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++ // Copyright (C) 2017 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:critical reason:execute-external-code
++
++ #include "qcustom3dvolume_p.h"
++ #include "utils_p.h"
++
++ #include <QtGui/qquaternion.h>
++
++ QT_BEGIN_NAMESPACE
++
++ /*!
++ * \class QCustom3DVolume
++ * \inmodule QtDataVisualization
++ * \brief The QCustom3DVolume class adds a volume rendered object to a graph.
++ * \since QtDataVisualization 1.2
++ *
++ * A volume rendered
++ * object is a box with a 3D texture. Three slice planes are supported for the volume, one along
++ * each main axis of the volume.
++ *
++ * Rendering volume objects is very performance intensive, especially when the volume is largely
++ * transparent, as the contents of the volume are ray-traced. The performance scales nearly linearly
++ * with the amount of pixels that the volume occupies on the screen, so showing the volume in a
++ * smaller view or limiting the zoom level of the graph are easy ways to improve performance.
++ * Similarly, the volume texture dimensions have a large impact on performance.
++ * If the frame rate is more important than pixel-perfect rendering of the volume contents, consider
++ * turning the high definition shader off by setting the useHighDefShader property to \c{false}.
++ *
++ * \note Volumetric objects are only supported with orthographic projection.
++ *
++ * \note Volumetric objects utilize 3D textures, which are not supported in OpenGL ES2 environments.
++ *
++ * \sa QAbstract3DGraph::addCustomItem(), QAbstract3DGraph::orthoProjection, useHighDefShader
++ */
++
++ /*!
++ * \qmltype Custom3DVolume
++ * \inqmlmodule QtDataVisualization
++ * \since QtDataVisualization 1.2
++ * \ingroup datavisualization_qml
++ * \nativetype QCustom3DVolume
++ * \inherits Custom3DItem
++ * \brief Adds a volume rendered object to a graph.
++ *
++ * A volume rendered
++ * object is a box with a 3D texture. Three slice planes are supported for the volume, one along
++ * each main axis of the volume.
++ *
++ * Rendering volume objects is very performance intensive, especially when the volume is largely
++ * transparent, as the contents of the volume are ray-traced. The performance scales nearly linearly
++ * with the amount of pixels that the volume occupies on the screen, so showing the volume in a
++ * smaller view or limiting the zoom level of the graph are easy ways to improve performance.
++ * Similarly, the volume texture dimensions have a large impact on performance.
++ * If the frame rate is more important than pixel-perfect rendering of the volume contents, consider
++ * turning the high definition shader off by setting the useHighDefShader property to \c{false}.
++ *
++ * \note Filling in the volume data would not typically be efficient or practical from pure QML,
++ * so properties directly related to that are not fully supported from QML.
++ * Create a hybrid QML/C++ application if you want to use volume objects with a Qt Quick UI.
++ *
++ * \note Volumetric objects are only supported with orthographic projection.
++ *
++ * \note Volumetric objects utilize 3D textures, which are not supported in OpenGL ES2 environments.
++ *
++ * \sa AbstractGraph3D::orthoProjection, useHighDefShader
++ */
++
++ /*! \qmlproperty int Custom3DVolume::textureWidth
++ *
++ * The width of the 3D texture defining the volume content in pixels. Defaults to \c{0}.
++ *
++ * \note Changing this property from QML is not supported, as the texture data cannot be resized
++ * accordingly.
++ */
++
++ /*! \qmlproperty int Custom3DVolume::textureHeight
++ *
++ * The height of the 3D texture defining the volume content in pixels. Defaults to \c{0}.
++ *
++ * \note Changing this property from QML is not supported, as the texture data cannot be resized
++ * accordingly.
++ */
++
++ /*! \qmlproperty int Custom3DVolume::textureDepth
++ *
++ * The depth of the 3D texture defining the volume content in pixels. Defaults to \c{0}.
++ *
++ * \note Changing this property from QML is not supported, as the texture data cannot be resized
++ * accordingly.
++ */
++
++ /*! \qmlproperty int Custom3DVolume::sliceIndexX
++ *
++ * The x-dimension index into the texture data indicating which vertical slice to show.
++ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
++ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
++ * normally.
++ * Defaults to \c{-1}.
++ *
++ * \sa QCustom3DVolume::textureData, drawSlices, drawSliceFrames
++ */
++
++ /*! \qmlproperty int Custom3DVolume::sliceIndexY
++ *
++ * The y-dimension index into the texture data indicating which horizontal slice to show.
++ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
++ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
++ * normally.
++ * Defaults to \c{-1}.
++ *
++ * \sa QCustom3DVolume::textureData, drawSlices, drawSliceFrames
++ */
++
++ /*! \qmlproperty int Custom3DVolume::sliceIndexZ
++ *
++ * The z-dimension index into the texture data indicating which vertical slice to show.
++ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
++ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
++ * normally.
++ * Defaults to \c{-1}.
++ *
++ * \sa QCustom3DVolume::textureData, drawSlices, drawSliceFrames
++ */
++
++ /*!
++ * \qmlproperty real Custom3DVolume::alphaMultiplier
++ *
++ * The alpha value of every texel of the volume texture is multiplied with this value at
++ * the render time. This can be used to introduce uniform transparency to the volume.
++ * If preserveOpacity is \c{true}, only texels with at least some transparency to begin with are
++ * affected, and fully opaque texels are not affected.
++ * The value must not be negative.
++ * Defaults to \c{1.0}.
++ *
++ * \sa preserveOpacity
++ */
++
++ /*!
++ * \qmlproperty bool Custom3DVolume::preserveOpacity
++ *
++ * If this property value is \c{true}, alphaMultiplier is only applied to texels that already have
++ * some transparency. If it is \c{false}, the multiplier is applied to the alpha value of all
++ * texels.
++ * Defaults to \c{true}.
++ *
++ * \sa alphaMultiplier
++ */
++
++ /*!
++ * \qmlproperty bool Custom3DVolume::useHighDefShader
++ *
++ * If this property value is \c{true}, a high definition shader is used to render the volume.
++ * If it is \c{false}, a low definition shader is used.
++ *
++ * The high definition shader guarantees that every visible texel of the volume texture is sampled
++ * when the volume is rendered.
++ * The low definition shader renders only a rough approximation of the volume contents,
++ * but at a much higher frame rate. The low definition shader does not guarantee every texel of the
++ * volume texture is sampled, so there may be flickering if the volume contains distinct thin
++ * features.
++ *
++ * \note This value does not affect the level of detail when rendering the
++ * slices of the volume.
++ *
++ * Defaults to \c{true}.
++ */
++
++ /*!
++ * \qmlproperty bool Custom3DVolume::drawSlices
++ *
++ * If this property value is \c{true}, the slices indicated by slice index properties
++ * will be drawn instead of the full volume.
++ * If it is \c{false}, the full volume will always be drawn.
++ * Defaults to \c{false}.
++ *
++ * \note The slices are always drawn along the item axes, so if the item is rotated, the slices are
++ * rotated as well.
++ *
++ * \sa sliceIndexX, sliceIndexY, sliceIndexZ
++ */
++
++ /*!
++ * \qmlproperty bool Custom3DVolume::drawSliceFrames
++ *
++ * If this property value is \c{true}, the frames of slices indicated by slice index properties
++ * will be drawn around the volume.
++ * If it is \c{false}, no slice frames will be drawn.
++ * Drawing slice frames is independent of drawing slices, so you can show the full volume and
++ * still draw the slice frames around it.
++ * Defaults to \c{false}.
++ *
++ * \sa sliceIndexX, sliceIndexY, sliceIndexZ, drawSlices
++ */
++
++ /*!
++ * \qmlproperty color Custom3DVolume::sliceFrameColor
++ *
++ * The color of the slice frame. Transparent slice frame color is not supported.
++ *
++ * Defaults to black.
++ *
++ * \sa drawSliceFrames
++ */
++
++ /*!
++ * \qmlproperty vector3d Custom3DVolume::sliceFrameWidths
++ *
++ * The widths of the slice frame. The width can be different on different dimensions,
++ * so you can for example omit drawing the frames on certain sides of the volume by setting the
++ * value for that dimension to zero. The values are fractions of the volume thickness in the same
++ * dimension. The values cannot be negative.
++ *
++ * Defaults to \c{vector3d(0.01, 0.01, 0.01)}.
++ *
++ * \sa drawSliceFrames
++ */
++
++ /*!
++ * \qmlproperty vector3d Custom3DVolume::sliceFrameGaps
++ *
++ * The size of the air gap left between the volume itself and the frame in each dimension.
++ * The gap can be different on different dimensions. The values are fractions of the volume
++ * thickness in the same dimension. The values cannot be negative.
++ *
++ * Defaults to \c{vector3d(0.01, 0.01, 0.01)}.
++ *
++ * \sa drawSliceFrames
++ */
++
++ /*!
++ * \qmlproperty vector3d Custom3DVolume::sliceFrameThicknesses
++ *
++ * The thickness of the slice frames for each dimension. The values are fractions of
++ * the volume thickness in the same dimension. The values cannot be negative.
++ *
++ * Defaults to \c{vector3d(0.01, 0.01, 0.01)}.
++ *
++ * \sa drawSliceFrames
++ */
++
++ /*!
++ * Constructs a custom 3D volume with the given \a parent.
++ */
++ QCustom3DVolume::QCustom3DVolume(QObject *parent) :
++ QCustom3DItem(new QCustom3DVolumePrivate(this), parent)
++ {
++ }
++
++ /*!
++ * Constructs a custom 3D volume with the given \a position, \a scaling, \a rotation,
++ * \a textureWidth, \a textureHeight, \a textureDepth, \a textureData, \a textureFormat,
++ * \a colorTable, and optional \a parent.
++ *
++ * \sa textureData, setTextureFormat(), colorTable
++ */
++ QCustom3DVolume::QCustom3DVolume(const QVector3D &position, const QVector3D &scaling,
++ const QQuaternion &rotation, int textureWidth, int textureHeight,
++ int textureDepth, QList<uchar> *textureData,
++ QImage::Format textureFormat, const QList<QRgb> &colorTable,
++ QObject *parent)
++ : QCustom3DItem(new QCustom3DVolumePrivate(this, position, scaling, rotation, textureWidth,
++ textureHeight, textureDepth, textureData,
++ textureFormat, colorTable),
++ parent)
++ {
++ }
++
++
++ /*!
++ * Deletes the custom 3D volume.
++ */
++ QCustom3DVolume::~QCustom3DVolume()
++ {
++ }
++
++ /*! \property QCustom3DVolume::textureWidth
++ *
++ * \brief The width of the 3D texture defining the volume content in pixels.
++ *
++ * Defaults to \c{0}.
++ *
++ * \note The textureData value may need to be resized or recreated if this value
++ * is changed.
++ * Defaults to \c{0}.
++ *
++ * \sa textureData, textureHeight, textureDepth, setTextureFormat(), textureDataWidth()
++ */
++ void QCustom3DVolume::setTextureWidth(int value)
++ {
++ if (value >= 0) {
++ if (dptr()->m_textureWidth != value) {
++ dptr()->m_textureWidth = value;
++ dptr()->m_dirtyBitsVolume.textureDimensionsDirty = true;
++ emit textureWidthChanged(value);
++ emit dptr()->needUpdate();
++ }
++ } else {
++ qWarning() << __FUNCTION__ << "Cannot set negative value.";
++ }
++ }
++
++ int QCustom3DVolume::textureWidth() const
++ {
++ return dptrc()->m_textureWidth;
++ }
++
++ /*! \property QCustom3DVolume::textureHeight
++ *
++ * \brief The height of the 3D texture defining the volume content in pixels.
++ *
++ * Defaults to \c{0}.
++ *
++ * \note The textureData value may need to be resized or recreated if this value
++ * is changed.
++ * Defaults to \c{0}.
++ *
++ * \sa textureData, textureWidth, textureDepth, setTextureFormat()
++ */
++ void QCustom3DVolume::setTextureHeight(int value)
++ {
++ if (value >= 0) {
++ if (dptr()->m_textureHeight != value) {
++ dptr()->m_textureHeight = value;
++ dptr()->m_dirtyBitsVolume.textureDimensionsDirty = true;
++ emit textureHeightChanged(value);
++ emit dptr()->needUpdate();
++ }
++ } else {
++ qWarning() << __FUNCTION__ << "Cannot set negative value.";
++ }
++
++ }
++
++ int QCustom3DVolume::textureHeight() const
++ {
++ return dptrc()->m_textureHeight;
++ }
++
++ /*! \property QCustom3DVolume::textureDepth
++ *
++ * \brief The depth of the 3D texture defining the volume content in pixels.
++ *
++ * Defaults to \c{0}.
++ *
++ * \note The textureData value may need to be resized or recreated if this value
++ * is changed.
++ * Defaults to \c{0}.
++ *
++ * \sa textureData, textureWidth, textureHeight, setTextureFormat()
++ */
++ void QCustom3DVolume::setTextureDepth(int value)
++ {
++ if (value >= 0) {
++ if (dptr()->m_textureDepth != value) {
++ dptr()->m_textureDepth = value;
++ dptr()->m_dirtyBitsVolume.textureDimensionsDirty = true;
++ emit textureDepthChanged(value);
++ emit dptr()->needUpdate();
++ }
++ } else {
++ qWarning() << __FUNCTION__ << "Cannot set negative value.";
++ }
++ }
++
++ int QCustom3DVolume::textureDepth() const
++ {
++ return dptrc()->m_textureDepth;
++ }
++
++ /*!
++ * A convenience function for setting all three texture dimensions
++ * (\a width, \a height, and \a depth) at once.
++ *
++ * \sa textureData
++ */
++ void QCustom3DVolume::setTextureDimensions(int width, int height, int depth)
++ {
++ setTextureWidth(width);
++ setTextureHeight(height);
++ setTextureDepth(depth);
++ }
++
++ /*!
++ * Returns the actual texture data width. When the texture format is QImage::Format_Indexed8,
++ * this value equals textureWidth aligned to a 32-bit boundary. Otherwise, this
++ * value equals four times textureWidth.
++ */
++ int QCustom3DVolume::textureDataWidth() const
++ {
++ int dataWidth = dptrc()->m_textureWidth;
++
++ if (dptrc()->m_textureFormat == QImage::Format_Indexed8)
++ dataWidth += dataWidth % 4;
++ else
++ dataWidth *= 4;
++
++ return dataWidth;
++ }
++
++ /*! \property QCustom3DVolume::sliceIndexX
++ *
++ * \brief The x-dimension index into the texture data indicating which vertical
++ * slice to show.
++ *
++ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
++ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
++ * normally.
++ *
++ * Defaults to \c{-1}.
++ *
++ * \sa textureData, drawSlices, drawSliceFrames
++ */
++ void QCustom3DVolume::setSliceIndexX(int value)
++ {
++ if (dptr()->m_sliceIndexX != value) {
++ dptr()->m_sliceIndexX = value;
++ dptr()->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceIndexXChanged(value);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ int QCustom3DVolume::sliceIndexX() const
++ {
++ return dptrc()->m_sliceIndexX;
++ }
++
++ /*! \property QCustom3DVolume::sliceIndexY
++ *
++ * \brief The y-dimension index into the texture data indicating which
++ * horizontal slice to show.
++ *
++ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
++ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
++ * normally.
++ *
++ * Defaults to \c{-1}.
++ *
++ * \sa textureData, drawSlices, drawSliceFrames
++ */
++ void QCustom3DVolume::setSliceIndexY(int value)
++ {
++ if (dptr()->m_sliceIndexY != value) {
++ dptr()->m_sliceIndexY = value;
++ dptr()->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceIndexYChanged(value);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ int QCustom3DVolume::sliceIndexY() const
++ {
++ return dptrc()->m_sliceIndexY;
++ }
++
++ /*! \property QCustom3DVolume::sliceIndexZ
++ *
++ * \brief The z-dimension index into the texture data indicating which vertical
++ * slice to show.
++ *
++ * Setting any dimension to negative indicates no slice or slice frame for that dimension is drawn.
++ * If all dimensions are negative, no slices or slice frames are drawn and the volume is drawn
++ * normally.
++ *
++ * Defaults to \c{-1}.
++ *
++ * \sa textureData, drawSlices, drawSliceFrames
++ */
++ void QCustom3DVolume::setSliceIndexZ(int value)
++ {
++ if (dptr()->m_sliceIndexZ != value) {
++ dptr()->m_sliceIndexZ = value;
++ dptr()->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceIndexZChanged(value);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ int QCustom3DVolume::sliceIndexZ() const
++ {
++ return dptrc()->m_sliceIndexZ;
++ }
++
++ /*!
++ * A convenience function for setting all three slice indices (\a x, \a y, and \a z) at once.
++ *
++ * \sa textureData
++ */
++ void QCustom3DVolume::setSliceIndices(int x, int y, int z)
++ {
++ setSliceIndexX(x);
++ setSliceIndexY(y);
++ setSliceIndexZ(z);
++ }
++
++ /*! \property QCustom3DVolume::colorTable
++ *
++ * \brief The array containing the colors for indexed texture formats.
++ *
++ * If the texture format is not indexed, this array is not used and can be empty.
++ *
++ * Defaults to \c{0}.
++ *
++ * \sa textureData, setTextureFormat(), QImage::colorTable()
++ */
++ void QCustom3DVolume::setColorTable(const QList<QRgb> &colors)
++ {
++ if (dptr()->m_colorTable != colors) {
++ dptr()->m_colorTable = colors;
++ dptr()->m_dirtyBitsVolume.colorTableDirty = true;
++ emit colorTableChanged();
++ emit dptr()->needUpdate();
++ }
++ }
++
++ QList<QRgb> QCustom3DVolume::colorTable() const
++ {
++ return dptrc()->m_colorTable;
++ }
++
++ /*! \property QCustom3DVolume::textureData
++ *
++ * \brief The array containing the texture data in the format specified by textureFormat.
++ *
++ * The size of this array must be at least
++ * (\c{textureDataWidth * textureHeight * textureDepth * texture format color depth in bytes}).
++ *
++ * A 3D texture is defined by a stack of 2D subtextures. Each subtexture must be of identical size
++ * (\c{textureDataWidth * textureHeight}), and the depth of the stack is defined
++ * by the textureDepth property. The data in each 2D texture is identical to a
++ * QImage data with the same format, so
++ * QImage::bits() can be used to supply the data for each subtexture.
++ *
++ * Ownership of the new array transfers to the QCustom3DVolume instance.
++ * If another array is set, the previous array is deleted.
++ * If the same array is set again, it is assumed that the array contents have been changed and the
++ * graph rendering is triggered.
++ *
++ * \note Each x-dimension line of the data needs to be 32-bit aligned.
++ * If textureFormat is QImage::Format_Indexed8 and the textureWidth value is not
++ * divisible by four, padding bytes might need to be added to each x-dimension
++ * line of the \a data. The textureDataWidth() function returns the padded byte
++ * count. The padding bytes should indicate a fully transparent color to avoid
++ * rendering artifacts.
++ *
++ * Defaults to \c{0}.
++ *
++ * \sa colorTable, setTextureFormat(), setSubTextureData(), textureDataWidth()
++ */
++ void QCustom3DVolume::setTextureData(QList<uchar> *data)
++ {
++ if (dptr()->m_textureData != data)
++ delete dptr()->m_textureData;
++
++ // Even if the pointer is same as previously, consider this property changed, as the values
++ // can be changed unbeknownst to us via the array pointer.
++ dptr()->m_textureData = data;
++ dptr()->m_dirtyBitsVolume.textureDataDirty = true;
++ emit textureDataChanged(data);
++ emit dptr()->needUpdate();
++ }
++
++ /*!
++ * Creates a new texture data array from an array of \a images and sets it as
++ * textureData for this volume object. The texture dimensions are also set according to image
++ * and array dimensions. All of the images in the array must be the same size. If the images are not
++ * all in the QImage::Format_Indexed8 format, all texture data will be converted into the
++ * QImage::Format_ARGB32 format. If the images are in the
++ * QImage::Format_Indexed8 format, the colorTable value
++ * for the entire volume will be taken from the first image.
++ *
++ * Returns a pointer to the newly created array.
++ *
++ * \sa textureData, textureWidth, textureHeight, textureDepth, setTextureFormat()
++ */
++ QList<uchar> *QCustom3DVolume::createTextureData(const QList<QImage *> &images)
++ {
++ int imageCount = images.size();
++ if (imageCount) {
++ QImage *currentImage = images.at(0);
++ int imageWidth = currentImage->width();
++ int imageHeight = currentImage->height();
++ QImage::Format imageFormat = currentImage->format();
++ bool convert = false;
++ if (imageFormat != QImage::Format_Indexed8 && imageFormat != QImage::Format_ARGB32) {
++ convert = true;
++ imageFormat = QImage::Format_ARGB32;
++ } else {
++ for (int i = 0; i < imageCount; i++) {
++ currentImage = images.at(i);
++ if (imageWidth != currentImage->width() || imageHeight != currentImage->height()) {
++ qWarning() << __FUNCTION__ << "Not all images were of the same size.";
++ setTextureData(0);
++ setTextureWidth(0);
++ setTextureHeight(0);
++ setTextureDepth(0);
++ return 0;
++
++ }
++ if (currentImage->format() != imageFormat) {
++ convert = true;
++ imageFormat = QImage::Format_ARGB32;
++ break;
++ }
++ }
++ }
++ int colorBytes = (imageFormat == QImage::Format_Indexed8) ? 1 : 4;
++ int imageByteWidth = (imageFormat == QImage::Format_Indexed8)
++ ? currentImage->bytesPerLine() : imageWidth;
++ int frameSize = imageByteWidth * imageHeight * colorBytes;
++ QList<uchar> *newTextureData = new QList<uchar>;
++ newTextureData->resize(frameSize * imageCount);
++ uchar *texturePtr = newTextureData->data();
++ QImage convertedImage;
++
++ for (int i = 0; i < imageCount; i++) {
++ currentImage = images.at(i);
++ if (convert) {
++ convertedImage = currentImage->convertToFormat(imageFormat);
++ currentImage = &convertedImage;
++ }
++ memcpy(texturePtr, static_cast<void *>(currentImage->bits()), frameSize);
++ texturePtr += frameSize;
++ }
++
++ if (imageFormat == QImage::Format_Indexed8)
++ setColorTable(images.at(0)->colorTable());
++ setTextureData(newTextureData);
++ setTextureFormat(imageFormat);
++ setTextureWidth(imageWidth);
++ setTextureHeight(imageHeight);
++ setTextureDepth(imageCount);
++ } else {
++ setTextureData(0);
++ setTextureWidth(0);
++ setTextureHeight(0);
++ setTextureDepth(0);
++ }
++ return dptr()->m_textureData;
++ }
++
++ QList<uchar> *QCustom3DVolume::textureData() const
++ {
++ return dptrc()->m_textureData;
++ }
++
++ /*!
++ * Sets a single 2D subtexture of the 3D texture along the specified
++ * \a axis of the volume.
++ * The \a index parameter specifies the subtexture to set.
++ * The texture \a data must be in the format specified by the textureFormat
++ * property and have the size of
++ * the cross-section of the volume texture along the specified axis multiplied by
++ * the texture format color depth in bytes.
++ * The \a data is expected to be ordered similarly to the data in images
++ * produced by the renderSlice() method along the same axis.
++ *
++ * \note Each x-dimension line of the data needs to be 32-bit aligned when
++ * targeting the y-axis or z-axis. If textureFormat is QImage::Format_Indexed8
++ * and the textureWidth value is not divisible by four, padding bytes might need
++ * to be added to each x-dimension line of the \a data to properly align it. The
++ * padding bytes should indicate a fully transparent color to avoid rendering
++ * artifacts.
++ *
++ * \sa textureData, renderSlice()
++ */
++ void QCustom3DVolume::setSubTextureData(Qt::Axis axis, int index, const uchar *data)
++ {
++ if (data) {
++ int lineSize = textureDataWidth();
++ int frameSize = lineSize * dptr()->m_textureHeight;
++ int dataSize = dptr()->m_textureData->size();
++ int pixelWidth = (dptr()->m_textureFormat == QImage::Format_Indexed8) ? 1 : 4;
++ int targetIndex;
++ uchar *dataPtr = dptr()->m_textureData->data();
++ bool invalid = (index < 0);
++ if (axis == Qt::XAxis) {
++ targetIndex = index * pixelWidth;
++ if (index >= dptr()->m_textureWidth
++ || (frameSize * (dptr()->m_textureDepth - 1) + targetIndex) > dataSize) {
++ invalid = true;
++ }
++ } else if (axis == Qt::YAxis) {
++ targetIndex = (index * lineSize) + (frameSize * (dptr()->m_textureDepth - 1));
++ if (index >= dptr()->m_textureHeight || (targetIndex + lineSize > dataSize))
++ invalid = true;
++ } else {
++ targetIndex = index * frameSize;
++ if (index >= dptr()->m_textureDepth || ((targetIndex + frameSize) > dataSize))
++ invalid = true;
++ }
++
++ if (invalid) {
++ qWarning() << __FUNCTION__ << "Attempted to set invalid subtexture.";
++ } else {
++ const uchar *sourcePtr = data;
++ uchar *targetPtr = dataPtr + targetIndex;
++ if (axis == Qt::XAxis) {
++ int targetWidth = dptr()->m_textureDepth;
++ int targetHeight = dptr()->m_textureHeight;
++ for (int i = 0; i < targetHeight; i++) {
++ targetPtr = dataPtr + targetIndex + (lineSize * i);
++ for (int j = 0; j < targetWidth; j++) {
++ for (int k = 0; k < pixelWidth; k++)
++ *targetPtr++ = *sourcePtr++;
++ targetPtr += (frameSize - pixelWidth);
++ }
++ }
++ } else if (axis == Qt::YAxis) {
++ int targetHeight = dptr()->m_textureDepth;
++ for (int i = 0; i < targetHeight; i++){
++ for (int j = 0; j < lineSize; j++)
++ *targetPtr++ = *sourcePtr++;
++ targetPtr -= (frameSize + lineSize);
++ }
++ } else {
++ void *subTexPtr = dataPtr + targetIndex;
++ memcpy(subTexPtr, static_cast<const void *>(data), frameSize);
++ }
++ dptr()->m_dirtyBitsVolume.textureDataDirty = true;
++ emit textureDataChanged(dptr()->m_textureData);
++ emit dptr()->needUpdate();
++ }
++ } else {
++ qWarning() << __FUNCTION__ << "Tried to set null data.";
++ }
++ }
++
++ /*!
++ * Sets a single 2D subtexture of the 3D texture along the specified
++ * \a axis of the volume.
++ * The \a index parameter specifies the subtexture to set.
++ * The source \a image must be in the format specified by the textureFormat property if
++ * textureFormat is indexed. If textureFormat is QImage::Format_ARGB32, the image is converted
++ * to that format. The image must have the size of the cross-section of the volume texture along
++ * the specified axis. The orientation of the image should correspond to the orientation of
++ * the slice image produced by renderSlice() method along the same axis.
++ *
++ * \note Each x-dimension line of the data needs to be 32-bit aligned when
++ * targeting the y-axis or z-axis. If textureFormat is QImage::Format_Indexed8
++ * and the textureWidth value is not divisible by four, padding bytes might need
++ * to be added to each x-dimension line of the image to properly align it. The
++ * padding bytes should indicate a fully transparent color to avoid rendering
++ * artifacts. It is not guaranteed that QImage will do this automatically.
++ *
++ * \sa textureData, renderSlice()
++ */
++ void QCustom3DVolume::setSubTextureData(Qt::Axis axis, int index, const QImage &image)
++ {
++ int sourceWidth = image.width();
++ int sourceHeight = image.height();
++ int targetWidth;
++ int targetHeight;
++ if (axis == Qt::XAxis) {
++ targetWidth = dptr()->m_textureDepth;
++ targetHeight = dptr()->m_textureHeight;
++ } else if (axis == Qt::YAxis) {
++ targetWidth = dptr()->m_textureWidth;
++ targetHeight = dptr()->m_textureDepth;
++ } else {
++ targetWidth = dptr()->m_textureWidth;
++ targetHeight = dptr()->m_textureHeight;
++ }
++
++ if (sourceWidth == targetWidth
++ && sourceHeight == targetHeight
++ && (image.format() == dptr()->m_textureFormat
++ || dptr()->m_textureFormat == QImage::Format_ARGB32)) {
++ QImage convertedImage;
++ if (dptr()->m_textureFormat == QImage::Format_ARGB32
++ && image.format() != QImage::Format_ARGB32) {
++ convertedImage = image.convertToFormat(QImage::Format_ARGB32);
++ } else {
++ convertedImage = image;
++ }
++ setSubTextureData(axis, index, convertedImage.bits());
++ } else {
++ qWarning() << __FUNCTION__ << "Invalid image size or format.";
++ }
++ }
++
++ // Note: textureFormat is not a Q_PROPERTY to work around an issue in meta object system that
++ // doesn't allow QImage::format to be a property type. Qt 5.2.1 at least has this problem.
++
++ /*!
++ * Sets the format of the textureData property to \a format. Only two formats
++ * are supported currently:
++ * QImage::Format_Indexed8 and QImage::Format_ARGB32. If an indexed format is specified, colorTable
++ * must also be set.
++ * Defaults to QImage::Format_ARGB32.
++ *
++ * \sa colorTable, textureData
++ */
++ void QCustom3DVolume::setTextureFormat(QImage::Format format)
++ {
++ if (format == QImage::Format_ARGB32 || format == QImage::Format_Indexed8) {
++ if (dptr()->m_textureFormat != format) {
++ dptr()->m_textureFormat = format;
++ dptr()->m_dirtyBitsVolume.textureFormatDirty = true;
++ emit textureFormatChanged(format);
++ emit dptr()->needUpdate();
++ }
++ } else {
++ qWarning() << __FUNCTION__ << "Attempted to set invalid texture format.";
++ }
++ }
++
++ /*!
++ * Returns the format of the textureData property value.
++ *
++ * \sa setTextureFormat()
++ */
++ QImage::Format QCustom3DVolume::textureFormat() const
++ {
++ return dptrc()->m_textureFormat;
++ }
++
++ /*!
++ * \fn void QCustom3DVolume::textureFormatChanged(QImage::Format format)
++ *
++ * This signal is emitted when the \a format of the textureData value changes.
++ *
++ * \sa setTextureFormat()
++ */
++
++ /*!
++ * \property QCustom3DVolume::alphaMultiplier
++ *
++ * \brief The value that the alpha value of every texel of the volume texture is multiplied with at
++ * the render time.
++ *
++ * This property can be used to introduce uniform transparency to the volume.
++ * If preserveOpacity is \c{true}, only texels with at least some transparency to begin with are
++ * affected, and fully opaque texels are not affected.
++ * The value must not be negative.
++ * Defaults to \c{1.0f}.
++ *
++ * \sa preserveOpacity, textureData
++ */
++ void QCustom3DVolume::setAlphaMultiplier(float mult)
++ {
++ if (mult >= 0.0f) {
++ if (dptr()->m_alphaMultiplier != mult) {
++ dptr()->m_alphaMultiplier = mult;
++ dptr()->m_dirtyBitsVolume.alphaDirty = true;
++ emit alphaMultiplierChanged(mult);
++ emit dptr()->needUpdate();
++ }
++ } else {
++ qWarning() << __FUNCTION__ << "Attempted to set negative multiplier.";
++ }
++ }
++
++ float QCustom3DVolume::alphaMultiplier() const
++ {
++ return dptrc()->m_alphaMultiplier;
++ }
++
++ /*!
++ * \property QCustom3DVolume::preserveOpacity
++ *
++ * \brief Whether the alpha multiplier is applied to all texels.
++ *
++ * If this property value is \c{true}, alphaMultiplier is only applied to texels that already have
++ * some transparency. If it is \c{false}, the multiplier is applied to the alpha value of all
++ * texels.
++ * Defaults to \c{true}.
++ *
++ * \sa alphaMultiplier
++ */
++ void QCustom3DVolume::setPreserveOpacity(bool enable)
++ {
++ if (dptr()->m_preserveOpacity != enable) {
++ dptr()->m_preserveOpacity = enable;
++ dptr()->m_dirtyBitsVolume.alphaDirty = true;
++ emit preserveOpacityChanged(enable);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ bool QCustom3DVolume::preserveOpacity() const
++ {
++ return dptrc()->m_preserveOpacity;
++ }
++
++ /*!
++ * \property QCustom3DVolume::useHighDefShader
++ *
++ * \brief Whether a high or low definition shader is used to render the volume.
++ *
++ * If this property value is \c{true}, a high definition shader is used.
++ * If it is \c{false}, a low definition shader is used.
++ *
++ * The high definition shader guarantees that every visible texel of the volume texture is sampled
++ * when the volume is rendered.
++ * The low definition shader renders only a rough approximation of the volume contents,
++ * but at a much higher frame rate. The low definition shader does not guarantee
++ * that every texel of the
++ * volume texture is sampled, so there may be flickering if the volume contains distinct thin
++ * features.
++ *
++ * \note This value does not affect the level of detail when rendering the
++ * slices of the volume.
++ *
++ * Defaults to \c{true}.
++ *
++ * \sa renderSlice()
++ */
++ void QCustom3DVolume::setUseHighDefShader(bool enable)
++ {
++ if (dptr()->m_useHighDefShader != enable) {
++ dptr()->m_useHighDefShader = enable;
++ dptr()->m_dirtyBitsVolume.shaderDirty = true;
++ emit useHighDefShaderChanged(enable);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ bool QCustom3DVolume::useHighDefShader() const
++ {
++ return dptrc()->m_useHighDefShader;
++ }
++
++ /*!
++ * \property QCustom3DVolume::drawSlices
++ *
++ * \brief Whether the specified slices are drawn instead of the full volume.
++ *
++ * If this property value is \c{true}, the slices indicated by slice index properties
++ * will be drawn instead of the full volume.
++ * If it is \c{false}, the full volume will always be drawn.
++ * Defaults to \c{false}.
++ *
++ * \note The slices are always drawn along the item axes, so if the item is rotated, the slices are
++ * rotated as well.
++ *
++ * \sa sliceIndexX, sliceIndexY, sliceIndexZ
++ */
++ void QCustom3DVolume::setDrawSlices(bool enable)
++ {
++ if (dptr()->m_drawSlices != enable) {
++ dptr()->m_drawSlices = enable;
++ dptr()->m_dirtyBitsVolume.slicesDirty = true;
++ emit drawSlicesChanged(enable);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ bool QCustom3DVolume::drawSlices() const
++ {
++ return dptrc()->m_drawSlices;
++ }
++
++ /*!
++ * \property QCustom3DVolume::drawSliceFrames
++ *
++ * \brief Whether slice frames are drawn around the volume.
++ *
++ * If this property value is \c{true}, the frames of slices indicated by slice index properties
++ * will be drawn around the volume.
++ * If it is \c{false}, no slice frames will be drawn.
++ *
++ * Drawing slice frames is independent of drawing slices, so you can show the full volume and
++ * still draw the slice frames around it. This is useful when using renderSlice() to display the
++ * slices outside the graph itself.
++ *
++ * Defaults to \c{false}.
++ *
++ * \sa sliceIndexX, sliceIndexY, sliceIndexZ, drawSlices, renderSlice()
++ */
++ void QCustom3DVolume::setDrawSliceFrames(bool enable)
++ {
++ if (dptr()->m_drawSliceFrames != enable) {
++ dptr()->m_drawSliceFrames = enable;
++ dptr()->m_dirtyBitsVolume.slicesDirty = true;
++ emit drawSliceFramesChanged(enable);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ bool QCustom3DVolume::drawSliceFrames() const
++ {
++ return dptrc()->m_drawSliceFrames;
++ }
++
++ /*!
++ * \property QCustom3DVolume::sliceFrameColor
++ *
++ * \brief The color of the slice frame.
++ *
++ * Transparent slice frame color is not supported.
++ *
++ * Defaults to black.
++ *
++ * \sa drawSliceFrames
++ */
++ void QCustom3DVolume::setSliceFrameColor(const QColor &color)
++ {
++ if (dptr()->m_sliceFrameColor != color) {
++ dptr()->m_sliceFrameColor = color;
++ dptr()->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceFrameColorChanged(color);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ QColor QCustom3DVolume::sliceFrameColor() const
++ {
++ return dptrc()->m_sliceFrameColor;
++ }
++
++ /*!
++ * \property QCustom3DVolume::sliceFrameWidths
++ *
++ * \brief The width of the slice frame.
++ *
++ * The width can be different on different dimensions,
++ * so you can for example omit drawing the frames on certain sides of the volume by setting the
++ * value for that dimension to zero. The values are fractions of the volume thickness in the same
++ * dimension. The values cannot be negative.
++ *
++ * Defaults to \c{QVector3D(0.01, 0.01, 0.01)}.
++ *
++ * \sa drawSliceFrames
++ */
++ void QCustom3DVolume::setSliceFrameWidths(const QVector3D &values)
++ {
++ if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) {
++ qWarning() << __FUNCTION__ << "Attempted to set negative values.";
++ } else if (dptr()->m_sliceFrameWidths != values) {
++ dptr()->m_sliceFrameWidths = values;
++ dptr()->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceFrameWidthsChanged(values);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ QVector3D QCustom3DVolume::sliceFrameWidths() const
++ {
++ return dptrc()->m_sliceFrameWidths;
++ }
++
++ /*!
++ * \property QCustom3DVolume::sliceFrameGaps
++ *
++ * \brief The size of the air gap left between the volume itself and the frame
++ * in each dimension.
++ *
++ * The gap can be different on different dimensions. The values are fractions of the volume
++ * thickness in the same dimension. The values cannot be negative.
++ *
++ * Defaults to \c{QVector3D(0.01, 0.01, 0.01)}.
++ *
++ * \sa drawSliceFrames
++ */
++ void QCustom3DVolume::setSliceFrameGaps(const QVector3D &values)
++ {
++ if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) {
++ qWarning() << __FUNCTION__ << "Attempted to set negative values.";
++ } else if (dptr()->m_sliceFrameGaps != values) {
++ dptr()->m_sliceFrameGaps = values;
++ dptr()->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceFrameGapsChanged(values);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ QVector3D QCustom3DVolume::sliceFrameGaps() const
++ {
++ return dptrc()->m_sliceFrameGaps;
++ }
++
++ /*!
++ * \property QCustom3DVolume::sliceFrameThicknesses
++ *
++ * \brief The thickness of the slice frames for each dimension.
++ *
++ * The values are fractions of
++ * the volume thickness in the same dimension. The values cannot be negative.
++ *
++ * Defaults to \c{QVector3D(0.01, 0.01, 0.01)}.
++ *
++ * \sa drawSliceFrames
++ */
++ void QCustom3DVolume::setSliceFrameThicknesses(const QVector3D &values)
++ {
++ if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) {
++ qWarning() << __FUNCTION__ << "Attempted to set negative values.";
++ } else if (dptr()->m_sliceFrameThicknesses != values) {
++ dptr()->m_sliceFrameThicknesses = values;
++ dptr()->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceFrameThicknessesChanged(values);
++ emit dptr()->needUpdate();
++ }
++ }
++
++ QVector3D QCustom3DVolume::sliceFrameThicknesses() const
++ {
++ return dptrc()->m_sliceFrameThicknesses;
++ }
++
++ /*!
++ * Renders the slice specified by \a index along the axis specified by \a axis
++ * into an image.
++ * The texture format of this object is used.
++ *
++ * Returns the rendered image of the slice, or a null image if an invalid index is
++ * specified.
++ *
++ * \sa setTextureFormat()
++ */
++ QImage QCustom3DVolume::renderSlice(Qt::Axis axis, int index)
++ {
++ return dptr()->renderSlice(axis, index);
++ }
++
++ /*!
++ * \internal
++ */
++ QCustom3DVolumePrivate *QCustom3DVolume::dptr()
++ {
++ return static_cast<QCustom3DVolumePrivate *>(d_ptr.data());
++ }
++
++ /*!
++ * \internal
++ */
++ const QCustom3DVolumePrivate *QCustom3DVolume::dptrc() const
++ {
++ return static_cast<const QCustom3DVolumePrivate *>(d_ptr.data());
++ }
++
++ QCustom3DVolumePrivate::QCustom3DVolumePrivate(QCustom3DVolume *q) :
++ QCustom3DItemPrivate(q),
++ m_textureWidth(0),
++ m_textureHeight(0),
++ m_textureDepth(0),
++ m_sliceIndexX(-1),
++ m_sliceIndexY(-1),
++ m_sliceIndexZ(-1),
++ m_textureFormat(QImage::Format_ARGB32),
++ m_textureData(0),
++ m_alphaMultiplier(1.0f),
++ m_preserveOpacity(true),
++ m_useHighDefShader(true),
++ m_drawSlices(false),
++ m_drawSliceFrames(false),
++ m_sliceFrameColor(Qt::black),
++ m_sliceFrameWidths(QVector3D(0.01f, 0.01f, 0.01f)),
++ m_sliceFrameGaps(QVector3D(0.01f, 0.01f, 0.01f)),
++ m_sliceFrameThicknesses(QVector3D(0.01f, 0.01f, 0.01f))
++ {
++ m_isVolumeItem = true;
++ m_meshFile = QStringLiteral(":/defaultMeshes/barFull");
++ }
++
++ QCustom3DVolumePrivate::QCustom3DVolumePrivate(
++ QCustom3DVolume *q, const QVector3D &position, const QVector3D &scaling,
++ const QQuaternion &rotation, int textureWidth, int textureHeight, int textureDepth,
++ QList<uchar> *textureData, QImage::Format textureFormat, const QList<QRgb> &colorTable)
++ : QCustom3DItemPrivate(q, QStringLiteral(":/defaultMeshes/barFull"), position, scaling,
++ rotation),
++ m_textureWidth(textureWidth),
++ m_textureHeight(textureHeight),
++ m_textureDepth(textureDepth),
++ m_sliceIndexX(-1),
++ m_sliceIndexY(-1),
++ m_sliceIndexZ(-1),
++ m_textureFormat(textureFormat),
++ m_colorTable(colorTable),
++ m_textureData(textureData),
++ m_alphaMultiplier(1.0f),
++ m_preserveOpacity(true),
++ m_useHighDefShader(true),
++ m_drawSlices(false),
++ m_drawSliceFrames(false),
++ m_sliceFrameColor(Qt::black),
++ m_sliceFrameWidths(QVector3D(0.01f, 0.01f, 0.01f)),
++ m_sliceFrameGaps(QVector3D(0.01f, 0.01f, 0.01f)),
++ m_sliceFrameThicknesses(QVector3D(0.01f, 0.01f, 0.01f))
++ {
++ m_isVolumeItem = true;
++ m_shadowCasting = false;
++
++ if (m_textureWidth < 0)
++ m_textureWidth = 0;
++ if (m_textureHeight < 0)
++ m_textureHeight = 0;
++ if (m_textureDepth < 0)
++ m_textureDepth = 0;
++
++ if (m_textureFormat != QImage::Format_Indexed8)
++ m_textureFormat = QImage::Format_ARGB32;
++
++ }
++
++ QCustom3DVolumePrivate::~QCustom3DVolumePrivate()
++ {
++ delete m_textureData;
++ }
++
++ void QCustom3DVolumePrivate::resetDirtyBits()
++ {
++ QCustom3DItemPrivate::resetDirtyBits();
++
++ m_dirtyBitsVolume.textureDimensionsDirty = false;
++ m_dirtyBitsVolume.slicesDirty = false;
++ m_dirtyBitsVolume.colorTableDirty = false;
++ m_dirtyBitsVolume.textureDataDirty = false;
++ m_dirtyBitsVolume.textureFormatDirty = false;
++ m_dirtyBitsVolume.alphaDirty = false;
++ m_dirtyBitsVolume.shaderDirty = false;
++ }
++
++ QImage QCustom3DVolumePrivate::renderSlice(Qt::Axis axis, int index)
++ {
++ if (index < 0)
++ return QImage();
++
++ int x;
++ int y;
++ if (axis == Qt::XAxis) {
++ if (index >= m_textureWidth)
++ return QImage();
++ x = m_textureDepth;
++ y = m_textureHeight;
++ } else if (axis == Qt::YAxis) {
++ if (index >= m_textureHeight)
++ return QImage();
++ x = m_textureWidth;
++ y = m_textureDepth;
++ } else {
++ if (index >= m_textureDepth)
++ return QImage();
++ x = m_textureWidth;
++ y = m_textureHeight;
++ }
++
++ int padding = 0;
++ int pixelWidth = 4;
++ int dataWidth = qptr()->textureDataWidth();
++ if (m_textureFormat == QImage::Format_Indexed8) {
++ padding = x % 4;
++ pixelWidth = 1;
++ }
++ QList<uchar> data((x + padding) * y * pixelWidth);
++ int frameSize = qptr()->textureDataWidth() * m_textureHeight;
++
++ int dataIndex = 0;
++ if (axis == Qt::XAxis) {
++ for (int i = 0; i < y; i++) {
++ const uchar *p = m_textureData->constData()
++ + (index * pixelWidth) + (dataWidth * i);
++ for (int j = 0; j < x; j++) {
++ for (int k = 0; k < pixelWidth; k++)
++ data[dataIndex++] = *(p + k);
++ p += frameSize;
++ }
++ }
++ } else if (axis == Qt::YAxis) {
++ for (int i = y - 1; i >= 0; i--) {
++ const uchar *p = m_textureData->constData() + (index * dataWidth)
++ + (frameSize * i);
++ for (int j = 0; j < (x * pixelWidth); j++) {
++ data[dataIndex++] = *p;
++ p++;
++ }
++ }
++ } else {
++ for (int i = 0; i < y; i++) {
++ const uchar *p = m_textureData->constData() + (index * frameSize) + (dataWidth * i);
++ for (int j = 0; j < (x * pixelWidth); j++) {
++ data[dataIndex++] = *p;
++ p++;
++ }
++ }
++ }
++
++ if (m_textureFormat != QImage::Format_Indexed8 && m_alphaMultiplier != 1.0f) {
++ for (int i = pixelWidth - 1; i < data.size(); i += pixelWidth)
++ data[i] = static_cast<uchar>(multipliedAlphaValue(data.at(i)));
++ }
++
++ return [&] {
++ QImage image(data.constData(), x, y, x * pixelWidth, m_textureFormat);
++ image.bits(); // Call bits() to detach the new image from local data
++ if (m_textureFormat == QImage::Format_Indexed8) {
++ QList<QRgb> colorTable = m_colorTable;
++ if (m_alphaMultiplier != 1.0f) {
++ for (int i = 0; i < colorTable.size(); i++) {
++ QRgb curCol = colorTable.at(i);
++ int alpha = multipliedAlphaValue(qAlpha(curCol));
++ if (alpha != qAlpha(curCol))
++ colorTable[i] = qRgba(qRed(curCol), qGreen(curCol), qBlue(curCol), alpha);
++ }
++ }
++ image.setColorTable(colorTable);
++ }
++
++ return image;
++ }();
++ }
++
++ int QCustom3DVolumePrivate::multipliedAlphaValue(int alpha)
++ {
++ int modifiedAlpha = alpha;
++ if (!m_preserveOpacity || alpha != 255) {
++ modifiedAlpha = int(m_alphaMultiplier * float(alpha));
++ modifiedAlpha = qMin(modifiedAlpha, 255);
++ }
++ return modifiedAlpha;
++ }
++
++ QCustom3DVolume *QCustom3DVolumePrivate::qptr()
++ {
++ return static_cast<QCustom3DVolume *>(q_ptr);
++ }
++
++ QT_END_NAMESPACE