/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc ** All rights reserved. ** For any questions to Digia, please use contact form at http://qt.digia.com ** ** This file is part of the QtDataVisualization module. ** ** Licensees holding valid Qt Enterprise licenses may use this file in ** accordance with the Qt Enterprise 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.digia.com ** ****************************************************************************/ // // 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 "qbardataproxy.h" #include "barrenderitem_p.h" class QPoint; class QSizeF; class QOpenGLShaderProgram; QT_BEGIN_NAMESPACE_DATAVISUALIZATION class ShaderHelper; class ObjectHelper; class LabelItem; class Q3DScene; class QT_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; // Internal state BarRenderItem *m_selectedBar; // points to renderitem array QVector m_sliceSelection; AxisRenderCache *m_sliceCache; // not owned const LabelItem *m_sliceTitleItem; // not owned bool m_xFlipped; bool m_zFlipped; bool m_yFlipped; bool m_updateLabels; ShaderHelper *m_barShader; ShaderHelper *m_barGradientShader; ShaderHelper *m_depthShader; ShaderHelper *m_selectionShader; ShaderHelper *m_backgroundShader; ShaderHelper *m_labelShader; ObjectHelper *m_backgroundObj; ObjectHelper *m_gridLineObj; ObjectHelper *m_labelObj; GLuint m_bgrTexture; GLuint m_depthTexture; 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_negativeBackgroundAdjustment; GLfloat m_rowWidth; GLfloat m_columnDepth; GLfloat m_maxDimension; GLfloat m_scaleX; GLfloat m_scaleZ; GLfloat m_scaleFactor; GLfloat m_maxSceneSize; QPoint m_visualSelectedBarPos; int m_visualSelectedBarSeriesIndex; bool m_hasHeightAdjustmentChanged; QPoint m_selectedBarPos; const QBar3DSeries *m_selectedBarSeries; BarRenderItem m_dummyBarRenderItem; QVector m_renderingArrays; bool m_noZeroInRange; float m_seriesScale; float m_seriesStep; float m_seriesStart; QPoint m_clickedPosition; public: explicit Bars3DRenderer(Bars3DController *controller); ~Bars3DRenderer(); void updateData(); void updateScene(Q3DScene *scene); void render(GLuint defaultFboHandle = 0); protected: virtual void initializeOpenGL(); public slots: void updateBarSpecs(GLfloat thicknessRatio = 1.0f, const QSizeF &spacing = QSizeF(1.0, 1.0), bool relative = true); void updateSlicingActive(bool isSlicing); void updateSelectedBar(const QPoint &position, const QBar3DSeries *series); inline QPoint clickedPosition() const { return m_clickedPosition; } void resetClickedStatus(); // Overloaded from abstract renderer virtual void updateAxisRange(QAbstract3DAxis::AxisOrientation orientation, float min, float max); private: virtual void initShaders(const QString &vertexShader, const QString &fragmentShader); virtual void initGradientShaders(const QString &vertexShader, const QString &fragmentShader); virtual void updateShadowQuality(QAbstract3DGraph::ShadowQuality quality); virtual void updateTextures(); virtual void fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh); void drawSlicedScene(); void drawScene(GLuint defaultFboHandle); void loadBackgroundMesh(); void loadGridLineMesh(); void loadLabelMesh(); void initSelectionShader(); void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader); void initLabelShaders(const QString &vertexShader, const QString &fragmentShader); void initSelectionBuffer(); #if !defined(QT_OPENGL_ES_2) void initDepthShader(); void updateDepthBuffer(); #endif void calculateSceneScalingFactors(); void calculateHeightAdjustment(); Abstract3DController::SelectionType isSelected(int row, int bar, int seriesIndex); QPoint selectionColorToArrayPosition(const QVector3D &selectionColor); QBar3DSeries *selectionColorToSeries(const QVector3D &selectionColor); Q_DISABLE_COPY(Bars3DRenderer) friend class BarRenderItem; }; QT_END_NAMESPACE_DATAVISUALIZATION #endif