/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtDataVis3D module. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "q3dmaps.h" #include "q3dmaps_p.h" #include "camerahelper_p.h" #include "qdataitem_p.h" #include "qdatarow_p.h" #include "qdataset_p.h" #include "shaderhelper_p.h" #include "objecthelper_p.h" #include "texturehelper_p.h" #include "theme_p.h" #include "utils_p.h" #include "drawer_p.h" #include #include #include #include #include #include #include //#define DISPLAY_RENDER_SPEED // Uncommenting this draws the shadow map with wider FOV than scene itself, making the light // seem to be closer to scene than it actually is. This way shadows look slightly better (to me anyway) #define USE_WIDER_SHADOWS // You can verify that depth buffer drawing works correctly by uncommenting this. // You should see the scene from where the light is //#define SHOW_DEPTH_TEXTURE_SCENE #ifdef DISPLAY_RENDER_SPEED #include #endif QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE //#define DISPLAY_FULL_DATA_ON_SELECTION // Append selection value text with row and column labels const GLfloat gridLineWidth = 0.005f; GLfloat distanceMod = 0.0f; Q3DMaps::Q3DMaps() : d_ptr(new Q3DMapsPrivate(this)) { } Q3DMaps::~Q3DMaps() { } void Q3DMaps::initialize() { // Initialize shaders if (!d_ptr->m_theme->m_uniformColor) { d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), QStringLiteral(":/shaders/fragmentColorOnY")); } else { d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), QStringLiteral(":/shaders/fragment")); } d_ptr->initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"), QStringLiteral(":/shaders/fragmentShadow")); d_ptr->initLabelShaders(QStringLiteral(":/shaders/vertexLabel"), QStringLiteral(":/shaders/fragmentLabel")); d_ptr->initSelectionShader(); d_ptr->initDepthShader(); // Init the depth buffer d_ptr->initDepthBuffer(); // Init the selection buffer d_ptr->initSelectionBuffer(); // Load default mesh d_ptr->loadBarMesh(); // Load background mesh d_ptr->loadBackgroundMesh(); // Load grid line mesh d_ptr->loadGridLineMesh(); // Load label mesh d_ptr->loadLabelMesh(); // Set OpenGL features glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); // Set initial camera position // X must be 0 for rotation to work - we can use "setCameraRotation" for setting it later CameraHelper::setDefaultCameraOrientation(QVector3D(0.0f, 0.0f, 1.0f + 2.9f * zComp), QVector3D(0.0f, 0.0f, zComp), QVector3D(0.0f, 1.0f, 0.0f)); // Adjust to default rotation setCameraPosition(d_ptr->m_horizontalRotation, d_ptr->m_verticalRotation, d_ptr->m_zoomLevel); // Set view port glViewport(0, 0, width(), height()); // Set initialized -flag d_ptr->m_isInitialized = true; // Update default light position #ifndef USE_WIDER_SHADOWS distanceMod = 1.0f; #endif } void Q3DMaps::render() { if (!d_ptr->m_isInitialized) return; #ifdef DISPLAY_RENDER_SPEED // For speed computation static bool firstRender = true; static QTime lastTime; static GLint nbFrames = 0; if (firstRender) { lastTime.start(); firstRender = false; } // Measure speed (as milliseconds per frame) nbFrames++; if (lastTime.elapsed() >= 1000) { // print only if last measurement was more than 1s ago qDebug() << qreal(lastTime.elapsed()) / qreal(nbFrames) << "ms/frame (=" << qreal(nbFrames) << "fps)"; nbFrames = 0; lastTime.restart(); } #endif // Draw scene drawScene(); } void Q3DMaps::drawScene() { // Set clear color QVector3D clearColor = Utils::vectorFromColor(d_ptr->m_theme->m_windowColor); glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); static QVector3D selection = QVector3D(0, 0, 0); // Specify viewport glViewport(d_ptr->m_sceneViewPort.x(), d_ptr->m_sceneViewPort.y(), d_ptr->m_sceneViewPort.width(), d_ptr->m_sceneViewPort.height()); // Set up projection matrix QMatrix4x4 projectionMatrix; projectionMatrix.perspective(45.0f, (GLfloat)d_ptr->m_sceneViewPort.width() / (GLfloat)d_ptr->m_sceneViewPort.height(), 0.1f, 100.0f); // Calculate view matrix QMatrix4x4 viewMatrix = CameraHelper::calculateViewMatrix(d_ptr->m_mousePos, d_ptr->m_zoomLevel * d_ptr->m_zoomAdjustment, d_ptr->m_sceneViewPort.width(), d_ptr->m_sceneViewPort.height()); // Get light position (rotate light with camera, a bit above it (as set in defaultLightPos)) QVector3D lightPos = CameraHelper::calculateLightPosition(defaultLightPos, 0.0f, distanceMod); // Map adjustment direction to model matrix scaling GLfloat heightMultiplier = 0.0f; GLfloat widthMultiplier = 0.0f; GLfloat depthMultiplier = 0.0f; GLfloat heightScaler = 0.0f; GLfloat widthScaler = 0.0f; GLfloat depthScaler = 0.0f; switch (d_ptr->m_adjustDirection) { case AdjustHeight: widthMultiplier = 0.0f; heightMultiplier = 1.0f; depthMultiplier = 0.0f; widthScaler = d_ptr->m_barThickness.x() / d_ptr->m_scaleFactor; heightScaler = 0.0f; depthScaler = d_ptr->m_barThickness.z() / d_ptr->m_scaleFactor; break; case AdjustWidth: widthMultiplier = 1.0f; heightMultiplier = 0.0f; depthMultiplier = 0.0f; widthScaler = 0.0f; heightScaler = d_ptr->m_barThickness.y() / d_ptr->m_scaleFactor; depthScaler = d_ptr->m_barThickness.z() / d_ptr->m_scaleFactor; break; case AdjustDepth: widthMultiplier = 0.0f; heightMultiplier = 0.0f; depthMultiplier = 1.0f; widthScaler = d_ptr->m_barThickness.x() / d_ptr->m_scaleFactor; heightScaler = d_ptr->m_barThickness.y() / d_ptr->m_scaleFactor; depthScaler = 0.0f; break; case AdjustRadius: widthMultiplier = 1.0f; heightMultiplier = 0.0f; depthMultiplier = 1.0f; widthScaler = 0.0f; heightScaler = d_ptr->m_barThickness.y() / d_ptr->m_scaleFactor; depthScaler = 0.0f; break; case AdjustAll: widthMultiplier = 1.0f; heightMultiplier = 1.0f; depthMultiplier = 1.0f; widthScaler = 0.0f; heightScaler = 0.0f; depthScaler = 0.0f; break; } // Render scene into a depth texture for using with shadow mapping // Bind depth shader d_ptr->m_depthShader->bind(); // Enable drawing to framebuffer glBindFramebuffer(GL_FRAMEBUFFER, d_ptr->m_depthFrameBuffer); glClear(GL_DEPTH_BUFFER_BIT); // Get the depth view matrix QMatrix4x4 depthViewMatrix; // It may be possible to hack lightPos here if we want to make some tweaks to shadow depthViewMatrix.lookAt(lightPos, QVector3D(0.0f, -d_ptr->m_yAdjustment, zComp), QVector3D(0.0f, 1.0f, 0.0f)); // TODO: Why does depthViewMatrix.column(3).y() goes to zero when we're directly above? That causes the scene to be not drawn from above -> must be fixed //qDebug() << lightPos << depthViewMatrix << depthViewMatrix.column(3); // Set the depth projection matrix QMatrix4x4 depthProjectionMatrix; #ifdef USE_WIDER_SHADOWS // Use this for a bit exaggerated shadows depthProjectionMatrix.perspective(60.0f, (GLfloat)d_ptr->m_sceneViewPort.width() / (GLfloat)d_ptr->m_sceneViewPort.height(), 0.1f, 100.0f); #else // Use these for normal shadows, with the light further away depthProjectionMatrix = projectionMatrix; #endif #if 0 // Draw background to depth buffer (You don't want to do this, except maybe for debugging purposes) if (d_ptr->m_backgroundObj) { QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; modelMatrix.translate(0.0f, -d_ptr->m_yAdjustment, zComp); modelMatrix.scale(QVector3D(d_ptr->m_areaSize.width() / d_ptr->m_scaleFactor, 1.0f, d_ptr->m_areaSize.height() / d_ptr->m_scaleFactor)); modelMatrix.rotate(-90.0f, 1.0f, 0.0f, 0.0f); MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; d_ptr->m_depthShader->setUniformValue(d_ptr->m_depthShader->MVP(), MVPMatrix); // 1st attribute buffer : vertices glEnableVertexAttribArray(d_ptr->m_depthShader->posAtt()); glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_backgroundObj->vertexBuf()); glVertexAttribPointer(d_ptr->m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0); // Index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_backgroundObj->elementBuf()); // Draw the triangles glDrawElements(GL_TRIANGLES, d_ptr->m_backgroundObj->indexCount(), GL_UNSIGNED_SHORT, (void *)0); // Free buffers glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glDisableVertexAttribArray(d_ptr->m_depthShader->posAtt()); } #endif // Draw bars to depth buffer for (int bar = 0; bar < d_ptr->m_data->d_ptr->row().size(); bar++) { QDataItem *item = d_ptr->m_data->d_ptr->getItem(bar); if (!item) continue; GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; modelMatrix.translate(item->d_ptr->translation().x(), heightMultiplier * barHeight + heightScaler - d_ptr->m_yAdjustment, item->d_ptr->translation().z()); modelMatrix.scale(QVector3D(widthMultiplier * barHeight + widthScaler, heightMultiplier * barHeight + heightScaler, depthMultiplier * barHeight + depthScaler)); MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; d_ptr->m_depthShader->setUniformValue(d_ptr->m_depthShader->MVP(), MVPMatrix); // 1st attribute buffer : vertices glEnableVertexAttribArray(d_ptr->m_depthShader->posAtt()); glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->vertexBuf()); glVertexAttribPointer(d_ptr->m_depthShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0); // Index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_barObj->elementBuf()); // Draw the triangles glDrawElements(GL_TRIANGLES, d_ptr->m_barObj->indexCount(), GL_UNSIGNED_SHORT, (void *)0); // Free buffers glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glDisableVertexAttribArray(d_ptr->m_depthShader->posAtt()); } // Disable drawing to framebuffer (= enable drawing to screen) glBindFramebuffer(GL_FRAMEBUFFER, 0); // Release depth shader d_ptr->m_depthShader->release(); #if 0 // Use this if you want to see what is being drawn to the framebuffer // You'll also have to comment out GL_COMPARE_R_TO_TEXTURE -line in texturehelper (if using it) d_ptr->m_labelShader->bind(); glEnable(GL_TEXTURE_2D); QMatrix4x4 modelMatrix; QMatrix4x4 viewmatrix; viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.5f + zComp), QVector3D(0.0f, 0.0f, zComp), QVector3D(0.0f, 1.0f, 0.0f)); modelMatrix.translate(0.0, 0.0, zComp); QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix; d_ptr->m_labelShader->setUniformValue(d_ptr->m_labelShader->MVP(), MVPMatrix); d_ptr->m_drawer->drawObject(d_ptr->m_labelShader, d_ptr->m_labelObj, d_ptr->m_depthTexture); glDisable(GL_TEXTURE_2D); d_ptr->m_labelShader->release(); #endif #if 1 // Skip selection mode drawing if we're zoomed or have no selection mode if (!d_ptr->m_zoomActivated && d_ptr->m_selectionMode > ModeNone) { // Bind selection shader d_ptr->m_selectionShader->bind(); // Draw bars to selection buffer glBindFramebuffer(GL_FRAMEBUFFER, d_ptr->m_selectionFrameBuffer); glEnable(GL_DEPTH_TEST); // Needed, otherwise the depth render buffer is not used glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color to black glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Needed for clearing the frame buffer glDisable(GL_DITHER); // disable dithering, it may affect colors if enabled for (int bar = 0; bar < d_ptr->m_data->d_ptr->row().size(); bar++) { QDataItem *item = d_ptr->m_data->d_ptr->getItem(bar); if (!item) continue; GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; modelMatrix.translate(item->d_ptr->translation().x(), heightMultiplier * barHeight + heightScaler - d_ptr->m_yAdjustment, item->d_ptr->translation().z()); modelMatrix.scale(QVector3D(widthMultiplier * barHeight + widthScaler, heightMultiplier * barHeight + heightScaler, depthMultiplier * barHeight + depthScaler)); MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; // add +2 to avoid black QVector3D barColor = QVector3D((GLdouble)(bar + 2) / (GLdouble)(d_ptr->m_data->d_ptr->row().size() + 2), (GLdouble)(bar + 2) / (GLdouble)(d_ptr->m_data->d_ptr->row().size() + 2), 0.0); d_ptr->m_selectionShader->setUniformValue(d_ptr->m_selectionShader->MVP(), MVPMatrix); d_ptr->m_selectionShader->setUniformValue(d_ptr->m_selectionShader->color(), barColor); // 1st attribute buffer : vertices glEnableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); glBindBuffer(GL_ARRAY_BUFFER, d_ptr->m_barObj->vertexBuf()); glVertexAttribPointer(d_ptr->m_selectionShader->posAtt(), 3, GL_FLOAT, GL_FALSE, 0, (void *)0); // Index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, d_ptr->m_barObj->elementBuf()); // Draw the triangles glDrawElements(GL_TRIANGLES, d_ptr->m_barObj->indexCount(), GL_UNSIGNED_SHORT, (void *)0); // Free buffers glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glDisableVertexAttribArray(d_ptr->m_selectionShader->posAtt()); } glEnable(GL_DITHER); // Read color under cursor if (Q3DMapsPrivate::MouseOnScene == d_ptr->m_mousePressed) selection = Utils::getSelection(d_ptr->m_mousePos, height()); glBindFramebuffer(GL_FRAMEBUFFER, 0); // Release selection shader d_ptr->m_selectionShader->release(); #if 0 // Use this if you want to see what is being drawn to the framebuffer d_ptr->m_labelShader->bind(); glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); QMatrix4x4 modelMatrix; QMatrix4x4 viewmatrix; viewmatrix.lookAt(QVector3D(0.0f, 0.0f, 2.0f + zComp), QVector3D(0.0f, 0.0f, zComp), QVector3D(0.0f, 1.0f, 0.0f)); modelMatrix.translate(0.0, 0.0, zComp); QMatrix4x4 MVPMatrix = projectionMatrix * viewmatrix * modelMatrix; d_ptr->m_labelShader->setUniformValue(d_ptr->m_labelShader->MVP(), MVPMatrix); d_ptr->m_drawer->drawObject(d_ptr->m_labelShader, d_ptr->m_labelObj, d_ptr->m_selectionTexture); glDisable(GL_TEXTURE_2D); d_ptr->m_labelShader->release(); #endif } #if 1 // Bind bar shader d_ptr->m_barShader->bind(); // Draw bars // TODO: Handle zoom by camera transformations //if (!d_ptr->m_zoomActivated) bool barSelectionFound = false; for (int bar = 0; bar < d_ptr->m_data->d_ptr->row().size(); bar++) { QDataItem *item = d_ptr->m_data->d_ptr->getItem(bar); if (!item) continue; GLfloat barHeight = item->d_ptr->value() / d_ptr->m_heightNormalizer; QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; modelMatrix.translate(item->d_ptr->translation().x(), heightMultiplier * barHeight + heightScaler - d_ptr->m_yAdjustment, item->d_ptr->translation().z()); modelMatrix.scale(QVector3D(widthMultiplier * barHeight + widthScaler, heightMultiplier * barHeight + heightScaler, depthMultiplier * barHeight + depthScaler)); #ifdef SHOW_DEPTH_TEXTURE_SCENE MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; #else MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; #endif QVector3D baseColor = Utils::vectorFromColor(d_ptr->m_theme->m_baseColor); QVector3D heightColor = Utils::vectorFromColor(d_ptr->m_theme->m_heightColor) * barHeight; QVector3D barColor = baseColor + heightColor; GLfloat lightStrength = d_ptr->m_theme->m_lightStrength; if (d_ptr->m_selectionMode > ModeNone) { Q3DMapsPrivate::SelectionType selectionType = d_ptr->isSelected(bar, selection); switch (selectionType) { case Q3DMapsPrivate::SelectionBar: { barColor = Utils::vectorFromColor(d_ptr->m_theme->m_highlightBarColor); lightStrength = d_ptr->m_theme->m_highlightLightStrength; // Insert data to QDataItem. We have no ownership, don't delete the previous one if (!d_ptr->m_zoomActivated) { d_ptr->m_selectedBar = item; barSelectionFound = true; } break; } case Q3DMapsPrivate::SelectionNone: { // Current bar is not selected, nor on a row or column // do nothing break; } default: { // Unsupported selection mode // do nothing break; } } } if (barHeight != 0) { // Set shader bindings d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightP(), lightPos); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->view(), viewMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), modelMatrix.inverted().transposed()); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->color(), barColor); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), lightStrength); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->ambientS(), d_ptr->m_theme->m_ambientStrength); // Draw the object d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_barObj); } } // Release bar shader d_ptr->m_barShader->release(); #if 1 // Bind background shader d_ptr->m_backgroundShader->bind(); // Enable texture glEnable(GL_TEXTURE_2D); // Draw background if (d_ptr->m_backgroundObj) { QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; QMatrix4x4 depthMVPMatrix; modelMatrix.translate(0.0f, -d_ptr->m_yAdjustment, zComp); modelMatrix.scale(QVector3D(d_ptr->m_areaSize.width() / d_ptr->m_scaleFactor, 1.0f, d_ptr->m_areaSize.height() / d_ptr->m_scaleFactor)); modelMatrix.rotate(-90.0f, 1.0f, 0.0f, 0.0f); #ifdef SHOW_DEPTH_TEXTURE_SCENE MVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; #else MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; #endif depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set shader bindings d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->lightP(), lightPos); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->view(), viewMatrix); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->model(), modelMatrix); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->nModel(), modelMatrix.inverted().transposed()); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->MVP(), MVPMatrix); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->depth(), depthMVPMatrix); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->lightS(), d_ptr->m_theme->m_lightStrength / 5.0f); d_ptr->m_backgroundShader->setUniformValue(d_ptr->m_backgroundShader->ambientS(), d_ptr->m_theme->m_ambientStrength * 3.0f); // Draw the object //d_ptr->m_drawer->drawObject(d_ptr->m_backgroundShader, d_ptr->m_backgroundObj, // d_ptr->m_bgrTexture, d_ptr->m_depthTexture); // TODO: Hack until everything works d_ptr->m_drawer->drawObject(d_ptr->m_backgroundShader, d_ptr->m_backgroundObj, d_ptr->m_depthTexture, d_ptr->m_depthTexture); } // Disable textures glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); // Release background shader d_ptr->m_backgroundShader->release(); #endif // Draw grid lines #if 0 if (d_ptr->m_gridEnabled) { // Bind bar shader d_ptr->m_barShader->bind(); // Set unchanging shader bindings QVector3D barColor = Utils::vectorFromColor(Qt::black); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightP(), lightPos); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->view(), viewMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->color(), barColor); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->lightS(), d_ptr->m_theme->m_lightStrength); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->ambientS(), d_ptr->m_theme->m_ambientStrength); // Floor lines: rows for (GLfloat row = 0.0f; row <= d_ptr->m_sampleCount.second; row++) { QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; rowPos = (row + 0.5f) * (d_ptr->m_barSpacing.height()); modelMatrix.translate(0.0f, -d_ptr->m_yAdjustment, (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor + zComp); modelMatrix.scale(QVector3D(d_ptr->m_rowWidth / d_ptr->m_scaleFactor, gridLineWidth, gridLineWidth)); MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; // Set the rest of the shader bindings d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), modelMatrix.inverted().transposed()); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); // Draw the object d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj); } // Floor lines: columns for (GLfloat bar = 0.0f; bar <= d_ptr->m_sampleCount.first; bar++) { QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; barPos = (bar + 0.5f) * (d_ptr->m_barSpacing.width()); modelMatrix.translate((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, -d_ptr->m_yAdjustment, zComp); modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth, d_ptr->m_columnDepth / d_ptr->m_scaleFactor)); MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; // Set the rest of the shader bindings d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), modelMatrix.inverted().transposed()); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); // Draw the object d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj); } // Wall lines: back wall GLfloat heightStep = d_ptr->m_heightNormalizer / 2.5; // TODO: Replace 2.5 with a dynamic number deduced from scene? for (GLfloat barHeight = heightStep; barHeight <= d_ptr->m_heightNormalizer * 2.0f; barHeight += heightStep) { QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; if (d_ptr->m_zFlipped) { modelMatrix.translate(0.0f, barHeight / d_ptr->m_heightNormalizer - d_ptr->m_yAdjustment, d_ptr->m_columnDepth / d_ptr->m_scaleFactor + zComp); } else { modelMatrix.translate(0.0f, barHeight / d_ptr->m_heightNormalizer - d_ptr->m_yAdjustment, -d_ptr->m_columnDepth / d_ptr->m_scaleFactor + zComp); } modelMatrix.scale(QVector3D(d_ptr->m_rowWidth / d_ptr->m_scaleFactor, gridLineWidth, gridLineWidth)); MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; // Set the rest of the shader bindings d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), modelMatrix.inverted().transposed()); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); // Draw the object d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj); } // Wall lines: side wall for (GLfloat barHeight = heightStep; barHeight <= d_ptr->m_heightNormalizer * 2.0f; barHeight += heightStep) { QMatrix4x4 modelMatrix; QMatrix4x4 MVPMatrix; if (d_ptr->m_xFlipped) { modelMatrix.translate(d_ptr->m_rowWidth / d_ptr->m_scaleFactor, barHeight / d_ptr->m_heightNormalizer - d_ptr->m_yAdjustment, zComp); } else { modelMatrix.translate(-d_ptr->m_rowWidth / d_ptr->m_scaleFactor, barHeight / d_ptr->m_heightNormalizer - d_ptr->m_yAdjustment, zComp); } modelMatrix.scale(QVector3D(gridLineWidth, gridLineWidth, d_ptr->m_columnDepth / d_ptr->m_scaleFactor)); MVPMatrix = projectionMatrix * viewMatrix * modelMatrix; // Set the rest of the shader bindings d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->model(), modelMatrix); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->nModel(), modelMatrix.inverted().transposed()); d_ptr->m_barShader->setUniformValue(d_ptr->m_barShader->MVP(), MVPMatrix); // Draw the object d_ptr->m_drawer->drawObject(d_ptr->m_barShader, d_ptr->m_gridLineObj); } // Release bar shader d_ptr->m_barShader->release(); } #endif // Handle zoom activation and label drawing if (!barSelectionFound) { // We have no ownership, don't delete. Just NULL the pointer. d_ptr->m_selectedBar = NULL; //if (d_ptr->m_zoomActivated && Q3DMapsPrivate::MouseOnOverview == d_ptr->m_mousePressed) { //d_ptr->m_sceneViewPort = QRect(0, 0, width(), height()); //d_ptr->m_zoomActivated = false; //} } /*else if (d_ptr->m_selectionMode >= ModeZoomRow && Q3DMapsPrivate::MouseOnScene == d_ptr->m_mousePressed) { // Activate zoom mode d_ptr->m_zoomActivated = true; d_ptr->m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5); // Create label textures for (int col = 0; col < d_ptr->m_zoomSelection->d_ptr->row().size(); col++) { QDataItem *item = d_ptr->m_zoomSelection->d_ptr->getItem(col); d_ptr->m_drawer->generateLabelTexture(item); } }*/ else { // Print value of selected bar static QDataItem *prevItem = d_ptr->m_selectedBar; d_ptr->m_labelShader->bind(); glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); if (d_ptr->m_labelTransparency > TransparencyNone) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } #ifndef DISPLAY_FULL_DATA_ON_SELECTION // Draw just the value string of the selected bar if (prevItem != d_ptr->m_selectedBar || d_ptr->m_updateLabels) { d_ptr->m_drawer->generateLabelTexture(d_ptr->m_selectedBar); prevItem = d_ptr->m_selectedBar; } d_ptr->m_drawer->drawLabel(*d_ptr->m_selectedBar, d_ptr->m_selectedBar->d_ptr->label(), viewMatrix, projectionMatrix, QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, d_ptr->m_selectionMode, d_ptr->m_labelShader, d_ptr->m_labelObj, true); #else static bool firstSelection = true; // Draw the value string followed by row label and column label LabelItem labelItem = d_ptr->m_selectedBar->d_ptr->selectionLabel(); if (firstSelection || prevItem != d_ptr->m_selectedBar || d_ptr->m_updateLabels) { QString labelText = d_ptr->m_selectedBar->d_ptr->valueStr(); // if ((d_ptr->m_data->d_ptr->columnLabels().size() // > d_ptr->m_selectedBar->d_ptr->position().y()) // && (d_ptr->m_data->d_ptr->rowLabels().size() // > d_ptr->m_selectedBar->d_ptr->position().x())) { // labelText.append(QStringLiteral(" (")); // labelText.append(d_ptr->m_data->d_ptr->rowLabels().at( // d_ptr->m_selectedBar->d_ptr->position().x())); // labelText.append(QStringLiteral(", ")); // labelText.append(d_ptr->m_data->d_ptr->columnLabels().at( // d_ptr->m_selectedBar->d_ptr->position().y())); // labelText.append(QStringLiteral(")")); // //qDebug() << labelText; // } d_ptr->m_drawer->generateLabelItem(&labelItem, labelText); d_ptr->m_selectedBar->d_ptr->setSelectionLabel(labelItem); prevItem = d_ptr->m_selectedBar; firstSelection = false; } d_ptr->m_drawer->drawLabel(*d_ptr->m_selectedBar, labelItem, viewMatrix, projectionMatrix, QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), QVector3D(0.0f, 0.0f, 0.0f), d_ptr->m_heightNormalizer, d_ptr->m_selectionMode, d_ptr->m_labelShader, d_ptr->m_labelObj, true, false); #endif glDisable(GL_TEXTURE_2D); if (d_ptr->m_labelTransparency > TransparencyNone) glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); // Release label shader d_ptr->m_labelShader->release(); // Reset label update flag; they should have been updated when we get here d_ptr->m_updateLabels = false; } #if 0 // TODO: Calculations done temporarily here. When optimizing, move to after data set addition? Keep drawing of the labels here. // Bind label shader d_ptr->m_labelShader->bind(); glEnable(GL_TEXTURE_2D); if (d_ptr->m_labelTransparency > TransparencyNone) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } // Calculate the positions for row and column labels and store them into QDataItems (and QDataRows?) for (int row = 0; row != d_ptr->m_sampleCount.second; row += 1) { // Go through all rows and get position of max+1 or min-1 column, depending on x flip // We need only positions for them, labels have already been generated at QDataSet. Just add LabelItems rowPos = (row + 1) * (d_ptr->m_barSpacing.height()); barPos = 0; GLfloat rotLabelX = -90.0f; GLfloat rotLabelY = 0.0f; Qt::AlignmentFlag alignment = Qt::AlignRight; if (d_ptr->m_zFlipped) rotLabelY = 180.0f; if (d_ptr->m_xFlipped) { barPos = (d_ptr->m_sampleCount.first + 1) * (d_ptr->m_barSpacing.width()); alignment = Qt::AlignLeft; } QVector3D labelPos = QVector3D((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, -d_ptr->m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering" (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor + zComp); // TODO: Try it; draw the label here // Create a data item QDataItem *label = new QDataItem(); label->d_ptr->setTranslation(labelPos); if (d_ptr->m_data->d_ptr->rowLabelItems().size() > row) { label->d_ptr->setLabel(d_ptr->m_data->d_ptr->rowLabelItems().at( d_ptr->m_data->d_ptr->rowLabelItems().size() - row - 1)); } //qDebug() << "labelPos, row" << row + 1 << ":" << labelPos << d_ptr->m_dataSet->d_ptr->rowLabels().at(row); d_ptr->m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix, QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), QVector3D(rotLabelX, rotLabelY, 0.0f), d_ptr->m_heightNormalizer, d_ptr->m_selectionMode, d_ptr->m_labelShader, d_ptr->m_labelObj, true, true, LabelMid, alignment); delete label; } for (int bar = 0; bar != d_ptr->m_sampleCount.first; bar += 1) { // Go through all columns and get position of max+1 or min-1 row, depending on z flip // We need only positions for them, labels have already been generated at QDataSet. Just add LabelItems barPos = (bar + 1) * (d_ptr->m_barSpacing.width()); rowPos = 0; GLfloat rotLabelX = -90.0f; GLfloat rotLabelY = 90.0f; Qt::AlignmentFlag alignment = Qt::AlignLeft; if (d_ptr->m_xFlipped) rotLabelY = -90.0f; if (d_ptr->m_zFlipped) { rowPos = (d_ptr->m_sampleCount.second + 1) * (d_ptr->m_barSpacing.height()); alignment = Qt::AlignRight; } QVector3D labelPos = QVector3D((d_ptr->m_rowWidth - barPos) / d_ptr->m_scaleFactor, -d_ptr->m_yAdjustment + 0.005f, // raise a bit over background to avoid depth "glimmering" (d_ptr->m_columnDepth - rowPos) / d_ptr->m_scaleFactor + zComp); // TODO: Try it; draw the label here // Create a data item QDataItem *label = new QDataItem(); label->d_ptr->setTranslation(labelPos); if (d_ptr->m_data->d_ptr->columnLabelItems().size() > bar) { label->d_ptr->setLabel(d_ptr->m_data->d_ptr->columnLabelItems().at( d_ptr->m_data->d_ptr->columnLabelItems().size() - bar - 1)); } //qDebug() << "labelPos, col" << bar + 1 << ":" << labelPos << d_ptr->m_dataSet->d_ptr->columnLabels().at(bar); d_ptr->m_drawer->drawLabel(*label, label->d_ptr->label(), viewMatrix, projectionMatrix, QVector3D(0.0f, d_ptr->m_yAdjustment, zComp), QVector3D(rotLabelX, rotLabelY, 0.0f), d_ptr->m_heightNormalizer, d_ptr->m_selectionMode, d_ptr->m_labelShader, d_ptr->m_labelObj, true, true, LabelMid, alignment); delete label; } glDisable(GL_TEXTURE_2D); if (d_ptr->m_labelTransparency > TransparencyNone) glDisable(GL_BLEND); // Release label shader d_ptr->m_labelShader->release(); #endif #endif #endif } void Q3DMaps::mousePressEvent(QMouseEvent *event) { if (Qt::LeftButton == event->button()) { if (d_ptr->m_zoomActivated) { //qDebug() << event->pos().x() << event->pos().y() << d_ptr->m_sceneViewPort << d_ptr->m_zoomViewPort; if (event->pos().x() <= d_ptr->m_sceneViewPort.width() && event->pos().y() <= d_ptr->m_sceneViewPort.height()) { d_ptr->m_mousePressed = Q3DMapsPrivate::MouseOnOverview; //qDebug() << "Mouse pressed on overview"; } else { d_ptr->m_mousePressed = Q3DMapsPrivate::MouseOnZoom; //qDebug() << "Mouse pressed on zoom"; } } else { d_ptr->m_mousePressed = Q3DMapsPrivate::MouseOnScene; // update mouse positions to prevent jumping when releasing or repressing a button d_ptr->m_mousePos = event->pos(); //qDebug() << "Mouse pressed on scene"; } } else if (Qt::MiddleButton == event->button()) { // reset rotations d_ptr->m_mousePos = QPoint(0, 0); } else if (Qt::RightButton == event->button()) { d_ptr->m_mousePressed = Q3DMapsPrivate::MouseRotating; // update mouse positions to prevent jumping when releasing or repressing a button d_ptr->m_mousePos = event->pos(); } CameraHelper::updateMousePos(d_ptr->m_mousePos); } void Q3DMaps::mouseReleaseEvent(QMouseEvent *event) { //qDebug() << "mouse button released" << event->button(); if (Q3DMapsPrivate::MouseRotating == d_ptr->m_mousePressed) { // update mouse positions to prevent jumping when releasing or repressing a button d_ptr->m_mousePos = event->pos(); CameraHelper::updateMousePos(event->pos()); } d_ptr->m_mousePressed = Q3DMapsPrivate::MouseNone; } void Q3DMaps::mouseMoveEvent(QMouseEvent *event) { if (Q3DMapsPrivate::MouseRotating == d_ptr->m_mousePressed) { //qDebug() << "mouse moved while pressed" << event->pos(); d_ptr->m_mousePos = event->pos(); } #if 0 // TODO: Testi - laske kursorin sijainti scenessä QPointF mouse3D((2.0f * event->pos().x() - width()) / height(), 1.0f - (2.0f * event->pos().y()) / height()); //qDebug() << "mouse position in scene" << mouse3D; // TODO: Testi laske focal point GLfloat focalPoint = tan(45.0f / 2.0f); // TODO: Testi - laske viewmatriisin kerroin QVector3D worldRay = QVector3D(0.0f, 0.0f, 0.0f) - QVector3D(mouse3D.x(), mouse3D.y(), -focalPoint); //qDebug() << "worldRay" << worldRay; // multiply viewmatrix with this to get something? #endif } void Q3DMaps::wheelEvent(QWheelEvent *event) { if (d_ptr->m_zoomLevel > 100) d_ptr->m_zoomLevel += event->angleDelta().y() / 12; else if (d_ptr->m_zoomLevel > 50) d_ptr->m_zoomLevel += event->angleDelta().y() / 60; else d_ptr->m_zoomLevel += event->angleDelta().y() / 120; if (d_ptr->m_zoomLevel > 500) d_ptr->m_zoomLevel = 500; else if (d_ptr->m_zoomLevel < 10) d_ptr->m_zoomLevel = 10; } void Q3DMaps::resizeEvent(QResizeEvent *event) { Q_UNUSED(event); // Set view port if (d_ptr->m_zoomActivated) d_ptr->m_sceneViewPort = QRect(0, height() - height() / 5, width() / 5, height() / 5); else d_ptr->m_sceneViewPort = QRect(0, 0, width(), height()); d_ptr->m_zoomViewPort = QRect(0, 0, width(), height()); // Calculate zoom level based on aspect ratio GLfloat div; GLfloat zoomAdjustment; div = qMin(width(), height()); zoomAdjustment = defaultRatio * ((width() / div) / (height() / div)); //qDebug() << "zoom adjustment" << zoomAdjustment; d_ptr->m_zoomAdjustment = qMin(zoomAdjustment, 1.0f); // clamp to 1.0f // Re-init selection buffer d_ptr->initSelectionBuffer(); // Re-init depth buffer d_ptr->initDepthBuffer(); } void Q3DMaps::setBarSpecs(const QVector3D &thickness, AdjustmentDirection direction) { d_ptr->m_barThickness = thickness; d_ptr->m_adjustDirection = direction; } void Q3DMaps::setBarType(BarStyle style, bool smooth) { if (style == Bars) { if (smooth) d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/barSmooth"); else d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/bar"); } else if (style == Pyramids) { if (smooth) d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/pyramidSmooth"); else d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/pyramid"); } else if (style == Cones) { if (smooth) d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/coneSmooth"); else d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cone"); } else if (style == Cylinders) { if (smooth) d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cylinderSmooth"); else d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/cylinder"); } else if (style == Spheres) { if (smooth) d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/sphereSmooth"); else d_ptr->m_objFile = QStringLiteral(":/defaultMeshes/sphere"); } // Reload mesh data if (d_ptr->m_isInitialized) d_ptr->loadBarMesh(); } void Q3DMaps::setMeshFileName(const QString &objFileName) { d_ptr->m_objFile = objFileName; } void Q3DMaps::setCameraPreset(CameraPreset preset) { CameraHelper::setCameraPreset(preset); } void Q3DMaps::setCameraPosition(GLfloat horizontal, GLfloat vertical, GLint distance) { d_ptr->m_horizontalRotation = qBound(-180.0f, horizontal, 180.0f); d_ptr->m_verticalRotation = qBound(0.0f, vertical, 90.0f); d_ptr->m_zoomLevel = qBound(10, distance, 500); CameraHelper::setCameraRotation(QPointF(d_ptr->m_horizontalRotation, d_ptr->m_verticalRotation)); //qDebug() << "camera rotation set to" << d_ptr->m_horizontalRotation << d_ptr->m_verticalRotation; } void Q3DMaps::setTheme(ColorTheme theme) { d_ptr->m_theme->useTheme(theme); d_ptr->m_drawer->setTheme(*d_ptr->m_theme); // Re-initialize shaders if (!d_ptr->m_theme->m_uniformColor) { d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), QStringLiteral(":/shaders/fragmentColorOnY")); } else { d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), QStringLiteral(":/shaders/fragment")); } d_ptr->m_updateLabels = true; } void Q3DMaps::setBarColor(QColor baseColor, QColor heightColor, bool uniform) { d_ptr->m_theme->m_baseColor = baseColor; d_ptr->m_theme->m_heightColor = heightColor; if (d_ptr->m_theme->m_uniformColor != uniform) { // Re-initialize shaders if (!d_ptr->m_theme->m_uniformColor) { d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), QStringLiteral(":/shaders/fragmentColorOnY")); } else { d_ptr->initShaders(QStringLiteral(":/shaders/vertex"), QStringLiteral(":/shaders/fragment")); } } d_ptr->m_theme->m_uniformColor = uniform; } void Q3DMaps::setSelectionMode(SelectionMode mode) { d_ptr->m_selectionMode = mode; // Disable zoom if mode changes //d_ptr->m_zoomActivated = false; //d_ptr->m_sceneViewPort = QRect(0, 0, width(), height()); } void Q3DMaps::setWindowTitle(const QString &title) { setTitle(title); } void Q3DMaps::setFontSize(float fontsize) { d_ptr->m_font.setPointSizeF(fontsize); d_ptr->m_drawer->setFont(d_ptr->m_font); d_ptr->m_updateLabels = true; } void Q3DMaps::setFont(const QFont &font) { d_ptr->m_font = font; d_ptr->m_drawer->setFont(font); d_ptr->m_updateLabels = true; } void Q3DMaps::setLabelTransparency(LabelTransparency transparency) { d_ptr->m_labelTransparency = transparency; d_ptr->m_drawer->setTransparency(transparency); d_ptr->m_updateLabels = true; } void Q3DMaps::setGridEnabled(bool enable) { d_ptr->m_gridEnabled = enable; } bool Q3DMaps::addDataItem(QDataItem* dataItem) { // Check validity if (!d_ptr->isValid(*dataItem)) return false; // Convert position to translation d_ptr->calculateTranslation(dataItem); // Add item d_ptr->m_data->addItem(dataItem); // Get the limits QPair limits = d_ptr->m_data->d_ptr->limitValues(); d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); d_ptr->calculateHeightAdjustment(limits); return true; } bool Q3DMaps::addData(const QVector &data) { // Convert to QDataRow for (int i = 0; i < data.size(); i++) { QDataItem *item = data.at(i); // Check validity if (!d_ptr->isValid(*item)) { return false; } else { // Convert position to translation d_ptr->calculateTranslation(item); // Add item d_ptr->m_data->addItem(item); } } // Get the limits QPair limits = d_ptr->m_data->d_ptr->limitValues(); d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); d_ptr->calculateHeightAdjustment(limits); return true; } bool Q3DMaps::addData(const QDataRow &dataRow) { for (int itemIdx = 0; itemIdx < dataRow.d_ptr->row().size(); itemIdx++) { QDataItem *item = dataRow.d_ptr->getItem(itemIdx); // Check validity if (!d_ptr->isValid(*item)) { return false; } else { // Convert position to translation d_ptr->calculateTranslation(item); // Add item d_ptr->m_data->addItem(item); } } // Get the limits QPair limits = d_ptr->m_data->d_ptr->limitValues(); d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); d_ptr->calculateHeightAdjustment(limits); return true; } bool Q3DMaps::setData(const QVector &dataRow) { // Delete previous data delete d_ptr->m_data; // Convert to QDataRow d_ptr->m_data = new QDataRow(); for (int i = 0; i < dataRow.size(); i++) { QDataItem *item = dataRow.at(i); // Check validity if (!d_ptr->isValid(*item)) { return false; } else { // Convert position to translation d_ptr->calculateTranslation(item); // Add item d_ptr->m_data->addItem(item); } } // Get the limits QPair limits = d_ptr->m_data->d_ptr->limitValues(); d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); d_ptr->calculateHeightAdjustment(limits); return true; } bool Q3DMaps::setData(QDataRow *dataRow) { // Check validity for (int i = 0; i < dataRow->d_ptr->row().size(); i++) { if (!d_ptr->isValid(*dataRow->d_ptr->row().at(i))) return false; else d_ptr->calculateTranslation(dataRow->d_ptr->row()[i]); } // Delete previous data delete d_ptr->m_data; // Set give data as new data d_ptr->m_data = dataRow; // Get the limits QPair limits = d_ptr->m_data->d_ptr->limitValues(); d_ptr->m_heightNormalizer = (GLfloat)qMax(qFabs(limits.second), qFabs(limits.first)); d_ptr->calculateHeightAdjustment(limits); return true; } void Q3DMaps::setAreaSpecs(const QRect &areaRect, const QImage &image) { d_ptr->calculateSceneScalingFactors(areaRect); setImage(image); } void Q3DMaps::setImage(const QImage &image) { if (d_ptr->m_bgrTexture) glDeleteTextures(1, &d_ptr->m_bgrTexture); d_ptr->m_bgrTexture = d_ptr->m_textureHelper->create2DTexture(image, true, true); } Q3DMapsPrivate::Q3DMapsPrivate(Q3DMaps *q) : q_ptr(q), m_paintDevice(0), m_barShader(0), m_depthShader(0), m_selectionShader(0), m_backgroundShader(0), m_labelShader(0), m_barObj(0), m_backgroundObj(0), m_gridLineObj(0), m_labelObj(0), m_objFile(QStringLiteral(":/defaultMeshes/bar")), m_mousePressed(MouseNone), m_mousePos(QPoint(0, 0)), m_zoomLevel(100), m_zoomAdjustment(1.0f), m_horizontalRotation(0.0f), m_verticalRotation(45.0f), m_barThickness(QVector3D(1.0f, 0.0f, 1.0f)), m_heightNormalizer(0.0f), m_yAdjustment(0.0f), m_scaleFactor(1.0f), m_theme(new Theme()), m_isInitialized(false), m_selectionMode(ModeBar), m_selectedBar(0), m_data(new QDataRow()), m_axisLabelX(QStringLiteral("X")), m_axisLabelZ(QStringLiteral("Z")), m_axisLabelY(QStringLiteral("Y")), m_sceneViewPort(0, 0, q->width(), q->height()), m_zoomViewPort(0, 0, q->width(), q->height()), m_zoomActivated(false), m_textureHelper(new TextureHelper()), m_labelTransparency(TransparencyNone), m_font(QFont(QStringLiteral("Arial"))), m_drawer(new Drawer(*m_theme, m_font, m_labelTransparency)), m_bgrTexture(0), m_depthTexture(0), m_selectionTexture(0), m_depthFrameBuffer(0), m_selectionFrameBuffer(0), m_selectionDepthBuffer(0), m_areaSize(QSizeF(1.0f, 1.0f)), m_updateLabels(true), m_gridEnabled(true) { //m_data->d_ptr->setDrawer(m_drawer); //QObject::connect(m_drawer, &Drawer::drawerChanged, this, &Q3DMapsPrivate::updateTextures); } Q3DMapsPrivate::~Q3DMapsPrivate() { m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer); m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer); m_textureHelper->deleteTexture(&m_selectionTexture); //m_textureHelper->deleteTexture(&m_selectionDepthTexture); m_textureHelper->deleteTexture(&m_bgrTexture); delete m_data; delete m_barShader; delete m_selectionShader; delete m_backgroundShader; delete m_barObj; delete m_backgroundObj; delete m_gridLineObj; delete m_textureHelper; delete m_drawer; } void Q3DMapsPrivate::loadBarMesh() { if (m_barObj) delete m_barObj; m_barObj = new ObjectHelper(m_objFile); m_barObj->load(); } void Q3DMapsPrivate::loadBackgroundMesh() { if (m_backgroundObj) delete m_backgroundObj; m_backgroundObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label")); m_backgroundObj->load(); } void Q3DMapsPrivate::loadGridLineMesh() { if (m_gridLineObj) delete m_gridLineObj; m_gridLineObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/bar")); m_gridLineObj->load(); } void Q3DMapsPrivate::loadLabelMesh() { if (m_labelObj) delete m_labelObj; m_labelObj = new ObjectHelper(QStringLiteral(":/defaultMeshes/label")); m_labelObj->load(); } void Q3DMapsPrivate::initShaders(const QString &vertexShader, const QString &fragmentShader) { if (m_barShader) delete m_barShader; m_barShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); m_barShader->initialize(); } void Q3DMapsPrivate::initSelectionShader() { if (m_selectionShader) delete m_selectionShader; m_selectionShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/vertexSelection"), QStringLiteral(":/shaders/fragmentSelection")); m_selectionShader->initialize(); } void Q3DMapsPrivate::initDepthShader() { if (m_depthShader) delete m_depthShader; m_depthShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/vertexDepth"), QStringLiteral(":/shaders/fragmentDepth")); m_depthShader->initialize(); } void Q3DMapsPrivate::initSelectionBuffer() { if (m_selectionTexture) { m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer); m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer); m_textureHelper->deleteTexture(&m_selectionTexture); //m_textureHelper->deleteTexture(&m_selectionDepthTexture); } m_selectionTexture = m_textureHelper->createSelectionTexture(q_ptr->size(), m_selectionFrameBuffer, m_selectionDepthBuffer); } void Q3DMapsPrivate::initDepthBuffer() { if (m_depthTexture) { m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer); m_textureHelper->deleteTexture(&m_depthTexture); } m_depthTexture = m_textureHelper->createDepthTexture(q_ptr->size(), m_depthFrameBuffer); } void Q3DMapsPrivate::initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader) { if (m_backgroundShader) delete m_backgroundShader; m_backgroundShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); m_backgroundShader->initialize(); } void Q3DMapsPrivate::initLabelShaders(const QString &vertexShader, const QString &fragmentShader) { if (m_labelShader) delete m_labelShader; m_labelShader = new ShaderHelper(q_ptr, vertexShader, fragmentShader); // m_labelShader = new ShaderHelper(q_ptr, QStringLiteral(":/shaders/testDepthVert"), // QStringLiteral(":/shaders/testDepthFrag")); m_labelShader->initialize(); } void Q3DMapsPrivate::updateTextures() { // Drawer has changed; this flag needs to be checked when checking if we need to update labels m_updateLabels = true; } void Q3DMapsPrivate::calculateSceneScalingFactors(const QRect &areaRect) { m_areaSize = areaRect.size(); // Calculate scaling factor so that we can be sure the whole area fits to positive z space if (zComp > 1.0f) m_scaleFactor = qMax(m_areaSize.width(), m_areaSize.height()) / zComp; else m_scaleFactor = qMax(m_areaSize.width(), m_areaSize.height()); //qDebug() << "scaleFactor" << m_scaleFactor; } void Q3DMapsPrivate::calculateHeightAdjustment(const QPair &limits) { // 2.0f = max difference between minimum and maximum value after scaling with m_heightNormalizer m_yAdjustment = 2.0f - ((limits.second - limits.first) / m_heightNormalizer); //qDebug() << m_yAdjustment; } void Q3DMapsPrivate::calculateTranslation(QDataItem *item) { // We need to convert position (which is in coordinates), to translation (which has origin in the center and is scaled) // -> move pos(center, center) to trans(0, 0) and pos(0, 0) to trans(left, top) GLfloat xTrans = 2.0f * (item->d_ptr->position().x() - (m_areaSize.width() / 2.0f)) / m_scaleFactor; GLfloat zTrans = 2.0f * (item->d_ptr->position().y() - (m_areaSize.height() / 2.0f)) / m_scaleFactor; //qDebug() << "x, y" << item->d_ptr->position().x() << item->d_ptr->position().y(); item->d_ptr->setTranslation(QVector3D(xTrans, 0.0f, zTrans + zComp)); //qDebug() << item->d_ptr->translation(); } Q3DMapsPrivate::SelectionType Q3DMapsPrivate::isSelected(GLint bar, const QVector3D &selection) { //static QVector3D prevSel = selection; // TODO: For debugging SelectionType isSelectedType = SelectionNone; if (selection == Utils::vectorFromColor(Qt::black)) return isSelectedType; // skip window QVector3D current = QVector3D((GLubyte)((GLdouble)(bar + 2) / (GLdouble)(m_data->d_ptr->row().size() + 2) * 255.0 + 0.49), // +0.49 to fix rounding (there are conversions from unsigned short to GLdouble and back) (GLubyte)(((GLdouble)(bar + 2) / (GLdouble)(m_data->d_ptr->row().size() + 2)) * 255.0 + 0.49), // +0.49 to fix rounding (there are conversions from unsigned short to GLdouble and back) 0); // TODO: For debugging //if (selection != prevSel) { // qDebug() << selection.x() << selection .y() << selection.z(); // prevSel = selection; //} if (current == selection) isSelectedType = SelectionBar; return isSelectedType; } bool Q3DMapsPrivate::isValid(const QDataItem &item) { bool retval = true; if (item.d_ptr->value() < 0) { qCritical("Data item value out of range"); retval = false; } else if (item.d_ptr->position().x() < 0 || item.d_ptr->position().x() > m_areaSize.width()) { qCritical("Data item x position out of range"); retval = false; } else if (item.d_ptr->position().y() < 0 || item.d_ptr->position().y() > m_areaSize.height()) { qCritical("Data item y position out of range"); retval = false; } return retval; } QTCOMMERCIALDATAVIS3D_END_NAMESPACE