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#ifndef Q3DBARS_p_H
#define Q3DBARS_p_H
#include "qdatavis3dglobal.h"
class QOpenGLShaderProgram;
class QPoint;
class QPointF;
QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE
class Q3DBars;
class Q3DBarsPrivate
{
public:
Q3DBarsPrivate(Q3DBars *q);
~Q3DBarsPrivate();
void loadBarMesh();
void loadBackgroundMesh();
void initShaders(QString vertexShader, QString fragmentShader);
void calculateSceneScalingFactors();
GLuint m_positionAttr;
GLuint m_uvAttr;
GLuint m_normalAttr;
GLuint m_colorUniform;
GLuint m_viewMatrixUniform;
GLuint m_modelMatrixUniform;
GLuint m_invTransModelMatrixUniform;
GLuint m_mvpMatrixUniform;
GLuint m_lightPositionUniform;
GLuint m_lightStrengthUniform;
GLuint m_vertexbuffer;
GLuint m_uvbuffer;
GLuint m_normalbuffer;
GLuint m_elementbuffer;
GLuint m_vertexbufferBackground;
GLuint m_uvbufferBackground;
GLuint m_normalbufferBackground;
GLuint m_elementbufferBackground;
Q3DBars *q_ptr;
QOpenGLShaderProgram *m_program;
QPoint m_sampleCount;
QString m_objFile;
int m_vertexCount;
int m_indexCount;
int m_indexCountBackground;
bool m_mousePressed;
QPoint m_mousePos;
int m_zoomLevel;
QPointF m_barThickness;
QPointF m_barSpacing;
bool m_meshDataLoaded;
bool m_background;
QVector<QVector<float>> m_dataSet;
float m_rowWidth;
float m_columnDepth;
float m_maxDimension;
float m_scaleX;
float m_scaleZ;
float m_scaleFactorX;
float m_scaleFactorZ;
float m_sceneScale;
};
QTCOMMERCIALDATAVIS3D_END_NAMESPACE
#endif
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