// Construct full surface representation of data void Surface::constructFull(PrimitiveList& primitiveList, const Axes& axes, const Array<double>& displayAbscissa, List<DisplayDataSet>& displayData, ColourScale colourScale) { // Forget all data in current primitives primitiveList.forgetAll(); // Get extents of displayData to use based on current axes limits Vec3<int> minIndex, maxIndex; if (!calculateExtents(axes, displayAbscissa, displayData, minIndex, maxIndex)) return; int nZ = (maxIndex.z - minIndex.z) + 1; // Copy and transform abscissa values (still in data space) into axes coordinates Array<double> x(displayAbscissa, minIndex.x, maxIndex.x); axes.transformX(x); int nX = x.nItems(); // Check for specific actions when we have a low number of display datasets if (nZ == 1) { // Special case, if there is exactly one dataset, draw a standard XY line surface instead constructLineXY(primitiveList, axes, displayAbscissa, displayData, colourScale); return; } if (nX == 1) { // Special case, if there is exactly one dataset, draw a standard XY line surface instead constructLineZY(primitiveList, axes, displayAbscissa, displayData, colourScale); return; } // Resize primitive list so it's large enough for our needs primitiveList.reinitialise(nZ-1, false, GL_TRIANGLES, true); // Temporary variables Array< Vec3<double> > normA, normB; Array<double> yA, yB, yC; Array<DisplayDataSet::DataPointType> typeA, typeB, typeC; Array< Vec4<GLfloat> > colourA, colourB; QColor colour; double zA, zB, zC; Vec3<double> nrm(0.0, 1.0, 0.0); // Construct first slice data and set initial min/max values yA.copy(displayData[minIndex.z]->y(), minIndex.x, maxIndex.x); typeA.copy(displayData[minIndex.z]->yType(), minIndex.x, maxIndex.x); axes.transformY(yA, typeA); zA = axes.transformZ(displayData[minIndex.z]->z()); if ((minIndex.z+1) <= maxIndex.z) // Safety check - this should always be true because of the checks above { yB.copy(displayData[minIndex.z+1]->y(), minIndex.x, maxIndex.x); typeB.copy(displayData[minIndex.z+1]->yType(), minIndex.x, maxIndex.x); axes.transformY(yB, typeB); zB = axes.transformZ(displayData[minIndex.z+1]->z()); } constructSurfaceStrip(x, yA, zA, axes, normA, colourA, colourScale, yC, 0.0, yB, zB); // Create triangles in strips between the previous and target Y/Z values int nBit, nPlusOneBit, totalBit; int vertexAn = -1, vertexBn = -1, vertexAnPlusOne = -1, vertexBnPlusOne = -1; Primitive* currentPrimitive = primitiveList[0]; for (int index = minIndex.z+1; index <=maxIndex.z; ++index) { // Grab next data (if we are not at the end of the index range) if (index < maxIndex.z) { yC.copy(displayData[index+1]->y(), minIndex.x, maxIndex.x); typeC.copy(displayData[index+1]->yType(), minIndex.x, maxIndex.x); axes.transformY(yC, typeC); zC = axes.transformZ(displayData[index+1]->z()); } else yC.clear(); // Construct data for current slice constructSurfaceStrip(x, yB, zB, axes, normB, colourB, colourScale, yA, zA, yC, zC); // Use a simple bit to quickly determine which triangles to draw, given possible lack of datapoints in slices // // n n+1 n n+1 // Slice A 4-------1 4-------1 0 = Both 5 = None // | ....TR| |TL.... | 1 = BL 6 = None // | ....| |.... | 2 = TL 7 = None // |BL ..| |.. BR| 3 = None 8 = TR // Slice B 8-------2 8-------2 4 = BR 9+= None // Set initial bit, and generate initial vertices nBit = 0; if (typeA.value(0) == DisplayDataSet::NoPoint) { nBit += 4; vertexAn = -1; } else vertexAn = currentPrimitive->defineVertex(x.value(0), yA.value(0), zA, normA[0], colourA[0]); if (typeB.value(0) == DisplayDataSet::NoPoint) { nBit += 8; vertexBn = -1; } else vertexBn = currentPrimitive->defineVertex(x.value(0), yB.value(0), zB, normB[0], colourB[0]); for (int n=0; n<nX-1; ++n) { // Construct bit for n+1 nPlusOneBit = 0; if (typeA.value(n+1) == DisplayDataSet::NoPoint) nPlusOneBit += 1; if (typeB.value(n+1) == DisplayDataSet::NoPoint) nPlusOneBit += 2; totalBit = nBit + nPlusOneBit; // Reset indices for current (n+1) column vertexAnPlusOne = -1; vertexBnPlusOne = -1; // Add triangles for this quadrant if (totalBit == 0) { // Draw both if (vertexAn == -1) vertexAn = currentPrimitive->defineVertex(x.value(n), yA.value(n), zA, normA[n], colourA[n]); if (vertexBn == -1) vertexBn = currentPrimitive->defineVertex(x.value(n), yB.value(n), zB, normB[n], colourB[n]); vertexAnPlusOne = currentPrimitive->defineVertex(x.value(n+1), yA.value(n+1), zA, normA[n+1], colourA[n+1]); vertexBnPlusOne = currentPrimitive->defineVertex(x.value(n+1), yB.value(n+1), zB, normB[n+1], colourB[n+1]); currentPrimitive->defineIndices(vertexAn, vertexAnPlusOne, vertexBnPlusOne); currentPrimitive->defineIndices(vertexAn, vertexBn, vertexBnPlusOne); } else if (totalBit == 1) { // Bottom left corner only if (vertexAn == -1) vertexAn = currentPrimitive->defineVertex(x.value(n), yA.value(n), zA, normA[n], colourA[n]); if (vertexBn == -1) vertexBn = currentPrimitive->defineVertex(x.value(n), yB.value(n), zB, normB[n], colourB[n]); vertexBnPlusOne = currentPrimitive->defineVertex(x.value(n+1), yB.value(n+1), zB, normB[n+1], colourB[n+1]); currentPrimitive->defineIndices(vertexAn, vertexBnPlusOne, vertexBn); } else if (totalBit == 2) { // Top left corner only if (vertexAn == -1) vertexAn = currentPrimitive->defineVertex(x.value(n), yA.value(n), zA, normA[n], colourA[n]); if (vertexBn == -1) vertexBn = currentPrimitive->defineVertex(x.value(n), yB.value(n), zB, normB[n], colourB[n]); vertexAnPlusOne = currentPrimitive->defineVertex(x.value(n+1), yA.value(n+1), zA, normA[n+1], colourA[n]); currentPrimitive->defineIndices(vertexAn, vertexAnPlusOne, vertexBn); } else if (totalBit == 4) { // Bottom right corner only if (vertexBn == -1) vertexBn = currentPrimitive->defineVertex(x.value(n), yB.value(n), zB, normB[n], colourB[n]); vertexAnPlusOne = currentPrimitive->defineVertex(x.value(n+1), yA.value(n+1), zA, normA[n+1], colourA[n+1]); vertexBnPlusOne = currentPrimitive->defineVertex(x.value(n+1), yB.value(n+1), zB, normB[n+1], colourB[n+1]); currentPrimitive->defineIndices(vertexAnPlusOne, vertexBnPlusOne, vertexBn); } else if (totalBit == 8) { // Top right corner only if (vertexAn == -1) vertexAn = currentPrimitive->defineVertex(x.value(n), yA.value(n), zA, normA[n], colourA[n]); vertexAnPlusOne = currentPrimitive->defineVertex(x.value(n+1), yA.value(n+1), zA, normA[n+1], colourA[n+1]); vertexBnPlusOne = currentPrimitive->defineVertex(x.value(n+1), yB.value(n+1), zB, normB[n+1], colourB[n+1]); currentPrimitive->defineIndices(vertexAn, vertexAnPlusOne, vertexBnPlusOne); } // Store new nBit for next index nBit = nPlusOneBit*4; vertexAn = vertexAnPlusOne; vertexBn = vertexBnPlusOne; } // Shuffle data backwards... yA = yB; zA = zB; typeA = typeB; normA = normB; colourA = colourB; yB = yC; zB = zC; typeB = typeC; // Increment primitive pointer currentPrimitive = currentPrimitive->next; } }
// Construct grid surface representation of data void Surface::constructGrid(PrimitiveList& primitiveList, const Axes& axes, const Array<double>& displayAbscissa, List<DisplayDataSet>& displayData, ColourScale colourScale) { // Forget all data in current primitives primitiveList.forgetAll(); // Get extents of displayData to use based on current axes limits Vec3<int> minIndex, maxIndex; if (!calculateExtents(axes, displayAbscissa, displayData, minIndex, maxIndex)) return; int nZ = (maxIndex.z - minIndex.z) + 1; // Copy and transform abscissa values (still in data space) into axes coordinates Array<double> x(displayAbscissa, minIndex.x, maxIndex.x); axes.transformX(x); int nX = x.nItems(); if (nX < 2) return; // Decide how large to make VertexChunks in Primitives // We will consider multiple slices at once in order to take most advantage of the post-transform cache // forming (abscissa.nItems()/(cacheSize-1)+1) Primitives (we divide by (cacheSize-1) because we will force an overlap // of one gridpoint between adjacent strips). const int cacheSize = 12; int nPrimitives = x.nItems()/(cacheSize-1) + 1; // Get some values from axes so we can calculate colours properly bool yLogarithmic = axes.logarithmic(1); double yStretch = axes.stretch(1); // Reinitialise primitive list primitiveList.reinitialise(nPrimitives, true, GL_LINES, true); // Temporary variables int n, offset = 0, i, nLimit, nMax; Vec4<GLfloat> colour; Vec3<double> nrm(0.0, 1.0, 0.0); Array<double> y; Array<DisplayDataSet::DataPointType> yType; DisplayDataSet** slices = displayData.array(); Primitive* currentPrimitive = primitiveList[0]; int verticesA[cacheSize], verticesB[cacheSize]; double z; // Loop over abscissa indices while (offset <= x.nItems()) { // Set nLimit to ensure we don't go beyond the end of the data arrays nLimit = std::min(cacheSize, x.nItems()-offset); // Loop over remaining displayData for (int slice = minIndex.z; slice <= maxIndex.z; ++slice) { // Grab arrays y.copy(slices[slice]->y(), minIndex.x+offset, minIndex.x+offset+nLimit-1); yType.copy(slices[slice]->yType(), minIndex.x+offset, minIndex.x+offset+nLimit-1); axes.transformY(y, yType); z = axes.transformZ(slices[slice]->z()); // Generate vertices for this row for (n=0; n<nLimit; ++n) { i = offset+n; if (yType.value(n) != DisplayDataSet::NoPoint) { // A value exists here, so define a vertex colourScale.colour(yLogarithmic ? pow(10.0, y.value(n) / yStretch) : y.value(n) / yStretch, colour); verticesB[n] = currentPrimitive->defineVertex(x.value(i), y.value(n), z, nrm, colour); // If the previous vertex on this row also exists, draw a line here if ((n != 0) && (verticesB[n-1] != -1)) currentPrimitive->defineIndices(verticesB[n-1], verticesB[n]); } else verticesB[n] = -1; } // Draw lines across slices (if slice != 0) if (slice != 0) { nMax = (maxIndex.z-slice) > 1 ? nLimit-1 : nLimit; for (n=0; n<nMax; ++n) { if ((verticesA[n] != -1) && (verticesB[n] != -1)) currentPrimitive->defineIndices(verticesA[n], verticesB[n]); } } // Store current vertices for next pass for (n=0; n<cacheSize; ++n) verticesA[n] = verticesB[n]; } // Move to next primitive and increase offset currentPrimitive = currentPrimitive->next; offset += cacheSize-1; } }