/**************************************************************************** ** ** 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 ** ****************************************************************************/ // // 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 Q3DSCATTERRENDERER_P_H #define Q3DSCATTERRENDERER_P_H #include "datavisualizationglobal_p.h" #include "scatter3dcontroller_p.h" #include "abstract3drenderer_p.h" #include "scatterrenderitem_p.h" class QSizeF; QT_BEGIN_NAMESPACE_DATAVISUALIZATION class ShaderHelper; class Q3DScene; class ScatterSeriesRenderCache; class QScatterDataItem; class QT_DATAVISUALIZATION_EXPORT Scatter3DRenderer : public Abstract3DRenderer { Q_OBJECT private: // Internal state ScatterRenderItem *m_selectedItem; // points to renderitem array bool m_updateLabels; ShaderHelper *m_dotShader; ShaderHelper *m_dotGradientShader; ShaderHelper *m_staticSelectedItemGradientShader; ShaderHelper *m_staticSelectedItemShader; ShaderHelper *m_pointShader; ShaderHelper *m_depthShader; ShaderHelper *m_selectionShader; ShaderHelper *m_backgroundShader; ShaderHelper *m_staticGradientPointShader; GLuint m_bgrTexture; GLuint m_selectionTexture; GLuint m_depthFrameBuffer; GLuint m_selectionFrameBuffer; GLuint m_selectionDepthBuffer; GLfloat m_shadowQualityToShader; GLint m_shadowQualityMultiplier; float m_scaleX; float m_scaleY; float m_scaleZ; int m_selectedItemIndex; ScatterSeriesRenderCache *m_selectedSeriesCache; ScatterSeriesRenderCache *m_oldSelectedSeriesCache; GLfloat m_dotSizeScale; ScatterRenderItem m_dummyRenderItem; GLfloat m_maxItemSize; int m_clickedIndex; bool m_havePointSeries; bool m_haveMeshSeries; bool m_haveUniformColorMeshSeries; bool m_haveGradientMeshSeries; public: explicit Scatter3DRenderer(Scatter3DController *controller); ~Scatter3DRenderer(); void updateData(); void updateSeries(const QList &seriesList); SeriesRenderCache *createNewCache(QAbstract3DSeries *series); void updateItems(const QVector &items); void updateScene(Q3DScene *scene); void updateAxisLabels(QAbstract3DAxis::AxisOrientation orientation, const QStringList &labels); void updateAxisTitleVisibility(QAbstract3DAxis::AxisOrientation orientation, bool visible); void updateOptimizationHint(QAbstract3DGraph::OptimizationHints hint); void updateMargin(float margin); QVector3D convertPositionToTranslation(const QVector3D &position, bool isAbsolute); inline int clickedIndex() const { return m_clickedIndex; } void resetClickedStatus(); void render(GLuint defaultFboHandle); public slots: void updateSelectedItem(int index, QScatter3DSeries *series); protected: virtual void initializeOpenGL(); virtual void fixCameraTarget(QVector3D &target); virtual void getVisibleItemBounds(QVector3D &minBounds, QVector3D &maxBounds); private: virtual void initShaders(const QString &vertexShader, const QString &fragmentShader); virtual void initGradientShaders(const QString &vertexShader, const QString &fragmentShader); virtual void initStaticSelectedItemShaders(const QString &vertexShader, const QString &fragmentShader, const QString &gradientVertexShader, const QString &gradientFragmentShader); virtual void updateShadowQuality(QAbstract3DGraph::ShadowQuality quality); virtual void updateTextures(); virtual void fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh); void drawScene(GLuint defaultFboHandle); void drawLabels(bool drawSelection, const Q3DCamera *activeCamera, const QMatrix4x4 &viewMatrix, const QMatrix4x4 &projectionMatrix); void loadBackgroundMesh(); void initSelectionShader(); void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader); void initStaticPointShaders(const QString &vertexShader, const QString &fragmentShader); void initSelectionBuffer(); void initDepthShader(); void updateDepthBuffer(); void initPointShader(); void calculateTranslation(ScatterRenderItem &item); void calculateSceneScalingFactors(); void selectionColorToSeriesAndIndex(const QVector4D &color, int &index, QAbstract3DSeries *&series); inline void updateRenderItem(const QScatterDataItem &dataItem, ScatterRenderItem &renderItem); Q_DISABLE_COPY(Scatter3DRenderer) }; QT_END_NAMESPACE_DATAVISUALIZATION #endif