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/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt Charts module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:GPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3 or (at your option) any later version
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** approved by the KDE Free Qt Foundation. The licenses are as published by
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "declarativerendernode.h"
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#include <QtGui/QOpenGLContext>
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#include <QtGui/QOpenGLFunctions>
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#include <QtGui/QOpenGLFramebufferObjectFormat>
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#include <QtGui/QOpenGLFramebufferObject>
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#include <QOpenGLShaderProgram>
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#include <QtGui/QOpenGLBuffer>
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//#define QDEBUG_TRACE_GL_FPS
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#ifdef QDEBUG_TRACE_GL_FPS
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# include <QElapsedTimer>
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#endif
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QT_CHARTS_BEGIN_NAMESPACE
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// This node draws the xy series data on a transparent background using OpenGL.
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// It is used as a child node of the chart node.
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DeclarativeRenderNode::DeclarativeRenderNode(QQuickWindow *window) :
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QObject(),
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QSGSimpleTextureNode(),
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m_texture(0),
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m_window(window),
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m_textureOptions(QQuickWindow::TextureHasAlphaChannel),
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m_textureSize(1, 1),
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m_recreateFbo(false),
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m_fbo(0),
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m_program(0),
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m_shaderAttribLoc(-1),
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m_colorUniformLoc(-1),
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m_minUniformLoc(-1),
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m_deltaUniformLoc(-1),
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m_pointSizeUniformLoc(-1),
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m_renderNeeded(true)
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{
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initializeOpenGLFunctions();
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// Our texture node must have a texture, so use a default one pixel texture
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GLuint defaultTexture = 0;
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glGenTextures(1, &defaultTexture);
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glBindTexture(GL_TEXTURE_2D, defaultTexture);
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uchar buf[4] = { 0, 0, 0, 0 };
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &buf);
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QQuickWindow::CreateTextureOptions defaultTextureOptions = QQuickWindow::CreateTextureOptions(
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QQuickWindow::TextureHasAlphaChannel | QQuickWindow::TextureOwnsGLTexture);
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m_texture = m_window->createTextureFromId(defaultTexture, QSize(1, 1), defaultTextureOptions);
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setTexture(m_texture);
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setFiltering(QSGTexture::Linear);
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setTextureCoordinatesTransform(QSGSimpleTextureNode::MirrorVertically);
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}
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DeclarativeRenderNode::~DeclarativeRenderNode()
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{
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delete m_texture;
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delete m_fbo;
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delete m_program;
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m_program = 0;
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cleanXYSeriesResources(0);
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}
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static const char *vertexSource =
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"attribute highp vec2 points;\n"
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"uniform highp vec2 min;\n"
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"uniform highp vec2 delta;\n"
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"uniform highp float pointSize;\n"
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"uniform highp mat4 matrix;\n"
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"void main() {\n"
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" vec2 normalPoint = vec2(-1, -1) + ((points - min) / delta);\n"
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" gl_Position = matrix * vec4(normalPoint, 0, 1);\n"
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" gl_PointSize = pointSize;\n"
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"}";
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static const char *fragmentSource =
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"uniform highp vec3 color;\n"
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"void main() {\n"
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" gl_FragColor = vec4(color,1);\n"
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"}\n";
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// Must be called on render thread and in context
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void DeclarativeRenderNode::initGL()
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{
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recreateFBO();
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m_program = new QOpenGLShaderProgram;
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentSource);
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m_program->bindAttributeLocation("points", 0);
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m_program->link();
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m_program->bind();
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m_colorUniformLoc = m_program->uniformLocation("color");
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m_minUniformLoc = m_program->uniformLocation("min");
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m_deltaUniformLoc = m_program->uniformLocation("delta");
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m_pointSizeUniformLoc = m_program->uniformLocation("pointSize");
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m_matrixUniformLoc = m_program->uniformLocation("matrix");
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// Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
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// implementations this is optional and support may not be present
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// at all. Nonetheless the below code works in all cases and makes
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// sure there is a VAO when one is needed.
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m_vao.create();
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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#if !defined(QT_OPENGL_ES_2)
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if (!QOpenGLContext::currentContext()->isOpenGLES()) {
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// Make it possible to change point primitive size and use textures with them in
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// the shaders. These are implicitly enabled in ES2.
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// Qt Quick doesn't change these flags, so it should be safe to just enable them
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// at initialization.
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glEnable(GL_PROGRAM_POINT_SIZE);
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}
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#endif
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m_program->release();
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}
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void DeclarativeRenderNode::recreateFBO()
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{
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QOpenGLFramebufferObjectFormat fboFormat;
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fboFormat.setAttachment(QOpenGLFramebufferObject::NoAttachment);
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delete m_fbo;
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m_fbo = new QOpenGLFramebufferObject(m_textureSize.width(),
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m_textureSize.height(),
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fboFormat);
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delete m_texture;
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m_texture = m_window->createTextureFromId(m_fbo->texture(), m_textureSize, m_textureOptions);
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setTexture(m_texture);
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m_recreateFbo = false;
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}
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// Must be called on render thread and in context
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void DeclarativeRenderNode::setTextureSize(const QSize &size)
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{
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m_textureSize = size;
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m_recreateFbo = true;
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m_renderNeeded = true;
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}
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// Must be called on render thread while gui thread is blocked, and in context
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void DeclarativeRenderNode::setSeriesData(bool mapDirty, const GLXYDataMap &dataMap)
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{
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if (mapDirty) {
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// Series have changed, recreate map, but utilize old data where feasible
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GLXYDataMap oldMap = m_xyDataMap;
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m_xyDataMap.clear();
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GLXYDataMapIterator i(dataMap);
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while (i.hasNext()) {
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i.next();
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GLXYSeriesData *data = oldMap.take(i.key());
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const GLXYSeriesData *newData = i.value();
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if (!data || newData->dirty) {
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data = new GLXYSeriesData;
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*data = *newData;
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}
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m_xyDataMap.insert(i.key(), data);
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}
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// Delete remaining old data
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i = oldMap;
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while (i.hasNext()) {
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i.next();
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delete i.value();
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cleanXYSeriesResources(i.key());
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}
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} else {
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// Series have not changed, so just copy dirty data over
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GLXYDataMapIterator i(dataMap);
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while (i.hasNext()) {
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i.next();
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const GLXYSeriesData *newData = i.value();
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if (i.value()->dirty) {
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GLXYSeriesData *data = m_xyDataMap.value(i.key());
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if (data)
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*data = *newData;
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}
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}
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}
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markDirty(DirtyMaterial);
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m_renderNeeded = true;
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}
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void DeclarativeRenderNode::renderGL()
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{
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glClearColor(0, 0, 0, 0);
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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m_program->bind();
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m_fbo->bind();
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glClear(GL_COLOR_BUFFER_BIT);
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glEnableVertexAttribArray(0);
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glViewport(0, 0, m_textureSize.width(), m_textureSize.height());
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GLXYDataMapIterator i(m_xyDataMap);
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while (i.hasNext()) {
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i.next();
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QOpenGLBuffer *vbo = m_seriesBufferMap.value(i.key());
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GLXYSeriesData *data = i.value();
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m_program->setUniformValue(m_colorUniformLoc, data->color);
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m_program->setUniformValue(m_minUniformLoc, data->min);
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m_program->setUniformValue(m_deltaUniformLoc, data->delta);
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m_program->setUniformValue(m_matrixUniformLoc, data->matrix);
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if (!vbo) {
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vbo = new QOpenGLBuffer;
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m_seriesBufferMap.insert(i.key(), vbo);
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vbo->create();
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}
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vbo->bind();
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if (data->dirty) {
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vbo->allocate(data->array.constData(), data->array.count() * sizeof(GLfloat));
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data->dirty = false;
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}
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
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if (data->type == QAbstractSeries::SeriesTypeLine) {
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glLineWidth(data->width);
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glDrawArrays(GL_LINE_STRIP, 0, data->array.size() / 2);
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} else { // Scatter
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m_program->setUniformValue(m_pointSizeUniformLoc, data->width);
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glDrawArrays(GL_POINTS, 0, data->array.size() / 2);
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}
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vbo->release();
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}
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#ifdef QDEBUG_TRACE_GL_FPS
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static QElapsedTimer stopWatch;
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static int frameCount = -1;
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if (frameCount == -1) {
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stopWatch.start();
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frameCount = 0;
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}
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frameCount++;
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int elapsed = stopWatch.elapsed();
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if (elapsed >= 1000) {
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elapsed = stopWatch.restart();
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qreal fps = qreal(0.1 * int(10000.0 * (qreal(frameCount) / qreal(elapsed))));
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qDebug() << "FPS:" << fps;
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frameCount = 0;
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}
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#endif
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markDirty(DirtyMaterial);
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m_window->resetOpenGLState();
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}
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// Must be called on render thread as response to beforeRendering signal
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void DeclarativeRenderNode::render()
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{
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if (m_renderNeeded) {
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if (m_xyDataMap.size()) {
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if (!m_program)
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initGL();
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if (m_recreateFbo)
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recreateFBO();
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renderGL();
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} else {
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if (rect() != QRectF()) {
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glClearColor(0, 0, 0, 0);
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m_fbo->bind();
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glClear(GL_COLOR_BUFFER_BIT);
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// If last series was removed, zero out the node rect
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setRect(QRectF());
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}
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}
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m_renderNeeded = false;
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}
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}
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void DeclarativeRenderNode::cleanXYSeriesResources(const QXYSeries *series)
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{
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if (series) {
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delete m_seriesBufferMap.take(series);
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delete m_xyDataMap.take(series);
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} else {
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foreach (QOpenGLBuffer *buffer, m_seriesBufferMap.values())
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delete buffer;
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m_seriesBufferMap.clear();
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foreach (GLXYSeriesData *data, m_xyDataMap.values())
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delete data;
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m_xyDataMap.clear();
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}
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}
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QT_CHARTS_END_NAMESPACE
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