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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 Q3DSCATTERRENDERER_P_H
#define Q3DSCATTERRENDERER_P_H
#include "datavisualizationglobal_p.h"
#include "scatter3dcontroller_p.h"
#include "abstract3drenderer_p.h"
#include "scatterrenderitem_p.h"
QT_FORWARD_DECLARE_CLASS(QSizeF)
QT_BEGIN_NAMESPACE
class ShaderHelper;
class Q3DScene;
class ScatterSeriesRenderCache;
class QScatterDataItem;
class Q_DATAVISUALIZATION_EXPORT Scatter3DRenderer : public Abstract3DRenderer
{
Q_OBJECT
private:
// Internal state
ScatterRenderItem *m_selectedItem; // points to renderitem array
bool m_updateLabels;
ShaderHelper *m_dotShader;
ShaderHelper *m_dotGradientShader;
ShaderHelper *m_staticSelectedItemGradientShader;
ShaderHelper *m_staticSelectedItemShader;
ShaderHelper *m_pointShader;
ShaderHelper *m_depthShader;
ShaderHelper *m_selectionShader;
ShaderHelper *m_backgroundShader;
ShaderHelper *m_staticGradientPointShader;
GLuint m_bgrTexture;
GLuint m_selectionTexture;
GLuint m_depthFrameBuffer;
GLuint m_selectionFrameBuffer;
GLuint m_selectionDepthBuffer;
GLfloat m_shadowQualityToShader;
GLint m_shadowQualityMultiplier;
float m_scaleX;
float m_scaleY;
float m_scaleZ;
int m_selectedItemIndex;
ScatterSeriesRenderCache *m_selectedSeriesCache;
ScatterSeriesRenderCache *m_oldSelectedSeriesCache;
GLfloat m_dotSizeScale;
ScatterRenderItem m_dummyRenderItem;
GLfloat m_maxItemSize;
int m_clickedIndex;
bool m_havePointSeries;
bool m_haveMeshSeries;
bool m_haveUniformColorMeshSeries;
bool m_haveGradientMeshSeries;
public:
explicit Scatter3DRenderer(Scatter3DController *controller);
~Scatter3DRenderer();
void updateData() override;
void updateSeries(const QList<QAbstract3DSeries *> &seriesList) override;
SeriesRenderCache *createNewCache(QAbstract3DSeries *series) override;
void updateItems(const QList<Scatter3DController::ChangeItem> &items);
void updateScene(Q3DScene *scene) override;
void updateAxisLabels(QAbstract3DAxis::AxisOrientation orientation,
const QStringList &labels) override;
void updateAxisTitleVisibility(QAbstract3DAxis::AxisOrientation orientation,
bool visible) override;
void updateOptimizationHint(QAbstract3DGraph::OptimizationHints hint) override;
void updateMargin(float margin) override;
QVector3D convertPositionToTranslation(const QVector3D &position, bool isAbsolute) override;
inline int clickedIndex() const { return m_clickedIndex; }
void resetClickedStatus();
void render(GLuint defaultFboHandle) override;
public Q_SLOTS:
void updateSelectedItem(int index, QScatter3DSeries *series);
protected:
void contextCleanup() override;
void initializeOpenGL() override;
void fixCameraTarget(QVector3D &target) override;
void getVisibleItemBounds(QVector3D &minBounds, QVector3D &maxBounds) override;
private:
void initShaders(const QString &vertexShader, const QString &fragmentShader) override;
void initGradientShaders(const QString &vertexShader, const QString &fragmentShader) override;
void initStaticSelectedItemShaders(const QString &vertexShader,
const QString &fragmentShader,
const QString &gradientVertexShader,
const QString &gradientFragmentShader) override;
void updateShadowQuality(QAbstract3DGraph::ShadowQuality quality) override;
void updateTextures() override;
void fixMeshFileName(QString &fileName, QAbstract3DSeries::Mesh mesh) override;
void drawScene(GLuint defaultFboHandle);
void drawLabels(bool drawSelection, const Q3DCamera *activeCamera,
const QMatrix4x4 &viewMatrix, const QMatrix4x4 &projectionMatrix);
void loadBackgroundMesh();
void initSelectionShader();
void initBackgroundShaders(const QString &vertexShader, const QString &fragmentShader) override;
void initStaticPointShaders(const QString &vertexShader, const QString &fragmentShader);
void initSelectionBuffer() override;
void initDepthShader();
void updateDepthBuffer() override;
void initPointShader();
void calculateTranslation(ScatterRenderItem &item);
void calculateSceneScalingFactors();
void selectionColorToSeriesAndIndex(const QVector4D &color, int &index,
QAbstract3DSeries *&series);
inline void updateRenderItem(const QScatterDataItem &dataItem, ScatterRenderItem &renderItem);
Q_DISABLE_COPY(Scatter3DRenderer)
};
QT_END_NAMESPACE
#endif