESPACE #endif