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++ // Copyright (C) 2023 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 "qgraphs3dlogging_p.h"
++
++ #include <QtGui/qquaternion.h>
++
++ #include <qtgraphs_tracepoints_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++ Q_TRACE_PREFIX(qtgraphs,
++ "QT_BEGIN_NAMESPACE" \
++ "#include <qnamespace.h>" \
++ "class QCustom3DVolume;" \
++ "QT_END_NAMESPACE"
++ )
++
++ Q_TRACE_METADATA(qtgraphs, "ENUM { } Qt::Axis;")
++
++ Q_TRACE_POINT(qtgraphs, QGraphs3DCustomVolumeRenderSlice_entry, Qt::Axis axis, int index);
++ Q_TRACE_POINT(qtgraphs, QGraphs3DCustomVolumeRenderSlice_exit)
++
++ /*!
++ * \class QCustom3DVolume
++ * \inmodule QtGraphs
++ * \ingroup graphs_3D
++ * \brief The QCustom3DVolume class 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 Volumetric objects utilize 3D textures, which are not supported in
++ * OpenGL ES2 environments.
++ *
++ * \note Only two formats are supported:
++ * QImage::Format_Indexed8 and QImage::Format_ARGB32. If an indexed format is
++ * specified, colorTable must also be set. Defaults to QImage::Format_ARGB32.
++ *
++ * \sa Q3DGraphsWidgetItem::addCustomItem(), useHighDefShader
++ */
++
++ /*!
++ * \qmltype Custom3DVolume
++ * \inqmlmodule QtGraphs
++ * \ingroup graphs_qml_3D
++ * \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 utilize 3D textures, which are not supported in
++ * OpenGL ES2 environments.
++ *
++ * \sa 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
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::textureWidthChanged(int value)
++
++ This signal is emitted when textureWidth changes to \a value.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::textureHeightChanged(int value)
++
++ This signal is emitted when textureHeight changes to \a value.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::textureDepthChanged(int value)
++
++ This signal is emitted when textureDepth changes to \a value.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::sliceIndexXChanged(int value)
++
++ This signal is emitted when sliceIndexX changes to \a value.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::sliceIndexYChanged(int value)
++
++ This signal is emitted when sliceIndexY changes to \a value.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::sliceIndexZChanged(int value)
++
++ This signal is emitted when sliceIndexZ changes to \a value.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::alphaMultiplierChanged(float mult)
++
++ This signal is emitted when alphaMultiplier changes to \a mult.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::preserveOpacityChanged(bool enabled)
++
++ This signal is emitted when preserveOpacity changes to \a enabled.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::useHighDefShaderChanged(bool enabled)
++
++ This signal is emitted when useHighDefShader changes to \a enabled.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::drawSlicesChanged(bool enabled)
++
++ This signal is emitted when drawSlices changes to \a enabled.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::drawSliceFramesChanged(bool enabled)
++
++ This signal is emitted when drawSliceFrames changes to \a enabled.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::sliceFrameColorChanged(color color)
++
++ This signal is emitted when sliceFrameColor changes to \a color.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::sliceFrameWidthsChanged(vector3d values)
++
++ This signal is emitted when sliceFrameWidths changes to \a values.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::sliceFrameGapsChanged(vector3d values)
++
++ This signal is emitted when sliceFrameGaps changes to \a values.
++ */
++
++ /*!
++ \qmlsignal Custom3DVolume::sliceFrameThicknessesChanged(vector3d values)
++
++ This signal is emitted when sliceFrameThicknesses changes to \a values.
++ */
++
++ /*!
++ * Constructs a custom 3D volume with the given \a parent.
++ */
++ QCustom3DVolume::QCustom3DVolume(QObject *parent)
++ : QCustom3DItem(*(new QCustom3DVolumePrivate()), 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(QVector3D position,
++ 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(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)
++ {
++ Q_D(QCustom3DVolume);
++ if (value >= 0) {
++ if (d->m_textureWidth == value) {
++ qCDebug(lcProperties3D, "%s value is already set to: %d",
++ qUtf8Printable(QLatin1String(__FUNCTION__)), value);
++ return;
++ }
++ d->m_textureWidth = value;
++ d->m_dirtyBitsVolume.textureDimensionsDirty = true;
++ emit textureWidthChanged(value);
++ emit needUpdate();
++ } else {
++ qCWarning(lcProperties3D, "%s cannot set negative value.",
++ qUtf8Printable(QLatin1String(__FUNCTION__)));
++ }
++ }
++
++ int QCustom3DVolume::textureWidth() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (value >= 0) {
++ if (d->m_textureHeight == value) {
++ qCDebug(lcProperties3D, "%s value is already set to: %d",
++ qUtf8Printable(QLatin1String(__FUNCTION__)), value);
++ return;
++ }
++ d->m_textureHeight = value;
++ d->m_dirtyBitsVolume.textureDimensionsDirty = true;
++ emit textureHeightChanged(value);
++ emit needUpdate();
++ } else {
++ qCWarning(lcProperties3D, "%s cannot set negative value.",
++ qUtf8Printable(QLatin1String(__FUNCTION__)));
++ }
++ }
++
++ int QCustom3DVolume::textureHeight() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (value >= 0) {
++ if (d->m_textureDepth == value) {
++ qCDebug(lcProperties3D, "%s value is already set to: %d",
++ qUtf8Printable(QLatin1String(__FUNCTION__)), value);
++ return;
++ }
++
++ d->m_textureDepth = value;
++ d->m_dirtyBitsVolume.textureDimensionsDirty = true;
++ emit textureDepthChanged(value);
++ emit needUpdate();
++ } else {
++ qCWarning(lcProperties3D, "%s cannot set negative value.",
++ qUtf8Printable(QLatin1String(__FUNCTION__)));
++ }
++ }
++
++ int QCustom3DVolume::textureDepth() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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
++ {
++ Q_D(const QCustom3DVolume);
++ int dataWidth = d->m_textureWidth;
++
++ if (d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (d->m_sliceIndexX == value) {
++ qCDebug(lcProperties3D, "%s value is already set to: %d",
++ qUtf8Printable(QLatin1String(__FUNCTION__)), value);
++ return;
++ }
++
++ d->m_sliceIndexX = value;
++ d->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceIndexXChanged(value);
++ emit needUpdate();
++ }
++
++ int QCustom3DVolume::sliceIndexX() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (d->m_sliceIndexY == value) {
++ qCDebug(lcProperties3D, "%s value is already set to: %d",
++ qUtf8Printable(QLatin1String(__FUNCTION__)), value);
++ }
++
++ d->m_sliceIndexY = value;
++ d->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceIndexYChanged(value);
++ emit needUpdate();
++ }
++
++ int QCustom3DVolume::sliceIndexY() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (d->m_sliceIndexZ == value) {
++ qCDebug(lcProperties3D, "%s value is already set to: %d",
++ qUtf8Printable(QLatin1String(__FUNCTION__)), value);
++ return;
++ }
++ d->m_sliceIndexZ = value;
++ d->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceIndexZChanged(value);
++ emit needUpdate();
++ }
++
++ int QCustom3DVolume::sliceIndexZ() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (d->m_colorTable == colors) {
++ qCDebug(lcProperties3D) << __FUNCTION__
++ << "value is already set to:" << colors;
++ return;
++ }
++
++ d->m_colorTable = colors;
++ d->m_dirtyBitsVolume.colorTableDirty = true;
++ emit colorTableChanged();
++ emit needUpdate();
++ }
++
++ QList<QRgb> QCustom3DVolume::colorTable() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (d->m_textureData != data)
++ delete d->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.
++ d->m_textureData = data;
++ d->m_dirtyBitsVolume.textureDataDirty = true;
++ emit textureDataChanged(data);
++ emit 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)
++ {
++ Q_D(QCustom3DVolume);
++ qsizetype 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()) {
++ qCWarning(lcProperties3D, "%ls not all images were of the same size.",
++ qUtf16Printable(QString::fromUtf8(__func__)));
++ 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;
++ qsizetype imageByteWidth = (imageFormat == QImage::Format_Indexed8) ? currentImage->bytesPerLine()
++ : imageWidth;
++ qsizetype frameSize = imageByteWidth * imageHeight * colorBytes;
++ QList<uchar> *newTextureData = new QList<uchar>;
++ newTextureData->resize(frameSize * imageCount);
++ uchar *texturePtr = newTextureData->data();
++ QImage convertedImage;
++
++ for (qsizetype 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(int(imageCount));
++ } else {
++ setTextureData(0);
++ setTextureWidth(0);
++ setTextureHeight(0);
++ setTextureDepth(0);
++ }
++ return d->m_textureData;
++ }
++
++ QList<uchar> *QCustom3DVolume::textureData() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (data) {
++ int lineSize = textureDataWidth();
++ int frameSize = lineSize * d->m_textureHeight;
++ qsizetype dataSize = d->m_textureData->size();
++ int pixelWidth = (d->m_textureFormat == QImage::Format_Indexed8) ? 1 : 4;
++ int targetIndex;
++ uchar *dataPtr = d->m_textureData->data();
++ bool invalid = (index < 0);
++ if (axis == Qt::XAxis) {
++ targetIndex = index * pixelWidth;
++ if (index >= d->m_textureWidth
++ || (frameSize * (d->m_textureDepth - 1) + targetIndex) > dataSize) {
++ invalid = true;
++ }
++ } else if (axis == Qt::YAxis) {
++ targetIndex = (index * lineSize) + (frameSize * (d->m_textureDepth - 1));
++ if (index >= d->m_textureHeight || (targetIndex + lineSize > dataSize))
++ invalid = true;
++ } else {
++ targetIndex = index * frameSize;
++ if (index >= d->m_textureDepth || ((targetIndex + frameSize) > dataSize))
++ invalid = true;
++ }
++
++ if (invalid) {
++ qCWarning(lcProperties3D, "%ls attempted to set invalid subtexture.",
++ qUtf16Printable(QString::fromUtf8(__func__)));
++ } else {
++ const uchar *sourcePtr = data;
++ uchar *targetPtr = dataPtr + targetIndex;
++ if (axis == Qt::XAxis) {
++ int targetWidth = d->m_textureDepth;
++ int targetHeight = d->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 = d->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);
++ }
++ d->m_dirtyBitsVolume.textureDataDirty = true;
++ emit textureDataChanged(d->m_textureData);
++ emit needUpdate();
++ }
++ } else {
++ qCDebug(lcProperties3D, "%s tried to set null data.",
++ qUtf8Printable(QLatin1String(__FUNCTION__)));
++ }
++ }
++
++ /*!
++ * 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)
++ {
++ Q_D(QCustom3DVolume);
++ int sourceWidth = image.width();
++ int sourceHeight = image.height();
++ int targetWidth;
++ int targetHeight;
++ if (axis == Qt::XAxis) {
++ targetWidth = d->m_textureDepth;
++ targetHeight = d->m_textureHeight;
++ } else if (axis == Qt::YAxis) {
++ targetWidth = d->m_textureWidth;
++ targetHeight = d->m_textureDepth;
++ } else {
++ targetWidth = d->m_textureWidth;
++ targetHeight = d->m_textureHeight;
++ }
++
++ if (sourceWidth == targetWidth && sourceHeight == targetHeight
++ && (image.format() == d->m_textureFormat || d->m_textureFormat == QImage::Format_ARGB32)) {
++ QImage convertedImage;
++ if (d->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 {
++ qCWarning(lcProperties3D, "%ls invalid image size or format.",
++ qUtf16Printable(QString::fromUtf8(__func__)));
++ }
++ }
++
++ // 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)
++ {
++ Q_D(QCustom3DVolume);
++ if (format == QImage::Format_ARGB32 || format == QImage::Format_Indexed8) {
++ if (d->m_textureFormat == format) {
++ qCDebug(lcProperties3D) << __FUNCTION__
++ << "value is already set to:" << format;
++ return;
++ }
++ d->m_textureFormat = format;
++ d->m_dirtyBitsVolume.textureFormatDirty = true;
++ emit textureFormatChanged(format);
++ emit needUpdate();
++ } else {
++ qCWarning(lcProperties3D, "%ls attempted to set invalid texture format.",
++ qUtf16Printable(QString::fromUtf8(__func__)));
++ }
++ }
++
++ /*!
++ * Returns the format of the textureData property value.
++ *
++ * \sa setTextureFormat()
++ */
++ QImage::Format QCustom3DVolume::textureFormat() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (mult >= 0.0f) {
++ if (qFuzzyCompare(d->m_alphaMultiplier + 1, mult + 1)) {
++ qCDebug(lcProperties3D, "%s value is already set to: %.1f",
++ qUtf8Printable(QLatin1String(__FUNCTION__)), mult);
++ return;
++ }
++ d->m_alphaMultiplier = mult;
++ d->m_dirtyBitsVolume.alphaDirty = true;
++ emit alphaMultiplierChanged(mult);
++ emit needUpdate();
++ } else {
++ qCWarning(lcProperties3D, "%ls Attempted to set negative multiplier.",
++ qUtf16Printable(QString::fromUtf8(__func__)));
++ }
++ }
++
++ float QCustom3DVolume::alphaMultiplier() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (d->m_preserveOpacity == enable) {
++ qCDebug(lcProperties3D) << __FUNCTION__
++ << "value is already set to:" << enable;
++ return;
++ }
++
++ d->m_preserveOpacity = enable;
++ d->m_dirtyBitsVolume.alphaDirty = true;
++ emit preserveOpacityChanged(enable);
++ emit needUpdate();
++ }
++
++ bool QCustom3DVolume::preserveOpacity() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (d->m_useHighDefShader == enable) {
++ qCDebug(lcProperties3D) << __FUNCTION__
++ << "value is already set to:" << enable;
++ return;
++ }
++
++ d->m_useHighDefShader = enable;
++ d->m_dirtyBitsVolume.shaderDirty = true;
++ emit useHighDefShaderChanged(enable);
++ emit needUpdate();
++ }
++
++ bool QCustom3DVolume::useHighDefShader() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (d->m_drawSlices == enable) {
++ qCDebug(lcProperties3D) << __FUNCTION__
++ << "value is already set to:" << enable;
++ return;
++ }
++ d->m_drawSlices = enable;
++ d->m_dirtyBitsVolume.slicesDirty = true;
++ emit drawSlicesChanged(enable);
++ emit needUpdate();
++ }
++
++ bool QCustom3DVolume::drawSlices() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ if (d->m_drawSliceFrames == enable) {
++ qCDebug(lcProperties3D) << __FUNCTION__
++ << "value is already set to:" << enable;
++ return;
++ }
++
++ d->m_drawSliceFrames = enable;
++ d->m_dirtyBitsVolume.slicesDirty = true;
++ emit drawSliceFramesChanged(enable);
++ emit needUpdate();
++ }
++
++ bool QCustom3DVolume::drawSliceFrames() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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(QColor color)
++ {
++ Q_D(QCustom3DVolume);
++ if (d->m_sliceFrameColor == color) {
++ qCDebug(lcProperties3D) << __FUNCTION__
++ << "value is already set to:" << color;
++ return;
++ }
++
++ d->m_sliceFrameColor = color;
++ d->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceFrameColorChanged(color);
++ emit needUpdate();
++ }
++
++ QColor QCustom3DVolume::sliceFrameColor() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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(QVector3D values)
++ {
++ Q_D(QCustom3DVolume);
++ if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) {
++ qCWarning(lcProperties3D, "%ls attempted to set negative values.",
++ qUtf16Printable(QString::fromUtf8(__func__)));
++ return;
++ } else if (d->m_sliceFrameWidths == values) {
++ qCDebug(lcProperties3D) << __FUNCTION__
++ << "value is already set to:" << values;
++ return;
++ }
++
++ d->m_sliceFrameWidths = values;
++ d->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceFrameWidthsChanged(values);
++ emit needUpdate();
++ }
++
++ QVector3D QCustom3DVolume::sliceFrameWidths() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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(QVector3D values)
++ {
++ Q_D(QCustom3DVolume);
++ if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) {
++ qCWarning(lcProperties3D, "%ls attempted to set negative values.",
++ qUtf16Printable(QString::fromUtf8(__func__)));
++ return;
++ } else if (d->m_sliceFrameGaps == values) {
++ qCDebug(lcProperties3D) << __FUNCTION__
++ << "value is already set to:" << values;
++ return;
++ }
++
++ d->m_sliceFrameGaps = values;
++ d->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceFrameGapsChanged(values);
++ emit needUpdate();
++ }
++
++ QVector3D QCustom3DVolume::sliceFrameGaps() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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(QVector3D values)
++ {
++ Q_D(QCustom3DVolume);
++ if (values.x() < 0.0f || values.y() < 0.0f || values.z() < 0.0f) {
++ qCWarning(lcProperties3D, "%ls attempted to set negative values.",
++ qUtf16Printable(QString::fromUtf8(__func__)));
++ return;
++ } else if (d->m_sliceFrameThicknesses == values) {
++ qCDebug(lcProperties3D) << __FUNCTION__
++ << "value is already set to:" << values;
++ return;
++ }
++
++ d->m_sliceFrameThicknesses = values;
++ d->m_dirtyBitsVolume.slicesDirty = true;
++ emit sliceFrameThicknessesChanged(values);
++ emit needUpdate();
++ }
++
++ QVector3D QCustom3DVolume::sliceFrameThicknesses() const
++ {
++ Q_D(const QCustom3DVolume);
++ return d->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)
++ {
++ Q_D(QCustom3DVolume);
++ return d->renderSlice(axis, index);
++ }
++
++ QCustom3DVolumePrivate::QCustom3DVolumePrivate()
++ : 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/barMeshFull");
++ }
++
++ QCustom3DVolumePrivate::QCustom3DVolumePrivate(QVector3D position,
++ QVector3D scaling,
++ const QQuaternion &rotation,
++ int textureWidth,
++ int textureHeight,
++ int textureDepth,
++ QList<uchar> *textureData,
++ QImage::Format textureFormat,
++ const QList<QRgb> &colorTable)
++ : QCustom3DItemPrivate(QStringLiteral(":/defaultMeshes/barMeshFull"),
++ 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)
++ {
++ Q_Q(QCustom3DVolume);
++ if (index < 0)
++ return QImage();
++
++ Q_TRACE_SCOPE(QGraphs3DCustomVolumeRenderSlice, axis, index);
++ 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 = q->textureDataWidth();
++ if (m_textureFormat == QImage::Format_Indexed8) {
++ padding = x % 4;
++ pixelWidth = 1;
++ }
++ QList<uchar> data((x + padding) * y * pixelWidth);
++ int frameSize = q->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)));
++ }
++
++ 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;
++ }
++
++ QT_END_NAMESPACE
++
++ #include "moc_qcustom3dvolume.cpp"