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#ifndef SCATTERPLOT_H
#define SCATTERPLOT_H
#include <memory>
#include <vector>
#include <armadillo>
#include <glad/gl.h>
#include <nod.hpp>
#include "colorscale.h"
#include "quadtree.h"
#include "geometry.h"
#include "scale.h"
#include "shader.h"
class Scatterplot
{
public:
static const int PADDING = 20;
Scatterplot();
~Scatterplot();
arma::mat XY() const;
void setColormap(GLuint texture);
void setAutoScale(bool autoScale);
size_t width() const { return m_width; }
size_t height() const { return m_height; }
void setSize(size_t, size_t);
float glyphSize() const { return m_glyphSize; }
void setGlyphSize(float glyphSize);
void setDragEnabled(bool enabled) { m_dragEnabled = enabled; }
bool isDragEnabled() const { return m_dragEnabled; }
GLuint texture() const { return m_outTex; }
nod::signal<void(const arma::mat &)> xyChanged, xyInteractivelyChanged;
nod::signal<void(const arma::vec &)> colorDataChanged, opacityDataChanged;
nod::signal<void(const std::vector<bool> &)> selectionChanged, selectionInteractivelyChanged;
nod::signal<void(int)> itemBrushed, itemInteractivelyBrushed;
nod::signal<void(const LinearScale<float> &, const LinearScale<float> &)> scaleChanged;
nod::signal<void(float)> glyphSizeChanged;
void setXY(const arma::mat &xy);
void setColorData(const arma::vec &colorData);
void setOpacityData(const arma::vec &opacityData);
void setScale(const LinearScale<float> &sx, const LinearScale<float> &sy);
void setSelection(const std::vector<bool> &selection);
void brushItem(int item);
void update();
void draw();
protected:
// QSGNode *updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *);
// void mousePressEvent(QMouseEvent *event);
// void mouseMoveEvent(QMouseEvent *event);
// void mouseReleaseEvent(QMouseEvent *event);
// void hoverEnterEvent(QHoverEvent *event);
// void hoverMoveEvent(QHoverEvent *event);
// void hoverLeaveEvent(QHoverEvent *event);
private:
// QSGNode *newSceneGraph();
// QSGNode *newGlyphTree();
void applyManipulation();
void updateGeometry();
void updateMaterials();
void updateTransform();
// void updateGlyphs(QSGNode *node);
// void updateBrush(QSGNode *node);
// Data
arma::mat m_xy;
arma::vec m_colorData;
arma::vec m_opacityData;
// Visuals
size_t m_width, m_height;
float m_glyphSize;
std::shared_ptr<const ColorScale> m_colorScale;
void autoScale();
bool m_autoScale;
LinearScale<float> m_sx, m_sy;
// Internal state
void interactiveSelection(bool mergeSelection);
std::vector<bool> m_selection;
bool m_anySelected;
int m_brushedItem;
enum State {
StateNone,
StateBrushing,
StateSelecting,
StateSelected,
StateMoving
} m_interactionState;
bool m_dragEnabled;
std::unique_ptr<Shader> m_shader, m_shaderOutline;
GLuint m_VAO, m_pointsVBO, m_valuesVBO;
GLuint m_FBO, m_outFBO, m_colormapTex, m_depthTex, m_tex, m_outTex;
GLfloat m_transform[4][4];
std::vector<vec2> m_points;
vec2 m_dragOriginPos, m_dragCurrentPos;
bool m_redraw, m_shouldUpdateGeometry, m_shouldUpdateMaterials;
std::unique_ptr<QuadTree> m_quadtree;
void updateQuadTree();
};
#endif // SCATTERPLOT_H
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