/**************************************************************************** ** ** 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 ** ****************************************************************************/ #include "abstractdeclarative_p.h" #include "qvalue3daxis.h" #include #include #include namespace QtDataVisualization { static QList clearList; AbstractDeclarative::AbstractDeclarative(QQuickItem *parent) : QQuickItem(parent), m_controller(0), m_clearWindowBeforeRendering(true) { connect(this, &QQuickItem::windowChanged, this, &AbstractDeclarative::handleWindowChanged); setAntialiasing(true); } AbstractDeclarative::~AbstractDeclarative() { } Declarative3DScene* AbstractDeclarative::scene() const { return static_cast(m_controller->scene()); } void AbstractDeclarative::setTheme(Q3DTheme *theme) { m_controller->setActiveTheme(theme); } Q3DTheme *AbstractDeclarative::theme() const { return m_controller->activeTheme(); } void AbstractDeclarative::setClearWindowBeforeRendering(bool enable) { if (m_clearWindowBeforeRendering != enable) { m_clearWindowBeforeRendering = enable; emit clearWindowBeforeRenderingChanged(enable); } } bool AbstractDeclarative::clearWindowBeforeRendering() const { return m_clearWindowBeforeRendering; } void AbstractDeclarative::setSelectionMode(SelectionFlags mode) { int intmode = int(mode); m_controller->setSelectionMode(QAbstract3DGraph::SelectionFlags(intmode)); } AbstractDeclarative::SelectionFlags AbstractDeclarative::selectionMode() const { int intmode = int(m_controller->selectionMode()); return SelectionFlags(intmode); } void AbstractDeclarative::setShadowQuality(ShadowQuality quality) { m_controller->setShadowQuality(QAbstract3DGraph::ShadowQuality(quality)); } AbstractDeclarative::ShadowQuality AbstractDeclarative::shadowQuality() const { return ShadowQuality(m_controller->shadowQuality()); } void AbstractDeclarative::setSharedController(Abstract3DController *controller) { Q_ASSERT(controller); m_controller = controller; QObject::connect(m_controller, &Abstract3DController::shadowQualityChanged, this, &AbstractDeclarative::handleShadowQualityChange); QObject::connect(m_controller, &Abstract3DController::activeInputHandlerChanged, this, &AbstractDeclarative::inputHandlerChanged); QObject::connect(m_controller, &Abstract3DController::activeThemeChanged, this, &AbstractDeclarative::themeChanged); QObject::connect(m_controller, &Abstract3DController::selectionModeChanged, this, &AbstractDeclarative::handleSelectionModeChange); QObject::connect(m_controller, &Abstract3DController::axisXChanged, this, &AbstractDeclarative::handleAxisXChanged); QObject::connect(m_controller, &Abstract3DController::axisYChanged, this, &AbstractDeclarative::handleAxisYChanged); QObject::connect(m_controller, &Abstract3DController::axisZChanged, this, &AbstractDeclarative::handleAxisZChanged); } void AbstractDeclarative::synchDataToRenderer() { if (m_clearWindowBeforeRendering && clearList.size()) clearList.clear(); m_controller->initializeOpenGL(); m_controller->synchDataToRenderer(); } void AbstractDeclarative::handleWindowChanged(QQuickWindow *window) { if (!window) return; // Disable clearing of the window as we render underneath window->setClearBeforeRendering(false); connect(window, &QQuickWindow::beforeSynchronizing, this, &AbstractDeclarative::synchDataToRenderer, Qt::DirectConnection); connect(window, &QQuickWindow::beforeRendering, this, &AbstractDeclarative::render, Qt::DirectConnection); connect(m_controller, &Abstract3DController::needRender, window, &QQuickWindow::update); updateWindowParameters(); } void AbstractDeclarative::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry) { QQuickItem::geometryChanged(newGeometry, oldGeometry); m_cachedGeometry = newGeometry; updateWindowParameters(); } void AbstractDeclarative::itemChange(ItemChange change, const ItemChangeData & value) { QQuickItem::itemChange(change, value); updateWindowParameters(); } void AbstractDeclarative::updateWindowParameters() { // Update the device pixel ratio, window size and bounding box QQuickWindow *win = window(); Q3DScene *scene = m_controller->scene(); if (win) { if (win->devicePixelRatio() != scene->devicePixelRatio()) { scene->setDevicePixelRatio(win->devicePixelRatio()); win->update(); } if (win->size() != scene->d_ptr->windowSize()) { scene->d_ptr->setWindowSize(QSize(win->width(), win->height())); win->update(); } QPointF point = QQuickItem::mapToScene(QPointF(0.0f, 0.0f)); if (m_controller) { scene->d_ptr->setViewport(QRect(point.x(), point.y(), m_cachedGeometry.width(), m_cachedGeometry.height())); } } } void AbstractDeclarative::handleSelectionModeChange(QAbstract3DGraph::SelectionFlags mode) { int intmode = int(mode); emit selectionModeChanged(SelectionFlags(intmode)); } void AbstractDeclarative::handleShadowQualityChange(QAbstract3DGraph::ShadowQuality quality) { emit shadowQualityChanged(ShadowQuality(quality)); } void AbstractDeclarative::render() { updateWindowParameters(); // Clear the background once per window as that is not done by default const QQuickWindow *win = window(); if (m_clearWindowBeforeRendering && !clearList.contains(win)) { clearList.append(win); QColor clearColor = win->color(); glClearColor(clearColor.redF(), clearColor.greenF(), clearColor.blueF(), 1.0f); glClear(GL_COLOR_BUFFER_BIT); } // TODO: Store the state of these and restore before returning glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glDisable(GL_BLEND); m_controller->render(); glEnable(GL_BLEND); } QAbstract3DInputHandler* AbstractDeclarative::inputHandler() const { return m_controller->activeInputHandler(); } void AbstractDeclarative::setInputHandler(QAbstract3DInputHandler *inputHandler) { m_controller->setActiveInputHandler(inputHandler); } void AbstractDeclarative::mouseDoubleClickEvent(QMouseEvent *event) { m_controller->mouseDoubleClickEvent(event); } void AbstractDeclarative::touchEvent(QTouchEvent *event) { m_controller->touchEvent(event); window()->update(); } void AbstractDeclarative::mousePressEvent(QMouseEvent *event) { QPoint mousePos = event->pos(); m_controller->mousePressEvent(event, mousePos); } void AbstractDeclarative::mouseReleaseEvent(QMouseEvent *event) { QPoint mousePos = event->pos(); m_controller->mouseReleaseEvent(event, mousePos); } void AbstractDeclarative::mouseMoveEvent(QMouseEvent *event) { QPoint mousePos = event->pos(); m_controller->mouseMoveEvent(event, mousePos); } void AbstractDeclarative::wheelEvent(QWheelEvent *event) { m_controller->wheelEvent(event); } }