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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
//
// W A R N I N G
// -------------
//
// This file is not part of the QtDataVisualization API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
#ifndef Q3DBARSRENDERER_P_H
#define Q3DBARSRENDERER_P_H
#include "datavisualizationglobal_p.h"
#include "bars3dcontroller_p.h"
#include "abstract3drenderer_p.h"
#include "barrenderitem_p.h"
QT_BEGIN_NAMESPACE
class QPoint;
class QSizeF;
QT_END_NAMESPACE
QT_BEGIN_NAMESPACE
class ShaderHelper;
class LabelItem;
class Q3DScene;
class BarSeriesRenderCache;
class Q_DATAVISUALIZATION_EXPORT Bars3DRenderer : public Abstract3DRenderer
{
Q_OBJECT
private:
// Cached state based on emitted signals from the controller
QSizeF m_cachedBarThickness;
QSizeF m_cachedBarSpacing;
bool m_cachedIsSlicingActivated;
int m_cachedRowCount;
int m_cachedColumnCount;
QSizeF m_cachedBarSeriesMargin;
// Internal state
BarRenderItem *m_selectedBar; // points to renderitem array
AxisRenderCache *m_sliceCache; // not owned
const LabelItem *m_sliceTitleItem; // not owned
bool m_updateLabels;
ShaderHelper *m_barShader;
ShaderHelper *m_barGradientShader;
ShaderHelper *m_depthShader;
ShaderHelper *m_selectionShader;
ShaderHelper *m_backgroundShader;
GLuint m_bgrTexture;
GLuint m_selectionTexture;
GLuint m_depthFrameBuffer;
GLuint m_selectionFrameBuffer;
GLuint m_selectionDepthBuffer;
GLfloat m_shadowQualityToShader;
GLint m_shadowQualityMultiplier;
GLfloat m_heightNormalizer;
GLfloat m_gradientFraction;
GLfloat m_backgroundAdjustment;
GLfloat m_rowWidth;
GLfloat m_columnDepth;
GLfloat m_maxDimension;
GLfloat m_scaleX;
GLfloat m_scaleZ;
GLfloat m_scaleFactor;
GLfloat m_maxSceneSize;
QPoint m_visualSelectedBarPos;
QPoint m_selectedBarPos;
BarSeriesRenderCache *m_selectedSeriesCache;
BarRenderItem m_dummyBarRenderItem;
bool m_noZeroInRange;
float m_seriesScaleX;
float m_seriesScaleZ;
float m_seriesStep;
float m_seriesStart;
QPoint m_clickedPosition;
bool m_keepSeriesUniform;
bool m_haveUniformColorSeries;
bool m_haveGradientSeries;
float m_zeroPosition;
float m_xScaleFactor;
float m_zScaleFactor;
float m_floorLevel;
float m_actualFloorLevel;
public:
explicit Bars3DRenderer(Bars3DController *controller);
~Bars3DRenderer();
void updateData() override;
void updateSeries(const QList<QAbstract3DSeries *> &seriesList) override;
SeriesRenderCache *createNewCache(QAbstract3DSeries *series) override;
void updateRows(const QList<Bars3DController::ChangeRow> &rows);
void updateItems(const QList<Bars3DController::ChangeItem> &items);
void updateScene(Q3DScene *scene) override;
void render(GLuint defaultFboHandle = 0) override;
QVector3D convertPositionToTranslation(const QVector3D &position, bool isAbsolute) override;
void updateAspectRatio(float ratio) override;
void updateFloorLevel(float level);
void updateMargin(float margin) override;
protected:
void contextCleanup() override;
void initializeOpenGL() override;
void fixCameraTarget(QVector3D &target) override;
void getVisibleItemBounds(QVector3D &minBounds, QVector3D &maxBounds) override;
public Q_SLOTS:
void updateMultiSeriesScaling(bool uniform);
void updateBarSpecs(GLfloat thicknessRatio = 1.0f,
const QSizeF &spacing = QSizeF(1.0, 1.0),
bool relative = true);
void updateBarSeriesMargin(const QSizeF &margin);
void updateSlicingActive(bool isSlicing);
void updateSelectedBar(const QPoint &position, QBar3DSeries *series);
inline QPoint clickedPosition() const { return m_clickedPosition; }
void resetClickedStatus();
// Overloaded from abstract renderer
void updateAxisRange(QAbstract3DAxis::AxisOrientation orientation, float min,
float max) override;
void updateAxisReversed(QAbstract3DAxis::AxisOrientation orientation,
bool enable) override;
private:
void initShaders(const QString &vertexShader, const QString &fragmentShader) override;
void initGradientShaders(const QString &vertexShader, const QString &fragmentShader) override;
void updateShadowQuality(QAbstract3DGraph::ShadowQuality quality) override;
void updateTextures() override;
void fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh) override;
void drawSlicedScene();
void drawScene(GLuint defaultFboHandle);
void drawLabels(bool drawSelection, const Q3DCamera *activeCamera,
const QMatrix4x4 &viewMatrix, const QMatrix4x4 &projectionMatrix);
bool drawBars(BarRenderItem **selectedBar, const QMatrix4x4 &depthProjectionViewMatrix,
const QMatrix4x4 &projectionViewMatrix, const QMatrix4x4 &viewMatrix,
GLint startRow, GLint stopRow, GLint stepRow,
GLint startBar, GLint stopBar, GLint stepBar, GLfloat reflection = 1.0f);
void drawBackground(GLfloat backgroundRotation, const QMatrix4x4 &depthProjectionViewMatrix,
const QMatrix4x4 &projectionViewMatrix, const QMatrix4x4 &viewMatrix,
bool reflectingDraw = false, bool drawingSelectionBuffer = false);
void drawGridLines(const QMatrix4x4 &depthProjectionViewMatrix,
const QMatrix4x4 &projectionViewMatrix,
const QMatrix4x4 &viewMatrix);
void loadBackgroundMesh();
void initSelectionShader();
void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader) override;
void initSelectionBuffer() override;
void initDepthShader();
void updateDepthBuffer() override;
void calculateSceneScalingFactors();
void calculateHeightAdjustment();
void calculateSeriesStartPosition();
Abstract3DController::SelectionType isSelected(int row, int bar,
const BarSeriesRenderCache *cache);
QPoint selectionColorToArrayPosition(const QVector4D &selectionColor);
QBar3DSeries *selectionColorToSeries(const QVector4D &selectionColor);
inline void updateRenderRow(const QBarDataRow *dataRow, BarRenderItemRow &renderRow);
inline void updateRenderItem(const QBarDataItem &dataItem, BarRenderItem &renderItem);
Q_DISABLE_COPY(Bars3DRenderer)
};
QT_END_NAMESPACE
#endif