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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Data Visualization module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL$
** 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
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** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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** $QT_END_LICENSE$
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****************************************************************************/
//
// 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 ABSTRACT3DRENDERER_P_H
#define ABSTRACT3DRENDERER_P_H
#include <QtGui/QOpenGLFunctions>
#if !defined(QT_OPENGL_ES_2)
# include <QtGui/QOpenGLFunctions_2_1>
#endif
#include "datavisualizationglobal_p.h"
#include "abstract3dcontroller_p.h"
#include "axisrendercache_p.h"
#include "seriesrendercache_p.h"
#include "customrenderitem_p.h"
QT_FORWARD_DECLARE_CLASS(QOffscreenSurface)
QT_BEGIN_NAMESPACE_DATAVISUALIZATION
class TextureHelper;
class Theme;
class Drawer;
class Abstract3DRenderer : public QObject, protected QOpenGLFunctions
{
Q_OBJECT
protected:
enum SelectionState {
SelectNone = 0,
SelectOnScene,
SelectOnOverview,
SelectOnSlice
};
enum RenderingState {
RenderingNormal = 0,
RenderingSelection,
RenderingDepth
};
public:
virtual ~Abstract3DRenderer();
virtual void updateData() = 0;
virtual void updateSeries(const QList<QAbstract3DSeries *> &seriesList);
virtual void updateCustomData(const QList<QCustom3DItem *> &customItems);
virtual void updateCustomItems();
virtual void updateCustomItemPositions();
virtual SeriesRenderCache *createNewCache(QAbstract3DSeries *series);
virtual void cleanCache(SeriesRenderCache *cache);
virtual void render(GLuint defaultFboHandle);
virtual void updateTheme(Q3DTheme *theme);
virtual void updateSelectionMode(QAbstract3DGraph::SelectionFlags newMode);
virtual void updateOptimizationHint(QAbstract3DGraph::OptimizationHints hint);
virtual void updateScene(Q3DScene *scene);
virtual void updateTextures();
virtual void initSelectionBuffer() = 0;
virtual void updateSelectionState(SelectionState state);
virtual void updateDepthBuffer() = 0;
virtual void updateShadowQuality(QAbstract3DGraph::ShadowQuality quality) = 0;
virtual void initShaders(const QString &vertexShader, const QString &fragmentShader) = 0;
virtual void initGradientShaders(const QString &vertexShader, const QString &fragmentShader);
virtual void initStaticSelectedItemShaders(const QString &vertexShader,
const QString &fragmentShader,
const QString &gradientVertexShader,
const QString &gradientFragmentShader);
virtual void initBackgroundShaders(const QString &vertexShader,
const QString &fragmentShader) = 0;
virtual void initCustomItemShaders(const QString &vertexShader,
const QString &fragmentShader);
virtual void initVolumeTextureShaders(const QString &vertexShader,
const QString &fragmentShader,
const QString &fragmentLowDefShader,
const QString &sliceShader,
const QString &sliceFrameVertexShader,
const QString &sliceFrameShader);
virtual void initLabelShaders(const QString &vertexShader, const QString &fragmentShader);
virtual void initCursorPositionShaders(const QString &vertexShader,
const QString &fragmentShader);
virtual void initCursorPositionBuffer();
virtual void updateAxisType(QAbstract3DAxis::AxisOrientation orientation,
QAbstract3DAxis::AxisType type);
virtual void updateAxisTitle(QAbstract3DAxis::AxisOrientation orientation,
const QString &title);
virtual void updateAxisLabels(QAbstract3DAxis::AxisOrientation orientation,
const QStringList &labels);
virtual void updateAxisRange(QAbstract3DAxis::AxisOrientation orientation, float min,
float max);
virtual void updateAxisSegmentCount(QAbstract3DAxis::AxisOrientation orientation, int count);
virtual void updateAxisSubSegmentCount(QAbstract3DAxis::AxisOrientation orientation,
int count);
virtual void updateAxisLabelFormat(QAbstract3DAxis::AxisOrientation orientation,
const QString &format);
virtual void updateAxisReversed(QAbstract3DAxis::AxisOrientation orientation,
bool enable);
virtual void updateAxisFormatter(QAbstract3DAxis::AxisOrientation orientation,
QValue3DAxisFormatter *formatter);
virtual void updateAxisLabelAutoRotation(QAbstract3DAxis::AxisOrientation orientation,
float angle);
virtual void updateAxisTitleVisibility(QAbstract3DAxis::AxisOrientation orientation,
bool visible);
virtual void updateAxisTitleFixed(QAbstract3DAxis::AxisOrientation orientation,
bool fixed);
virtual void modifiedSeriesList(const QVector<QAbstract3DSeries *> &seriesList);
virtual void fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh);
virtual CustomRenderItem *addCustomItem(QCustom3DItem *item);
virtual void updateCustomItem(CustomRenderItem *renderItem);
virtual void updateAspectRatio(float ratio);
virtual void updateHorizontalAspectRatio(float ratio);
virtual void updatePolar(bool enable);
virtual void updateRadialLabelOffset(float offset);
virtual void updateMargin(float margin);
virtual QVector3D convertPositionToTranslation(const QVector3D &position,
bool isAbsolute) = 0;
void generateBaseColorTexture(const QColor &color, GLuint *texture);
void fixGradientAndGenerateTexture(QLinearGradient *gradient, GLuint *gradientTexture);
inline bool isClickQueryResolved() const { return m_clickResolved; }
inline void clearClickQueryResolved() { m_clickResolved = false; }
inline QPoint cachedClickQuery() const { return m_cachedScene->selectionQueryPosition(); }
inline QAbstract3DSeries *clickedSeries() const { return m_clickedSeries; }
inline QAbstract3DGraph::ElementType clickedType() { return m_clickedType; }
inline bool isGraphPositionQueryResolved() const { return m_graphPositionQueryResolved; }
inline void clearGraphPositionQueryResolved() { m_graphPositionQueryResolved = false; }
inline QVector3D queriedGraphPosition() const { return m_queriedGraphPosition; }
inline QPoint cachedGraphPositionQuery() const { return m_cachedScene->graphPositionQuery(); }
LabelItem &selectionLabelItem();
void setSelectionLabel(const QString &label);
QString &selectionLabel();
void drawCustomItems(RenderingState state, ShaderHelper *regularShader,
const QMatrix4x4 &viewMatrix,
const QMatrix4x4 &projectionViewMatrix,
const QMatrix4x4 &depthProjectionViewMatrix,
GLuint depthTexture, GLfloat shadowQuality, GLfloat reflection = 1.0f);
QVector4D indexToSelectionColor(GLint index);
void calculatePolarXZ(const QVector3D &dataPos, float &x, float &z) const;
Q_SIGNALS:
void needRender(); // Emit this if something in renderer causes need for another render pass.
void requestShadowQuality(QAbstract3DGraph::ShadowQuality quality); // For automatic quality adjustments
protected:
Abstract3DRenderer(Abstract3DController *controller);
virtual void contextCleanup();
virtual void initializeOpenGL();
void reInitShaders();
virtual void handleShadowQualityChange();
virtual void handleResize();
AxisRenderCache &axisCacheForOrientation(QAbstract3DAxis::AxisOrientation orientation);
virtual void lowerShadowQuality();
void fixGradient(QLinearGradient *gradient, GLuint *gradientTexture);
void calculateZoomLevel();
void drawAxisTitleY(const QVector3D &sideLabelRotation, const QVector3D &backLabelRotation,
const QVector3D &sideLabelTrans, const QVector3D &backLabelTrans,
const QQuaternion &totalSideRotation, const QQuaternion &totalBackRotation,
AbstractRenderItem &dummyItem, const Q3DCamera *activeCamera,
float labelsMaxWidth,
const QMatrix4x4 &viewMatrix, const QMatrix4x4 &projectionMatrix,
ShaderHelper *shader);
void drawAxisTitleX(const QVector3D &labelRotation, const QVector3D &labelTrans,
const QQuaternion &totalRotation, AbstractRenderItem &dummyItem,
const Q3DCamera *activeCamera, float labelsMaxWidth,
const QMatrix4x4 &viewMatrix, const QMatrix4x4 &projectionMatrix,
ShaderHelper *shader, bool radial = false);
void drawAxisTitleZ(const QVector3D &labelRotation, const QVector3D &labelTrans,
const QQuaternion &totalRotation, AbstractRenderItem &dummyItem,
const Q3DCamera *activeCamera, float labelsMaxWidth,
const QMatrix4x4 &viewMatrix, const QMatrix4x4 &projectionMatrix,
ShaderHelper *shader);
void loadGridLineMesh();
void loadLabelMesh();
void loadPositionMapperMesh();
void drawRadialGrid(ShaderHelper *shader, float yFloorLinePos,
const QMatrix4x4 &projectionViewMatrix, const QMatrix4x4 &depthMatrix);
void drawAngularGrid(ShaderHelper *shader, float yFloorLinePos,
const QMatrix4x4 &projectionViewMatrix, const QMatrix4x4 &depthMatrix);
float calculatePolarBackgroundMargin();
virtual void fixCameraTarget(QVector3D &target) = 0;
void updateCameraViewport();
void recalculateCustomItemScalingAndPos(CustomRenderItem *item);
virtual void getVisibleItemBounds(QVector3D &minBounds, QVector3D &maxBounds) = 0;
void drawVolumeSliceFrame(const CustomRenderItem *item, Qt::Axis axis,
const QMatrix4x4 &projectionViewMatrix);
void queriedGraphPosition(const QMatrix4x4 &projectionViewMatrix, const QVector3D &scaling,
GLuint defaultFboHandle);
bool m_hasNegativeValues;
Q3DTheme *m_cachedTheme;
Drawer *m_drawer;
QRect m_viewport;
QAbstract3DGraph::ShadowQuality m_cachedShadowQuality;
GLfloat m_autoScaleAdjustment;
QAbstract3DGraph::SelectionFlags m_cachedSelectionMode;
QAbstract3DGraph::OptimizationHints m_cachedOptimizationHint;
AxisRenderCache m_axisCacheX;
AxisRenderCache m_axisCacheY;
AxisRenderCache m_axisCacheZ;
TextureHelper *m_textureHelper;
GLuint m_depthTexture;
Q3DScene *m_cachedScene;
bool m_selectionDirty;
SelectionState m_selectionState;
QPoint m_inputPosition;
QHash<QAbstract3DSeries *, SeriesRenderCache *> m_renderCacheList;
CustomRenderItemArray m_customRenderCache;
QList<QCustom3DItem *> m_customItemDrawOrder;
QRect m_primarySubViewport;
QRect m_secondarySubViewport;
float m_devicePixelRatio;
bool m_selectionLabelDirty;
bool m_clickResolved;
bool m_graphPositionQueryPending;
bool m_graphPositionQueryResolved;
QAbstract3DSeries *m_clickedSeries;
QAbstract3DGraph::ElementType m_clickedType;
int m_selectedLabelIndex;
int m_selectedCustomItemIndex;
QVector3D m_queriedGraphPosition;
QPoint m_graphPositionQuery;
QString m_selectionLabel;
LabelItem *m_selectionLabelItem;
int m_visibleSeriesCount;
ShaderHelper *m_customItemShader;
ShaderHelper *m_volumeTextureShader;
ShaderHelper *m_volumeTextureLowDefShader;
ShaderHelper *m_volumeTextureSliceShader;
ShaderHelper *m_volumeSliceFrameShader;
ShaderHelper *m_labelShader;
ShaderHelper *m_cursorPositionShader;
GLuint m_cursorPositionFrameBuffer;
GLuint m_cursorPositionTexture;
bool m_useOrthoProjection;
bool m_xFlipped;
bool m_yFlipped;
bool m_zFlipped;
bool m_yFlippedForGrid;
ObjectHelper *m_backgroundObj; // Shared reference
ObjectHelper *m_gridLineObj; // Shared reference
ObjectHelper *m_labelObj; // Shared reference
ObjectHelper *m_positionMapperObj; // Shared reference
float m_graphAspectRatio;
float m_graphHorizontalAspectRatio;
bool m_polarGraph;
float m_radialLabelOffset;
float m_polarRadius;
QQuaternion m_xRightAngleRotation;
QQuaternion m_yRightAngleRotation;
QQuaternion m_zRightAngleRotation;
QQuaternion m_xRightAngleRotationNeg;
QQuaternion m_yRightAngleRotationNeg;
QQuaternion m_zRightAngleRotationNeg;
QQuaternion m_xFlipRotation;
QQuaternion m_zFlipRotation;
float m_requestedMargin;
float m_vBackgroundMargin;
float m_hBackgroundMargin;
float m_scaleXWithBackground;
float m_scaleYWithBackground;
float m_scaleZWithBackground;
QVector3D m_oldCameraTarget;
bool m_reflectionEnabled;
qreal m_reflectivity;
QLocale m_locale;
#if !defined(QT_OPENGL_ES_2)
QOpenGLFunctions_2_1 *m_funcs_2_1; // Not owned
#endif
QPointer<QOpenGLContext> m_context; // Not owned
bool m_isOpenGLES;
private:
friend class Abstract3DController;
};
QT_END_NAMESPACE_DATAVISUALIZATION
#endif