/**************************************************************************** ** ** 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 ** ****************************************************************************/ #include "scatterpointbufferhelper_p.h" #include QT_BEGIN_NAMESPACE_DATAVISUALIZATION const QVector3D hiddenPos(-1000.0f, -1000.0f, -1000.0f); ScatterPointBufferHelper::ScatterPointBufferHelper() : m_pointbuffer(0), m_oldRemoveIndex(0), m_oldRemove(false) { m_indicesType = GL_UNSIGNED_INT; } ScatterPointBufferHelper::~ScatterPointBufferHelper() { if (QOpenGLContext::currentContext()) glDeleteBuffers(1, &m_pointbuffer); } GLuint ScatterPointBufferHelper::pointBuf() { if (!m_meshDataLoaded) qFatal("No loaded object"); return m_pointbuffer; } void ScatterPointBufferHelper::pushPoint(uint pointIndex) { glBindBuffer(GL_ARRAY_BUFFER, m_pointbuffer); if (m_oldRemove && m_oldRemoveIndex < pointIndex) { glBufferSubData(GL_ARRAY_BUFFER, m_oldRemoveIndex * sizeof(QVector3D), sizeof(QVector3D), &m_bufferedPoints.at(m_oldRemoveIndex)); } glBufferSubData(GL_ARRAY_BUFFER, pointIndex * sizeof(QVector3D), sizeof(QVector3D), &hiddenPos); glBindBuffer(GL_ARRAY_BUFFER, 0); m_oldRemoveIndex = pointIndex; m_oldRemove = true; } void ScatterPointBufferHelper::popPoint() { if (m_oldRemove) { glBindBuffer(GL_ARRAY_BUFFER, m_pointbuffer); glBufferSubData(GL_ARRAY_BUFFER, m_oldRemoveIndex * sizeof(QVector3D), sizeof(QVector3D), &m_bufferedPoints.at(m_oldRemoveIndex)); glBindBuffer(GL_ARRAY_BUFFER, 0); } m_oldRemoveIndex = 0; m_oldRemove = false; } void ScatterPointBufferHelper::load(ScatterSeriesRenderCache *cache) { initializeOpenGLFunctions(); ScatterRenderItemArray &renderArray = cache->renderArray(); const int renderArraySize = renderArray.size(); m_indexCount = 0; if (m_meshDataLoaded) { // Delete old data glDeleteBuffers(1, &m_pointbuffer); glDeleteBuffers(1, &m_uvbuffer); m_bufferedPoints.clear(); } QVector buffered_uvs; if (cache->colorStyle() == Q3DTheme::ColorStyleRangeGradient) createRangeGradientUVs(cache, buffered_uvs); bool itemsVisible = false; m_bufferedPoints.resize(renderArraySize); for (int i = 0; i < renderArraySize; i++) { ScatterRenderItem &item = renderArray[i]; if (!item.isVisible()) { m_bufferedPoints[i] = hiddenPos; } else { itemsVisible = true; m_bufferedPoints[i] = item.translation(); } } if (itemsVisible) m_indexCount = renderArraySize; if (m_indexCount > 0) { glGenBuffers(1, &m_pointbuffer); glBindBuffer(GL_ARRAY_BUFFER, m_pointbuffer); glBufferData(GL_ARRAY_BUFFER, m_bufferedPoints.size() * sizeof(QVector3D), &m_bufferedPoints.at(0), GL_DYNAMIC_DRAW); if (buffered_uvs.size()) { glGenBuffers(1, &m_uvbuffer); glBindBuffer(GL_ARRAY_BUFFER, m_uvbuffer); glBufferData(GL_ARRAY_BUFFER, buffered_uvs.size() * sizeof(QVector2D), &buffered_uvs.at(0), GL_STATIC_DRAW); } glBindBuffer(GL_ARRAY_BUFFER, 0); m_meshDataLoaded = true; } } void ScatterPointBufferHelper::updateUVs(ScatterSeriesRenderCache *cache) { QVector buffered_uvs; createRangeGradientUVs(cache, buffered_uvs); if (buffered_uvs.size()) { if (!m_uvbuffer) glGenBuffers(1, &m_uvbuffer); glBindBuffer(GL_ARRAY_BUFFER, m_uvbuffer); glBufferData(GL_ARRAY_BUFFER, buffered_uvs.size() * sizeof(QVector2D), &buffered_uvs.at(0), GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } } void ScatterPointBufferHelper::createRangeGradientUVs(ScatterSeriesRenderCache *cache, QVector &buffered_uvs) { const ScatterRenderItemArray &renderArray = cache->renderArray(); const uint renderArraySize = renderArray.size(); buffered_uvs.resize(renderArraySize); QVector2D uv; uv.setX(0.0f); for (uint i = 0; i < renderArraySize; i++) { const ScatterRenderItem &item = renderArray.at(i); float y = ((item.translation().y() + m_scaleY) * 0.5f) / m_scaleY; uv.setY(y); buffered_uvs[i] = uv; } } QT_END_NAMESPACE_DATAVISUALIZATION