Fix labels and grid lines changing size when aspect ratio is changed

Since shaders needed fixing anyway for surface because of this,
also implements the support for object gradients for surface,
which was missing.

Task-number: QTRD-2666
Task-number: QTRD-3211
Change-Id: I0c5da7fdfef308a96ec0bae4750fd22035da4e82
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
This commit is contained in:
Miikka Heikkinen 2014-07-01 15:47:07 +03:00
parent a1293a58e0
commit 4e9ed2481a
16 changed files with 178 additions and 153 deletions

1
README
View File

@ -81,7 +81,6 @@ Known Issues
- Surfaces with non-straight rows and columns do not always render properly.
- Q3DLight class (and Light3D QML item) are currently not usable for anything.
- Changing any of Q3DScene properties affecting subviewports currently has no effect.
- The color style Q3DTheme::ColorStyleObjectGradient doesn't work for surface graphs.
- Widget based examples layout incorrectly in iOS.
- Reparenting a graph to an item in another QQuickWindow is not supported.
- There is a low-impact binary break between 1.0 and 1.1. The break is due to a QML type

View File

@ -330,7 +330,6 @@
\li Surfaces with non-straight rows and columns do not always render properly.
\li Q3DLight class (and Light3D QML item) are currently not usable for anything.
\li Changing any of Q3DScene properties affecting subviewports currently has no effect.
\li The color style Q3DTheme::ColorStyleObjectGradient doesn't work for surface graphs.
\li Widget based examples layout incorrectly in iOS.
\li Reparenting a graph to an item in another QQuickWindow is not supported.
\li There is a low-impact binary break between 1.0 and 1.1. The break is due to a QML type

View File

@ -69,6 +69,7 @@ Abstract3DRenderer::Abstract3DRenderer(Abstract3DController *controller)
m_graphHorizontalAspectRatio(0.0f),
m_polarGraph(false),
m_radialLabelOffset(1.0f),
m_polarRadius(2.0f),
m_xRightAngleRotation(QQuaternion::fromAxisAndAngle(1.0f, 0.0f, 0.0f, 90.0f)),
m_yRightAngleRotation(QQuaternion::fromAxisAndAngle(0.0f, 1.0f, 0.0f, 90.0f)),
m_zRightAngleRotation(QQuaternion::fromAxisAndAngle(0.0f, 0.0f, 1.0f, 90.0f)),
@ -313,8 +314,6 @@ void Abstract3DRenderer::updateSelectionMode(QAbstract3DGraph::SelectionFlags mo
void Abstract3DRenderer::updateAspectRatio(float ratio)
{
m_graphAspectRatio = ratio;
calculateZoomLevel();
m_cachedScene->activeCamera()->d_ptr->updateViewMatrix(m_autoScaleAdjustment);
foreach (SeriesRenderCache *cache, m_renderCacheList)
cache->setDataDirty(true);
updateCustomItemPositions();
@ -369,9 +368,9 @@ void Abstract3DRenderer::calculateZoomLevel()
GLfloat div;
GLfloat zoomAdjustment;
div = qMin(m_primarySubViewport.width(), m_primarySubViewport.height());
zoomAdjustment = 2.0f * defaultRatio
zoomAdjustment = defaultRatio
* ((m_primarySubViewport.width() / div)
/ (m_primarySubViewport.height() / div)) / m_graphAspectRatio;
/ (m_primarySubViewport.height() / div));
m_autoScaleAdjustment = qMin(zoomAdjustment, 1.0f); // clamp to 1.0f
}
@ -1206,8 +1205,8 @@ void Abstract3DRenderer::calculatePolarXZ(const QVector3D &dataPos, float &x, fl
qreal radius = m_axisCacheZ.formatter()->positionAt(dataPos.z());
// Convert angle & radius to X and Z coords
x = float(radius * qSin(angle)) * m_graphAspectRatio;
z = -float(radius * qCos(angle)) * m_graphAspectRatio;
x = float(radius * qSin(angle)) * m_polarRadius;
z = -float(radius * qCos(angle)) * m_polarRadius;
}
void Abstract3DRenderer::drawRadialGrid(ShaderHelper *shader, float yFloorLinePos,
@ -1234,10 +1233,10 @@ void Abstract3DRenderer::drawRadialGrid(ShaderHelper *shader, float yFloorLinePo
for (int i = 0; i < gridLineCount; i++) {
float gridPosition = (i >= mainSize)
? subGridPositions.at(i - mainSize) : gridPositions.at(i);
float radiusFraction = m_graphAspectRatio * gridPosition;
float radiusFraction = m_polarRadius * gridPosition;
QVector3D gridLineScaler(radiusFraction * float(qSin(polarGridHalfAngle)),
gridLineWidth, gridLineWidth);
translateVector.setZ(gridPosition * m_graphAspectRatio);
translateVector.setZ(gridPosition * m_polarRadius);
for (int j = 0; j < polarGridRoundness; j++) {
QMatrix4x4 modelMatrix;
QMatrix4x4 itModelMatrix;
@ -1275,7 +1274,7 @@ void Abstract3DRenderer::drawAngularGrid(ShaderHelper *shader, float yFloorLineP
const QMatrix4x4 &projectionViewMatrix,
const QMatrix4x4 &depthMatrix)
{
float halfRatio((m_graphAspectRatio + (labelMargin / 2.0f)) / 2.0f);
float halfRatio((m_polarRadius + (labelMargin / 2.0f)) / 2.0f);
QVector3D gridLineScaler(gridLineWidth, gridLineWidth, halfRatio);
int gridLineCount = m_axisCacheX.gridLineCount();
const QVector<float> &gridPositions = m_axisCacheX.formatter()->gridPositions();
@ -1337,10 +1336,10 @@ float Abstract3DRenderer::calculatePolarBackgroundMargin()
float actualLabelWidth = actualLabelHeight / labelSize.height() * labelSize.width();
float labelPosition = labelPositions.at(label);
qreal angle = labelPosition * M_PI * 2.0;
float x = qAbs((m_graphAspectRatio + labelMargin) * float(qSin(angle)))
+ actualLabelWidth - m_graphAspectRatio + labelMargin;
float z = qAbs(-(m_graphAspectRatio + labelMargin) * float(qCos(angle)))
+ actualLabelHeight - m_graphAspectRatio + labelMargin;
float x = qAbs((m_polarRadius + labelMargin) * float(qSin(angle)))
+ actualLabelWidth - m_polarRadius + labelMargin;
float z = qAbs(-(m_polarRadius + labelMargin) * float(qCos(angle)))
+ actualLabelHeight - m_polarRadius + labelMargin;
float neededMargin = qMax(x, z);
maxNeededMargin = qMax(maxNeededMargin, neededMargin);
}

View File

@ -260,6 +260,7 @@ protected:
float m_graphHorizontalAspectRatio;
bool m_polarGraph;
float m_radialLabelOffset;
float m_polarRadius;
QQuaternion m_xRightAngleRotation;
QQuaternion m_yRightAngleRotation;

View File

@ -57,8 +57,8 @@ Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller)
m_selectionDepthBuffer(0),
m_shadowQualityToShader(100.0f),
m_shadowQualityMultiplier(3),
m_heightNormalizer(1.0f),
m_scaleX(0.0f),
m_scaleY(0.0f),
m_scaleZ(0.0f),
m_scaleXWithBackground(0.0f),
m_scaleYWithBackground(0.0f),
@ -75,9 +75,6 @@ Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller)
m_haveUniformColorMeshSeries(false),
m_haveGradientMeshSeries(false)
{
m_axisCacheY.setScale(2.0f);
m_axisCacheY.setTranslate(-1.0f);
initializeOpenGLFunctions();
initializeOpenGL();
}
@ -707,6 +704,9 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
dotShader->bind();
}
float rangeGradientYScaler = 0.5f / m_scaleY;
float rangeGradientYScalerForPoints = rangeGradientYScaler * 100.0f;
foreach (SeriesRenderCache *baseCache, m_renderCacheList) {
if (baseCache->isVisible()) {
ScatterSeriesRenderCache *cache =
@ -808,7 +808,8 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
if (rangeGradientPoints) {
// Drawing points with range gradient
// Get color from gradient based on items y position converted to percent
int position = int(item.translation().y() * 50.0f) + 50;
int position = int(item.translation().y() * rangeGradientYScalerForPoints)
+ 50;
dotColor = Utils::vectorFromColor(
cache->gradientImage().pixel(0, position));
} else {
@ -825,13 +826,12 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
else
gradientTexture = cache->singleHighlightGradientTexture();
lightStrength = m_cachedTheme->highlightLightStrength();
// Insert data to ScatterRenderItem
// We don't have ownership, so don't delete the previous one
// Save the reference to the item to be used in label drawing
selectedItem = &item;
dotSelectionFound = true;
// Save selected item size (adjusted with font size) for selection label
// positioning
selectedItemSize = itemSize + (m_cachedTheme->font().pointSizeF() / 500.0f);
selectedItemSize = itemSize + m_drawer->scaledFontSize() - 0.05f;
}
if (!drawingPoints) {
@ -846,7 +846,8 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
dotShader->setUniformValue(dotShader->color(), dotColor);
} else if (colorStyle == Q3DTheme::ColorStyleRangeGradient) {
dotShader->setUniformValue(dotShader->gradientMin(),
(item.translation().y() + 1.0f) / 2.0f);
(item.translation().y() + m_scaleY)
* rangeGradientYScaler);
}
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
@ -925,12 +926,12 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
else
gradientTexture = cache->singleHighlightGradientTexture();
GLfloat lightStrength = m_cachedTheme->highlightLightStrength();
// Save the reference to the item to be used on label drawing
// Save the reference to the item to be used in label drawing
selectedItem = &item;
dotSelectionFound = true;
// Save selected item size (adjusted with font size) for selection label
// positioning
selectedItemSize = itemSize + (m_cachedTheme->font().pointSizeF() / 500.0f);
selectedItemSize = itemSize + m_drawer->scaledFontSize() - 0.05f;
if (!drawingPoints) {
// Set shader bindings
@ -944,7 +945,8 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
dotShader->setUniformValue(dotShader->color(), dotColor);
} else if (colorStyle == Q3DTheme::ColorStyleRangeGradient) {
dotShader->setUniformValue(dotShader->gradientMin(),
(item.translation().y() + 1.0f) / 2.0f);
(item.translation().y() + m_scaleY)
* rangeGradientYScaler);
}
if (!drawingPoints) {
@ -1575,7 +1577,7 @@ void Scatter3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
if (m_polarGraph) {
float direction = m_zFlipped ? -1.0f : 1.0f;
labelTrans.setZ((m_axisCacheZ.formatter()->labelPositions().at(label)
* -m_graphAspectRatio
* -m_polarRadius
+ m_drawer->scaledFontSize() + gridLineWidth) * direction);
} else {
labelTrans.setZ(m_axisCacheZ.labelPosition(label));
@ -1596,7 +1598,7 @@ void Scatter3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
}
if (!drawSelection && m_axisCacheZ.isTitleVisible()) {
if (m_polarGraph) {
float titleZ = -m_graphAspectRatio / 2.0f;
float titleZ = -m_polarRadius / 2.0f;
if (m_zFlipped)
titleZ = -titleZ;
labelTrans.setZ(titleZ);
@ -1730,8 +1732,8 @@ void Scatter3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
continue;
float labelPosition = labelPositions.at(label);
qreal angle = labelPosition * M_PI * 2.0;
labelTrans.setX((m_graphAspectRatio + labelMargin) * float(qSin(angle)));
labelTrans.setZ(-(m_graphAspectRatio + labelMargin) * float(qCos(angle)));
labelTrans.setX((m_polarRadius + labelMargin) * float(qSin(angle)));
labelTrans.setZ(-(m_polarRadius + labelMargin) * float(qCos(angle)));
// Alignment depends on label angular position, as well as flips
Qt::AlignmentFlag vAlignment = Qt::AlignCenter;
Qt::AlignmentFlag hAlignment = Qt::AlignCenter;
@ -1776,7 +1778,7 @@ void Scatter3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
totalRotation *= m_zRightAngleRotationNeg;
if (m_yFlippedForGrid)
totalRotation *= QQuaternion::fromAxisAndAngle(0.0f, 0.0f, 1.0f, -180.0f);
labelTrans.setZ(-m_graphAspectRatio);
labelTrans.setZ(-m_polarRadius);
radial = true;
}
drawAxisTitleX(labelRotation, labelTrans, totalRotation, m_dummyRenderItem,
@ -2022,8 +2024,6 @@ void Scatter3DRenderer::calculateSceneScalingFactors()
m_hBackgroundMargin = qMax(m_hBackgroundMargin, polarMargin);
}
m_heightNormalizer = GLfloat(m_axisCacheY.max() - m_axisCacheY.min()) / 2.0f;
float horizontalAspectRatio;
if (m_polarGraph)
horizontalAspectRatio = 1.0f;
@ -2039,19 +2039,31 @@ void Scatter3DRenderer::calculateSceneScalingFactors()
areaSize.setWidth(horizontalAspectRatio);
}
float horizontalMaxDimension;
if (m_graphAspectRatio > 2.0f) {
horizontalMaxDimension = 2.0f;
m_scaleY = 2.0f / m_graphAspectRatio;
} else {
horizontalMaxDimension = m_graphAspectRatio;
m_scaleY = 1.0f;
}
if (m_polarGraph)
m_polarRadius = horizontalMaxDimension;
float scaleFactor = qMax(areaSize.width(), areaSize.height());
m_scaleX = m_graphAspectRatio * areaSize.width() / scaleFactor;
m_scaleZ = m_graphAspectRatio * areaSize.height() / scaleFactor;
m_scaleX = horizontalMaxDimension * areaSize.width() / scaleFactor;
m_scaleZ = horizontalMaxDimension * areaSize.height() / scaleFactor;
m_scaleXWithBackground = m_scaleX + m_hBackgroundMargin;
m_scaleYWithBackground = m_scaleY + m_vBackgroundMargin;
m_scaleZWithBackground = m_scaleZ + m_hBackgroundMargin;
m_scaleYWithBackground = m_vBackgroundMargin + 1.0f;
float factorScaler = 2.0f * m_graphAspectRatio / scaleFactor;
m_axisCacheX.setScale(factorScaler * areaSize.width());
m_axisCacheZ.setScale(-factorScaler * areaSize.height());
m_axisCacheX.setTranslate(-m_axisCacheX.scale() / 2.0f);
m_axisCacheZ.setTranslate(-m_axisCacheZ.scale() / 2.0f);
m_axisCacheX.setScale(m_scaleX * 2.0f);
m_axisCacheY.setScale(m_scaleY * 2.0f);
m_axisCacheZ.setScale(m_scaleZ * 2.0f);
m_axisCacheX.setTranslate(-m_scaleX);
m_axisCacheY.setTranslate(-m_scaleY);
m_axisCacheZ.setTranslate(-m_scaleZ);
}
void Scatter3DRenderer::initShaders(const QString &vertexShader, const QString &fragmentShader)
@ -2237,7 +2249,7 @@ QVector3D Scatter3DRenderer::convertPositionToTranslation(const QVector3D &posit
yTrans = m_axisCacheY.positionAt(position.y());
} else {
xTrans = position.x() * m_scaleX;
yTrans = position.y();
yTrans = position.y() * m_scaleY;
zTrans = position.z() * m_scaleZ;
}
return QVector3D(xTrans, yTrans, zTrans);

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@ -67,8 +67,8 @@ private:
GLuint m_selectionDepthBuffer;
GLfloat m_shadowQualityToShader;
GLint m_shadowQualityMultiplier;
float m_heightNormalizer;
float m_scaleX;
float m_scaleY;
float m_scaleZ;
float m_scaleXWithBackground;
float m_scaleYWithBackground;

View File

@ -11,9 +11,11 @@ uniform highp vec3 lightPosition_wrld;
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform highp vec4 lightColor;
uniform highp float gradMin;
uniform highp float gradHeight;
void main() {
highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
highp vec2 gradientUV = vec2(0.0, gradMin + coords_mdl.y * gradHeight);
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
highp vec3 materialSpecularColor = lightColor.rgb;

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@ -13,9 +13,11 @@ uniform highp vec3 lightPosition_wrld;
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform highp vec4 lightColor;
uniform highp float gradMin;
uniform highp float gradHeight;
void main() {
highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
highp vec2 gradientUV = vec2(0.0, gradMin + coords_mdl.y * gradHeight);
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
highp vec3 materialSpecularColor = lightColor.rgb;

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@ -7,15 +7,17 @@ varying highp vec3 position_wrld;
flat varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
varying highp vec4 shadowCoord;
uniform highp sampler2DShadow shadowMap;
uniform sampler2D textureSampler;
varying highp vec4 shadowCoord;
uniform highp vec3 lightPosition_wrld;
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform highp float shadowQuality;
uniform highp vec4 lightColor;
uniform highp float gradMin;
uniform highp float gradHeight;
highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
vec2(0.94558609, -0.76890725),
@ -35,7 +37,7 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
vec2(0.14383161, -0.14100790));
void main() {
highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
highp vec2 gradientUV = vec2(0.0, gradMin + coords_mdl.y * gradHeight);
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
highp vec3 materialSpecularColor = lightColor.rgb;

View File

@ -5,15 +5,17 @@ varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
varying highp vec4 shadowCoord;
uniform highp sampler2DShadow shadowMap;
uniform sampler2D textureSampler;
varying highp vec4 shadowCoord;
uniform highp vec3 lightPosition_wrld;
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform highp float shadowQuality;
uniform highp vec4 lightColor;
uniform highp float gradMin;
uniform highp float gradHeight;
highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
vec2(0.94558609, -0.76890725),
@ -33,7 +35,7 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
vec2(0.14383161, -0.14100790));
void main() {
highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
highp vec2 gradientUV = vec2(0.0, gradMin + coords_mdl.y * gradHeight);
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
highp vec3 materialSpecularColor = lightColor.rgb;

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@ -10,9 +10,11 @@ uniform sampler2D textureSampler;
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform highp vec4 lightColor;
uniform highp float gradMin;
uniform highp float gradHeight;
void main() {
highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
highp vec2 gradientUV = vec2(0.0, gradMin + coords_mdl.y * gradHeight);
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
highp vec3 materialSpecularColor = lightColor.rgb;

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@ -50,6 +50,7 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
m_labelShader(0),
m_heightNormalizer(0.0f),
m_scaleX(0.0f),
m_scaleY(0.0f),
m_scaleZ(0.0f),
m_scaleXWithBackground(0.0f),
m_scaleYWithBackground(0.0f),
@ -70,9 +71,6 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
m_selectionTexturesDirty(false),
m_noShadowTexture(0)
{
m_axisCacheY.setScale(2.0f);
m_axisCacheY.setTranslate(-1.0f);
// Check if flat feature is supported
ShaderHelper tester(this, QStringLiteral(":/shaders/vertexSurfaceFlat"),
QStringLiteral(":/shaders/fragmentSurfaceFlat"));
@ -834,7 +832,7 @@ void Surface3DRenderer::drawSlicedScene()
glCullFace(GL_BACK);
// Grid lines
if (m_cachedTheme->isGridEnabled() && m_heightNormalizer) {
if (m_cachedTheme->isGridEnabled()) {
#if !(defined QT_OPENGL_ES_2)
ShaderHelper *lineShader = m_backgroundShader;
#else
@ -1257,7 +1255,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
// Draw the surface
if (!m_renderCacheList.isEmpty()) {
// For surface we can see climpses from underneath
// For surface we can see glimpses from underneath
glDisable(GL_CULL_FACE);
bool drawGrid = false;
@ -1303,10 +1301,24 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
shader->setUniformValue(shader->lightColor(), lightColor);
GLuint gradientTexture;
if (cache->colorStyle() == Q3DTheme::ColorStyleUniform)
if (cache->colorStyle() == Q3DTheme::ColorStyleUniform) {
gradientTexture = cache->baseUniformTexture();
else
shader->setUniformValue(shader->gradientMin(), 0.0f);
shader->setUniformValue(shader->gradientHeight(), 0.0f);
} else {
gradientTexture = cache->baseGradientTexture();
if (cache->colorStyle() == Q3DTheme::ColorStyleObjectGradient) {
float objMin = cache->surfaceObject()->minYValue();
float objMax = cache->surfaceObject()->maxYValue();
float objRange = objMax - objMin;
shader->setUniformValue(shader->gradientMin(), -(objMin / objRange));
shader->setUniformValue(shader->gradientHeight(), 1.0f / objRange);
} else {
shader->setUniformValue(shader->gradientMin(), 0.5f);
shader->setUniformValue(shader->gradientHeight(),
1.0f / (m_scaleY * 2.0f));
}
}
#if !defined(QT_OPENGL_ES_2)
if (m_cachedShadowQuality > QAbstract3DGraph::ShadowQualityNone) {
@ -1433,7 +1445,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
QVector3D gridLineScaleZ(gridLineWidth, gridLineWidth, m_scaleZWithBackground);
QVector3D gridLineScaleY(gridLineWidth, m_scaleYWithBackground, gridLineWidth);
if (m_cachedTheme->isGridEnabled() && m_heightNormalizer) {
if (m_cachedTheme->isGridEnabled()) {
#if !(defined QT_OPENGL_ES_2)
ShaderHelper *lineShader = m_backgroundShader;
#else
@ -1947,7 +1959,7 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
if (m_polarGraph) {
float direction = m_zFlipped ? -1.0f : 1.0f;
labelTrans.setZ((m_axisCacheZ.formatter()->labelPositions().at(label)
* -m_graphAspectRatio
* -m_polarRadius
+ m_drawer->scaledFontSize() + gridLineWidth) * direction);
} else {
labelTrans.setZ(m_axisCacheZ.labelPosition(label));
@ -1968,7 +1980,7 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
}
if (!drawSelection && m_axisCacheZ.isTitleVisible()) {
if (m_polarGraph) {
float titleZ = -m_graphAspectRatio / 2.0f;
float titleZ = -m_polarRadius / 2.0f;
if (m_zFlipped)
titleZ = -titleZ;
labelTrans.setZ(titleZ);
@ -2106,8 +2118,8 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
continue;
float labelPosition = labelPositions.at(label);
qreal angle = labelPosition * M_PI * 2.0;
labelTrans.setX((m_graphAspectRatio + labelMargin) * float(qSin(angle)));
labelTrans.setZ(-(m_graphAspectRatio + labelMargin) * float(qCos(angle)));
labelTrans.setX((m_polarRadius + labelMargin) * float(qSin(angle)));
labelTrans.setZ(-(m_polarRadius + labelMargin) * float(qCos(angle)));
// Alignment depends on label angular position, as well as flips
Qt::AlignmentFlag vAlignment = Qt::AlignCenter;
Qt::AlignmentFlag hAlignment = Qt::AlignCenter;
@ -2152,7 +2164,7 @@ void Surface3DRenderer::drawLabels(bool drawSelection, const Q3DCamera *activeCa
totalRotation *= m_zRightAngleRotationNeg;
if (m_yFlippedForGrid)
totalRotation *= QQuaternion::fromAxisAndAngle(0.0f, 0.0f, 1.0f, -180.0f);
labelTrans.setZ(-m_graphAspectRatio);
labelTrans.setZ(-m_polarRadius);
radial = true;
}
drawAxisTitleX(labelRotation, labelTrans, totalRotation, m_dummyRenderItem,
@ -2415,19 +2427,31 @@ void Surface3DRenderer::calculateSceneScalingFactors()
areaSize.setWidth(horizontalAspectRatio);
}
float horizontalMaxDimension;
if (m_graphAspectRatio > 2.0f) {
horizontalMaxDimension = 2.0f;
m_scaleY = 2.0f / m_graphAspectRatio;
} else {
horizontalMaxDimension = m_graphAspectRatio;
m_scaleY = 1.0f;
}
if (m_polarGraph)
m_polarRadius = horizontalMaxDimension;
float scaleFactor = qMax(areaSize.width(), areaSize.height());
m_scaleX = m_graphAspectRatio * areaSize.width() / scaleFactor;
m_scaleZ = m_graphAspectRatio * areaSize.height() / scaleFactor;
m_scaleX = horizontalMaxDimension * areaSize.width() / scaleFactor;
m_scaleZ = horizontalMaxDimension * areaSize.height() / scaleFactor;
m_scaleXWithBackground = m_scaleX + m_hBackgroundMargin;
m_scaleYWithBackground = m_scaleY + m_vBackgroundMargin;
m_scaleZWithBackground = m_scaleZ + m_hBackgroundMargin;
m_scaleYWithBackground = m_vBackgroundMargin + 1.0f;
float factorScaler = 2.0f * m_graphAspectRatio / scaleFactor;
m_axisCacheX.setScale(factorScaler * areaSize.width());
m_axisCacheZ.setScale(-factorScaler * areaSize.height());
m_axisCacheX.setTranslate(-m_axisCacheX.scale() / 2.0f);
m_axisCacheZ.setTranslate(-m_axisCacheZ.scale() / 2.0f);
m_axisCacheX.setScale(m_scaleX * 2.0f);
m_axisCacheY.setScale(m_scaleY * 2.0f);
m_axisCacheZ.setScale(m_scaleZ * 2.0f);
m_axisCacheX.setTranslate(-m_scaleX);
m_axisCacheY.setTranslate(-m_scaleY);
m_axisCacheZ.setTranslate(-m_scaleZ);
}
void Surface3DRenderer::checkFlatSupport(SurfaceSeriesRenderCache *cache)
@ -2848,7 +2872,7 @@ QVector3D Surface3DRenderer::convertPositionToTranslation(const QVector3D &posit
yTrans = m_axisCacheY.positionAt(position.y());
} else {
xTrans = position.x() * m_scaleX;
yTrans = position.y();
yTrans = position.y() * m_scaleY;
zTrans = position.z() * m_scaleZ;
}
return QVector3D(xTrans, yTrans, zTrans);

View File

@ -58,6 +58,7 @@ private:
ShaderHelper *m_labelShader;
float m_heightNormalizer;
float m_scaleX;
float m_scaleY;
float m_scaleZ;
float m_scaleXWithBackground;
float m_scaleYWithBackground;

View File

@ -69,24 +69,14 @@ void SurfaceObject::setUpSmoothData(const QSurfaceDataArray &dataArray, const QR
uvs.resize(totalSize);
int totalIndex = 0;
AxisRenderCache &xCache = flipXZ ? m_axisCacheZ : m_axisCacheX;
AxisRenderCache &zCache = flipXZ ? m_axisCacheX : m_axisCacheZ;
// Init min and max to ridiculous values
m_minY = 10000000.0;
m_maxY = -10000000.0f;
for (int i = 0; i < m_rows; i++) {
const QSurfaceDataRow &p = *dataArray.at(i);
for (int j = 0; j < m_columns; j++) {
const QSurfaceDataItem &data = p.at(j);
float normalizedX;
float normalizedZ;
if (polar) {
// Slice don't use polar, so don't care about flip
m_renderer->calculatePolarXZ(data.position(), normalizedX, normalizedZ);
} else {
normalizedX = xCache.positionAt(data.x());
normalizedZ = zCache.positionAt(data.z());
}
float normalizedY = m_axisCacheY.positionAt(data.y());
m_vertices[totalIndex] = QVector3D(normalizedX, normalizedY, normalizedZ);
getNormalizedVertex(p.at(j), m_vertices[totalIndex], polar, flipXZ);
if (changeGeometry)
uvs[totalIndex] = QVector2D(GLfloat(j) * uvX, GLfloat(i) * uvY);
totalIndex++;
@ -151,19 +141,8 @@ void SurfaceObject::updateSmoothRow(const QSurfaceDataArray &dataArray, int rowI
int p = rowIndex * m_columns;
const QSurfaceDataRow &dataRow = *dataArray.at(rowIndex);
for (int j = 0; j < m_columns; j++) {
const QSurfaceDataItem &data = dataRow.at(j);
float normalizedX;
float normalizedZ;
if (polar) {
m_renderer->calculatePolarXZ(data.position(), normalizedX, normalizedZ);
} else {
normalizedX = m_axisCacheX.positionAt(data.x());
normalizedZ = m_axisCacheZ.positionAt(data.z());
}
float normalizedY = m_axisCacheY.positionAt(data.y());
m_vertices[p++] = QVector3D(normalizedX, normalizedY, normalizedZ);
}
for (int j = 0; j < m_columns; j++)
getNormalizedVertex(dataRow.at(j), m_vertices[p++], polar, false);
// Create normals
int colLimit = m_columns - 1;
@ -214,17 +193,8 @@ void SurfaceObject::updateSmoothItem(const QSurfaceDataArray &dataArray, int row
bool polar)
{
// Update a vertice
const QSurfaceDataItem &data = dataArray.at(row)->at(column);
float normalizedX;
float normalizedZ;
if (polar) {
m_renderer->calculatePolarXZ(data.position(), normalizedX, normalizedZ);
} else {
normalizedX = m_axisCacheX.positionAt(data.x());
normalizedZ = m_axisCacheZ.positionAt(data.z());
}
float normalizedY = m_axisCacheY.positionAt(data.y());
m_vertices[row * m_columns + column] = QVector3D(normalizedX, normalizedY, normalizedZ);
getNormalizedVertex(dataArray.at(row)->at(column),
m_vertices[row * m_columns + column], polar, false);
// Create normals
int startRow = row;
@ -376,24 +346,14 @@ void SurfaceObject::setUpData(const QSurfaceDataArray &dataArray, const QRect &s
int doubleColumns = m_columns * 2 - 2;
int rowColLimit = rowLimit * doubleColumns;
AxisRenderCache &xCache = flipXZ ? m_axisCacheZ : m_axisCacheX;
AxisRenderCache &zCache = flipXZ ? m_axisCacheX : m_axisCacheZ;
// Init min and max to ridiculous values
m_minY = 10000000.0;
m_maxY = -10000000.0f;
for (int i = 0; i < m_rows; i++) {
const QSurfaceDataRow &row = *dataArray.at(i);
for (int j = 0; j < m_columns; j++) {
const QSurfaceDataItem &data = row.at(j);
float normalizedX;
float normalizedZ;
if (polar) {
// Slice don't use polar, so don't care about flip
m_renderer->calculatePolarXZ(data.position(), normalizedX, normalizedZ);
} else {
normalizedX = xCache.positionAt(data.x());
normalizedZ = zCache.positionAt(data.z());
}
float normalizedY = m_axisCacheY.positionAt(data.y());
m_vertices[totalIndex] = QVector3D(normalizedX, normalizedY, normalizedZ);
getNormalizedVertex(row.at(j), m_vertices[totalIndex], polar, flipXZ);
if (changeGeometry)
uvs[totalIndex] = QVector2D(GLfloat(j) * uvX, GLfloat(i) * uvY);
@ -475,18 +435,7 @@ void SurfaceObject::updateCoarseRow(const QSurfaceDataArray &dataArray, int rowI
const QSurfaceDataRow &dataRow = *dataArray.at(rowIndex);
for (int j = 0; j < m_columns; j++) {
const QSurfaceDataItem &data = dataRow.at(j);
float normalizedX;
float normalizedZ;
if (polar) {
m_renderer->calculatePolarXZ(data.position(), normalizedX, normalizedZ);
} else {
normalizedX = m_axisCacheX.positionAt(data.x());
normalizedZ = m_axisCacheZ.positionAt(data.z());
}
float normalizedY = m_axisCacheY.positionAt(data.y());
m_vertices[p++] = QVector3D(normalizedX, normalizedY, normalizedZ);
getNormalizedVertex(dataRow.at(j), m_vertices[p++], polar, false);
if (j > 0 && j < colLimit) {
m_vertices[p] = m_vertices[p - 1];
p++;
@ -528,18 +477,7 @@ void SurfaceObject::updateCoarseItem(const QSurfaceDataArray &dataArray, int row
// Update a vertice
int p = row * doubleColumns + column * 2 - (column > 0);
const QSurfaceDataItem &data = dataArray.at(row)->at(column);
float normalizedX;
float normalizedZ;
if (polar) {
m_renderer->calculatePolarXZ(data.position(), normalizedX, normalizedZ);
} else {
normalizedX = m_axisCacheX.positionAt(data.x());
normalizedZ = m_axisCacheZ.positionAt(data.z());
}
float normalizedY = m_axisCacheY.positionAt(data.y());
m_vertices[p] = QVector3D(normalizedX, normalizedY, normalizedZ);
p++;
getNormalizedVertex(dataArray.at(row)->at(column), m_vertices[p++], polar, false);
if (column > 0 && column < colLimit)
m_vertices[p] = m_vertices[p - 1];
@ -714,6 +652,31 @@ bool SurfaceObject::checkFlipNormal(const QSurfaceDataArray &array)
return ascendingX != ascendingZ;
}
void SurfaceObject::getNormalizedVertex(const QSurfaceDataItem &data, QVector3D &vertex,
bool polar, bool flipXZ)
{
float normalizedX;
float normalizedZ;
if (polar) {
// Slice don't use polar, so don't care about flip
m_renderer->calculatePolarXZ(data.position(), normalizedX, normalizedZ);
} else {
if (flipXZ) {
normalizedX = m_axisCacheZ.positionAt(data.x());
normalizedZ = m_axisCacheX.positionAt(data.z());
} else {
normalizedX = m_axisCacheX.positionAt(data.x());
normalizedZ = m_axisCacheZ.positionAt(data.z());
}
}
float normalizedY = m_axisCacheY.positionAt(data.y());
m_minY = qMin(normalizedY, m_minY);
m_maxY = qMax(normalizedY, m_maxY);
vertex.setX(normalizedX);
vertex.setY(normalizedY);
vertex.setZ(normalizedZ);
}
GLuint SurfaceObject::gridElementBuf()
{
if (!m_meshDataLoaded)

View File

@ -70,6 +70,8 @@ public:
GLuint gridIndexCount();
QVector3D vertexAt(int column, int row);
void clear();
float minYValue() const { return m_minY; }
float maxYValue() const { return m_maxY; }
private:
QVector3D normal(const QVector3D &a, const QVector3D &b, const QVector3D &c, bool flipNormal);
@ -77,6 +79,8 @@ private:
const QVector<QVector3D> &normals, const GLint *indices,
bool changeGeometry);
bool checkFlipNormal(const QSurfaceDataArray &array);
inline void getNormalizedVertex(const QSurfaceDataItem &data, QVector3D &vertex, bool polar,
bool flipXZ);
private:
SurfaceType m_surfaceType;
@ -91,6 +95,8 @@ private:
AxisRenderCache &m_axisCacheY;
AxisRenderCache &m_axisCacheZ;
Surface3DRenderer *m_renderer;
float m_minY;
float m_maxY;
};
QT_END_NAMESPACE_DATAVISUALIZATION

View File

@ -606,19 +606,30 @@ void GraphModifier::adjustZMin(int min)
void GraphModifier::gradientPressed()
{
static Q3DTheme::ColorStyle colorStyle = Q3DTheme::ColorStyleUniform;
if (colorStyle == Q3DTheme::ColorStyleRangeGradient) {
colorStyle = Q3DTheme::ColorStyleObjectGradient;
qDebug() << "Color style: ColorStyleObjectGradient";
} else if (colorStyle == Q3DTheme::ColorStyleObjectGradient) {
colorStyle = Q3DTheme::ColorStyleUniform;
qDebug() << "Color style: ColorStyleUniform";
} else {
colorStyle = Q3DTheme::ColorStyleRangeGradient;
qDebug() << "Color style: ColorStyleRangeGradient";
}
QLinearGradient gradient;
gradient.setColorAt(0.0, Qt::black);
gradient.setColorAt(0.33, Qt::blue);
gradient.setColorAt(0.67, Qt::red);
gradient.setColorAt(1.0, Qt::yellow);
// m_graph->seriesList().at(0)->setBaseGradient(gradient);
// m_graph->seriesList().at(0)->setSingleHighlightColor(Qt::red);
// m_graph->seriesList().at(0)->setColorStyle(Q3DTheme::ColorStyleRangeGradient);
QList<QLinearGradient> gradients;
gradients << gradient;
m_graph->activeTheme()->setBaseGradients(gradients);
m_graph->activeTheme()->setColorStyle(Q3DTheme::ColorStyleRangeGradient);
m_graph->activeTheme()->setColorStyle(colorStyle);
}
void GraphModifier::changeFont(const QFont &font)