/**************************************************************************** ** ** 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 SURFACE3DRENDERER_P_H #define SURFACE3DRENDERER_P_H #include #include #include #include #include #include #include "datavisualizationglobal_p.h" #include "surface3dcontroller_p.h" #include "abstract3drenderer_p.h" #include "scatterrenderitem_p.h" #include "qsurfacedataproxy.h" class QOpenGLShaderProgram; QT_DATAVISUALIZATION_BEGIN_NAMESPACE class ShaderHelper; class ObjectHelper; class SurfaceObject; class TextureHelper; class Theme; class Drawer; class Q3DScene; class SelectionPointer; class QT_DATAVISUALIZATION_EXPORT Surface3DRenderer : public Abstract3DRenderer { Q_OBJECT public: Surface3DController *m_controller; // Visual parameters QRect m_boundingRect; Theme m_cachedTheme; QDataVis::LabelTransparency m_labelTransparency; QFont m_font; bool m_isGridEnabled; QDataVis::ShadowQuality m_shadowQuality; private: // Data parameters QList m_series; // TODO: TEMP GLint m_segmentYCount; GLfloat m_segmentYStep; // Internal attributes purely related to how the scene is drawn with GL. QRect m_mainViewPort; ShaderHelper *m_shader; ShaderHelper *m_backgroundShader; ShaderHelper *m_surfaceShader; ShaderHelper *m_surfaceGridShader; ShaderHelper *m_selectionShader; ShaderHelper *m_labelShader; GLfloat m_heightNormalizer; GLfloat m_scaleFactor; GLfloat m_scaleX; GLfloat m_scaleZ; ObjectHelper *m_backgroundObj; ObjectHelper *m_gridLineObj; ObjectHelper *m_labelObj; SurfaceObject *m_surfaceObj; GLuint m_depthTexture; GLuint m_depthFrameBuffer; GLuint m_selectionFrameBuffer; GLuint m_selectionDepthBuffer; GLuint m_gradientTexture; GLuint m_selectionTexture; GLuint m_selectionResultTexture; GLfloat m_shadowQualityToShader; bool m_querySelection; bool m_cachedSmoothSurface; bool m_cachedSurfaceGridOn; SelectionPointer *m_selectionPointer; bool m_selectionActive; bool m_xFlipped; bool m_zFlipped; bool m_yFlipped; ScatterRenderItem m_dummyRenderItem; // Let's use scatter for dummy for now QSurfaceDataArray m_dataArray; QRect m_sampleSpace; public: explicit Surface3DRenderer(Surface3DController *controller); ~Surface3DRenderer(); void updateDataModel(QSurfaceDataProxy *dataProxy); void updateScene(Q3DScene *scene); void render(GLuint defaultFboHandle = 0); protected: void initializeOpenGL(); virtual void loadMeshFile(); public slots: void updateSmoothStatus(bool enable); void updateSurfaceGridStatus(bool enable); void updateSurfaceGradient(); virtual void requestSelectionAtPoint(const QPoint &point); private: virtual void updateShadowQuality(QDataVis::ShadowQuality quality); virtual void updateTextures(); virtual void initShaders(const QString &vertexShader, const QString &fragmentShader); QRect calculateSampleRect(QSurfaceDataProxy *dataProxy); void loadBackgroundMesh(); void loadGridLineMesh(); void loadLabelMesh(); void loadSurfaceObj(); void drawScene(GLuint defaultFboHandle); void handleResize(); 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 updateSelectionTexture(); 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(int id); void surfacePointCleared(); QVector3D normalize(float x, float y, float z); #if !defined(QT_OPENGL_ES_2) void updateDepthBuffer(); #endif Q_DISABLE_COPY(Surface3DRenderer) }; QT_DATAVISUALIZATION_END_NAMESPACE #endif // SURFACE3DRENDERER_P_H