/**************************************************************************** ** ** Copyright (C) 2014 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 SURFACE3DRENDERER_P_H #define SURFACE3DRENDERER_P_H #include "datavisualizationglobal_p.h" #include "surface3dcontroller_p.h" #include "abstract3drenderer_p.h" #include "surfaceseriesrendercache_p.h" QT_BEGIN_NAMESPACE_DATAVISUALIZATION class ShaderHelper; class Q3DScene; class QT_DATAVISUALIZATION_EXPORT Surface3DRenderer : public Abstract3DRenderer { Q_OBJECT private: bool m_cachedIsSlicingActivated; // Internal attributes purely related to how the scene is drawn with GL. ShaderHelper *m_depthShader; ShaderHelper *m_backgroundShader; ShaderHelper *m_surfaceFlatShader; ShaderHelper *m_surfaceSmoothShader; ShaderHelper *m_surfaceGridShader; ShaderHelper *m_surfaceSliceFlatShader; ShaderHelper *m_surfaceSliceSmoothShader; ShaderHelper *m_selectionShader; ShaderHelper *m_labelShader; float m_heightNormalizer; float m_scaleX; float m_scaleZ; float m_scaleXWithBackground; float m_scaleYWithBackground; float m_scaleZWithBackground; GLuint m_depthModelTexture; GLuint m_depthFrameBuffer; GLuint m_selectionFrameBuffer; GLuint m_selectionDepthBuffer; GLuint m_selectionResultTexture; GLfloat m_shadowQualityToShader; bool m_flatSupported; bool m_selectionActive; AbstractRenderItem m_dummyRenderItem; GLint m_shadowQualityMultiplier; bool m_hasHeightAdjustmentChanged; QPoint m_selectedPoint; QSurface3DSeries *m_selectedSeries; QPoint m_clickedPosition; bool m_selectionTexturesDirty; GLuint m_noShadowTexture; bool m_flipHorizontalGrid; public: explicit Surface3DRenderer(Surface3DController *controller); ~Surface3DRenderer(); void updateData(); void updateSeries(const QList &seriesList); SeriesRenderCache *createNewCache(QAbstract3DSeries *series); void cleanCache(SeriesRenderCache *cache); void updateSelectionMode(QAbstract3DGraph::SelectionFlags mode); void updateRows(const QVector &rows); void updateItems(const QVector &points); void updateScene(Q3DScene *scene); void updateSlicingActive(bool isSlicing); void updateSelectedPoint(const QPoint &position, QSurface3DSeries *series); void updateFlipHorizontalGrid(bool flip); inline QPoint clickedPosition() const { return m_clickedPosition; } void resetClickedStatus(); QVector3D convertPositionToTranslation(const QVector3D &position, bool isAbsolute); void updateAxisLabels(QAbstract3DAxis::AxisOrientation orientation, const QStringList &labels); void updateAxisTitleVisibility(QAbstract3DAxis::AxisOrientation orientation, bool visible); void render(GLuint defaultFboHandle = 0); protected: void initializeOpenGL(); signals: void flatShadingSupportedChanged(bool supported); private: void checkFlatSupport(SurfaceSeriesRenderCache *cache); void updateObjects(SurfaceSeriesRenderCache *cache, bool dimensionChanged); void updateSliceDataModel(const QPoint &point); QPoint mapCoordsToSampleSpace(SurfaceSeriesRenderCache *cache, const QPointF &coords); void findMatchingRow(float z, int &sample, int direction, QSurfaceDataArray &dataArray); void findMatchingColumn(float x, int &sample, int direction, QSurfaceDataArray &dataArray); void updateSliceObject(SurfaceSeriesRenderCache *cache, const QPoint &point); void updateShadowQuality(QAbstract3DGraph::ShadowQuality quality); void updateTextures(); void initShaders(const QString &vertexShader, const QString &fragmentShader); QRect calculateSampleRect(const QSurfaceDataArray &array); void loadBackgroundMesh(); void drawSlicedScene(); void drawScene(GLuint defaultFboHandle); void drawLabels(bool drawSelection, const Q3DCamera *activeCamera, const QMatrix4x4 &viewMatrix, const QMatrix4x4 &projectionMatrix); void calculateSceneScalingFactors(); void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader); void initLabelShaders(const QString &vertexShader, const QString &fragmentShader); void initSelectionShaders(); void initSurfaceShaders(); void initSelectionBuffer(); void initDepthShader(); void updateSelectionTextures(); void createSelectionTexture(SurfaceSeriesRenderCache *cache, uint &lastSelectionId); void idToRGBA(uint id, uchar *r, uchar *g, uchar *b, uchar *a); void fillIdCorner(uchar *p, uchar r, uchar g, uchar b, uchar a, int stride); void surfacePointSelected(const QPoint &point); void updateSelectionPoint(SurfaceSeriesRenderCache *cache, const QPoint &point, bool label); QPoint selectionIdToSurfacePoint(uint id); #if !defined(QT_OPENGL_ES_2) void updateDepthBuffer(); #endif void emitSelectedPointChanged(QPoint position); Q_DISABLE_COPY(Surface3DRenderer) friend class SurfaceObject; }; QT_END_NAMESPACE_DATAVISUALIZATION #endif