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|
#include "barchart.h"
#include <algorithm>
#include <cmath>
#include <numeric>
#include "continuouscolorscale.h"
#include "geometry.h"
static const Color OUTLINE_COLOR(0, 0, 0);
static const Color BRUSH_COLOR(0, 0, 0);
static const Color BAR_COLOR(128, 128, 128);
static const Color PRESELECTION_COLOR(128, 128, 128, 96);
static const Color SELECTION_VISIBLE_COLOR(128, 128, 128, 96);
static const Color SELECTION_INVISIBLE_COLOR(0, 0, 0, 0);
static const float DEFAULT_OPACITY = 0.8f;
template<typename T>
static inline T clamp(T value, T min, T max)
{
return std::min(std::max(min, value), max);
}
static const char *shaderVertex = R"EOF(#version 330
precision mediump float;
uniform int num;
uniform float minimum;
uniform float maximum;
uniform sampler2D colormap;
layout (location = 0) in float value;
out VS_OUT {
vec4 color;
} vs_out;
vec3 getRGB(float value) {
return texture(colormap, vec2(mix(0.005, 0.995, value), 0)).rgb;
}
void main()
{
float v = (value - minimum) / (maximum - minimum);
vs_out.color = vec4(getRGB(v), 1.0);
// Position here is top-left of the rectangle (bar), the geometry shader does
// the rest of the job
float width = max(0.01, 2.0 / num);
gl_Position = vec4(gl_VertexID * width - 1.0,
mix(1.0, -1.0, v),
0.0, 1.0);
}
)EOF";
static const char *shaderFragment = R"EOF(#version 330
in vec4 color;
out vec4 FragColor;
void main()
{
FragColor = color;
// FragColor = vec4(1.0);
}
)EOF";
static const char *shaderGeometry = R"EOF(#version 330
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
uniform int num;
in VS_OUT {
vec4 color;
} gs_in[];
out vec4 color;
void main() {
float width = max(0.01, 2.0 / num);
float x = gl_in[0].gl_Position.x;
float y = gl_in[0].gl_Position.y;
color = gs_in[0].color;
// top-left
gl_Position = vec4(x, y, 0.0, 1.0);
EmitVertex();
// bottom-left
gl_Position = vec4(x, 1.0, 0.0, 1.0);
EmitVertex();
// top-right
gl_Position = vec4(x + width, y, 0.0, 1.0);
EmitVertex();
// bottom-right
gl_Position = vec4(x + width, 1.0, 0.0, 1.0);
EmitVertex();
EndPrimitive();
}
)EOF";
BarChart::BarChart()
: m_redraw(false)
, m_shouldUpdateBars(false)
, m_shouldUpdatePreSelection(false)
, m_dragStartPos(-1.0f)
, m_dragLastPos(-1.0f)
, m_shouldUpdateSelection(false)
, m_brushedItem(-1)
, m_scale(0.0f, 1.0f, 0.0f, 1.0f)
, m_width(0)
, m_height(0)
{
glGenFramebuffers(1, &m_FBO);
glGenTextures(1, &m_outTex);
glGenBuffers(1, &m_VBO);
glGenVertexArrays(1, &m_VAO);
glBindVertexArray(m_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
// glVertexAttribDivisor(0, 1);
glBindVertexArray(0);
m_shader = std::make_unique<Shader>(
shaderVertex,
shaderFragment,
shaderGeometry);
}
void BarChart::update()
{
m_redraw = m_values.n_elem != 0;
if (m_shouldUpdateBars) {
// TODO
updateBars();
}
}
void BarChart::updateValues(const arma::vec &values)
{
if (m_values.n_elem != values.n_elem) {
return;
}
m_values = values;
m_shouldUpdateBars = true;
update();
}
void BarChart::updateBars()
{
std::vector<float> sortedValues(m_values.n_elem);
size_t i = 0;
for (auto j : m_originalIndices) {
sortedValues[i] = m_values[j];
i++;
}
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sortedValues.size() * sizeof(float),
sortedValues.data(), GL_DYNAMIC_DRAW);
m_shouldUpdateBars = false;
}
void BarChart::setSize(size_t width, size_t height)
{
m_width = width;
m_height = height;
glBindTexture(GL_TEXTURE_2D, m_outTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_width, m_height, 0, GL_RGBA,
GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
update();
}
void BarChart::setValues(const arma::vec &values)
{
m_values = values;
if (m_selection.size() != m_values.n_elem) {
m_selection.assign(m_values.n_elem, false);
}
m_originalIndices.resize(m_values.n_elem);
m_currentIndices.resize(m_values.n_elem);
// setAcceptHoverEvents(m_values.n_elem > 0);
if (m_values.n_elem > 0) {
m_scale.setDomain(m_values.min(), m_values.max());
// m_originalIndices[i] == the original (datum) index of item i
std::iota(m_originalIndices.begin(), m_originalIndices.end(), 0);
std::sort(m_originalIndices.begin(), m_originalIndices.end(),
[this](int i, int j) { return m_values[i] > m_values[j]; });
// m_currentIndices[i] == the displayed position of datum i
int k = 0;
for (auto i: m_originalIndices) {
m_currentIndices[i] = k++;
}
}
valuesChanged(values);
m_shouldUpdateSelection = true;
m_shouldUpdateBars = true;
update();
}
void BarChart::setColormap(GLuint texture)
{
m_colormapTex = texture;
update();
}
void BarChart::setSelection(const std::vector<bool> &selection)
{
m_selection = selection;
selectionChanged(m_selection);
// Our selection changed but we don't want to display it unless we have the
// right number of values
if (m_values.size() == m_selection.size()) {
m_shouldUpdateSelection = true;
update();
}
}
void BarChart::brushItem(int item)
{
if (item < 0) {
m_brushedItem = item;
itemBrushed(m_brushedItem, 0.0f);
} else {
// safe comparison: we just checked for negative values
if (m_values.n_elem == 0 || item > m_values.n_elem - 1) {
return;
}
m_brushedItem = m_currentIndices[item];
item = m_originalIndices[m_brushedItem];
itemBrushed(item, m_values[item]);
}
update();
}
void BarChart::draw()
{
if (!m_redraw) {
return;
}
m_redraw = false;
int originalFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, m_outTex, 0);
glViewport(0, 0, m_width, m_height);
m_shader->use();
m_shader->setUniform("num", static_cast<GLint>(m_values.size()));
m_shader->setUniform("minimum", static_cast<GLfloat>(m_values.min()));
m_shader->setUniform("maximum", static_cast<GLfloat>(m_values.max()));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_colormapTex);
m_shader->setUniform("colormap", 0);
glEnable(GL_BLEND);
// glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_ONE, GL_ZERO);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(m_VAO);
glDrawArrays(GL_POINTS, 0, m_values.size());
m_shader->release();
glDisable(GL_BLEND);
/*
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
checkGLError("draw():");
}
*/
glBindFramebuffer(GL_FRAMEBUFFER, originalFBO);
}
/*
QSGNode *BarChart::newSceneGraph() const
{
// NOTE: scene graph structure is as follows:
// root [
// barsNode [
// barNode ...
// ]
// selectedBarsNode [
// selectedBarNode ...
// ]
// preSelectionNode
// brushNode
// ]
QSGTransformNode *root = new QSGTransformNode;
// The node that has all bars as children
root->appendChildNode(new QSGNode);
// The node that has all selected bars as children
root->appendChildNode(new QSGNode);
// The node for the preselection
QSGSimpleRectNode *preSelectionNode = new QSGSimpleRectNode;
preSelectionNode->setColor(PRESELECTION_COLOR);
root->appendChildNode(preSelectionNode);
// The node for drawing the brush
QSGGeometryNode *brushGeomNode = new QSGGeometryNode;
QSGGeometry *brushGeom = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 4);
brushGeom->setDrawingMode(GL_POLYGON);
brushGeom->setVertexDataPattern(QSGGeometry::DynamicPattern);
brushGeom->setLineWidth(1.0f);
QSGFlatColorMaterial *brushMaterial = new QSGFlatColorMaterial;
brushMaterial->setColor(BRUSH_COLOR);
brushGeomNode->setGeometry(brushGeom);
brushGeomNode->setMaterial(brushMaterial);
brushGeomNode->setFlags(QSGNode::OwnsGeometry | QSGNode::OwnsMaterial);
root->appendChildNode(brushGeomNode);
return root;
}
*/
/*
QSGNode *BarChart::newBarNode() const
{
// A bar node is:
// opacityNode [outlineGeomNode barGeomNode]
//QSGGeometryNode *outlineGeomNode = new QSGGeometryNode;
//QSGGeometry *outlineGeometry =
// new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 4);
//outlineGeometry->setDrawingMode(GL_LINE_LOOP);
//outlineGeometry->setVertexDataPattern(QSGGeometry::DynamicPattern);
//outlineGeomNode->setGeometry(outlineGeometry);
//outlineGeomNode->setFlag(QSGNode::OwnsGeometry);
//QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
//material->setColor(OUTLINE_COLOR);
//outlineGeomNode->setMaterial(material);
//outlineGeomNode->setFlag(QSGNode::OwnsMaterial);
QSGGeometryNode *barGeomNode = new QSGGeometryNode;
QSGGeometry *barGeometry =
new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 4);
barGeometry->setDrawingMode(GL_POLYGON);
barGeometry->setVertexDataPattern(QSGGeometry::DynamicPattern);
barGeomNode->setGeometry(barGeometry);
barGeomNode->setFlag(QSGNode::OwnsGeometry);
QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
material->setColor(BAR_COLOR);
barGeomNode->setMaterial(material);
barGeomNode->setFlag(QSGNode::OwnsMaterial);
QSGOpacityNode *opacityNode = new QSGOpacityNode;
opacityNode->setOpacity(DEFAULT_OPACITY);
opacityNode->appendChildNode(barGeomNode);
//opacityNode->appendChildNode(outlineGeomNode);
return opacityNode;
}
*/
/*
QSGNode *BarChart::newSelectionBarNode() const
{
QSGSimpleRectNode *node = new QSGSimpleRectNode;
return node;
}
*/
/*
void BarChart::updateViewport(QSGNode *root) const
{
QSGTransformNode *viewportNode = static_cast<QSGTransformNode *>(root);
QMatrix4x4 viewport;
viewport.scale(width(), height());
viewportNode->setMatrix(viewport);
}
*/
/*
void BarChart::updateBarNodeGeom(QSGNode *barNode,
float x,
float barWidth,
float barHeight) const
{
float y = 1.0f - barHeight;
QSGGeometryNode *barGeomNode =
static_cast<QSGGeometryNode *>(barNode->firstChild());
updateRectGeometry(barGeomNode->geometry(), x, y, barWidth, barHeight);
barGeomNode->markDirty(QSGNode::DirtyGeometry);
//QSGGeometryNode *outlineGeomNode =
// static_cast<QSGGeometryNode *>(barGeomNode->nextSibling());
//updateRectGeometry(outlineGeomNode->geometry(), x, y, barWidth, barHeight);
//outlineGeomNode->markDirty(QSGNode::DirtyGeometry);
}
*/
/*
void BarChart::updateBarNodeColor(QSGNode *barNode, const QColor &color) const
{
QSGGeometryNode *barGeomNode =
static_cast<QSGGeometryNode *>(barNode->firstChild());
QSGFlatColorMaterial *material =
static_cast<QSGFlatColorMaterial *>(barGeomNode->material());
material->setColor(color);
barGeomNode->markDirty(QSGNode::DirtyMaterial);
}
void BarChart::updateBars(QSGNode *node) const
{
int numValues = (int) m_values.n_elem;
float barWidth = 1.0f / numValues;
// First, make sure we have the same number of values & bars
while (numValues > node->childCount()) {
QSGNode *barNode = newBarNode();
node->prependChildNode(barNode);
}
while (numValues < node->childCount()) {
// NOTE: as stated in docs, QSGNode's children are stored in a
// linked list. Hence, this operation should be as fast as expected
node->removeChildNode(node->firstChild());
}
// Then, update each bar to reflect the values
node = node->firstChild();
float x = 0;
for (auto it = m_originalIndices.cbegin(); it != m_originalIndices.cend(); it++) {
updateBarNodeGeom(node, x, barWidth, m_scale(m_values[*it]));
updateBarNodeColor(node, m_colorScale->color(m_values[*it]));
x += barWidth;
node = node->nextSibling();
}
}
*/
/*
void BarChart::updateSelectionBar(QSGNode *node,
float x,
float barWidth,
const QColor &color) const
{
QSGSimpleRectNode *barNode = static_cast<QSGSimpleRectNode *>(node);
barNode->setRect(x, 0, barWidth, 1.0f);
barNode->setColor(color);
}
*/
/*
void BarChart::updateSelectionBars(QSGNode *node) const
{
int numValues = (int) m_values.n_elem;
float barWidth = 1.0f / numValues;
// First, make sure we have the same number of values & bars
while (numValues > node->childCount()) {
QSGNode *barNode = newSelectionBarNode();
node->prependChildNode(barNode);
}
while (numValues < node->childCount()) {
// NOTE: as stated in docs, QSGNode's children are stored in a
// linked list. Hence, this operation should be as fast as expected
node->removeChildNode(node->firstChild());
}
// Update each bar, displaying it (using a visible color) only if it is a
// selected item
float x = 0;
node = node->firstChild();
for (auto it = m_originalIndices.cbegin(); it != m_originalIndices.cend(); it++) {
updateSelectionBar(node, x, barWidth,
m_selection[*it] ? SELECTION_VISIBLE_COLOR
: SELECTION_INVISIBLE_COLOR);
x += barWidth;
node = node->nextSibling();
}
}
*/
/*
void BarChart::updatePreSelection(QSGNode *node) const
{
QSGSimpleRectNode *preSelectionNode = static_cast<QSGSimpleRectNode *>(node);
preSelectionNode->setRect(std::min(m_dragStartPos, m_dragLastPos), 0.0f,
fabs(m_dragLastPos - m_dragStartPos), 1.0f);
}
*/
/*
void BarChart::updateBrush(QSGNode *node) const
{
float barWidth = 1.0f / m_values.n_elem;
QSGGeometryNode *brushGeomNode = static_cast<QSGGeometryNode *>(node);
updateRectGeometry(brushGeomNode->geometry(),
barWidth * m_brushedItem,
0.0f,
barWidth,
1.0f);
brushGeomNode->markDirty(QSGNode::DirtyGeometry);
}
*/
/*
QSGNode *BarChart::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
QSGNode *root = oldNode ? oldNode : newSceneGraph();
updateViewport(root);
QSGNode *node = root->firstChild();
if (m_shouldUpdateBars) {
updateBars(node);
m_shouldUpdateBars = false;
}
node = node->nextSibling();
if (m_shouldUpdateSelection) {
updateSelectionBars(node);
m_shouldUpdateSelection = false;
}
node = node->nextSibling();
if (m_shouldUpdatePreSelection) {
updatePreSelection(node);
m_shouldUpdatePreSelection = false;
}
node = node->nextSibling();
updateBrush(node);
node = node->nextSibling();
return root;
}
*/
int BarChart::itemAt(float x, bool includeSelectorWidth) const
{
int numValues = m_values.n_elem;
float barWidth = 1.0f / numValues;
if (includeSelectorWidth) {
x += 1.0f / width();
}
return clamp(int(x / barWidth), 0, numValues - 1);
}
void BarChart::interactiveSelection(float start, float end)
{
if (start > end) {
std::swap(start, end);
}
m_selection.assign(m_selection.size(), false);
if (start < 0.0f || end < 0.0f) {
return;
}
// Bars are located in ranges:
// [0..barWidth] + barIndex / barWidth
int firstIndex = itemAt(start);
int lastIndex = itemAt(end, true);
for (int i = firstIndex; i <= lastIndex; i++) {
m_selection[m_originalIndices[i]] = true;
}
selectionInteractivelyChanged(m_selection);
}
/*
void BarChart::hoverEnterEvent(QHoverEvent *event)
{
m_brushedItem = itemAt(float(event->pos().x()) / width());
emit itemInteractivelyBrushed(m_originalIndices[m_brushedItem]);
update();
}
*/
/*
void BarChart::hoverMoveEvent(QHoverEvent *event)
{
m_brushedItem = itemAt(float(event->pos().x()) / width());
emit itemInteractivelyBrushed(m_originalIndices[m_brushedItem]);
update();
}
*/
/*
void BarChart::hoverLeaveEvent(QHoverEvent *event)
{
m_brushedItem = -1;
emit itemInteractivelyBrushed(m_brushedItem);
update();
}
*/
/*
void BarChart::mousePressEvent(QMouseEvent *event)
{
if (event->button() == Qt::RightButton) {
m_dragStartPos = -1.0f;
m_dragLastPos = -1.0f;
m_selection.assign(m_selection.size(), false);
emit selectionInteractivelyChanged(m_selection);
} else {
QCursor dragCursor(Qt::SizeHorCursor);
setCursor(dragCursor);
float pos = float(event->pos().x()) / width();
m_dragStartPos = pos;
m_dragLastPos = pos;
}
m_shouldUpdatePreSelection = true;
update();
}
*/
/*
void BarChart::mouseMoveEvent(QMouseEvent *event)
{
if (m_dragStartPos < 0.0f) {
return;
}
float pos = float(event->pos().x()) / width();
m_dragLastPos = clamp(pos, 0.0f, 1.0f);
m_shouldUpdatePreSelection = true;
update();
}
*/
/*
void BarChart::mouseReleaseEvent(QMouseEvent *event)
{
if (m_dragStartPos < 0.0f) {
return;
}
unsetCursor();
float pos = float(event->pos().x()) / width();
m_dragLastPos = clamp(pos, 0.0f, 1.0f);
if (m_values.n_elem > 0) {
interactiveSelection(m_dragStartPos, m_dragLastPos);
}
m_dragStartPos = -1.0f;
m_dragLastPos = -1.0f;
m_shouldUpdatePreSelection = true;
update();
}
*/
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